• 제목/요약/키워드: Multi-Experience

검색결과 812건 처리시간 0.037초

초등학교 고학년생의 응급상황 경험과 응급처치에 대한 지식 및 교육요구도 (The State of First Aid Experience, and Knowledge and Educational Wants for First Aid of Senior Students in Some Elementary Schools)

  • 권유진;정상길
    • 한국응급구조학회지
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    • 제13권1호
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    • pp.97-114
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    • 2009
  • Purpose : This study was performed to identify the knowledge and educational wants for first-aid and its related factors of senior students in elementary schools. Methods : From July 11-25, 2008, this study surveyed 437 elementary school students using a structured questionnaire. Result : Of the study subjects, 47.6% of the subjects had experienced first-aid conditions 25.4% had injuries, 11.0% had indigestion, 10.5% had sprains, 6.2% had acute abdominal pains, 5.9% had brash, and 5.7% had fractures. The experience rates of first-aid conditions were significantly different according to gender, mothers' educational status, means of school attendance and amount of exercise. The experience rate of first-aid education was 71.4%. There was a significant difference with grade, and school reports. They had education about cardiopulmonary resuscitation (52.5%), injury treatment and desmology(48.7%) in a good order. The score of knowledge about first-aid was $13.95{\pm}4.1$ and it was converted on the basis of 100 points, the results were below 50points, and there was a significant difference in grades. Educational wants for first-aid was 64.3%, and as a result of multi-logistic regression analysis of characteristics relating to educational wants, there was a significant difference between gender, grade, mothers' educational status, and amount of exercise. Conclusion : The rate of first-aid experience of elementary school students was high, but as their recognition and knowledge on first-aid was low, the importance of first-aid education and educational wants should be reflected for practical and organized education.

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체험마케팅에 의한 기업의 복합문화 공간 표현특성에 관한 연구 (A Study on the Expressive Characteristics in Multi Functional Corporate Culture Space of experiential marketing)

  • 박소영;윤상영
    • 한국실내디자인학회논문집
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    • 제21권3호
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    • pp.31-39
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    • 2012
  • This is the time we need differentiated strategy due to consumer's standard of purchasing is becoming more complicated and corporate marketing war is intensely competitive. For a long-term strategy, making competitive corporate image is important because companies have their own competitiveness. In addition, importance of having a relationship with customer is magnified through consumers'direct and indirect experience. "The corporate complex cultural space is designed place for experiential marketing to convey its meaning to consumers." Under above concept, this study analyzed the theory of experiential marketing and conducted a survey which is based on experiential marketing strategic module (SEMs) using the analyzed theory. This study drew expression characteristics of space through case analysis and conducted a survey to have more effective corporate complex cultural space. As a result, the experience in the space enables people to understand of the space through five senses, not consist of simply chucks of sense-date, and this result emphasizes the importance of 'Event' because people tend to escape from restriction for reality to relive stress and have emotional satisfaction. In addition, it shows expression characteristics which provide sympathy as a flexible interaction through symbolical image. The result of the expression characteristics' survey is showed up to improve effect of corporate complex cultural space. This study is analyzing the corporate complex cultural space through experience marketing for the company which wants provide differentiated experience of various space expression methods and catching current position. Also, this study places its significance to give a way to increase space preference and effect of corporate complex cultural space. Based on the result of this study, I hope the future corporate complex cultural space will develop refreshingly.

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샤넬 컬렉션에 나타난 인터미디어와 패션쇼의 관계적 특성 (Relationship characteristics of intermedia and fashion show in the Chanel collection)

  • 이슬아;이연희
    • 복식문화연구
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    • 제24권3호
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    • pp.367-384
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    • 2016
  • The aim of this paper is to examine relationship characteristics and the relevance there of in the context of the Chanel collection, between the contemporary fashion show viewed from the artistic side and intermedia on interaction. This study analyzed the relationship characteristics between intermedia and fashion shows by focusing on Chanel fashion shows from 2010 S/S to 2016 F/W as actual case. The results are as follow: First, participational accessibility indicates the experience of a designer and audience in active participation changing into passive participation. Second, audience immersion is represented by the perception of being involved by the audience in the place and acting. Third, conceptual symbolism is sending of messages through the designer's concept manifesting in the specific features of the design. Finally, expandability of media explains trans-boundaries in experimental attempts. It concludes that fashion show is a space where the audience can have visual as well as new knowledge and experience through multi-sensory channels. The Chanel collection which is considered a huge art project at the fashion show, showed a relationship between philosophy and the direction through season concepts and brands. The Chanel collection has brought a new experience through the convergence of communications and cultural media, such as music and art according to traditional brand image.

