• Title/Summary/Keyword: 영상교육

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Effects of a Video CD Rehabilitation Program for Total Knee Replacement on Range of Knee Angle and Activities of Daily Living Function (동영상 CD를 이용한 슬관절 전치환술 환자의 재활교육 프로그램이 관절가동범위 및 일상활동 수행에 미치는 효과)

  • Nam, Mun-Hee;Lee, Jung-Eun
    • Quality Improvement in Health Care
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    • v.16 no.1
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    • pp.79-89
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    • 2010
  • Background : This study was identified the effects of a video CD Rehabilitation program on the range of knee angle and activities of daily living in patients with a total knee replacement Method : The data was collected from March 1 to May 31 2009 for the control group and from July 1 to September 31 2009 for the experimental group. The control and experimental groups contained 19 subjects each. A video CD Rehabilitation program configured to 8 minutes in length was shown 8 times every other day. Result : 1. On the day of Hemovac removal, the knee angle and CPM angle in the experimental group increased significantly, but they remained relatively constant on post operation day 21. 2. The activities of daily living were significantly different in the experimental group. Conclusion : 1. On the day of Hemovac removal, the knee angle and CPM angle in the experimental group increased significantly, but they remained relatively constant on post operation day 21. 2. The activities of daily living were significantly different in the experimental group.

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A Study on the Real-time Collaborative Study Platform Development Using SNS and Cloud (SNS와 클라우드를 이용한 실시간 협업스터디 플랫폼 개발에 관한 연구)

  • Park, Ye-Hyeon;Shin, Yeon-Joo;Song, Hyeon-Seok;Cha, Min-Su;Park, Min-Kyu;Park, Sang-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.937-940
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    • 2017
  • 본 연구는 유저 크리에이티브 지식 매체를 생성함에 있어 기존 일방적 전달 방식에서 탈피하여 자신이 가지고 있는 정보를 다수의 사람과 공유 할 수 있는 3세대 다방향(Mash-Up) 교육에 관한 연구하여 SNS와 클라우드 요소를 통해 공유할 수 있는 플랫폼을 개발하는 방안을 제안하고 있다. 본 연구는 1)LIVE_BOARD 2)TIMELINE 3)NEWS FEED 4)PLANNER로 나뉜다. Live_Board의 실시간 스트리밍을 활용하여 영상 이미지기반 의사소통을 지원하고, SNS적 요소인 TimeLine, News Feed를 통해 다른 사용자들과 정보 공유를 할 수 있고, Planner를 통해 개인 스케줄 관리를 할 수 있는 플랫폼이다.

Language Education System with Structured Programming (구조적 프로그래밍을 위한 언어 학습 시스템)

  • Park, Kyoung-Wook;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.5
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    • pp.459-464
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    • 2010
  • Computer programs are required from all areas in society including machine, space, aviation, and medicine. However, the programming curriculum is getting hard despite a lot of teaching materials and video lessons. Programming languages are very diverse, but most of them use the same structure, and they only have different expression methods. Therefore, if one learns one programming language, then it doesn't need to spend a lot of time and efforts to learn another programming langue. Most programming languages use the structure of sequence, selection, and repletion in general. The important thing for programming learners is the structure or algorithm of programming not the grammar of program. This study designed and implemented the language learning system to learn structured programming by using a flowchart.

Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.

Effects of Structured Education Program Using CD-ROM on Anxiety and Self-Care Compliance in Patients Undergoing Orthopedic Spinal Surgery (척추환자 대상 수술 전 구조화된 동영상 교육프로그램이 수술 후 불안과 자가간호 이행에 미치는 효과)

  • Koo, Eun-Jung;Kim, Ju-Sung
    • Journal of muscle and joint health
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    • v.18 no.1
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    • pp.39-49
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    • 2011
  • Purpose: The purpose of this study was to identify the effects of CD-ROM education on anxiety and self-care compliance in patients undergoing spinal surgery. Method: This study used a nonequivalent control time difference design. A sample of 51 participants received both CD-ROM education (n=25) or booklet education (n=26) regarding spinal surgery procedure and postoperative self-care. The data were collected using a self-administered questionnaire containing State-Trait Anxiety Inventory (STAI Form Y-2), Visual analog scale, and self-care compliance. Result: The level of trait anxiety in the experimental group was not significantly different from that in the control group (t=-6.44, p=.523). The level of state anxiety in the experimental group was significantly lower than in that the control group according to time changes (F=4.17, p=.018). State anxiety showed significantly negative correlation to self-care compliance (r=-.30, p=.034). Conclusion: The education program using CD-ROM for spinal surgery patients can be applied to nursing practice for relieving state anxiety and promoting self-care compliance.

