• Title/Summary/Keyword: Realistic content

Search Result 313, Processing Time 0.025 seconds

The Formation of the Historical Identity of Korean Doctors (한국 의사의 역사적 정체성 형성)

  • Yeo, In-sok
    • Korean Medical Education Review
    • /
    • v.23 no.2
    • /
    • pp.75-79
    • /
    • 2021
  • In modern society, doctors are a representative example of professionals-that is, doctors are members of an occupation with high barriers to entry. For doctors, long-term education, training, and licensing are factors that make it difficult to enter medical practice. These external characteristics, which have mainly arisen in the modern era, play an important part in the professional identity of doctors. Nonetheless, the core of the doctor's identity is the identity of the healer. In today's Korean society, the universal identity of doctors as healers results from a combination of the special historical identity of professionals with high entry barriers. Korean society currently demands a high level of ethical awareness from doctors. These demands are partly derived from the nature of the practice of medical care, but they also reflect demands for strong social responsibility as professionals. It is difficult to cultivate professional ethics simply by imposing legitimate virtues, presenting an ideal model, or emphasizing moral education that is not fully realistic. A deep-rooted sense of professional ethics stems from a clear awareness of professional identity. Education plays an important role in the formation and awareness of doctors' professional identity, and various types of content and methods can be used in education. However, since the identity of an entity is formed through the process of historical experience, it is thought that the historical process of the formation of doctors as a profession should be included as an important part of education.

Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • Oral Biology Research
    • /
    • v.42 no.4
    • /
    • pp.235-240
    • /
    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

Development of a protocol for guidance in the pediatric nursing practicum in South Korea: a methodology study

  • Koo, Hyun Young;Lee, Bo Ryeong
    • Child Health Nursing Research
    • /
    • v.28 no.1
    • /
    • pp.51-61
    • /
    • 2022
  • Purpose: Practical training in pediatric nursing gives students the opportunity to apply nursing knowledge to children in a realistic clinical context. Clinical practice faculty (CPF) and clinical nursing instructor (CNI) have played important roles in the pediatric nursing practicum. This study was conducted to develop a protocol to guide clinical practicum in pediatric nursing. Methods: A service design methodology was employed between August 2020 and May 2021 at four universities and four hospitals in South Korea. The participants were five CPFs, five CNIs, five nursing college graduates, and 60 nursing students. The service design process had four phases: discovery, definition, development, and delivery. Data were collected through self-report questionnaires, in-depth interviews, and observations. The data were analyzed using content analysis and descriptive statistics. Results: The participants reported needs for providing concrete guidance and explanation, nursing practice experience, and a link between school and the clinical field. A protocol was developed to fulfill the participants' needs. The protocol comprised detailed information, teaching methodology, and partnership to guide students in the pediatric nursing practicum. Conclusion: The protocol developed in this study can be used to provide guidance for students' clinical practice in the field of pediatric nursing.

Ballistic Cavity Simulation using Modified Bresenham Algorithm (개선된 브레즈넘 알고리즘을 이용한 탄흔 시뮬레이션)

  • Yunji Seok;Seongah Chin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.683-688
    • /
    • 2023
  • Content featuring next-generation weapons is continuously appearing in games and virtual reality. In the context of story development, the traces of a target's bullet marks are observed differently according to the unique characteristics of the rifle and bullet. Additionally, there is an example of using forensic ballistics to investigate crime by examining the traces of bullets. Understanding the relationship between the ballistic coefficient and cavity by ballistics is crucial during this process. This paper proposes a physics-based cavity simulation using the modified Bresenham's line algorithm, which can enhance realism in games and virtual reality. This simulation accurately models the trajectory of bullets and cavity formation upon impact, creating a more realistic representation of how bullets interact with materials. Overall, physics-based simulations can greatly enhance the realism and immersion of games and virtual reality experiences and can have applications in forensic investigations.

Full-scale simulation of wind-driven rain and a case study to determine the rain mitigation effect of shutters

  • Krishna Sai Vutukuru;James Erwin;Arindam Gan Chowdhury
    • Wind and Structures
    • /
    • v.38 no.3
    • /
    • pp.171-191
    • /
    • 2024
  • Wind Driven Rain (WDR) poses a significant threat to the building environment, especially in hurricane prone regions by causing interior and content damage during tropical storms and hurricanes. The damage due to rain intrusion depends on the total amount of water that enters the building; however, owing to the use of inadequate empirical methods, the amount of water intrusion is difficult to estimate accurately. Hence, the need to achieve full-scale testing capable of realistically simulating rain intrusion is widely recognized. This paper presents results of a full-scale experimental simulation at the NHERI Wall of Wind Experimental Facility (WOW EF) aimed at obtaining realistic rain characteristics as experienced by structures during tropical storms and hurricanes. A full-scale simulation of rain in strong winds would allow testing WDR intrusion through typical building components. A study of rain intrusion through a sliding glass door is presented, which accounted for the effects of multiple wind directions, test durations and wind speeds; configurations with and without shuttering systems were also considered. The study showed that significant levels of water intrusion can occur during conditions well below current design levels. The knowledge gained through this work may enhance risk modeling pertaining to loss estimates due to WDR intrusion in buildings, and it may help quantify the potential reduction of losses due to the additional protection from shuttering systems on sliding glass doors during winds.