각광받는 한국의 기술용역업 (Spotlighting Engineering Service Business in Korea)

  • Cho Kyu Shim
    • 한국기술사회:학술대회논문집
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    • 한국기술사회 1987년도 제17회 한일기술사 합동 심포지움
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    • pp.65-71
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    • 1987
  • All Korean professional engineer′s great joy Is to welcome the Japanese professional engineers and relevant guests to the 1987 Japan-Korea Professional Engineers Joint Convention organized by the Korean Professional Engineers Association. As there exists an effort of blood, sweat and tear behind a succeeded theatrical stage, so an exquisite devotion with drawing up a master plan, investigation, supervision and etc by engineering firms is soaked through every part of huge construction projects and large unit factory buildings. It is over 14 years that the Engineering Service Promotion Law has been enacted by the Ministry of Science and Technology. In the meantime, the domestic engineering (engineering service) have reached a remarkable higher level while the number of engineering firms participating in overseas market has gradually been increasing. From a small scale of under water investigation to a large scale planning of atomic reactor or petrochemical plant, engineering service business can be said "The Software of Total Industry." Engineering service is what is called a higher business which offers specialized engineering know-how and experience. Engineering service compaines offer Its specialized knowledge and experience to government, industry and commerce. Whether the task is to modernize plant equipment, to design a building or to manage construction, an engineering company will develop and implement the most appropriate and cost effective solution. Clients use the engineering service of firm knowing that the engineer′s professional judgement is not influenced or biased by other commercial affiliations. While benefiting from the diverse experience that professional engineers can apply to a specific problem, government and industry also reduce the need for permanent in-house engineering staff. Engineering firms may be specialized or multi-disciplinary.

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집단특성이 온라인 게임의 유효성에 미치는 영향 : MMOG를 중심으로 (The Influence of Group Characteristics on Effectiveness of Online Game : Focuses on MMOG)

  • 이웅규;권정일
    • 한국정보시스템학회지:정보시스템연구
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    • 제20권2호
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    • pp.81-107
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    • 2011
  • Group features such as group cohesion and consistency on appropriation(COA), which have been constructed through social interactions, should be noted for characterizing online game, especially, clan based massively multi-players online game (MMOG). This study attempted to identify the relationship between group characteristics and users' effectiveness of MMOG considering group experience. For this purpose, a research model was suggested: group cohesion and COA are variables for explaining group features, perceived use control is a variable for individual competency of playing MMOG, and perceived winning and perceived enjoyment are dependent variables. Moreover, group experience was included as a moderating variables for two relationships, group cohesion-preceived winning and COA-perceived winning. For the validation of this research model, 100 users for Sudden Attack which is one of very well known MMOG games were surveyed by questionnaires. Before survey, they were grouped into 10 teams and were played over ten times by team for perceiving group consciousness. In result, most hypotheses were statistically supported except the relationship between group cohesion and perceived winning.

내.외과계 간호사의 통증 관리에 대한 지식 및 태도 (Pain Management Knowledge and Attitude of Internal Medicine and Surgery Stream Nurses)

  • 송승순;박재순
    • 가정∙방문간호학회지
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    • 제17권1호
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    • pp.55-62
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    • 2010
  • Purpose: This study investigated the sought to identify the pain management knowledge and attitude of nurses in internal medicine and surgery stream wards and intensive care units to obtain basic information needed for improved pain control. Method: Data was collected through self-reported questionnaires and analyzed by descriptive statistics, t-test and ANOVA using SPSS Win 12.0. Results: Pain management knowledge score averaged 51.1 out of 100, with significant differences evident depending on age, marital status, educational level, position, total work career, working department and cancer care-giving experience. Pain management attitude score averaged 2.9 out of 4, and significant differences were evident depending on age, marital status, educational level, position, total work career, working department, cancer care-giving experience, education experience and number of patients treated. Conclusion: Further studies are necessary to develop effective nursing knowledge and attitude education programs and evaluation such as discussion by cases, workshops, system of expert help for uncontrollable pain or a multi-disciplinary pain management task force. In addition, patient satisfaction level with pain management should be assessed and the responses reflected practically.

