• 제목/요약/키워드: Human Interaction Management

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하이알로매트릭스를 이용한, 두개골결손을 동반한 선천성피부무형성증의 치료: 1례 보고 (Treatment of Aplasia Cutis Congenita on Scalp using Hyalomatix$^{(R)}$: A Case Report)

  • 이석현;홍종원;노태석;김영석;나동균
    • Archives of Plastic Surgery
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    • 제37권4호
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    • pp.469-472
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    • 2010
  • Purpose: Aplasia Cutis Congenita (ACC) is a rare disease characterized by the focal defect of the skin at birth, frequently involving scalp, but it may affect any region of the body. There are no etiology known but some conditions such as intrauterine vascular ischemia, amniotic adherences and viral infections are associated. The ideal treatment for the ACC is not known. Superficial and relatively small sized defects (< $3{\times}5\;cm$) may heal spontaneously and large defects related with risks of infection and bleeding may require aggressive surgical treatment. Hyalomatrix$^{(R)}$ is a bilayer of an esterified hyaluronan scaffold beneath a silicone membrane. It has been used as a temporary dermal substitute to cover deep thickness skin defect and has physiological functions derive from the structural role in extracellular matrix and interaction with cell surface receptor. This material has been used for the wound bed pre-treatment for skin graft to follow and especially in uncooperative patient, like a newborn, this could be a efficient and aseptic way of promoting granulation without daily irritative wound care. For this reason, using Hyalomatrix$^{(R)}$ for the treatment of ACC was preferred in this paper. Methods: We report a case of a newborn with ACC of the vertex scalp and non-ossified partial skull defect. The large sized skin and skull defect ($6{\times}6\;cm$) was found with intact dura mater. No other complications such as bleeding or abnormal neurologic sign were accompanied. Escharectomy was performed and Hyalomatrix$^{(R)}$ was applied for the protection and the induction of acute wound healing for 3 months before the split-thickness skin graft. During the 3 months period, the dressing was renewed in aseptic technique for every 3 weeks. The skin graft was achieved on the healthy granulation bed. Results: The operative procedure was uneventful without necessity of blood transfusion. Postoperative physical examination revealed no additional abnormalities. Regular wound management was performed in out-patient clinic and the grafted skin was taken completely. No other problems developed during follow-up. Conclusion: Hyalomatrix$^{(R)}$ provides protective and favorable environment for wound healing. The combination of the use of Hyalomatrix$^{(R)}$ and the skin graft will be a good alternative for the ACC patients with relatively large defect on vertex.

사용자 경험 측면에서 소셜로봇의 역할에 관한 고찰 -1인 가구 생활을 중심으로- (A Study on the Role of Social Robot in Aspect of User Experiences -Focus on Single-person Households-)

  • 최민영;김승인
    • 디지털융복합연구
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    • 제15권2호
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    • pp.295-300
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    • 2017
  • 본 연구는 최근 급증하고 있는 1인 가구 내 개인이 직면할 수 있는 심리적 소외감을 해결할 수 있는 대안으로 인간과 정서적으로 소통할 수 있는 소셜로봇의 역할 탐색에 목적이 있다. 먼저 문헌연구를 통해 소셜로봇의 정의와 특징을 파악 후 소셜로봇의 현황과 미래 전망을 분석하였다. 이를 기반으로 향후 소셜로봇의 잠재적 수요자가 될 수도권에 거주하는 만 20세 이상 30세 이하의 1인 가구를 대상으로 심층인터뷰를 하여 사용자 경험 측면에서 소셜로봇에게 필요한 역할을 정리하였다. 그 결과 모든 실험자는 자신에게만 특화되어 상호작용할 수 있는 소셜로봇이 필요하다고 응답했으나, 로봇과의 애착 형성 필요성에 대해서는 개인마다 차이를 보였다. 이를 통해 개인별 생활 방식 및 성향 등에 따라 소셜로봇에게 요구하는 점이 다르다는 것을 파악하였다. 따라서 향후 소셜로봇이 인간의 삶 속에 자리매김하기 위해서는 개별 맞춤형 소셜로봇의 기술 개발과 사용자 경험 측면에서의 고려가 필요하다는 함의를 도출할 수 있었다.

