• 제목/요약/키워드: Individual Character

검색결과 377건 처리시간 0.025초

간호학생의 첫 임상실습 경험 (Nursing students' initial clinical experience)

  • 문미숙
    • 한국간호교육학회지
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    • 제4권1호
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    • pp.15-27
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    • 1998
  • In order to help students through their initial clinical experience, faculty must understand more fully the moaning of this experience for nursing students. This study was performed to understand and to explain what is the essential structure of nursing students' initial clinical experience. A grounded theory approach was conducted to explore the actual experience of nursing students' first clinical experience. Each of the nursing students' descriptions about their initial clinical experience was analyzed using Strauss & Corbin's method. The results of the study were as follows : From the 172 written descriptions and 7 in-depth individual interviews, 128 concepts were extracted. After identifying the concepts' formulated meaning, they were organized into 29 subcategories and the following 12 categories . burden, encountering difficulties, self-discovery, grasping actuality, acquirement of nurse's nature, special character of experience, special character of relationship, external effect, problem oriented coping, emotional oriented coping, affection for nursing, skeptical view of nursing. Five hypotheses were derived from the analysis. 1) Burden is an obstacle to grasp nursing actuality. 2) Special character of experience and external effect have an effect on grasping nursing actuality, 3) Encouragement, a part of external effects, will increase nursing student's affection for nursing. 4) Affection for nursing through first clinical experience facilitates positive nursing view and scholarly zest. 5) Disappointment with the difference be tween theory and reality will cause the student to take a skeptical view of nursing. It is hoped that the knowledge gained from this qualitative study will enable faculty to enter more fully Into the world of nursing students as they embark on their initial clinical experience.

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버스 전용차선에서의 차량 번호판 추출 알고리즘 (Vehicle Plate Extraction Algorithm for an Exculsive Bus Lane)

  • 설성욱;이상찬;주재흠;강현인;남기곤
    • 융합신호처리학회논문지
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    • 제2권4호
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    • pp.31-37
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    • 2001
  • 버스 전용차선 번호판 인식 시스템은 차량 검출 및 영상 획득 , 번호판 영역 추출 개별문자 추출, 문자인식 및 데이터 전송의 5가지 핵심부분으로 구성된다. 이 중에서도 번호판 추출의 정확성은 전체 시스템 인식률에 지대한 영향을 줄 수 있는 부분이며 다양한 날씨 및 주위 환경 변화에서도 정확한 추출을 요구한다. 본 논문에서는 검출 시간의 단축을 위해 획득된 영상을 피라미드 구조로 만든 후 번호판 템플릿의 영역을 이진화하고 번호판의 분포를 가지는 후보영역을 추출한다. 추출된 후보 영역 중 번호판 문자 분포의 특성을 이용한 검증과정을 통해 최종영역을 추출하는 방법을 제안한다. 제안된 방법을 버스 전용차선 도로에서 획득한 영상에 적용한 결과 다양한 날씨와 주위 환경변화에서도 번호판 영역이 정확이 추출됨을 확인하였다.

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우리나라 남성 골프웨어에 나타난 패션 경향 분석 (An Analysis of the Fashion Trends Expressed on the Korean Men´s Golfwears)

  • 이효진
    • 복식문화연구
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    • 제10권6호
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    • pp.748-762
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    • 2002
  • The purpose of this study was to analyze the fashion trends of Korean men's golfwears and furnished the researchers of same major with reliable data base. Lately, Korean men were concerned about their appearance rather than social position. Moreover, they tried to express the needs of youthfulness with free lift through clothings. These trend had been showed itself not only development of golfwears, but also change of esthetic tastes of men's golfwears. First of all, the development of men's golfwears was affected by the major three factors out of many various factors. That is, popularization of golf by the international activities of Korean progolfers, appearance of young consumers after IMF and the casualization of the men's formal dress, the making an everyday dress of men's sportswears. The results of analyzing of fashion trends of the men's golfwears is as follow: 1. The characteristics with naturalness, comfort of men's golfwears was manifested casualization trends by the factors of downward tendency of golfer's age, 5-days working, men's biz casual preference, individual ism after IMF. 2. Men's character golfwears was showed by the ageless as a youthfulness expression, the Sportism as an international trend, 2002 world cup, etc. 3. All of golfwears have to be functional characteristics because the golf is an active sports spending long time in golf course. Unconstruction style was an important fashion trends of men's golfwears by using functional materials to meet the needs of consumers. 4. The men's clothing was deviated from a fixed idea called masculine after IMF. Moreover, this trend was increased by the appearance of lovely man, genderlessness and had an effect on men's golfwears. Consequently. men's golfwears was showed feminization characteristics as a feminine, sensitive style. In the future, Korean men will try to express their character and thought freely through golfwears, men's golfwears will be continued ‘beyond the golf course’ image reflecting in the future fashion trends.

