• Title/Summary/Keyword: Form of Communication

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Demonstration Project on Utilization of Telephone Consulting and Telemedicine System for Home Health Care of the Elderly (노인건강상담전화 운용과 가정간호사업 활성화를 위한 원격의료 시범사업)

  • 김정은;박현애
    • Journal of Korean Academy of Nursing
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    • v.26 no.3
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    • pp.576-590
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    • 1996
  • Advanced countries such as the USA and Japan are eagerly seeking ways to improve health and welfare of the elderly. One of the services is home health care service using the telephone. Various types of services using the telephone have been developed, improved and are being utilized ranging from the basic consulting to emergency response systems in the area of health care for the elderly. A demonstration project was launched to study the feasibility of a consulting system and telemedicine for the elderly using the public phone system in Korea. For this project, a gathering site for the elderly was selected and those who visited this place were interviewed to find out what kinds of services they wanted and what kind of system they needed to provide the required services. Based on the users' requests and the surrounding environment, a telephone consulting facility was established at the Research Institute of Nursing Science at Seoul National University and consulting personnel was recruited, trained and posted at the center. An Application program for home health care nurses to use when they visited the patients at their homes was developed. This system operates on a notebook Computer and allows nurses to communicate with a doctor at a local hospital through a modem and telecommunication line. These systems were implemented for three months and problems which developed during operation of the systems were identified and progressively modified. Through system evaluation, it was found that a consulting system using phone service will be an invaluable system for the welfare of the elderly in the future. But in order to meet the elderly's need, more services than mere consultation are needed. That is, communication with physicians and hospitals are needed. Thus, when there is any need for physicians' attention, physicians or hospitals should be contacted directly. Similarly for telemedicine, when the home health care nurse visits elderly patients she can assess the patient's problem and provide nursing care, access a physician or hospital to refer her patient to or consult directly using the telecommunication the system. The above mentioned system is a basic form of futuristic telemedicine for the elderly and those who have chronic disease problems. This kind of system will be of great value when it is used on the national information super-highways in the future. In order to get to that stage, of course, this project needs great improvement in the technical, academic, and legal aspects.

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A Study on the Directorial Approaches of by Juan Mayorga (후안 마요르가 작 <하멜린> 연출적 접근방법 연구)

  • Lee, Seo-A;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.161-180
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    • 2021
  • The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.

An Analysis of Korean Language Learners' Understanding According to the Types of Terms in School Mathematics (수학과 용어 유형에 따른 한국어학습자의 이해 분석)

  • Do, Joowon;Chang, Hyewon
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.335-353
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    • 2022
  • The purpose of this study is to identify the characteristics and types of errors in the conceptual image of Korean language learners according to the types of terms in mathematics that are the basis for solving mathematical word problems, and to prepare basic data for effective teaching and learning methods in solving the word problems of Korean language learners. To do this, a case study was conducted targeting four Korean language learners to analyze the specific conceptual images of terms registered in curriculum and terms that were not registered in curriculum but used in textbooks. As a result of this study, first, it is necessary to guide Korean language learners by using sufficient visualization material so that they can form appropriate conceptual definitions for terms in school mathematics. Second, it is necessary to understand the specific relationship between the language used in the home of Korean language learners and the conceptual image of terms in school mathematics. Third, it is necessary to pay attention to the passive term, which has difficulty in understanding the meaning rather than the active term. Fourth, even for Korean language learners who do not have difficulties in daily communication, it is necessary to instruct them on everyday language that are not registered in the curriculum but used in math textbooks. Fifth, terms in school mathematics should be taught in consideration of the types of errors that reflect the linguistic characteristics of Korean language learners shown in the explanation of terms. This recognition is expected to be helpful in teaching word problem solving for Korean language learners with different linguistic backgrounds.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

A Destructive Method in the Connection of the Algorithm and Design in the Digital media - Centered on the Rapid Prototyping Systems of Product Design - (디지털미디어 환경(環境)에서 디자인 특성(特性)에 관한 연구(硏究) - 실내제품(室內製品) 디자인을 중심으로 -)