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Essential Computer Vision Methods for Maximal Visual Quality of Experience on Augmented Reality

  • Heo, Suwoong;Song, Hyewon;Kim, Jinwoo;Nguyen, Anh-Duc;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제3권2호
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    • pp.39-45
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    • 2016
  • The augmented reality is the environment which consists of real-world view and information drawn by computer. Since the image which user can see through augmented reality device is a synthetic image composed by real-view and virtual image, it is important to make the virtual image generated by computer well harmonized with real-view image. In this paper, we present reviews of several works about computer vision and graphics methods which give user realistic augmented reality experience. To generate visually harmonized synthetic image which consists of a real and a virtual image, 3D geometry and environmental information such as lighting or material surface reflectivity should be known by the computer. There are lots of computer vision methods which aim to estimate those. We introduce some of the approaches related to acquiring geometric information, lighting environment and material surface properties using monocular or multi-view images. We expect that this paper gives reader's intuition of the computer vision methods for providing a realistic augmented reality experience.

High Quality Network and Device Aware Multimedia Content Delivery for Mobile Cloud

  • Saleem, Muhammad;Saleem, Yasir
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권10호
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    • pp.4886-4907
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    • 2019
  • The use of mobile devices is increasing in multimedia applications. The multimedia contents are delivered to mobile users over heterogeneous networks. Due to fluctuation in bandwidth and user mobility, the service providers are facing difficulties in providing Quality of Service (QoS) guaranteed delivery for multimedia applications. Multimedia applications depend on QoS parameters such as delay, bandwidth, and jitter to offer better user experience. The existing schemes use the single source and multisource delivery but are unable to balance between stream quality and network congestion for mobile users. We proposed a Quality Oriented Multimedia Content Delivery Scheme (QOMCDS) for the mobile cloud to deliver better quality multimedia contents for the mobile user. The multimedia contents are delivered to the mobile device based on the device's parameters and network environment. The objective video quality assessment models like Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM), and Video Quality Measurement (VQM) are used to measure the quality of the video. The client side Quality of Experience metric such as Startup delay, Rebuffering events, and Bitrate switch count was used for evaluation. The proposed scheme is evaluated using dash.js and is compared to existing schemes. The results show significant improvement over existing multimedia content delivery schemes.

스포츠용품 인터넷 구매의 위험지각에 관한 연구 (Perceived Risk in Online Purchase of Sporting Goods)

  • 민대환;이승엽;임성택
    • Journal of Information Technology Applications and Management
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    • 제13권2호
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    • pp.127-143
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    • 2006
  • As the number of Internet users increases, online shopping malls are gradually flourishing and sales are continuously growing. However, since consumers are not able to check what they purchase when buying products on the Internet, they are bound to have higher risk perception than buying directly from off-line stores. Especially, sporting goods require a special attention because a preliminary test is important. Therefore, the risk perception is much higher when people purchase sporting goods online. This study first identifies the multi-dimensionality of risk perception. Then, it investigates whether online purchasing experience of sporting goods makes differences in the level of risk perception. In addition, it examines whether the risk perception by those who had an experience in purchasing sporting goods online affects the customer satisfaction. This study has identified five dimensions in the concept of risk perception, such as financial risk, performance risk, security risk, delivery risk, and psychological/physical risk. A statistical analysis shows that people without an experience in purchasing sporting goods online have perceived significantly higher performance risk, security risk, and psychological/physical risk than those with online purchasing experiences. Finally, this study has found that delivery risk, financial risk, and psychological/physical risk have significant negative influences on the customer satisfaction.

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테마파크 형 쇼핑센터의 공간구성에 관한 연구 - 저드파트너쉽의 설계 작품을 중심으로 - (An study on the Space Composition of the Theme Park-style Shopping Center - Focused on Designed Projects by Jerde Partnership -)

  • 하성주
    • 한국실내디자인학회논문집
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    • 제16권6호
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    • pp.144-151
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    • 2007
  • The idea of shopping is changed from a purchase of merchandise to an experience of pleasure. This study is a space composition analysis for the introduction of theme in multi-plex shopping center design to reflect variable consumer trend and company marketing strategy, The study progressed through theoretical consideration and substance analysis about the shopping centers which had been designed by Jerd Partnership In Japan since 2000. The following is result. The path is a sole main street that is made of curve form, parallel and vertical circulating rout and movement of human being. It leads continuity. The node and landmarks have a circular court with typifier as powerful center, character of transition space and event for experience. It makes locational quality. The districts are composed of retail shops, restaurants and culture facilities and the edge is represented by closed vertical wall and parapet. It induces a domain. The characteristic of Jerde shopping center is an experience of theme environment through the path as betweenness with a story based on a main theme. It is mostly related nature or exotic element and is obviously represented at path and node. The node takes a round shape and bring about event as a court. The application of theme to the shopping center by Jerde has a significant meaning for place marketing.