The Effect of Foreign Direct Investment on Total Factor Productivity in Selected ASEAN+3 Countries: New Evidence Using A Panel ARDL Study

  • ABIDIN, Noorazeela Zainol;KARIM, Zulkefly Abdul;SHAARI, Mohd Shahidan;LAILA, Nisful
    • The Journal of Asian Finance, Economics and Business
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    • 제8권10호
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    • pp.109-117
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    • 2021
  • This study investigates the effects of FDI and other macroeconomic variables on Total Factor Productivity (TFP) in selected ASEAN+3 countries from 1981 till 2016. Total Factor Productivity (TFP) for each ASEAN+3 country was constructed using the Malmquist productivity index method. Then, a panel ARDL framework (dynamic heterogeneous panel), namely Pooled Mean Group (PMG), Mean Group (MG), and Dynamic Fixed Effect (DFE) are employed in examining the effects of FDI and other controlling variables on TFP. The new findings show that FDI has a significant and positive impact on TFP in the long run and the short run in ASEAN+3 countries. Besides, the results also reveal that in the long run, other variables such as the average number of years of schooling and the ratio of high-skilled to low-skilled labor also have a significant and positive effect on TFP. However, economic openness, government expenditure on R&D, and interaction between countries and FDI have a negative and significant impact on TFP. These findings implied that the recipient countries must ensure their political stability and offer various incentives to attract more investors. Furthermore, the influx of foreign investors, especially large ones and lower costs, should be encouraged by each country as FDI inflows can boost their TFP growth.

Hierarchy in Signed Networks

  • Jamal Maktoubian
    • International Journal of Computer Science & Network Security
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    • 제24권9호
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    • pp.111-118
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    • 2024
  • The concept of social stratification and hierarchy among human dates back to the origin of human race. Presently, the growing reputation of social networks has given us with an opportunity to analyze these well-studied phenomena over different networks at different scales. Generally, a social network could be defined as a collection of actors and their interactions. In this work, we concern ourselves with a particular type of social networks, known as trust networks. In this type of networks, there is an explicit show of trust (positive interaction) or distrust (negative interaction) among the actors. In other words, an actor can designate others as friends or foes. Trust networks are typically modeled as signed networks. A signed network is a directed graph in which the edges carry an edge weight of +1 (indicating trust) or -1 (indicating distrust). Examples of signed networks include the Slashdot Zoo network, the Epinions network and the Wikipedia adminship election network. In a social network, actors tend to connect with each other on the basis of their perceived social hierarchy. The emergence of such a hierarchy within a social community shows the manner in which authority manifests in the community. In the case of signed networks, the concept of social hierarchy can be interpreted as the emergence of a tree-like structure comprising of actors in a top-down fashion in the order of their ranks, describing a specific parent-child relationship, viz. child trusts parent. However, owing to the presence of positive as well as negative interactions in signed networks, deriving such "trust hierarchies" is a non-trivial challenge. We argue that traditional notions (of unsigned networks) are insufficient to derive hierarchies that are latent within signed networks In order to build hierarchies in signed networks, we look at two interpretations of trust namely presence of trust (or "good") and lack of distrust (or "not bad"). In order to develop a hierarchy signifying both trust and distrust effectively, the above interpretations are combined together for calculating the overall trustworthiness (termed as deserve) of actors. The actors are then arranged in a hierarchical fashion based on these aggregate deserve values, according to the following hypothesis: actor v is assigned as a child of actor u if: (i) v trusts u, and (ii) u has a higher deserve value than v. We describe this hypothesis with additional qualifiers in this thesis.

