• Title/Summary/Keyword: Virtual methods

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Impact of the COVID-19 pandemic on women's health nursing clinical practicums in the spring 2020 semester in Korea: a nationwide survey study

  • Kim, Mijong;Jeong, Geum Hee;Park, Hae Sook;Ahn, Sukhee
    • Women's Health Nursing
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    • v.27 no.3
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    • pp.256-264
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    • 2021
  • Purpose: This study investigated the impact of coronavirus disease 2019 (COVID-19) on women's health nursing clinical practicums in undergraduate nursing schools in Korea during the spring 2020 semester. Methods: A cross-sectional online survey on clinical practicum teaching experiences in the spring 2020 semester was distributed to members of the Korean Society of Women Health Nursing (KSWHN) who taught undergraduate nursing. One faculty member from each of 203 institutions was requested to respond and there were no duplicate participants. Seventy-nine participants (38.9%) responded and 74 responses were analyzed. Descriptive statistics were presented for all survey items. Results: Fifty-two faculty members (70.3%) belonged to universities and 22 (29.7%) taught at colleges. Thirty-eight (51.4%) answered that their institutions had affiliated teaching hospitals. More than half (52.7%) conducted hospital-based clinical practicums either entirely (n=20) or partially (n=19), whereas the rest of them (47.3%) conducted clinical practicums at school or home via online teaching. The typical teaching methods for offline or online education were case conferences, tests or quizzes, scenario studies, nursing skill practicums, (virtual) nursing simulations, and simulated patient education. Most of faculties (93.2%) supported the development of an educational platform to share educational materials and resources, such as case scenarios. Conclusion: Nursing faculty members utilized various teaching methods to enhance clinical skills and mitigate limited clinical exposure during the early stage of the COVID-19 pandemic. The KSWHN should move forward to develop an education platform and modalities for members who face many challenges related to the accessibility and quality of nursing education contents.

A Technique for Detecting Malicious Java Applet Using Java-Methods Substitution (메서드 치환을 이용한 악성 자바 애플릿 탐지 기법)

  • 이승수;오형근;배병철;고재영;박춘식
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.12 no.3
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    • pp.15-22
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    • 2002
  • Java applet, executed in user's web browsers which is via proxy server on web sever, can approach client files or resources, so it is necessary to secure against malicious java applet. Currently, the previous security countermeasures against malicious java applet use two ways: one is making a filter system to detect malicious java applet hewn in proxy, the other is that establishes another security java virtual machine. However, the first one can not detect unknown malicious java applet, and the other one nay increase loads, because it decides whether there is malicious or not after implementing java applet on proxy server. In this paper, after inserting monitoring function to java applet on proxy server using java-methods substitution and transfer it to user to detect malicious java applet, we propose a technique for detecting malicious java applet that can detect the unknown malicious java applet with reducing loads

Implementation of Efficient Distributed Crawler through Stepwise Crawling Node Allocation

  • Kim, Hyuntae;Byun, Junhyung;Na, Yoseph;Jung, Yuchul
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.2
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    • pp.15-31
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    • 2020
  • Various websites have been created due to the increased use of the Internet, and the number of documents distributed through these websites has increased proportionally. However, it is not easy to collect newly updated documents rapidly. Web crawling methods have been used to continuously collect and manage new documents, whereas existing crawling systems applying a single node demonstrate limited performances. Furthermore, crawlers applying distribution methods exhibit a problem related to effective node management for crawling. This study proposes an efficient distributed crawler through stepwise crawling node allocation, which identifies websites' properties and establishes crawling policies based on the properties identified to collect a large number of documents from multiple websites. The proposed crawler can calculate the number of documents included in a website, compare data collection time and the amount of data collected based on the number of nodes allocated to a specific website by repeatedly visiting the website, and automatically allocate the optimal number of nodes to each website for crawling. An experiment is conducted where the proposed and single-node methods are applied to 12 different websites; the experimental result indicates that the proposed crawler's data collection time decreased significantly compared with that of a single node crawler. This result is obtained because the proposed crawler applied data collection policies according to websites. Besides, it is confirmed that the work rate of the proposed model increased.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Enhanced SBAS Integration Method Using Combination of Multiple SBAS Corrections

