• 제목/요약/키워드: computer experience

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노인의 전산화 신경인지 검사와 만족도, 컴퓨터 이용경험 사이의 연관성 (Association between the Computerized Neurocognitive Function Test, Computer Experience, and Satisfaction in the Elderly)

  • 문종훈;양승범;전민재
    • 한국콘텐츠학회논문지
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    • 제19권9호
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    • pp.452-459
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    • 2019
  • 본 연구는 노인의 전산화 신경인지 검사와 만족도, 컴퓨터 이용경험 사이의 연관성을 알아보고자 하였다. 본 연구에 건강한 노인 52명(남자 25명, 여자 27명)이 참여하였다. 대상자는 전산화 신경인지 검사(정확도, 반응시간)를 수행하였으며, 컴퓨터 이용경험, 전산화 신경인지 검사 이용 만족도를 평가하였다. 통계분석은 독립 t 검정과 피어슨 상관분석을 수행하였다. 컴퓨터 이용경험이 없는 노인은 이용경험이 있는 노인에 비해 나이가 많았으며(p<.05), 교육수준이 낮았다(p<.05). 컴퓨터 이용경험이 있는 노인은 이용경험이 없는 노인보다 전산화 신경인지 검사의 정확도는 높았고 반응시간이 빨랐으며, 만족도는 높았다(p<.05). 상관분석에서, 나이가 많을수록, 교육수준이 낮을수록 전산화 신경인지 검사 정확도는 낮았으며, 반응속도는 빨랐다(p<.05). 만족도는 나이와 음의 상관을 나타냈고, 교육수준과는 정적 상관을 보였다(p<.05). 노인의 전산화 신경인지 검사 만족도는 교육수준과 컴퓨터 이용경험과 연관성이 성립될 수 있다.

Computer use experience of nurses working in hospital

  • Kim, Jung-ae;Cho, Eui-young
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권1호
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    • pp.31-39
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    • 2018
  • The purpose of this study was to examine the meaning and structure of nurses' computer using experience. To do this, we conducted a total of three interviews with 11 nurses working between the ages of 26 and 48. Interview data were interpreted using Giori method (1985) and Lincoln & Guba method (1985). As a result, 112 semantic units were derived, and then 18 sub-components were divided into 5 final components. As a result of the analysis, the computer experience that the nurses used in the hospital consisted of 'used for almost every task', 'usefulness', 'important', 'convenience', 'burden', 'anxiety', desire', simple work level', 'no problems', 'eye, muscle and movement discomfort', 'depends on task', 'more complex', 'accuracy', 'organize contents', 'simple', 'incomparable', and 'easy'. Based on the above conclusions, the nurses' experiences of using the computer in the hospital could be concluded as follows. Currently, almost all nursing jobs in hospitals are using computers. However, most of the tasks related to simple computer tasks related to the ability to use the computer was low, and because of this, the computer did not work properly, or when new programs were introduced to feel the burden and anxiety, want more systematic computer education Found. Especially, according to the career, the difference between computer and hand work was different, Nurses over 20 years said that computers can handle simple tasks that are a bit more complicated than manual tasks, whereas emotional tasks were handicapped, in the 10 to 20 years of experience, computer work was more accurate and appropriate to organize content, Nurses under 10 years were not only easy to work with computers but also have no experience in manual work, they could not compare the computer and the hand work. This study suggests that the use of computers in nurses' work is essential and that more systematic computer-based education should be provided. In addition, due to the nature of the nursing service, the professional opinions of the nurses should be reflected in the development of programs for the emotional nursing work.

컴퓨터 이러닝에서 학습만족도와 자기주도성, 플로우(Flow)경험 간의 관계 (Relationships among Learner's Satisfaction, Self-Directedness and Flow Experience in Computer e-Learning)

  • 장필식
    • 한국컴퓨터정보학회논문지
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    • 제17권2호
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    • pp.69-76
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    • 2012
  • 본 연구의 목적은 웹상에서 이루어지는 컴퓨터 교과목 이러닝에서, 학습자의 학습만족도와 자기주도성, 플로우(flow) 경험의 연관관계를 파악하고, 경로분석을 활용하여 이들 요인간의 인과관계를 분석, 규명하는 것이다. 이를 위해 기존 이론 연구들을 바탕으로 학습만족도를 종속변인으로 하고 자기주도성과 플로우 경험을 독립, 매개변인으로 하는 구조모형을 기초로 하여, 각 요인의 하위 구성요인 간의 인과관계를 분석하였다. 총 193명 학생의 데이터가 분석에 이용되었으며, 주요 결과를 요약하면 다음과 같다. : 1. 학습자의 자기주도성은 플로우 경험을 매개변인으로 하여 학습만족도에 간접적으로 유의한(p<.01) 영향을 미치는 것으로 나타났으며, 플로우 경험은 학습만족도에 직접적으로 유의한(p<.01) 영향을 미치는 것으로 나타났다; 2. 자기주도성의 7개 하위 구성요인 중 '독창적 접근', '학습에 대한 사랑', '학습자적 신념' 등이 플로우 경험을 매개로 하여 학습만족도에 양(+)의 방향으로 간접적으로 유의한(p<.01) 영향을 미치는 것으로 나타났으며, 플로우 경험의 9개 하위 구성요인 중 '명확한 목표' 요인이 학습만족도에 양의 방향으로 직접적으로 유의한(p<.01) 영향을 미치는 것으로 파악되었다.