  • Kim Seok-Hwa
    • Journal of Science of Art and Design
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    • v.5
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    • pp.87-129
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    • 2003
  • The purpose of this thesis is to propose a new concept of design of the 21st century, on the basis of the study on the general signification of the structures and the signs of industrial product design, by examining the difference between modern and post-modern design, which is expected to lead the users to different design practice and interpretation of it. The starting point of this study is the different styles and patterns of 'Gestalt' in the post-modern design of the late 20th century from modern design - the factor of determination in industrial product design. That is to say, unlike functional and rational styles of modern product design, the late 20th century is based upon the pluralism characterized by complexity, synthetic and decorativeness. So far, most of the previous studies on design seem to have excluded visual aspects and usability, focused only on effective communication of design phenomena. These partial studies on design, blinded by phenomenal aspects, have resulted in failure to discover a principle of fundamental system. However, design varies according to the times; and the transformation of design is reflected in Design Pragnanz to constitute a new text of design. Therefore, it can be argued that Design Pragnanz serves as an essential factor under influence of the significance of text. In this thesis, therefore, I delve into analysis of the 20th century product design, in the light of Gestalt theory and Design Pragnanz, which have been functioning as the principle of the past design. For this study, I attempted to discover the fundamental elements in modern and post-modern designs, and to examine the formal structure of product design, the users' aesthetic preference and its semantics, from the integrative viewpoint. Also, with reference to history and theory of design my emphasis is more on fundamental visual phenomena than on structural analysis or process of visualization in product design, in order to examine the formal properties of modern and post-modern designs. Firstly, In Chapter 1, 'Issues and Background of the Study', I investigated the Gestalt theory and Design Pragnanz, on the premise of formal distinction between modern and post-modern designs. These theories are founded upon the discussion on visual perception of Gestalt in Germany in 1910's, in pursuit of the principle of perception centered around visual perception of human beings. In Chapter 2, I dealt with functionalism of modern design, as an advance preparation for the further study on the product design of the late 20th century. First of all, in Chapter 2-1, I examined the tendency of modern design focused on functionalism, which can be exemplified by the famous statement 'Form follows function'. Excluding all unessential elements in design - for example, decoration, this tendency has attained the position of the international style based on the spirit of Bauhause - universality and regularity - in search of geometric order, standardization and rationalization. In Chapter 2-2, I investigated the anthropological viewpoint that modern design started representing culture in a symbolic way including overall aspects of the society - politics, economics and ethics, and its criticism on functionalist design that aesthetic value is missing in exchange of excessive simplicity in style. Moreover, I examined the pluralist phenomena in post-modern design such as kitsch, eclecticism, reactionism, hi-tech and digital design, breaking away from functionalist purism of modern design. In Chapter 3, I analyzed Gestalt Pragnanz in design in a practical way, against the background of design trends. To begin with, I selected mass product design among those for the 20th century products as a target of analysis, highlighting representative styles in each category of the products. For this analysis, I adopted the theory of J. M Lehnhardt, who gradated in percentage the aesthetic and semantic levels of Pragnantz in design expression, and that of J. K. Grutter, who expressed it in a formula of M = O : C. I also employed eight units of dichotomies, according to the G. D. Birkhoff's aesthetic criteria, for the purpose of scientific classification of the degree of order and complexity in design; and I analyzed phenomenal aspects of design form represented in each unit. For Chapter 4, I executed a questionnaire about semiological phenomena of Design Pragnanz with 28 units of antonymous adjectives, based upon the research in the previous chapter. Then, I analyzed the process of signification of Design Pragnanz, founded on this research. Furthermore, the interpretation of the analysis served as an explanation to preference, through systematic analysis of Gestalt and Design Pragnanz in product design of the late 20th century. In Chapter 5, I determined the position of Design Pragnanz by integrating the analyses of Gestalt and Pragnanz in modern and post-modern designs In this process, 1 revealed the difference of each Design Pragnanz in formal respect, in order to suggest a vision of the future as a result, which will provide systemic and structural stimulation to current design.

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Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

I3A Framework of Defense Network Centric Based C2 Facilities (국방 NC 기반 C2 시설 I3A Framework)

  • Kim, Young-Dong;Lee, Tae-Gong;Park, Bum-Shik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.8
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    • pp.615-625
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    • 2014
  • Ministry of National Defense, MND, established a "Master Plan of Military Facility" in 2010 based on the defense reform to prepare for future war. It was a plan for consolidating small military facilities into battalion units, reflecting on and preparing for the needs of various changes in defense environment as well as balanced growth of ROK Army, Navy, and Air Force. However, to move forward with "Military Facility Master Plan," current design criteria for military facilities need to be revised to be enacted due to numerous calculation errors in facility footprints because of the absence of a sound facility criteria. Because the future war environment will be changed from Platform basis to Network Centric Warfare basis, Command & Control capability of C4I systems is getting more important. Therefore, Successful mission accomplishment can be secured by convergence of facility and military Information Technology(IT). So, MND should quickly prepare for the operational guidance, design criteria and policy that are suitable for Network Centric Warfare accomplishment, and implement infrastructure of IT and installation of C2 facility in conjunction with consolidation movement of military facilities. In this paper, we propose the defense I3A framework in order to solve this problem.