  • Yun, Ho;Kim, Do-Yoon;Jeon, Sang-Hoon;Park, Bynng-Woon;Kee, Chang-Don
    • International Journal of Aeronautical and Space Sciences
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    • v.10 no.1
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    • pp.75-82
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    • 2009
  • In this parer, we propose a new way of improving DGNSS service using combination of multiple SBAS information. Because SBAS uses Geostationary Earth Orbit (GEO) satellites, it has very large coverage but it can be unavailable in urban canyon because of visibility problem. R. Chen solved this problem by creating Virtual Reference Stations (VRS) using the SBAS signal [1]. VRS converts SBAS signal to RTCM signals corresponding its location, and broadcast the converted RTCM signals over the wireless internet. This method can solve the visibility problem cost effectively. Furthermore it can solve DGNSS coverage problem by creating just a transmitter instead of a reference station. Developing above method, this paper proposes the methods that integrate two or more SEAS signals into one RTCM signal and broadcast it. In Korea, MSAS signal is available even though it is not officially certified for Korean users. As a Korean own SBAS-like system, there is the internet-based KWTB (Korean WADGPS Test Bed) which we developed and released at ION GNSS 2006. As a result, virtually two different SBAS corrections are available in Korea. In this paper, we propose the integration methods for these two independent SBAS corrections and present the test results using the actual measurements from the two systems. We present the detailed algorithm for these two methods and analyze the features and performances of them. To verify the proposed methods, we conduct the experiment using the logged SBAS corrections from the two systems and the RINEX data logged at Dokdo monitoring station in Korea. The preliminary test results showed the improved performance compared to the results from two independent systems, which shows the potential of our proposed methods. In the future, the newly developed SBASs will be available and the places which can access the multiple SBAS signals will increase. At that time, the integration or combination methods of two or more SBASs will become more important. Our proposed methods can be one of the useful solutions for that. As an additional research, we need to extend this research to the system level integration such as the concept of the decentralized W ADGPS.

Evaluation of the Usefulness of Virtual Reality Equipment for Relieving Patients' Anxiety during Whole-Body Bone Scan (전신 뼈 검사 환자의 불안감 해소를 위한 가상현실 장비의 유용성 평가)

  • Kim, Hae-Rin;Kim, Jung-Yul;Lee, Seung-Jae;Baek, Song-Ee;Kim, Jin-Gu;Kim, Ga-Yoon;Nam-Koong, Hyuk;Kang, Chun-Goo;Kim, Jae-Sam
    • The Korean Journal of Nuclear Medicine Technology
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    • v.26 no.1
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    • pp.27-32
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    • 2022
  • Purpose When performing a whole-body bone scan, many patients are experiencing psychological difficulties due to the close distance to the detector. Recently, in the medical field, there is a report that using virtual reality (VR) equipment can give pain relief to pediatric patients with weak concentration or patients receiving severe treatment through a distraction method. Therefore, in this paper, VR equipment was used to provide psychological stability to patients during nuclear medicine tests, and it is intended to evaluate whether it can be used in clinical practice. Materials and Methods As VR equipment, ALLIP Z6 VR (ALLIP, Korea) was used and the experiment was conducted after connecting to a mobile phone. The subjects were 30 patients who underwent whole-body bone examination from September 1, 2021 to September 30, 2021. After intravenous injection of 99mTc-HDP, 3 to 6 hours later, VR equipment was put on and whole body images were obtained. After the test, a survey was conducted, and a Likert scale of 5 points was used for psychological anxiety and satisfaction with VR equipment. Hypothesis verification and reliability of the survey were analyzed using SPSS Statistics 25 (IBM, Corp., Armonk, NY, USA). Results Anxiety about the existing whole-body bone test was 3.03±1.53, whereas that of anxiety after wearing VR equipment was 2.0±1.21, indicating that anxiety decreased to 34%. When regression analysis of the effect of the patient's concentration on VR equipment on anxiety about the test, the B value was 0.750 (P<0.01) and the t value was 6.181 (P<0.01). decreased and showed an influence of 75%. In addition, overall satisfaction with VR equipment was 3.76±1.28, and the intention to reuse was 66%. The Cronbach α value of the reliability coefficient of the questionnaire was 0.901. Conclusion When using VR equipment, patients' attention was dispersed, anxiety was reduced, and psychological stability was found. In the future, as VR equipment technology develops, it is thought that if the equipment can be miniaturized and the resolution of VR content images is increased, it can be used in various clinical settings if it provides more realistic stability to the patient.

A CT Simulator Phantom for Geometrica1 Test (CT 시뮬레이터의 기하학적 성능평가용 팬톰)

  • Min, Chul-Kee;Yi, Byong-Yong;Ahn, Seung-Do;Choi, Eun-Kyung;Chang, Hye-Sook
    • Radiation Oncology Journal
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    • v.18 no.4
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    • pp.337-344
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    • 2000
  • Purpose :To design and test test CT simulator phantom for geometrical test. Materials and Methods : The PMMA phantom was designed as a cylinder which is 20 cm in diameter and 24 cm in length, along with a 25$\times25\times31cm^{3}$ rectangular parallelepiped. Radio-opaque wires of which diameter is 0.8 mm are attached on the other surface of the phantom as a spiral. The rectangular phantom was made of four 24$\times24\times0.5 cm^{3}$ square plates and each plate had a 24$\times24 cm^{2}$, 12$\times12cm^{2}$, 6$\times6 cm$^{2}$ square line. The squares were placed to face the cylinder at angles 0 $^{\circ}$ , 15 $^{\circ}$ , 30 $^{\circ}$ ,respectively. The rectangular phantom made it possible to measure the field size, couch angle, the collimator angle, the isocenter shift and the SSD, the measurements of the gantry angle from the cylindrical part. A virtual simulation software, AcOSim, offered various conditions to perform virtual simulations and these results were used to perform the geometrical Quality assurance of CT simulator. Results : A 0.3$\~$0.5 mm difference was found on the 24 cm field size which was created with the DRR measurements obtained by scanning of the rectangular phantom. The isocenter shift, the collimator rotation, the couch rotation, and the gantry rotation test showed 0.5$\~$1 mm, 0.5$\~$l$^{\circ}$ 0.5$\~$ 1$^{\circ}$ , and 0.5-1 $^{\circ}$ differences, respectively. We could not find any significant differences between the results from the two scanning methods. Conclusion :The geometrical test phantom developed in the study showed less than 1 mm (or 1 $^{\circ}$ ) differences. The phantom could be used as a routine geometrical QC/QA tools, since the differences are within clinically acceptable ranges.