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한국(韓國)과 일본인(日本人)의 식행동(食行動)에 관(關)한 조사연구(調査硏究)(제1보(第1報)) -식기구류(食器具類)의 사용(使用)에 관(關)하여- (An Investigation of Dietary Behaviors in Korea and Japan (Part I) -On Employment of Dietary Equipments-)

  • 김천호
    • 한국식생활문화학회지
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    • 제4권1호
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    • pp.59-69
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    • 1989
  • As for the Japanese dietary style and dietary equipments, many are regarded, with the rice plant imported, as the influence of China and Korea, while traditional culture has recently changed in Japanese and Korean urban lives because of the increase of nuclear families and modernization of lives. Of 1,244 junior high school students of boys and girls in Tokyo and Seoul, we investigated the present situations of the employment of dining equipments October to November, 1987. The results obtained are as follows. More cases that each member of a family had his or her own dining equipment were found in Japan. The frequency of using chopsticks was high in both countries. Korean children, having no struggles, handled chopsticks better than Japanese children. As for the dishing-up of sidedishes, more than half of Japanese used their individual plates, while in Korean families they used whole dishes. As for the employment of dining equipments, Japanese people have established their own style because of the national character of delicacy and finicality. This kind of traditional habits were found much more in extended families than in nuclear families. In Korea, the traditional spirit and the broad-minded characteristics cherished in the continental circumstances were manifested in the employment of dining equipments and their strong national character will not easily accept the wave of modernization.

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러시아의 정치 엘리트 충원 방식과 연방제 구조의 성격 (A Study on the Supplement of Political Elite and the Characteristics of Federalism Structure in Russia : focusing on the Comparison with B.Yeltsin and V.Putin)

  • 이영형
    • 국제지역연구
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    • 제14권3호
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    • pp.502-523
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    • 2010
  • 연방제는 중앙과 지방 사이에 권한이 적절히 분배되는 주권공유 원칙이 적용되는 정치 체제를 말한다. 연방제는 국가의 통일성을 유지하면서도, 지역간 차이를 고려하여 균등한 발전을 기하고, 인종 또는 지역간 차별성과 문화적 다양성을 조화시키려는 목적을 갖고 있다. 연방제 목적은 연방 구성 주체가 자신의 정치 엘리트를 충원하는 방식이 자율성을 지니고, 선택된 정치 엘리트들이 중앙으로부터 독립된 정책을 수행할 수 있을 때 보다 자유롭게 실현된다. 옐친에서 푸틴에 이르는 기간 동안 중앙 및 지방의 정치 엘리트 충원 방식이 중앙 정부의 정치적 목적에 따라 수정되면서, 러시아 연방제의 성격이 변화되었다. 임명되어진 정치 엘리트들이 지역의 이익에 기초된 정책 수행을 강행할 수 없게 되었다. 이러한 현상은 연방제의 고유한 의미를 퇴색시킬 수밖에 없다. 중앙 정부에 의해 임명된 지방의 정치 엘리트들이 지방의 이익이 아니라, 중앙 정부의 이익에 기초된 지방자치로 무게 중심을 이동시키기 때문이다. 본 논고는 러시아의 대통령 및 양원의 국회의원, 주지사 및 지방의회 의원들이 어떻게 충원되고 있으며, 이러한 충원 방식이 러시아 연방제의 성격을 어떻게 변화시키고 있는가의 문제를 다룬다.

성격구조 이론을 바탕으로 한 다카하타 이사오(高畑勲) 애니메이션에서의 여성 주인공 묘사에 대한 연구: <가구야 공주 이야기>를 중심으로 (Analysis of the Shaping of Heroine in Isao Takahata Animation Based on the Theory of Personality Structure - Focused on -)

  • 관이핑;장욱상
    • 한국콘텐츠학회논문지
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    • 제22권10호
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    • pp.143-153
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    • 2022
  • 어떤 장르를 가지고 있든 애니메이션 영화는 캐릭터의 작용과 불가분의 관계에 있으며, 성격을 뚜렷하고 잘 형성된 캐릭터는 서사와 주제의 표현자일 뿐만 아니라 관객과 소통하고 진정한 공감대 형성하는 담당자이기도 한다. 대중의 미학의 향상과 우수한 작품의 공개, 성격을 단순한 캐릭터가 거의 사라진다. 그렇다면 어떻게 인상 깊은 캐릭터를 만드는가가 연구 가치가있는 주제가 되었다. 본 연구는 프로이트의 성격구조 이론과 자기방어기제에 기초하여 애니메이션 영화 <가구야 공주 이야기>의 주인공을 주요 대상으로 연구한다. 논문의 말미에는 가구야 공주의 이미지 특징과 개인의 추구를 분석함으로써 다사카타 이사오 감독의 캐릭터 창작에 대한 이해를 탐구한다. 이를 통해 훌륭한 애니메이션 작품 제작 연구에 도움이 되기로 기대한다.