농식품 수출조직 운영성과 영향요인 분석 (An Analysis of Impact Factors on Performance in Operating Agrifood Export Organizations)

  • 김경필;김상효;한정훈
    • 유통과학연구
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    • 제14권10호
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    • pp.93-107
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    • 2016
  • Purpose - This study aims to derive directions and implications for improving performance in operating agrifood export organizations by identifying significant performance impact factors. Research design, data, and methodology - A seemingly unrelated regression (SUR) model was estimated using data from a survey conducted among 120 exporters including 16 leading export organizations. In the SUR estimation, the export volume and price are used as dependent variables and securing the quantity of products ordered and exported, quality management, and marketing activities are considered as explanatory variables for the operation performance. Results - The amount of farmer education, the manpower in charge of marketing, and the interaction terms between whether or not they belong to a leading export organization and the item dummy for mushrooms have a significant impact on the export volume where the export volume is specified as a dependent variable. The export volume is greater with a greater amount of farmer education and greater manpower in charge of marketing from the perspective of quality management. When the export price is estimated as a dependent variable, the manpower in charge of marketing is shown to have a significant impact on the export price. Conclusions - The government needs to strengthen its support of the performance of agrifood export organizations. The analysis indicates that the education of and consulting with farmers, and the manpower number in charge of marketing are key factors in the operation performance of export organizations. Therefore, supporting the export organizations in expanding their human resources in charge of marketing can increase the export volumes for agrifoods. Given, however, that the export volume associated with joint payments, human resources specialized in quality management, and the amount of participation in export exhibitions are not significant factors, it is essential to improve the supporting policies for those areas. The manpower in charge of marketing from the perspective of marketing has a significant impact on both the export volume and export price. Thus, we identify this as the most important category that should be supported to enhance performance in export organizations.

자가혈당 측정결과기반 당뇨교육프로그램이 제2형 당뇨병환자의 혈당조절에 미치는 효과 (Effect of Self-Monitoring of Blood Glucose Based Diabetes Self-Management Education on Glycemic Control in Type 2 Diabetes)

  • 심강희;황문숙
    • 한국간호교육학회지
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    • 제19권2호
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    • pp.127-136
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    • 2013
  • Purpose: The aim of the study was to evaluate the effect of self-monitoring of blood glucose (SMBG)-based Diabetes Self-Management Education (DSME) on glycemic control in type 2 diabetes. Methods: This study was designed to compare changes in glycemic control over 12months in SMBG-based DSME group (n=65) versus control group (n=65). Data were obtained from medical records type 2 diabetic patients treated with oral antidiabetic agents and above HbA1c 7.0% from June 2006 to August 2008. All participants completed DSME defined as informational intervention of lifestyle habits and reinforcement of educational Monthly News letter delivered by the diabetes nurse educator. SMBG-based DSME group requested to measure blood glucose 7 times a day for a week and to record their diary and received counseling with a focus on diet and lifestyle during the education. Assessments were conducted baseline, 3, 6 and 12 months. HbA1c was used as an index of glycemic control. Results: 12 months later, the level of HbA1c was reduced by $1.28{\pm}1.68%$ in experimental group and $0.49{\pm}1.05%$ in the control group. We found a significant effect of $Time^*$ Group interaction (p=.013). Conclusion: SMBG-based DSME for patients with type 2 diabetes with oral antidiabetic agents was effective in improving glycemic control and maintaining long-term glycemic control.

A Unit Touch Gesture Model of Performance Time Prediction for Mobile Devices

  • Kim, Damee;Myung, Rohae
    • 대한인간공학회지
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    • 제35권4호
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    • pp.277-291
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    • 2016
  • Objective: The aim of this study is to propose a unit touch gesture model, which would be useful to predict the performance time on mobile devices. Background: When estimating usability based on Model-based Evaluation (MBE) in interfaces, the GOMS model measured 'operators' to predict the execution time in the desktop environment. Therefore, this study used the concept of operator in GOMS for touch gestures. Since the touch gestures are comprised of possible unit touch gestures, these unit touch gestures can predict to performance time with unit touch gestures on mobile devices. Method: In order to extract unit touch gestures, manual movements of subjects were recorded in the 120 fps with pixel coordinates. Touch gestures are classified with 'out of range', 'registration', 'continuation' and 'termination' of gesture. Results: As a results, six unit touch gestures were extracted, which are hold down (H), Release (R), Slip (S), Curved-stroke (Cs), Path-stroke (Ps) and Out of range (Or). The movement time predicted by the unit touch gesture model is not significantly different from the participants' execution time. The measured six unit touch gestures can predict movement time of undefined touch gestures like user-defined gestures. Conclusion: In conclusion, touch gestures could be subdivided into six unit touch gestures. Six unit touch gestures can explain almost all the current touch gestures including user-defined gestures. So, this model provided in this study has a high predictive power. The model presented in the study could be utilized to predict the performance time of touch gestures. Application: The unit touch gestures could be simply added up to predict the performance time without measuring the performance time of a new gesture.

