• 제목/요약/키워드: boredom

검색결과 100건 처리시간 0.035초

급성 질환으로 입원한 아동의 간호의 질 향상을 위한 서비스 디자인 (Design of Services for Improving the Quality of Care of Hospitalized Children with Acute Diseases)

  • 구현영;이경민;구영은
    • Child Health Nursing Research
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    • 제25권4호
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    • pp.528-540
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    • 2019
  • Purpose: This study was conducted to design services for improving the quality of care of hospitalized children with acute diseases. Methods: The service design process had four phases: discovery, definition, development, and delivery. The participants were 23 mothers of hospitalized children with an acute disease, and seven nurses and three doctors working at a pediatric hospital. Data were collected through self-report questionnaires, in-depth interviews, and observations. The data were analyzed using content analysis and descriptive statistics. Results: The participants reported needs for explanations about the treatment, skillful nursing, and environmental improvements. The concept of the services was familiarity and enjoyment, aimed at solving the problems of unfamiliarity and boredom. A six-guideline was presented for improving the quality of care of hospitalized children with acute diseases: improvement of awareness, development of educational materials, improvement of skills, environmental improvements, play activities, and evaluations of user satisfaction. Conclusion: These findings indicate that nursing services should deliver familiarity and enjoyment to hospitalized children and their families. The findings of this study emphasize that the service design methodology can be used to improve the quality of care of hospitalized children with acute diseases.

Factors Affecting Organizational Commitment: An Empirical Study of Information Technology Sector in Vietnam

  • NGUYEN, Van Thuy;NGUYEN, Trung Kien
    • The Journal of Asian Finance, Economics and Business
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    • 제8권11호
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    • pp.277-284
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    • 2021
  • This study was conducted to determine the factors affecting employees' engagement in Information Technology (IT) enterprises in Vietnam. Quantitative method was used to test the research model. Research data is collected through a survey of 205 employees working in Ho Chi Minh City - Vietnam IT enterprises. The research results show that all seven factors affecting OC are ability, remuneration, training/development, challenging work, teamwork relationship, company policy, and culture, and work environment all make sense. In which, WOE, TER, REM factors are the three most influential factors, while company CPC, T&D, CHW, ABI have a lower impact. The proposed management implications include building, providing, ensuring a good working environment for employees, building/developing relationships within the company, having a policy of salary, bonus, support, and incentives. In addition, appropriate, competitive remuneration, adequate incentives, and rewards for the efforts that the employee has made, training and development of skills and soft skills suitable for each type of work, development orientations for employees, as well as frequent rotation of positions and jobs, in addition to improving employees' capacity, also avoid causing boredom and loss of motivation at work, thereby increasing OC of employees in IT enterprises in Vietnam.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

e학습터 플랫폼을 활용한 원격 생물 학습이 초등학생들의 과학 관련 태도에 미치는 영향 (The Effects of 'Online Biology Learning Using E-Learning System' on Elementary School Students' Science-Related Attitudes)

  • 박형민;임채성
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권1호
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    • pp.13-21
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    • 2021
  • This study analyzed the effects of 'online biology learning using E-learning system' on elementary school students' science-related attitudes. Samples of the study were composed of 95 sixth-grade students of N elementary school in Seoul, Korea. The learning was conducted for 11 times over a month. The main results of this study are as follows. First, for the paired t-test, a statistically significant difference between the pre and post scores of science-related attitudes was found. After conducting the online biology learning science related attitudes scores of students generally declined. "The boredom caused by simply watching online biology contents" is the decisive cause of the decline in science-related attitude scores analyzed through interviews. Second, in ANCOVA, according to 'levels of meta-cognition'. there was no statistically significant difference in scores of science-related attitudes. but, there was statistically significant difference in science-related attitudes according to 'adoption of scientific attitudes'. Students of high meta-cognition type showed a greater decline in scores than students of low meta-cognition type. Based on the results of this study, implications for research of online biology education and elementary science education are discussed.