Deepfake Image Detection based on Visual Saliency (Visual Saliency 기반의 딥페이크 이미지 탐지 기법)

  • Harim Noh;Jehyeok Rew
    • Journal of Platform Technology
    • /
    • v.12 no.1
    • /
    • pp.128-140
    • /
    • 2024
  • 'Deepfake' refers to a video synthesis technique that utilizes various artificial intelligence technologies to create highly realistic fake content, causing serious confusion to individuals and society by being used for generating fake news, fraud, malicious impersonation, and more. To address this issue, there is a need for methods to detect malicious images generated by deepfake accurately. In this paper, we extract and analyze saliency features from deepfake and real images, and detect candidate synthesis regions on the images, and finally construct an automatic deepfake detection model by focusing on the extracted features. The proposed saliency feature-based model can be universally applied in situations where deepfake detection is required, such as synthesized images and videos. To demonstrate the performance of our approach, we conducted several experiments that have shown the effectiveness of the deepfake detection task.

  • PDF

A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
    • /
    • s.24
    • /
    • pp.223-246
    • /
    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

Development of Curriculum for the Emergency Clinical Nurse Specialist (응급전문간호사의 교육과정안 개발)

  • 김광주;이향련;김귀분
    • Journal of Korean Academy of Nursing
    • /
    • v.26 no.1
    • /
    • pp.194-222
    • /
    • 1996
  • Various accidents and injuries are currently occurring in Korea at increasingly high rates. Good quality emergency care service is urgently needed to cope with these various forms of accidents and injuries. In order to develop a sound emergency care system, there need to be a plan to educate and train professionals specifically in emergency care. One solution for the on going problem would be to educate and train emergency clinical nurse specialists. This study on a strategy for curriculum development for emergency clinical nurse specialist was based on the following five content areas, developed from literature related to the curriculum of emergency nursing and emergency care situation : 1. Nurses working in the emergency rooms of three university hospitals were analyzed for six days to identify categories of nursing activities. 2. Two hundreds and eleven nurses working in the emergency rooms of 12 university hospitals were surveyed to identify needs for educational content that should be included in a curriculum for the clinical nurse specialist. 3. Examination of the environment in which emergency management was provided. 4. Identification of characteristics of patients in the emergency room. 5. The role of emergency clinical nurse specialist was identified through literature, recent data, and research materials. The following curriculum was formulated using the above mentioned process. 1. The philosophy of education for emergency clinical nurse specialist was established through a realistic philosophical framework. In this frame, client, environment, health, nursing, and learning have been defined. 2. The purpose of education is framed on individual development, social structure, nursing process and responsibility along with the role and function of the emergency clinical nurse specialist. 3. The central theme was based on human, environment, health and nursing. 4. The elements of structure in the curriculum content were divided to include two major threads, I, e., vertical and horizontal : The vertical thread to consist of the client, life cycle, education, research, leadership and consultation, and the horizontal thread to consist of level of nursing (prevention to rehabilitation), and health to illness based on the health care system developed by Betty Neuman system model. 5. Behavioral objectives for education were structured according to the emergency clinical nurse specialist role and function as a master degree prepared in various emergency settings. 6. The content of the curriculum consisted of three core courses(9 credits), five major courses(15 credits), six elective courses(12 credits) and six prerequisite courses (12 credits). Thus 48 credits are required. Recommendations : 1. To promote tile quality of the emergency care system, the number of emergency professionals, has to be expanded. Further the role and function of the emergency clinical nurse specialist needs to be specified in both the medical law and the Nursing Practice Act. 2. In order to upgrade the qualification of emergency clinical nurse specialists, the course should be given as part of the graduate Program. 3. Certification should be issued through the Korean Nurses Association.

  • PDF

A Comparative Analysis of OTT Service Reviews Before and After the Onset of the Pandemic Using Text Mining Technique: Focusing on the Emotion-Focused Coping and Nostalgia (텍스트 마이닝을 활용한 코로나 19 전후 온라인 동영상 서비스(OTT) 리뷰 비교분석 연구 - 정서 중심 대처와 노스탤지어를 중심으로)

  • Ko, Minjeong;Lee, Sangwon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.11
    • /
    • pp.375-388
    • /
    • 2021
  • This study aims to contribute to the understanding of consumer behavior during the COVID-19 by comparing blog reviews of an over-the-top (OTT) online video service from before and during the pandemic. We anticipate that the COVID-19 outbreak prompts the use of the OTT service as part of an emotion-focused coping strategy derived from the loss of personal control and the subsequent avoidance motivation. We also posit that a strong yearning for life before COVID-19 will increase interest in the content that fulfills a need for nostalgia. Our analysis of Netflix reviews provides empirical evidence of the effects of an emotion-focused coping strategy and nostalgia on OTT service usage. First, the titles of the reviews posted during COVID-19 indicate that consumers were less likely to mention OTT services other than Netflix, more interested in domestic content, and used OTT services as an avoidance-denial strategy. Second, the blog content demonstrates that while pre-COVID reviews tend to focus on the practical benefits of OTT services, those posted during the pandemic focus on mood, emotions, and dialogue. In addition, interest in comedy and romance genres increased during COVID-19. Third, we identified a greater preference for realistic or everyday content that depicted the pre-pandemic era. This is the first empirical study to investigate the effects of COVID-19 on video streaming usage in Korea. In addition, this research contributes to the field of marketing by expanding our understanding of online video service users during COVID-19 and identifies practical implications for OTT services in the midst of a pandemic.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
    • /
    • v.22 no.2
    • /
    • pp.25-41
    • /
    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.