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Development of Interactive Media for Dance Education Using Motion Tracking (모션 트래킹을 활용한 무용 교육 인터랙티브 미디어 개발)

  • In-sang Kwak;Da-Young Ju
    • Science of Emotion and Sensibility
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    • v.27 no.3
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    • pp.3-14
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    • 2024
  • This research explores the concept of dance education, which involves educators demonstrating specific movements to students in a practice environment. This study aims to contribute to the emotional development and physical health of children and adolescents and to propose the direction of educational methods through interactive content. Educators explain the movements and describe the emotional context that should be expressed during these movements. This type of education focuses on conveying emotions through movement, acknowledging that dance is more than just precise postures and motions. However, individual imagination differ, and children and adolescents, in particular, may have little experience visualizing emotions. In such limited circumstances, students may focus on physical movements and postures rather than the emotional context they should convey, resulting in dry expressions or expressions that deviate from the intended emotions. This study uses interactive content to help dancers immerse themselves in the emotions associated with specific movements. Virtual content is projected into the practice space, allowing dancers to perceive a virtual environment tailored to specific movements. A body tracking sensor installed in the space recognizes the dancer's body and movements, and real-time particle effects are used to depict the dancer's movements in the virtual graphical environment. This method encourages dancers to perform the necessary movements by immersing them in an emotional experience. This study improves emotional immersion in dance education by reducing the dancer's reliance on his or her imagination alone. It catalyzes transitioning to a different emotional dimension, thereby increasing the effectiveness of dance education. This research involved dance education, which resulted in increased student engagement and concentration. Furthermore, the students recognized the emotional situations that required expression through their body movements, and they were able to express similar emotional content. Furthermore, students demonstrated creativity by incorporating emotions into their physical movements. This research is conducted in stages, each being tested in an educational setting to determine its impact. This step-by-step approach uses validated results as the foundation for subsequent stages, allowing for content expansion and improvement of issues discovered in previous stages. This study aims to contribute to the emotional development and physical health of children and adolescents and to propose the direction of educational methods through interactive content.

A Study on the stereoscopic method for 3 dimensional expression in VR application for ship design (선박설계용 VR의 3차원 입체 형상 구현 (Stereoscopic)의 적용성에 대한 연구)

  • LEE JAE-HWAN;PARK BYOUNG-JAE
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2004.05a
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    • pp.101-105
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    • 2004
  • In this paper, theoretical basis of stereoscopic display is investigated and programmed to shaw the application which could be used in the Virtual Reality (VR), especially for ship design. Stereoscopic is based on the seperated view point of left and right eyes on the screen and making 3 dimensional image. There different stereoscopic methods such are red-blue, interlacing, side-by-side and above-below are imvestigated and implemente to shaw the simple ship model and inside of ship. To shaw the 3 dimensional view, OpenGL is used to make program by implementing the logic of stereoscopic. Simple models and ship design are implemented to survey the applicability of stereoscopic for ship design. The best way is to use two projectors to emit interlaced shape. It is expected to imply this technique in the VR application for ship design.

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Evaluation of a Representative Human Model Generation Method for Anthropometric Design: Grid Approach (인체측정학적 설계를 위한 대표인체모델 생성 기법의 평가: 격자 기법)

  • Jung, Ki-Hyo;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.1
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    • pp.103-109
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    • 2007
  • Representative human models (RHMs), a group of digital human models which represent the people of the target population within a designated percentage (e.g., 95%), are used for ergonomic design and evaluation in virtual environments. The present study evaluated the grid approach, a RHM generation method, in terms of accommodation percentage. RHMs generated from the grid approach dramatically decreased the accommodation percentage of the target population as the number of anthropometric dimensions under consideration increased. For example, the accommodation percentages by RHMs generated by the grid approach were 95% for 3 key dimensions (selected among 10 anthropometric dimensions), 45% for 5 dimensions, and 10% for 10 dimensions. A standardized multiple regression analysis found that this decreasing accommodation percentage was caused by low correlations between key dimensions and other dimensions. The accommodation evaluation process used in the present study is applicable to evaluation of other RHM generation methods.