회전근개 훈련용 기기 설계와 sEMG를 활용한 실험적 검증 (Design of Device for Rotator Cuff Training and Its Experimental Validation with sEMG)

  • 변상규;김재훈;정지용;김희영;신성욱;이응혁
    • 한국멀티미디어학회논문지
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    • 제24권8호
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    • pp.1035-1043
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    • 2021
  • The shoulder is less stable than other joints, making it easier to onset of various shoulder disorders. In addition, limited range of motion and pain in the shoulder due to shoulder disorders restricts daily life and social activities. The problem with exercise therapy can be reduced in exercise effect by causing boredom through simple repetition of motion, thus reducing the patient's willingness to participate. Therefore, this paper aims to provide a treatment method that can induce active participation of patients by developing devices capable of passive, active, and resistance exercise and serious game contents using them. Furthermore, sEMG was used to verify whether the rotational exercise in the horizontal and vertical using serious game contents helps the shoulder movement actually. The measured sEMG signal was classified as 5 phases according to the angle of rotation and calculated the mean integrated EMG. The mean integrated EMG for the experimental results was higher in all phases when rotational was performed compared to those when both horizontal and vertical rotational exercise remained initial posture, indicating an increase in muscle activity.

Classification of Three Different Emotion by Physiological Parameters

  • Jang, Eun-Hye;Park, Byoung-Jun;Kim, Sang-Hyeob;Sohn, Jin-Hun
    • 대한인간공학회지
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    • 제31권2호
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    • pp.271-279
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    • 2012
  • Objective: This study classified three different emotional states(boredom, pain, and surprise) using physiological signals. Background: Emotion recognition studies have tried to recognize human emotion by using physiological signals. It is important for emotion recognition to apply on human-computer interaction system for emotion detection. Method: 122 college students participated in this experiment. Three different emotional stimuli were presented to participants and physiological signals, i.e., EDA(Electrodermal Activity), SKT(Skin Temperature), PPG(Photoplethysmogram), and ECG (Electrocardiogram) were measured for 1 minute as baseline and for 1~1.5 minutes during emotional state. The obtained signals were analyzed for 30 seconds from the baseline and the emotional state and 27 features were extracted from these signals. Statistical analysis for emotion classification were done by DFA(discriminant function analysis) (SPSS 15.0) by using the difference values subtracting baseline values from the emotional state. Results: The result showed that physiological responses during emotional states were significantly differed as compared to during baseline. Also, an accuracy rate of emotion classification was 84.7%. Conclusion: Our study have identified that emotions were classified by various physiological signals. However, future study is needed to obtain additional signals from other modalities such as facial expression, face temperature, or voice to improve classification rate and to examine the stability and reliability of this result compare with accuracy of emotion classification using other algorithms. Application: This could help emotion recognition studies lead to better chance to recognize various human emotions by using physiological signals as well as is able to be applied on human-computer interaction system for emotion recognition. Also, it can be useful in developing an emotion theory, or profiling emotion-specific physiological responses as well as establishing the basis for emotion recognition system in human-computer interaction.

KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로 (KBS 'Summter VR' directing analysis - Focusing on the long take technique)

  • 표만석;최윤희;이승현;권순철
    • 문화기술의 융합
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    • 제4권3호
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    • pp.149-158
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    • 2018
  • VR 콘텐츠 제작은 지상파 방송사를 중심으로 영화제작사, 게임업체, VR 콘텐츠 프로덕션 등이 활발하게 제작하고 있으며, 이에 따라 VR 시장이 확대되고, VR 영상 콘텐츠 제작에 대한 투자규모도 커지고 있다. 지상파 KBS '숨터 VR'은 2016년부터 2017년까지 꾸준히 제작되어 왔으며, 2D영상과 VR영상이 동시에 방송되어 이 두 영상자료를 비교 분석한다면 유의미한 연출내용을 도출할 수 있을 것으로 보았다. 본 논문에서 '숨터 VR'을 시간대별로 샷(컷)을 분석한 바, '숨터 VR'의 영상 연출은 평균 30초 이상의 롱 테이크를 사용하고 있었고, 동시에 관객이 롱 테이크 연출의 지루함에 빠지지 않도록 아름다운 장소를 선택하고 있었다. '숨터 VR"영상에서 대부분의 영상 연출은 롱 테이크의 미장센 기법이었다.

