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기계 호흡 중 불안정한 호흡역학을 보인 환자에서 압력조절용적조정양식(Pressure-regulated Volume Control Mode)의 효용 (The Usefulness of Pressure-regulated Volume Control(PRVC) Mode in Mechanically Ventilated Patients with Unstable Respiratory Mechanics)

  • 손장원;고윤석;임채만;심태선;이종덕;이상도;김우성;김동순;김원동
    • Tuberculosis and Respiratory Diseases
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    • 제44권6호
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    • pp.1318-1325
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    • 1997
  • 연구배경 : 일정한 분시 유지하면서도 기도압의 하나인 압력조절용적조정양식(PRVC)의 입상적 유용성에 대한 보고는 없었다. 본 연구는 호흡역학이 불안정한 환자에서 PRVC 양식이 원래의 개발 목적대로 압력 조절 양식에 비해 일호흡량을 일정하게 유지하면서 용적조절양식에 비해 기도압을 낮게 유지하는지를 관찰하였다. 연구방법 : 기계 호흡 중이며 활력징후의 안정을 보이는 환자 중 15분간 관찰 결과 VCV에서 최고 홉기압의 변이계수가 10이상으로 최고 홉기압의 변화가 심하거나, PCV에서 상시 호흡량의 변이계수가 10이상으로 일 호흡량의 변화가 심한 환자 8 명(남 : 녀=6 : 2, $56{\pm}26$세)를 대상으로 하여 일호흡량을 비슷한 유지하도록 VCV, PCV, PRVC 양식을 설정한 후 각 환기양식에서 15분간 일호흡량과 최고 흡기압을 관찰하였다. 결 과 : 1) 평균 일호흡량은 VCV에서 $431{\pm}102ml$, PCV에서 $417{\pm}99ml$, PRVC에서 $414{\pm}97ml$였으며 각 환기양식 간에 차이가 없었다. 2) 상시 호흡량의 변이계수는 VCV에서 $5.2{\pm}3.9%$, PCV에서 $15.2{\pm}7.5%$ PRVC에서 $19.3{\pm}10.0%$로 PCV와 PRVC에서 상시 호흡량의 변화가 심하였다(p<0.01). 3) 평균 최고 홉기압은 VCV에서 $31.0{\pm}6.9cm$ $H_2O$, PCV에서 $26.0{\pm}6.5cm$ $H_2O$, PRVC에서 $27.0{\pm}6.4cm$ $H_2O$로 PCV와 PRVC의 최고 흡기압의 VCV의 경우보다 낮게 유지되었다(p<0.01). 4) 최고 홉기압의 변이계수는 VCV에서 $13.9{\pm}3.7%$, PCV에서 $4.9{\pm}2.6%$, PRVC에서 $12.2{\pm}7.0%$로 VCV와 PRVC에서 최고 홉기압의 변동이 심하였다(p<0.01). 결 론 : PRVC 양식은 호흡역학이 불안정한 환자에서는 VCV에 비해 평균 최고 홉기압은 낮게 유지하였으나 최고 흡기압의 변동이 심하였고, PCV에 비해 상시 호흡량의 변동이 심하여 이중조절환기양식 본래의 목적을 달성하기 어려울 것으로 사료된다.

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정신분석학적 '욕망의 주체' 이해에 기초한 사랑의 교육 교육과정 개발 (A Study on Practical Curriculum Development of the Education for Love based on the Understanding of Psychoanalytic 'Desire of Subject')

  • 김선아
    • 기독교교육논총
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    • 제68권
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    • pp.77-112
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    • 2021
  • 본 연구에서는 돌토의 정신분석학적 관점을 중심으로 사랑의 교육 교육과정을 두 가지 영역에서 재구성하여 제시한다. 그 첫 번째 영역은 '사랑의 교육 교육과정의 방향 및 이에 따른 세부목적'이다. 이 영역에서 연구자는 사랑의 교육 교육과정의 방향을 '주체상호적인 사랑의 소통을 위한 사랑의 교육 교육과정'과 '욕망의 주체를 위한 사랑의 교육 교육과정'으로 재구성하여 제시한다. 사랑의 교육 교육과정의 방향에 따른 세부목적은 '말하는 존재로서의 주체 구성하기'와 '욕망의 자율적 원천으로서의 주체 깨닫기'로 재구성하여 제시한다. 사랑의 교육 교육과정의 방향 및 이에 따른 세부목적을 재구성하는 목표는 우리의 미래세대가 주체상호적인 사랑의 소통을 이루며 사랑을 욕망하는 주체로서 살아가도록 길인도 하고자 하는 데 있다. 두 번째 영역은 '사랑의 교육 교육과정의 과제 및 이에 따른 세부내용'이다. 이 영역에서 연구자는 사랑의 교육 교육과정의 과제를 '아가페적 사랑의 욕망 패러다임으로 전환하기'와 '사랑의 교육과정을 통해 전인성 형성하기'로 재구성하여 제시한다. 이에 따른 사랑의 교육 교육과정의 세부내용은 '아가페적 사랑의 욕망의 진실 깨닫기'와 '일상의 삶에서 아가페적 사랑 실천하기'로 재구성하여 제시한다. 사랑의 교육 교육과정 과제 및 세부내용의 재구성 목표는 우리의 미래세대가 아가페적 사랑의 욕망 패러다임으로 전환한 사랑의 교육 교육과정을 통해 일상의 삶에서 아가페적 사랑을 실천하며 사는 전인적 '욕망의 주체'가 되도록 길인도 하는 데 있다. 이에 더 나아가, 본 연구에서는 생애주기별(태아기, 영유아기, 아동기)로 돌토의 정신분석학적 관점에서 사랑의 교육 교육과정을 재구성한 실제를 제시한다. 결론에서는, 이와 같은 연구결과물이 현장에서 활용되기 위해 요구되는 교육적 실천을 제안하고, 본 연구 결과물의 후속 연구를 위한 제언 및 전망을 함으로써 본 연구의 여정을 마무리 한다.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

인터넷쇼핑몰의 VMD 구성요인에 대한 탐색적 연구 (An Exploratory Study on the Components of Visual Merchandising of Internet Shopping Mall)

  • 김광석;신종국;구동모
    • 마케팅과학연구
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    • 제18권2호
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    • pp.19-45
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    • 2008
  • 본 연구는 인터넷쇼핑몰 비주얼 머천다이징의 주요차원을 고객이 쇼핑몰에 진입한 후 정보탐색과 대안평가를 거치는 등의 쇼핑과정을 토대로 AIDA모형 관점에서 점포, 제품, 촉진에 초점을 맞추었다. VMD의 주요차원(primary dimensions)으로는 점포디자인, 머천다이징, 그리고 머천다이징단서로 구분하였다. 선행연구 결과를 토대로 점포다자인의 하위차원으로는 차별성, 간결성, 위치확인성을, 머천다이즈의 하위차원으로는 제품구색, 명성, 정보성을, 그리고 머천다이징단서의 하위차원으로는 제품추천 및 링크를 설정하여 VMD태도와의 관계를 탐색적으로 조사하였다. 연구결과 이들 세 차원은 종속변수에 유의한 정의 영향을 미치는 것으로 나타났다.

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