온라인 학생의 비공식 정보 추구 행태 (Informal Information Seeking Behavior of Online Students)

  • 김성언
    • 정보관리학회지
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    • 제23권2호
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    • pp.207-227
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    • 2006
  • 이 연구는 온라인 학습과정 중 학생들의 비공식 정보 추구 행태와 그들의 비공식 정보 요구를 지원하는 온라인 학습 환경을 알고자 한다. 연구 참여자는 미국 럿거스 대학 평생 교육 프로그램의 온라인 학생 29명이고, 설문지를 통해 수집한 데이터는 내용분석과 기술적 통계를 통해 분석되었다. 이 연구의 초점은 온라인 학생들이 학습 문제를 해결하기 위해 비공식 정보를 필요로 하는 이유와 그들이 온라인 학습 환경에서 구성원간의 의사소통을 통해 이를 해결하는 방식에 있다. 결론에서는 연구 결과에 기초하여 온라인 학생들의 비공식 정보 추구 행태를 지원하기 위하여 고려해야 할 사항들이 제안된다.

사용자의 일치성과 감정이 게임이용에 미치는 영향 (The Impact of Users' Congruity and Emotion on Intention to Game Use)

  • 변현수;임명성
    • 디지털융복합연구
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    • 제12권11호
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    • pp.89-98
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    • 2014
  • 본 연구에서는 게임 이용자가 자신이 인식한 일치성이 게임 이용의도에 영향을 미치는지 알아보기 위하여 수행되었다. 또한 이러한 관계에서 감정이라는 심정적 요소가 매개역할을 하는 지도 확인해 보고자 하였다. 타인과의 상호작용적인 요소를 배제하기 위해 온라인 게임이나 모바일 게임 등이 아닌 콘솔 게임기나 PC 플랫폼 상의 1인 플레이 게임을 대상으로 실증분석을 수행해 보았다. 분석결과 사용자의 자아 일치성과 기능적 일치성은 게임 이용의도에 긍정적인 영향을 미치고 있는 것으로 나타났다. 또한 이러한 관계에서 감정은 매개효과를 발휘하고 있음도 확인하였다. 이를 통해 게임 제작시 사용자의 이미지와 기능에 부합함과 동시에 감정적인 면을 유발할 수 있는 게임을 제작할 필요가 있음을 게임 제작사에게 하나의 시사점으로 제시하고 있다.

Multi-Criteria Group Decision Making under Imprecise Preference Judgments: Using Fuzzy Logic with Linguistic Quantifier

  • 최덕현;안병석;김성희
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2005년도 공동추계학술대회
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    • pp.557-567
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    • 2005
  • The increasing complexity of the socio-economic environments makes it less and less possible for single decision-maker to consider all relevant aspects of problem. Therefore are, many organizations employ groups in decision making. In this paper, we present a multiperson decision making method using fuzzy logic with linguistic quantifier when each of group members specifies imprecise judgments possibly both on performance evaluations of alternatives with respect to the multiperson criteria and on the criteria. Inexact or vague preferences have appeared in the decision making literatures with a view to relaxing the burdens of preference specifications imposed to the decision-makers and thus taking into account the vagueness of human judgments. Allowing for the types of imprecise judgments in the model, however, makes more difficult a clear selection of alternative(s) that a group wants to make. So, further interactions with the decision-makers may proceed to the extent to compensate for the initial comforts of preference specifications. These interaction may not however guarantee the selection of the best alternative to implement. To circumvent this deadlock situation, we present a procedure for obtaining a satisfying solution by the use of linguistic quantifier guided aggregation which implies fuzzy majority. This is an approach to combine a prescriptive decision method via a mathematical programming and a well-established approximate solution method to aggregate multiple objects.

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