A Study on the Contextual Layout Process of Exhibit Space With a Focus on the expo Comm Wireless Korea '99-KT Pavilion (전시공간 맥락화 구성 프로세스 사례연구 expo Comm Wireless Korea '99 -한국통신관을 중심으로)

  • 김준호
    • Archives of design research
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    • v.13 no.1
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    • pp.121-130
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    • 2000
  • This study can be expressed by gathered and formed into the exhibition space's structure practical progress/ application. For the one model of fascinating exhibition's space thru inter-space's pertinent adjustment, production between spactator and exhibition constituent on an exhibition story-line, I adjusted the focus to follow mentioned methods systematically for the example; An exhibition space is completed to be very impressive and attractive space by proper adjustment and production of M-M/C interface in exhibition storyline. Quantity space is transfered into quality space through the transmission of an exhibition which can be define as the point of an exhibition structure. And also could de transferd into a bodily sensation space that inherent full of interactive constituent. Changeable exhibition constituents (exhibition item and text) that sporadically expatiated (not trimed, the original form) in the process of an exhibition structure draw much higer quality of the optimal solution in optimize process which is given when aggregate again to contextual flow of synthetic exhibition scenario. Reconstruction of individual exhibition constituents to the new story, that is, transference of exhibition text to exhibition context is inspirit to an exhibition by maximize the exhibition effect in connection can be systematized through carrying out an outcentripetalpart. However, since pattern of an exhibition structure that consequtively meet variety spacetime of an exhibittion environmental can't be exist, this study presents centralizing the exhibition plan of Korea communication pavilion of the annual Expo Comm Wireress Korea, sustained process from design proposal, research and analysis to synthesis, development, transmission and management to an example of an applying crystallization.

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A Single Case Study of Cobb's Angle, Angle of Trunk Rotation (ATR), and Height Changes in Adolescent Idiopathic Scoliosis Patients following 12 Weeks of Wearing a 3D Fabric Brace (12주간의 3D패브릭 보조기 착용에 따른 청소년 특발성 척추측만증 환자의 Cobb's Angle, Angle of Trunk Rotation (ATR), 신장 변화의 단일사례 연구)

  • Sang-Gil Lee;Eun-Taek Oh;Ji-Eun Kang
    • Korean Journal of Applied Biomechanics
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    • v.33 no.2
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    • pp.73-83
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    • 2023
  • Objective: Adolescent idiopathic scoliosis patients make up 40% of all scoliosis patients, and it is likely to increase even more because of the increase in sitting times due to the pandemic. Method: The subject of this study was a 16-year-old female student. The Cobb's Angle at initial value was 42° at the thoracic and 33° at the lumbar. The subject's height was 161.6 cm, and the type of scoliosis was 3CL. The brace was built with fabric materials with the size information from the X-ray information and actual measurements. The brace was made for the adolescents to wear for a longer time by making them put pressure on the same pressure points of the existing braces. The subjects were required to wear the device for 16 hours every day for three months. Additional features to check the pressure and time were synchronized through an app for easier communication and management with the responsible investigator. Results: After wearing the 3D Fabric brace, Cobb's angle changed from 42° to 33° at the thoracic and 33° to 23° at the lumbar. The ATR changed from 9° to 8° at the thoracic and 11° to 6° at the lumbar. As a result, the changes in the ATR angle do relate to the decrease of Cobb's angle, which made the angle of scoliosis that is bent in a three-dimensional way improve, making the height of the subject increase from 161.6 cm to 163.5 cm. Conclusion: Through this study, developing a brace that is made in the form of the 3CL to align the strap direction and putting pressure on the proper pressure points makes Cobb's angle and the ATR smaller. This means that there is a positive effect on the changes in height. A brace made of light fabric material is a good brace to help treat adolescent idiopathic scoliosis. There was an opinion that it is more comfortable to wear than existing braces, but it seems necessary to conduct a quantitative study about the before and after of wearing the brace and a survey for Korean specific cases.

Domestic Research Trends in IT Fashion (IT 패션에 대한 국내 연구 동향)

  • Choo, Ho-Jung;Nam, Yun-Ja;Lee, Yu-Ri;Lee, Ha-Kyung;Lee, Sung-Ji;Lee, Sae-Eun;Jang, Jae-Im;Park, Jin-Hee;Choi, Jin-Woo;Kim, Do-Yuon
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.614-628
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    • 2012
  • The purpose of this study was to analyze research trends and make suggestions regarding the future of information technology (IT) in the fashion industry. In this study, 437 papers written regarding IT fashion from five major journals published between 2000 and 2011 were examined. The research areas were then organized by subject and keyword, and divided into 16 high-context categories. Two IT fashion maps were constructed, one from a fashion consumer's perspective, and the other based on the fashion industry's supply chain. This study identified important trends in IT fashion such as: 3D scanners, 3D digital renderings of the human form, 3D digital garments, smart garments, mass customization, production automation, online shopping, home shopping, online communities, e-commerce, digital media, virtual reality, e-tail, the digital generation, E-CRM, and education. Data from body scans was collected and applied to production, and research on smart textiles was also carried out. As for IT fashion's service areas, the majority of the research focused on online shopping or online communication. Additionally, research done on avatars and cyber space, and studies on social networking services are shown. The results of this study indicated that a new field of research has opened and that current research has been developing. Also, this study showed what is needed to expand and strengthen IT fashion.