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The Philosophy of Martin Buber(I and Thou) and Nursing Philosophy (마르틴 부버의 사상(나와 너)과 간호철학)

  • Lee, Myoung-Suk;Han, Sung-Suk
    • Journal of Korean Academy of Nursing Administration
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    • v.3 no.2
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    • pp.95-107
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    • 1997
  • For nursing as a science to establish a unique system of knowledge, nursing researchers should include the philosophical activities such as establish of nursing philosophy. For establish of philosophy nursing, the nature and realms and essential characteristics of nursing science should be made clear at first. The purpose of this study identify alienation and the situation of happen to alienation and Martin Buber Philosophy(I and Thou). Understanding of this concept should enlighten nurses to interaction and relationship problems between patients and nurse and thus lead to further toward enhancing these interaction and relationship. The alienation was serious problem in present society which was cultural, political, economical, mechanical, religious classified. The overcome of alienation in nursing situation was caring and interpersonal relationship based on Martin Buber philosophy. The essential philosophy of Martin Buber was "I and Thou" relationship. I and Thou relationship are consist of five characteristics ; 1)mutuality 2)directness 3)presentness 4)intensity 5)ineffability As health care technology becomes more sophisticated, there is a tendency to rely on monitors and machines to assess the patient's status. Therefore focus on the functioning and care of machine can result in less meaningful communication with patients. This study points to the need for health professional and patient relationship based on Martin Buber philosophy(I and Thou). This relationship may suggest that professional shoud have sincerity, concerning, respect and warm emotional toward their patients. Ultimately this study provide the basic information to contribute understanding of "I and Thou" relationship and nursing philosophy development in nursing education.

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The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Development and Validation of Core Competency Assessment Tools for Engineering Student (공학계열 학생 핵심역량 진단도구 개발 및 타당화 연구)

  • Kim, Younyoung;Yoon, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.3-20
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    • 2021
  • As we have become more interested in 'competency' that means ability to do something around the world, the competency of the best performers has also been introduced in the university curriculum as a concept of core competency. Research continues on why this competency-based education is needed compared to existing academic-oriented education, how it can be introduced into existing curricula, and how it can be developed and evaluated in detail. This study develops and validates core competency assessment tools that can diagnose core competencies of engineering students. Therefore, this research paper conducted a literature review related to core competencies and also core competency assessment tools of university students. It seeks to explore the implications of core competency assessment tools for engineering students and then lay the foundation for competency-based teaching and learning at engineering colleges. And also it defines the concepts of core competencies and each core competency of engineering students through prior research analysis of competence, core competence, and core competence of university students. The primary core competency assessment tool consisted of sub-factors and questions of core competencies. It were modified through the expert validation of the primary one and then it was used as a core competency assessment tools for preliminary investigation. The core competency assessment tools for engineering students are consisted of 6 competencies, 22 sub-factors, and 91 questions. There are core competencies as follows: engineering basic competencies, major engineering competencies, self-management competencies, communication competencies, interpersonal competencies, global competencies. The preliminary survey was conducted on 426 engineering students attending the Engineering Education FESTA 2019. The preliminary findings were derived by conducting exploratory factor analysis, confirmatory factor analysis, question characteristics analysis, and reliability analysis for validation. The core competency assessment tools developed through this study can be used to verify the effectiveness of the curriculum and programs for students at engineering colleges. In addition, the developed core competencies, sub-factors, and questions can be utilized in a series of courses that design, conduct, and evaluate engineering curricula and programs as competency-based curriculum. The significance of this study is to lay the groundwork for providing competency-based education engineering students to develop core competencies.