학교보건업무 전산화에 대한 서울시 양호교사의 태도 분석 (Analysis of Nurse Teachers대 Attitudes toward School Health Computerization)

  • 권미옥
    • 대한간호학회지
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    • 제25권4호
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    • pp.729-740
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    • 1995
  • The purpose of this study is to provide basic data for school health computerization by investigating the nurse teacher's attitudes toward school health computerization. For this study, the questionnaires were given to 559 nurse teachers from 3. March to 17. March, 1995. Among them, 338 were returned and included for the analysis. The results of the study were as follows : 1. In general characteristics, the results showed average of 38.6 years in age ; and average of 11.1 years in education experience. In distribution of school, the result showed 47.0% in elementary school, 30.5% in middle school and 22.5% in high school ; 75.4% national and public school vs 26.4% private school. 2. In attitudes of computerization, the score was varied from 19 to 76 point. The attitudes was generally positive with the average of 60.23±7.63(SD) score. The respondents are willing to participate in computer education(the highest score, 3.69), they worry about electromagnetic waves by computer (the lowest score : 2.30). 3. 92.6% of the respondents want to participate in computer education. The major reason the respondents have not yet learned computer is that they had little chance to learn. While 58.0% of them answered that they had an experience of computer use in school health works, few schools had computer in dispensary. In computer use, nurse teachers in public school have more experience than ones in private school. Word processing was the major function that the most respondents can do(62.7%). They answered that they have little knowledge of computer (84.0%). 4. Computer can be utilized in school health works as follows in order : message from school to home, reports, annual plan and statistics. 65.4% of them answered that computer can be used in 10 items of 13 items. 5. The attitudes of computerization showed differences in the following variables career, age, existence of computer in school health clinic, experience of computer use, intention to participate in computer education, computer knowledge, frequent computer use, ability of computer use, school health computerization areas, experience of computer education. Among there variables, age, existence of computer in school health clinic, intention to participate in computer education, ability of computer use, school health computerization areas showed significant explanation(28.3%) for the attitudes of computerization in multiple regression analysis The younger. the higher degree of intention, the more functions they can perform, the more school health computerization areas, and the more computers in school health clinic, the more positive attitude on school health computerization. In conclusion, to achieve the successful computerization of school health works, the positive attitudes of nurse teachers should be encourged for school health computerization. For this purpose, the chance of computer education should be given as many times as possible. And administerial as well as financial support are essential for enlarging the knowledge and ability of computer.

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고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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몰입경험, 자기주도학습 준비도, 인터넷 중독이 웹기반 컴퓨터교육의 학업 성취도에 미치는 영향 (Effect of Flow Experience, Self-directed Learning Readiness and Internet Addiction on Academic Achievement in Web-based Computer Education)

  • 장필식
    • 디지털융복합연구
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    • 제10권1호
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    • pp.293-300
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    • 2012
  • 본 연구에서는 몰입경험, 자기주도학습 준비도, 인터넷중독과 웹기반 컴퓨터 교육의 학업성취도 간의 인과관계를 분석하였으며, 이 인과관계 모형의 남녀 성별 차이를 조사하였다. 연구결과에 따르면, 자기주도학습 준비도는 몰입경험과 학업성취도에 양의 방향으로 직접적이며 유의한 영향을 미치는 것으로 나타났으며, 인터넷 중독에는 음의 방향으로 유의한 직접 영향을 미치는 것으로 나타났다. 여학생의 경우, 학업성취도는 몰입경험에 양의 방향으로 유의한 직접적 영향을 받으며, 자기주도학습 준비도에 의해 몰입경험을 매개로 유의한 직 간접적 영향을 받는 것으로 조사되었다. 하지만, 남학생은 여학생과는 달리, 몰입경험이 학업성취도에 미치는 직접영향과 자기주도학습이 학업성취도에 미치는 간접 영향은 통계적으로 유의하지 않은 것으로 나타났다.

