• Title/Summary/Keyword: Graduate School Experience

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The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1475-1480
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    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.

Knowledge and Performance Level of Infection Control with MRSA of Medium and Small Hospital Nurses (중소병원 간호사의 메치실린 내성 황색포도알균 감염관리의 지식과 수행정도)

  • Kim, Tae-Kyung;Min, Hye-Sook;Jung, Ha-Yun
    • The Korean Journal of Health Service Management
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    • v.6 no.3
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    • pp.157-169
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    • 2012
  • This survey was undertaken to identify knowledge and performance level of MRSA infection control among medium and small hospital nurses. The subjects of the study were 261 medium and small hospital nurses. The collected data were analyzed by using SPSS WIN 18.0. The total mean values of the knowledge and performance on the MRSA infection control were $9.51{\pm}1.67$ and $2.26{\pm}.47$ respectively. the Knowledge about the general characteristics according to work department, MRSA infection control department presence, MRSA infection control guidelines presence, MRSA infection control education experience, MRSA infection control education method according to the statistically significant differences were observed. The performance about general characteristics according to age, work experience, work department, MRSA infection control department presence, MRSA infection control guidelines presence, MRSA infection control education experience and MRSA infection control education methods according to the statistically significant differences were observed. It is having sufficient various facilities, to enhance nurses knowledge about management of MRSA infection. If the continuous education of professional infection control is offered, it contributes to protect MRSA infection in the medium and small hospitals.

Examining the Quality of Life Related to Fall Experience in Chronic Stroke Patients

  • Lee, Ju-Hwan;Park, Shin-Jun
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.3
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    • pp.73-80
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    • 2016
  • PURPOSE: The purpose of this study was to investigate the quality of life related to fall experiences in chronic stroke patients. METHODS: This cross-sectional study included 117 patients with stroke from 3 hospitals in D metropolitan city. General characteristics, including fall experiences and quality of life, were assessed through a face-to-face interviews conducted in a quiet place using a questionnaire. Measurement of quality of life in stroke patients was conducted using the Korean Stroke Specific Quality of Life Scale (SS-QOL). To identify the SS-QOL items related to fall experiences, the items of the SS-QOL were considered as independent variables, and the variables that were significantly different according to fall experiences were identified using a univariate analysis. A binary logistic regression was then performed using fall experiences as the independent variable. RESULTS: According to the univariate analysis, self help activities, social role, and upper extremity function were significantly lower in the fall group than that in the non-fall group (p<.05). The findings of the binary logistic regression confirmed that social roles and upper extremity function were the SS-QOL items that were related to fall experience in chronic stroke patients. CONCLUSION: These findings suggest that social roles and upper extremity function may be risk factors for fall experience in patients with chronic stroke.

Experience Type Applications by the Behavior of Food-Content Creators

  • Yu, Chaelin;Ryu, Gihwan;Moon, Seok-Jae;Yoo, Kyoungmi
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.247-253
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    • 2020
  • It has emerged Food-content among various forms of 1-person media through social media. Food-content influencer also market products through 1-person media, generating revenue through increased views and subscribers of 1-person media. It also sells products through sponsorship. In general, there is a profit structure through 1-person media viewing, but research on how restaurant companies generate profits directly through food-content is insufficient. In addition, research on converting subscribers to consumers through food-contents is minimal. In this paper, we propose an experiential application system based on the behavior of food-content creators. The proposed system collects and categorizes food-content information, and maps between highly related words to organize into keyword categories. The ontology tag-based concept network applied to the proposed system connects representative information by pre-extracting/mapping information related to information requests among a wide range of data. This method maps relevant food-content information to provide the user with data collected/storage in the form of an application. The user uses the application while watching the food eaten by the influencer and creator. And, it is meaningful that the user could be provided is provided with information about the food they want to eat.