A cross-sectional study of the association between mobile phone use and symptoms of ill health

  • Cho, Yong Min;Lim, Hee Jin;Jang, Hoon;Kim, Kyunghee;Choi, Jae Wook;Shin, Chol;Lee, Seung Ku;Kwon, Jong Hwa;Kim, Nam
    • Environmental Analysis Health and Toxicology
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    • v.31
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    • pp.22.1-22.7
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    • 2016
  • Objectives This study analyzed the associations between mobile phone call frequency and duration with non-specific symptoms. Methods This study was conducted with a population group including 532 non-patient adults established by the Korean Genome and Epidemiology Study. The pattern of phone call using a mobile phone was investigated through face-to-face interview. Structured methods applied to quantitatively assess health effects are Headache Impact Test-6 (HIT-6), Psychosocial Well-being Index-Short Form, Beck Depression Inventory, Korean-Instrumental Activities of Daily Living, Perceived Stress Scale (PSS), Pittsburgh Sleep Quality Index, and 12-item Short Form Health Survey where a higher score represents a higher greater health effect. Results The average daily phone call frequency showed a significant correlation with the PSS score in female subjects. Increases in the average duration of one phone call were significantly correlated with increases in the severity of headaches in both sexes. The mean (standard deviation) HIT-6 score in the subgroup of subjects whose average duration of one phone call was five minutes or longer was 45.98 (8.15), as compared with 42.48 (7.20) in those whose average duration of one phone call was <5 minutes. The severity of headaches was divided into three levels according to the HIT-6 score (little or no impact/moderate impact/substantial or severe impact), and a logistic regression analysis was performed to investigate the association between an increased phone call duration and the headache severity. When the average duration of one phone call was five minutes or longer, the odds ratio (ORs) and the 95% confidence intervals (CIs) for the moderate impact group were 2.22 and 1.18 to 4.19, respectively. The OR and 95% CI for the substantial or severe impact group were 4.44 and 2.11 to 8.90, respectively. Conclusions Mobile phone call duration was not significantly associated with stress, sleep, cognitive function, or depression, but was associated with the severity of headaches.

Human Walking Detection and Background Noise Classification by Deep Neural Networks for Doppler Radars (사람 걸음 탐지 및 배경잡음 분류 처리를 위한 도플러 레이다용 딥뉴럴네트워크)

  • Kwon, Jihoon;Ha, Seoung-Jae;Kwak, Nojun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.29 no.7
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    • pp.550-559
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    • 2018
  • The effectiveness of deep neural networks (DNNs) for detection and classification of micro-Doppler signals generated by human walking and background noise sources is investigated. Previous research included a complex process for extracting meaningful features that directly affect classifier performance, and this feature extraction is based on experiences and statistical analysis. However, because a DNN gradually reconstructs and generates features through a process of passing layers in a network, the preprocess for feature extraction is not required. Therefore, binary classifiers and multiclass classifiers were designed and analyzed in which multilayer perceptrons (MLPs) and DNNs were applied, and the effectiveness of DNNs for recognizing micro-Doppler signals was demonstrated. Experimental results showed that, in the case of MLPs, the classification accuracies of the binary classifier and the multiclass classifier were 90.3% and 86.1%, respectively, for the test dataset. In the case of DNNs, the classification accuracies of the binary classifier and the multiclass classifier were 97.3% and 96.1%, respectively, for the test dataset.

The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.

The Moderating Effect of Self-efficacy on the Relationship between Regulatory Focus and Service Attachment in Live-commerce (라이브커머스에서 소비자의 조절초점성향과 서비스애착 관계에 미치는 자아효능감의 조절효과에 관한 연구)