SPICE 경험의 축적과 활용을 위한 SPICE Experience Factory의 설계 및 개발 (Design and Development of SPICE Experience Factory for Accumulation and Utilization SPICE Experience)

  • 이민광;송기원;이경환
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2005년도 가을 학술발표논문집 Vol.32 No.2 (2)
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    • pp.304-306
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    • 2005
  • 많은 기업들이 소프트웨어 프로세스 개선을 위해 SPICE와 CMMI와 같은 소프트웨어 프로세스 모델 및 표준을 도입하고 있다. SPICE를 도입하고 추진하고 과정 속에서 경험은 중요한 역할을 한다. 특히 경험은 프로젝트 참여자들로 하여금 불확실한 상황에서 좀 더 나은 대안을 선택하게 해준다. 과거의 경험을 활용하기 위해서는 경험을 수집하고 분석하고 저장한 후에 활용하기 위한 시스템을 갖추어야 한다. 본 논문에서는 SPICE 경험을 국적하고 활용할 수 있는 SEF(SPICE Experience Factory) 모델을 제안한다. SPICE 심사 결과를 수집하여 루트워드를 사용하여 분석한 후 데이터베이스에 저장하여 웹기반 툴로 개발하였다.

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The Impact of Convenience on Saudi Teachers and Supervisors for Using Online Professional Development in Saudi Arabia

  • Alqarni, Ali Suwayid
    • International Journal of Computer Science & Network Security
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    • 제22권3호
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    • pp.389-395
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    • 2022
  • This quantitative study explored the extent to which convenience enhances professional development (PD) online. The sample of the study consisted of 421 teachers and supervisors. Findings evinced that convenience stimulated online PD. Another salient finding is the absence of significant differences among participants' responses concerning position and gender. Nonetheless, a significant difference exists in the variable of teaching experience. Teachers with more than 26-year experience were motivated to use online PD, which evidently could be attributed to the convenience they had over teachers with fewer years of experience.

A Study on the Influence of Mobile Music Application Users' Social Experience on Purchasing Intention - The Mediating Effect of Brand Attachment

  • Li, Jingrong
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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    • pp.53-60
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    • 2019
  • With the gradual in-depth use of social elements, music social networking has attracted more and more attention and discussion in the industry. Therefore, starting from the user experience theory and purchase intention theory, this paper explores the mechanism of user social experience and purchase intention in mobile music applications, and adds the mediating role of brand attachment on the basis of literature research. Based on previous studies on user experience measurement of social network and evaluation report of mobile music applications in the industry, and combined with in-depth interviews of users, whether the user experience of mobile music applications, which pays more and more attention to social elements, has an impact on purchase intention or not? What specific social experience can help form purchase intention? Are mediating variables at work? In practice, a total of 398 formal questionnaires were collected to obtain first-hand data. Later, reliability analysis, factor analysis and structural equation model test were carried out successively to verify the hypothesis. According to the results of empirical research, firstly, content experience, atmosphere experience and interactive experience in users' social experience of mobile music applications have a significant impact on brand attachment, secondly, atmosphere experience has a significant impact on purchase intention, and thirdly, brand attachment has a significant impact on users' purchase intention. Fourthly, brand attachment plays an intermediary role in the relationship between users' atmosphere experience and content experience and purchase intention. Based on the above research conclusions, the author puts forward corresponding marketing strategy Suggestions, which have certain guiding significance for mobile music applications to improve users' purchase intention, and have certain reference significance for the development of mobile music applications and the expansion of business model.

Essential Computer Vision Methods for Maximal Visual Quality of Experience on Augmented Reality

  • Heo, Suwoong;Song, Hyewon;Kim, Jinwoo;Nguyen, Anh-Duc;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제3권2호
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    • pp.39-45
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    • 2016
  • The augmented reality is the environment which consists of real-world view and information drawn by computer. Since the image which user can see through augmented reality device is a synthetic image composed by real-view and virtual image, it is important to make the virtual image generated by computer well harmonized with real-view image. In this paper, we present reviews of several works about computer vision and graphics methods which give user realistic augmented reality experience. To generate visually harmonized synthetic image which consists of a real and a virtual image, 3D geometry and environmental information such as lighting or material surface reflectivity should be known by the computer. There are lots of computer vision methods which aim to estimate those. We introduce some of the approaches related to acquiring geometric information, lighting environment and material surface properties using monocular or multi-view images. We expect that this paper gives reader's intuition of the computer vision methods for providing a realistic augmented reality experience.