딥러닝에 의한 한글 필기체 교정 어플 구현 (An Implementation of Hangul Handwriting Correction Application Based on Deep Learning)

  • 이재형;조민영;김진수
    • 한국산업정보학회논문지
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    • 제29권3호
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    • pp.13-22
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    • 2024
  • 현재 디지털 기기의 확산과 함께 일상에서 손으로 쓰는 글씨의 비중은 점점 줄어들고 있다. 키보드와 터치스크린의 활용도 증가에 따라 한글 필기체의 품질 저하는 어린 학생부터 성인까지 넓은 범위의 한글 문서에서 관찰되고 있다. 그러나 한글 필기체는 여전히 개인적인 고유한 특징을 포함하면서 가독성을 제공하는 많은 문서 작성에 필요하다. 이를 위해 본 논문에서는 손으로 쓴 한글 필기체의 품질을 개선하고, 교정하기 위한 목적의 어플 구현을 목적으로 한다. 제안된 어플은 CRAFT(Character-Region Awareness For Text Detection) 모델을 사용하여 필기체 영역을 검출하고, 딥러닝으로서 VGG-Feature-Extraction 모델을 사용하여 필기체의 특징을 학습한다. 이때 사용자가 작성한 한글 필기체의 음절 단위로 신뢰도를 인식률로 제시하고, 또한, 후보 폰트들중에서 가장 유사한 글자체를 추천하도록 구현한다. 다양한 실험을 통해 제안한 어플은 기존의 상용화된 문자 인식 소프트웨어와 비교할만한 우수한 인식률을 제공함을 확인할 수 있다.

차량번호판 색상모델에 의한 번호판 영역분할 알고리즘 (An Algorithm for Segmenting the License Plate Region of a Vehicle Using a Color Model)

  • 전영민;차정희
    • 전자공학회논문지CI
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    • 제43권2호
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    • pp.21-32
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    • 2006
  • 번호판인식은 번호판 영역분할, 개별문자 추출, 문자 인식의 세 가지 핵심부분으로 구성된다. 이 가운데 번호판 영역분할의 정확성은 전체 인식률을 결정한다. 본 논문에서는 다양한 도로주변 환경을 고려해야하는 불법주정차 무인단속 현장으로부터 획득된 영상에서 차량의 번호판 영역을 정확하고 빠르게 분할하는 방법을 제안한다. 접근방법은 현장영상으로부터 번호판영역의 분할성능을 높이기 위하여 번호판색상의 수학적 모델을 제시하고, 이를 이용한 이진화를 수행하며, Gaussian Smoothing과 Double Threshold을 이용한 잡영제거, 1-패스 경계추적 레이블링 및 레이블링 이후 MBR을 이용한 번호판 영역후보 판정과 판정된 번호판 영역후보에서 개별문자 추출을 통한 번호판영역 검증과정을 통해 최종적으로 번호판영역을 분할하는 방법이다. 본 연구는 기존방법의 번호판 테두리 훼손에 따른 번호판 영역분할 실패의 문제점을 해결하고 시간소요의 문제를 실시간 안에 처리함으로서 실용적 응용이 가능하게 되었다.

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.

현대패션에 나타난 이질적 융합 디자인과 지각(知覺)작용 - Henri Bergson의 시각을 중심으로 - (Heterogeneous Fusion Design and Perceptive Action in Contemporary Fashion - Focusing on the perspective of Henri Bergson -)

  • 김영선;금기숙
    • 복식
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    • 제58권10호
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    • pp.78-94
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    • 2008
  • Contemporary fashion is experiencing a rise in design that combines heterogeneous things, or goes beyond the roles, boundaries, and meanings of existing things. This can be described as a 'heterogeneous fusion' that is different in character from the mixed use of heterogeneous materials, borrowed designs, and exaggeration of the silhouette that have been practices in fashion design, or the non-structure, deconstruction, and recombination that have existed since the age when post-structuralism was a central philosophy. This 'fusion' causes a 'confusion' of the generally accepted mental principle of 'one sense reacting to one stimulus', and breaks the boundary between the various senses, causing confusion in the senses of the individual, and leading him or her to experience unfamiliar feelings. In this process, all information received from external sources is not perceived as it is seen, but rather is perceived through a fusion of the individual's motivations, the environment in which it is perceived, the resulting change in emotion, and the individual's past memories. The combination of these heterogeneous elements visually accepted, or such a non-territorial combination acts as a 'fusion of senses' in the individual's perception, which causes confusion in the homeostasis of perception, and a change in emotion, and serves as a factor that causes the information to be stored in the memory for a long time. In parallel with deconstruction or non-structure, the 'heterogeneous fusion' found in modern fashion is taking root as a representative creative trend, and is represented in various forms such as the mixed use of subjects and materials, non-territorial borrowing, fusion with animal forms, fusion with non-physical geometry, and fusion with heterogeneous hair decoration.