• Title/Summary/Keyword: interactive and background

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Evaluating Interactive Fatigue Management Workshops for Occupational Health Professionals in the United Kingdom

  • Ali, Sheila;Chalder, Trudie;Madan, Ira
    • Safety and Health at Work
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    • v.5 no.4
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    • pp.191-197
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    • 2014
  • Background: Disabling fatigue is common in the working age population. It is essential that occupational health (OH) professionals are up-to-date with the management of fatigue in order to reduce the impact of fatigue on workplace productivity. Our aim was to evaluate the impact of one-day workshops on OH professionals' knowledge of fatigue and chronic fatigue syndrome (CFS), and their confidence in diagnosing and managing these in a working population. Methods: Five interactive problem-based workshops were held in the United Kingdom. These workshops were developed and delivered by experts in the field. Questionnaires were self-administered immediately prior to, immediately after, and 4 months following each workshop. Questionnaires included measures of satisfaction, knowledge of fatigue and CFS, and confidence in diagnosing and managing fatigue. Open-ended questions were used to elicit feedback about the workshops. Results: General knowledge of fatigue increased significantly after training (with a 25% increase in the median score). Participants showed significantly higher levels of confidence in diagnosing and managing CFS (with a 62.5% increase in the median score), and high scores were maintained 4 months after the workshops. OH physicians scored higher on knowledge and confidence than nurses. Similarly, thematic analysis revealed that participants had increased knowledge and confidence after attending the workshops. Conclusion: Fatigue can lead to severe functional impairment with adverse workplace outcomes. One-day workshops can be effective in training OH professionals in how to diagnose and manage fatigue and CFS. Training may increase general knowledge of fatigue and confidence in fatigue management in an OH setting.

A Case Study on Appliance of Quality Survey Methodology to the Korean Critical Journalism and Mass Communication (한국 비판언론학의 질적 연구방법 적용사례 연구)

  • Kang, Jin-Suk
    • Korean journal of communication and information
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    • v.43
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    • pp.81-113
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    • 2008
  • As past paradigm discussion was restricted to the political issues and related antagonistic ideologies, there are desires to reignite discussion from the concrete theological practices and differences in methodological variations. Interactive Study does not require mere antithesis phase but requires interactive study creation as phase itself. The purpose of this study is to analyze quality methodology cases, and to provide basic data for the application of the methodology. For this purpose, current Journalism and Mass communication discussions will be examined and characteristics of quality study and traditional methodology types will be scrutinized. In further, researches in the scientific journals of Korean Association for Communication and Information Studies will be analyzed to point out trend of quality methodology. The scope of analysis includes theological background and methodology, sampling method, data collecting method, reliability analysis. Appliance of quality research method requires more rigid and detailed methodological discussions and applications.

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Interactive Effect of Bisphenol A (BPA) Exposure with -22G/C Polymorphism in LOX Gene on the Risk of Osteosarcoma

  • Jia, Jie;Tian, Qing;Liu, Yong;Shao, Zeng-Wu;Yang, Shu-Hua
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.6
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    • pp.3805-3808
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    • 2013
  • Background: Osteosarcomas have many established risk factors, both genetic and environmental, but by themselves these explain only part of the total cancer incidence. Bisphenol A (BPA) is an environmental estrogen associated with risk of several kinds of tumour. The lysyl oxidase gene (LOX) may also contribute to risk of tumours including osteosarcomas. Here, we investigated possible interactions of BPA and a LOX polymorphism on the risk of osteosarcoma. Method: The present hospital-based case-control study included 106 cancer patients and 112 controls from a Chinese population. Internal burden of BPA exposure was assessed using high-performance liquid chromatography-mass spectrometry (HPLC-MS) method. Genotypes were determined using PCR-RFLP methods. Results: Compared with those in low BPA exposure group, subjects with BPA more than or equal to median value had significant increased risk of osteosarcoma among subjects who carried GC or CC genotypes. A significant interaction with BPA level and the -22G/C polymorphism was observed for osteosarcoma overall, osteosarcoma affecting knee and osteosarcoma affecting hip, as $P_{forinteraction}$ = 0.036 for osteosarcoma overall; $P_{forinteraction}$ = 0.024 for osteosarcoma affecting knee; and $P_{forinteraction}$ = 0.017 for osteosarcoma affecting hip. Conclusions: The results suggest that BPA exposure interacts with the -22G/C polymorphism of the LOX gene to increase the risk of osteosarcoma.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

A systematic review on on-line education in mathematics education: Focused on before and after COVID-19 (수학 교육에서의 온라인 교육에 대한 체계적 문헌 고찰: COVID19 전후를 중심으로)