Health Care System Recognition and Influential Factors of Health Care Experiences (의료서비스경험자의 보건의료제도 인식도와 영향 요인)

  • Seo, Young-Woo;Park, Cho-Yeal;Park, Young-Hee
    • The Korean Journal of Health Service Management
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    • v.12 no.4
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    • pp.59-72
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    • 2018
  • Objectives : This study was performed to investigate health care system recognition and influential factors using the data from the "2017 Health Care Experience Survey". Methods : Data on 7,000 participants in the Health Care Experience Survey were drawn and statistically examined using a t-test, ANOVA, and multiple regression analysis. Results : First, the significant factors of health care service satisfaction were education, income, region, chronic diseases, unmet medical needs, satisfaction with doctors and institutions, and the health care system's reliability and importance. Second, the influential factors of willingness to pay additional health insurance premium were age, occupation, income, health status, chronic diseases, unmet medical needs, satisfaction with health care institutions, limit to utilization of medical services, necessity of health care reform, and the health care system's reliability, satisfaction, importance. Conclusions : Since the additional burden for improving the health care has been negative to the socially disadvantaged, there should be efforts to provide stable health care funding for financial stability of the health insurances by considering public opinions and reaching social consensus.

Clinical study on the Efficacy Jujadanggui-hwan for Dysmenorrhea with Coldness (한냉(寒冷)증상과 냉대하(冷帶下)를 겸한 여고생 월경통(月經痛)에 대한 주자당귀환(酒煮當歸丸)의 효능에 관한 임상적 연구)

  • Kim, Mi-Jin;Mun, Deok-Bin;Eom, Yun-Kyung;Bae, Kyung-Mi;Lee, In-Seon
    • Journal of Oriental Medical Thermology
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    • v.4 no.1
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    • pp.1-14
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    • 2005
  • The purpose of this study is to identify the clinical effects of Jujadanggui-hwan in the treatment of dysmenorrhea with cold hypersensitivity. Jujadanggui-hwan mentioned in Dongeuibogam has an effect on leucorrhea and cold hypersensitivity of hands and feet, lower abdomen and lumbus. Jujadanggui-hwan were prescribed to 24 dysmenorrhea patients with cold hypersensitivity of hands and feet or with leucorrhea three times a day for 13 weeks. After the treatment, numerical index for the pain was obviously reduced 'tot' point 2.12. It means that pain index as the patient can't do everyday occurrences reduce to 3 grad enough to do ordinary experience. So this study shows that Jujadanggui-hwan has remarkable effects on dysmenorrhea with cold hypersensitivity.

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A Comparative study of the computer education curriculum in Graduate School of Education between Korea and the UK (한국과 영국의 교육대학원 컴퓨터교육과정의 비교 연구)

  • Kang, Kyung-Lee
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.1-12
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    • 2010
  • The present study attempted to explore the possibility of improvement of the computer education curriculum in graduate school of education in Korea. This study compared the computer education curriculum in graduate school of education in Korea with the ICT PGCE in the UK. The results of the study are as follows: All 5graduate school of education regarded their role as producers of teachers and teacher re-trainers. It is necessary to identify characteristic educational curriculum by their different role. The courses for subject content were more important than those for subject pedagogy. The subject pedagogy such as teaching and learning theories related to the computer education should be selected more frequently as the subject content. The course mainly consisted of only four weeks field experience. For potential computer teachers, it should be emphasized to practice fields works in schools.

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A Study on One-Person Media Production Technology for Enhancing Viewer's Experience (실감 시청 체험 극대화를 위한 개인방송용 콘텐츠 제작 기술 서비스에 관한 연구)

  • Yang, Ji-hee;Kim, Young-ae;Jang, Ji-woong;Jeon, Ji-hye;Park, Goo-man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.187-189
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    • 2016
  • 미디어 이용 패턴이 TV 에서 다양한 스마트 기기로 넓어지고 있으며, 인터넷이 가능한 환경에서 광범위한 미디어 콘텐츠 제공이 가능하다. 최근에는 실감형 콘텐츠를 위해 360도 카메라와 이를 제어하는 방식들이 소개 되고 있다. 하지만 이러한 기술들을 활용해 더 많은 콘텐츠를 생성하기 위해서 콘텐츠의 특성을 고려한 실감 시청 체험 기술 서비스의 제공이 필요하다. 본 논문에서는 실감 시청 체험을 극대화할 수 있는 개인방송용 실감형 콘텐츠 제작 기술 서비스에 제안한다. 사용자와 상호작용이 가능한 실감 미디어 서비스를 제공하기 위해 카메라들의 배치, 뷰포인트 선택, 다양한 시청체험을 가능하게 할 파라미터 종류들을 정의한다. 본 연구를 통해 다양한 유형의 실감형 개인방송 콘텐츠를 제공할 수 있을 것으로 기대된다.

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Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.