The Effects of Video Programs of Cardiopulmonary Cerebral Resuscitation Education (동영상 심폐소생술 교육이 간호사의 심폐소생술 수행능력에 미치는 효과)

  • Byun, Gyu Ri;Park, Jeong Eun;Hong, Hae Sook
    • Journal of Korean Biological Nursing Science
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    • v.17 no.1
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    • pp.19-27
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    • 2015
  • Purpose: The aim of this study was to identify the effect of video programs of cardiopulmonary cerebral resuscitation (CPCR) education of cardiopulmonary cerebral resuscitation of nurses. Methods: The subjects of the study were 64 nurses working in a university hospital. Nurse's CPCR performance have been measured four times (pre-test, post-test at immediately, 3 months and 6 months after intervention). Data were collected from February to August 2013. Results: There were significant differences in knowledge, attitude, self-efficacy, and performance between groups by measure time. And there were significant interactions in knowledge, self-efficacy, and performance between groups, within groups, except for the attitude. The video programs of CPCR interventions appear to be effective in the improvement of knowledge, self-efficacy, and performance, as compared to the control group. Conclusion: The video programs of CPCR education was an effective intervention to improve and retain the level of knowledge, attitude, self-efficacy and performance. And the video program of CPCR education have an advantage of self-learning effect for nurses with shift work. Therefore video programs of CPCR education will be utilized for continuing nurse's education.

An Experimental Study of Reading Effect on the Imagination (상상력에 미치는 독서의 효과에 관한 실험적 연구; 특히 영상자료와의 비교를 중심으로)

  • 한윤옥
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.9 no.1
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    • pp.195-206
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    • 1998
  • The purpose of this study is (a)to identify reading effect on the imagination, and (b)to compare reading effect with audio-visual materials. For these purposes, 25 elementary school students and 11 university students participated in the reading project. The participants of this project painted a car and a beast after reading a book and watching a movie, Main findings and conclusions made in this study are summarised as follows : (1)Reading is better than a movie for the people's imagination. (2)Children can imagine much more freely than the adults. It is expected that these results can be used for the children's reading education and programs.

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The Study on the Digital Media Literacy for Knowledge Sharing (지식공유 촉진을 위한 디지털 미디어 활용능력에 관한 연구)

  • Kim, Seong-Hee;Lee, Hyung-Mi
    • Journal of Information Management
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    • v.40 no.1
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    • pp.47-67
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    • 2009
  • Digital literacy is an important factor in the discourses on the knowledge sharing on the campus. This article analyzed the impact of digital literacy of knowledge-sharing capabilities in the university. As a result, digital literacy was found to significantly affect student knowledge-sharing capabilities in the university studied. Results show that video and animation literacy is the most influential factor and image literacy is the second-most influential factor for student knowledge-sharing. Those results can be used as a framework for developing digital literacy program.

Design and Implementation of Vehicle Maintenance Applications Using AR (AR을 활용한 차량정비 어플리케이션 설계 및 구현)

  • Lee, Jae-Woong;Yun, Hyun-Noh;Kim, Gi-Seong;Kim, Hyoung-Yup;Hong, Sung-Ho;Moon, Nammee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.988-990
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    • 2018
  • 최근 증강현실의 관심이 높아짐에 따라 다양한 분야에 증강현실을 접목시키려는 시도가 일어나고 있다. 따라서 본 논문에서는 모바일 증강현실을 이용하여 이용자에게 차량 부품에 대한 정보와 간단한 정비 방법을 제공하는 시스템을 제안한다. 구현에 있어서 Unity 3D와 증강현실 라이브러리 Vuforia를 사용한다. 본 논문에서는 알고리즘의 복잡도가 낮고 안정적이며 구현이 간편한 마커를 사용하여 3D 좌표를 추출한다. 사전에 차량 각 부품에 맞게 마커를 제작하여 등록한 뒤 부착된 마커를 모바일 카메라로 인식하여 지정된 3D 좌표에 텍스트, 이미지 및 동영상을 띄워 제공한다. 이렇게 제작된 시스템은 어플리케이션 사용자에게 보다 직관적으로 자동차에 대한 정보와 간단한 정비 방법 등을 제공할 수 있으며 나아가 차량 정비 교육 등에도 충분히 활용 가능할 것으로 예상된다.

Cross-covariance 3D Coordinate Estimation Method for Virtual Space Movement Platform (가상공간 이동플랫폼을 위한 교차 공분산 3D 좌표 추정 방법)

  • Jung, HaHyoung;Park, Jinha;Kim, Min Kyoung;Chang, Min Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.41-48
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    • 2020
  • Recently, as the demand for the mobile platform market in the virtual/augmented/mixed reality field is increasing, experiential content that gives users a real-world felt through a virtual environment is drawing attention. In this paper, as a method of tracking a tracker for user location estimation in a virtual space movement platform for motion capture of trainees, we present a method of estimating 3D coordinates of the 3D cross covariance through the coordinates of the markers projected on the image. In addition, the validity of the proposed algorithm is verified through rigid body tracking experiments.