  • Hwang, Seonyoung;Han, Sunyoung;Cho, Yoonjin;Jeong, Hyeajin;Lee, Jaemin
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.93-120
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    • 2024
  • On-line education in mathematics education changed in various aspects before and after COVID-19. This study conducted a systematic literature review of 98 academic papers on on-line education published from 2017 to 2023 in the field of mathematics education before and after COVID19. In particular, this study conducted content analysis to organize on the definitions of various similar terms related to online education. In addition, this study explored research trends on year, research subject, research method, on-line education type, and research topic by the pre-COVID-19, COVID-19, and post-COVID-19 era. Also, a comparative analysis was conducted on literatures on the effects of online education. As a result, first, it was confirmed that there is a need to organize the definitions of terms similar to online education. Also, the implications of identifying the differences and hierarchies between each term can be found. Second, it was confirmed that teachers' expertise for on-line mathematics education was emphasized based on the result of the rapid increase in the number of on-line education studies on teachers since COVID-19. Third, it was confirmed that the number of studies on blended and flipped learning was high in pre-COVID-19, but decreased in the COVID-19 era. Instead, in the COVID-19 era, studies on real-time interactive classes were rapidly active, and even in the post-COVID-19 era, studies on real-time interactive classes still occupied a large proportion. Finally, it was confirmed that the effectiveness of on-line education varies depending on the research background and model. Accordingly, the need to be cautious in interpreting the results of each study on the effectiveness of on-line education was confirmed. Based on these findings, this study presented implications for future research on on-line education in mathematics education.

Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

An Exploration of Various Evaluation Methods to Improve Usability of Museum Mobile Device

  • Ahn, Mi-Lee;Cha, Hyun-Jin;Hwang, Yun-Ja;Kim, Hee-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.6
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    • pp.765-773
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    • 2011
  • Objective: This study aims towards exploring a model of the HCI evaluation methods to improve the usability of mobile device, based on a case of a Mobile PDA system in a Museum context. Background: Mobile PDA systems in a Museum context is widely utilized for the educational purposes, but it is criticized for low usability that the device only play a role in textbooks on legs without any interactive educational activities. Therefore, the usability improvements on the mobile PDA system should be considered. Method 1: This model was developed with a combination of the expert review and the user testing, and with a combination of the qualitative and quantitative studies. In more details, first of all, a qualitative study was conducted as a combination of three different methods: 1) expert review with heuristics, 2) interviews with persons working in a museum, and 3) contextual enquiry. Results 1: The experts review provided with critical usability issues, and the semi-constructive interview helped to understand the background of the mobile device. Lastly, the contextual enquiry showed user experience problems and directions of improving the device from user's perspective. Method 2: Based on the results of the qualitative study, a questionnaire was designed. Results 2: The analysis of the quantitative study was conducted to generalize the problems, and prioritize the direction of improving the device within the limitation of the cost and time in a museum. Conclusion: This study has implications in developing an example of a HCI evaluation model to improve the user experience of the mobile device as well as finding problems and directions of how to improve the mobile PDA systems in the museum. Application: In fact, most of the studies related to the evaluation of the mobile device have been conducted in a laboratory context due to the cost and time. This paper, however, attempted to apply to various HCI research techniques from different constituents in real context.

Design of a Background Image Based Multi-Degree-of-Freedom Pointing Device (배경영상 기반 다자유도 포인팅 디바이스의 설계)

  • Jang, Suk-Yoon;Kho, Jae-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.6
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    • pp.133-141
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    • 2008
  • As interactive multimedia have come into wide use, user interfaces such as remote controllers or classical computer mice have several limitations that cause inconvenience. We propose a vision-based pointing device to resolve this problem. We analyzed the moving image from the camera which is embedded in the pointing device and estimate the movement of the device. The pose of the cursor can be determined from this result. To process in the real time, we used the low resolution of $288{\times}208$ pixel camera and comer points of the screen were tracked using local optical flow method. The distance from screen and device was calculated from the size of screen in the image. The proposed device has simple configurations, low cost, easy use, and intuitive handhold operation like traditional mice. Moreover it shows reliable performance even in the dark condition.

A Study on Characteristics of Digital Learning Contents Space and Suggestion on Design Directions (디지털 학습콘텐츠 공간특성 분석과 디자인 방향 제시)

  • Kim, Mi-Shil;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.11-19
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    • 2010
  • Technological development of information and communication have brought sharp changes to every sector such as society, culture, economy and education because of knowledge and information-oriented society. The number of classes has decreased, and some schools are closed or incorporated due to decrease of the population. Such phenomenon has brought changes to learning using digital technology and space. A change called digital innovation is characterized by interactive communication centering on the internet network. Therefore, it is very important to predict educational environment to be changed according to digital environment and to note how real learning space is changed. The development of digital technology in society in general presents two concepts of digital and contents, digitalized information. Such technology is recognized as a new paradigm in education sector and a new space is created through participation of instructors and learners in learning space. This study analysed cases of learning space of elementary schools based on bibliographical examination and related bibliography including data from academic presentations and news release to present developed leaning space. To present healthy and creative learning environment which can lead knowledge and information-based society in the future, the preface described the background, purpose, methods and range of the study, and analysed transitional processes of society and culture, digital learning contents, and learning space in education of elementary schools. Finally the study identified trends and cases of research on learning space and suggested digital learning contents space.