  • Sung, Jung-yeon
    • Journal of Venture Innovation
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    • v.6 no.4
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    • pp.83-97
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    • 2023
  • The growth of the live commerce market allows you to conveniently and simply start live commerce anytime, anywhere with a smartphone. The use of smartphone services provides continuous communication and is used while feeling psychological attachment, and it leads to psychological attachment, self-consistency with consumers themselves, and self-identity. This study focuses on the motives and perceptions of consumers using live commerce. In other words, we will examine the relationship with service attachment through the moderating effect of self-efficacy and control focus tendency as consumers' personal and psychological characteristics. In other words, the tendency of regulatory focus, which determines the direction of behavior of consumers according to their motives and goals, affects the service attachment of live commerce. We believe that self-efficacy, which is personal confidence and belief that you can plan and execute on your own for the desired outcome in a given situation or task, will control this relationship. As a result of this research, consumers who highly perceive prevention focus were more likely to avoid negative consequences and pursue safety and obligations. Their attachment to live commerce services was stronger, offsetting their confidence and self-efficacy. When using live commerce services, the more they perceive that information acquisition is beneficial, the higher their belief, and self-efficacy, so service attachment, which is an emotional experience as well as a cognitive experience, is strongly formed for consumers with a preventive focus to avoid safety-seeking and negative consequences. Through the present research results, we believe that it will be helpful in operating strategies and management for companies and small business owners who want to understand the psychological behavior of consumers in using live commerce services.

A Study on Design and Implementation of Low Noise Amplifier for Satellite Digital Audio Broadcasting Receiver (위성 DAB 수신을 위한 저잡음 증폭기의 설계 및 구현에 관한 연구)

  • Jeon, Joong-Sung;You, Jae-Hwan
    • Journal of Navigation and Port Research
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    • v.28 no.3
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    • pp.213-219
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    • 2004
  • In this paper, a LNA(Low Noise Amplifier) has been developed, which is operating at L-band i.e., 1452∼1492 MHz for satellite DAB(Digital Audio Brcadcasting) receiver. The LNA is designed to improve input and output reflection coefficient and VSWR(Voltage Standing Wave Ratio) by balanced amplifier. The LNA consists of low noise amplification stage and gain amplification stage, which make a using of GaAs FET ATF-10136 and VNA-25 respectively, and is fabricated by hybrid method. To supply most suitable voltage and current, active bias circuit is designed Active biasing offers the advantage that variations in $V_P$ and $I_{DSS}$ will not necessitate a change in either the source or drain resistor value for a given bias condition. The active bias network automatically sets $V_{gs}$ for the desired drain voltage and drain current. The LNA is fabricated on FR-4 substrate with RF circuit and bias circuit, and integrated in aluminum housing. As a reults, the characteristics of the LNA implemented more than 32 dB in gain. 0.2 dB in gain flatness. lower than 0.95 dB in noise figure, 1.28 and 1.43 each input and output VSWR, and -13 dBm in $P_{1dB}$.

A Study on the Design and Implementation of Multi-Disaster Drone System Using Deep Learning-Based Object Recognition and Optimal Path Planning (딥러닝 기반 객체 인식과 최적 경로 탐색을 통한 멀티 재난 드론 시스템 설계 및 구현에 대한 연구)

  • Kim, Jin-Hyeok;Lee, Tae-Hui;Han, Yamin;Byun, Heejung
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.4
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    • pp.117-122
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    • 2021
  • In recent years, human damage and loss of money due to various disasters such as typhoons, earthquakes, forest fires, landslides, and wars are steadily occurring, and a lot of manpower and funds are required to prevent and recover them. In this paper, we designed and developed a disaster drone system based on artificial intelligence in order to monitor these various disaster situations in advance and to quickly recognize and respond to disaster occurrence. In this study, multiple disaster drones are used in areas where it is difficult for humans to monitor, and each drone performs an efficient search with an optimal path by applying a deep learning-based optimal path algorithm. In addition, in order to solve the problem of insufficient battery capacity, which is a fundamental problem of drones, the optimal route of each drone is determined using Ant Colony Optimization (ACO) technology. In order to implement the proposed system, it was applied to a forest fire situation among various disaster situations, and a forest fire map was created based on the transmitted data, and a forest fire map was visually shown to the fire fighters dispatched by a drone equipped with a beam projector. In the proposed system, multiple drones can detect a disaster situation in a short time by simultaneously performing optimal path search and object recognition. Based on this research, it can be used to build disaster drone infrastructure, search for victims (sea, mountain, jungle), self-extinguishing fire using drones, and security drones.