초보 골퍼들의 지속적 운동참여를 위한 보조기구 설계 연구 (A Study of Development of Auxiliary Devices for the Continuing Participation of Beginner Level Golfers)

  • 김수현
    • 한국융합학회논문지
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    • 제11권8호
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    • pp.147-152
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    • 2020
  • 이 연구는 점차 증가하고 있는 젊은층과 여성 초보 골퍼들이 골프를 배워가는 과정에서 자세의 어려움, 골프 자체의 지루함, 더딘 실력 향상 등의 이유로 골프에 대한 흥미를 잃고 골프를 포기하는 사례가 많아 이를 보완하기 위한 보조기구를 개발하는 것이 목적이다. 이를 위해 먼저 골프채 그립 하단에 각종 센서를 탑재한 하드웨어 장치를 부착하여 골퍼의 스윙 자세와 비거리 등의 데이터를 수집, 전달할 수 있는 플랫폼을 설계하였다. 이후 이러한 데이터들을 분석, 보관할 수 있는 스마트폰 앱을 개발하고 연동하여 골퍼의 자세를 식별하고 자세를 스스로 교정할 수 있도록 하였다. 아울러 스마트폰 앱은 자기 비교와 타인 비교 콘텐츠를 통해 게임적 요소를 가미하여 초보 골퍼들의 지속적 운동참여를 위한 내적 동기부여도 제공할 수 있다.

정서의 이차원 구조에서 유아의 얼굴표정 해석 (Children's Interpretation of Facial Expression onto Two-Dimension Structure of Emotion)

  • 신영숙;정현숙
    • 인지과학
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    • 제18권1호
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    • pp.57-68
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    • 2007
  • 본 논문은 정서의 이차원 구조상에서 얼굴표정으로부터 아동의 정서이해에 대한 범주를 알아보고자 한다. 3세에서 5세 89명의 아동들을 대상으로 14개의 정서 단어와 관계된 얼굴표정들을 선택하도록 하였다. 실험에 적용된 얼굴표정들은 54명의 대학생들로부터 9점 척도상에서 두차원(쾌-불쾌차원과 각성-수면차원) 각각에서 표정의 강도가 평정된 사진들이 사용되었다. 실험결과에서 아동들은 쾌-불쾌 차원보다는 각성-수면 차원에서 더 큰 안정성을 보였다. 이차원 구조상에서 슬픔, 졸림, 화남, 놀람과 같은 정서들은 두 차원에서 매우 잘 변별된 반면, 두려움, 지겨움과 같은 정서들은 쾌-불쾌 차원에서 불안정성을 보였다. 특히 3세 아동들은 각성-수면정도에 대한 지각이 쾌-불쾌에 대한 지각보다 높게 나타났다.

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무단횡단을 하는 보행자의 안전을 위한 연구: TPB를 중심으로 (A Study for Pedestrian's Safety: Relating to TPB)

  • 장경
    • 한국산학기술학회논문지
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    • 제16권1호
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    • pp.180-194
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    • 2015
  • 도로 상에서 차량은 강자이고 보행자들은 약자의 처지이다. 본 논문은 보행자의 안전에 기여하고자 하는 목적을 가진다. 먼저, 본 논문은 인구 모수들과 TPB(계획된 행동의 이론)의 변수들(도로에서 보행자의 길 건너는 행동에 있어서의 태도, 개인적 가치, 인지된 행동 통제, 등), 길을 건너고자 하는 의도, 건너는 동안의 인지된 위험, 그리고 과거 교통사고의 경험 사이의 연관성을, 대학생 샘플을 대상으로, 연구하였다. TPB 변수들을 고려한 보행자 연구는 한국에서 통상 수행되지 않았었다. 더 나아가 본 연구는, 도로를 건너는 보행자의 위험한 행동에 있어서, 인간의 인지 실패/오류, 충동성, 시간관, 그리고 확률적/수학-논리적 판단 능력이, 차지하는 비중을 분석하고자 하였다. 연구 결과는, 그 비중이 아주 크지는 않지만, 존재함을 발견하였고, 인간 생명은 매우 소중하므로, 보행자의 사고에서 인간의 그러한 심리적 요인들을 추가적으로 고려한다면, 보행자의 사고를 예방하고 그 불행을 줄이는 데에, 더 나아가 사고와 관련된 경제적 손실과 보험 지출을 줄이는 데에, 기여할 것이라고 사료된다.