• Title/Summary/Keyword: Safety Educational Effectiveness

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Analysis of the Spatial Dose Rates during Dental Panoramic Radiography (치과 파노라마 촬영에서 공간선량률 분석)

  • Ko, Jong-Kyung;Park, Myeong-Hwan;Kim, Yongmin
    • Journal of radiological science and technology
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    • v.39 no.4
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    • pp.509-516
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    • 2016
  • A dental panoramic radiography which usually uses low level X-rays is subject to the Nuclear Safety Act when it is installed for the purpose of education. This paper measures radiation dose and spatial dose rate by usage and thereby aims to verify the effectiveness of radiation safety equipment and provide basic information for radiation safety of radiation workers and students. After glass dosimeter (GD-352M) is attached to direct exposure area, the teeth, and indirect exposure area, the eye lens and the thyroid, on the dental radiography head phantom, these exposure areas are measured. Then, after dividing the horizontal into a $45^{\circ}$, it is separated into seven directions which all includes 30, 60, 90, 120 cm distance. The paper shows that the spatial dose rate is the highest at 30 cm and declines as the distance increases. At 30 cm, the spatial dose rate around the starting area of rotation is $3,840{\mu}Sv/h$, which is four times higher than the lowest level $778{\mu}Sv/h$. Furthermore, the spatial dose rate was $408{\mu}Sv/h$ on average at the distance of 60 cm where radiation workers can be located. From a conservative point of view, It is possible to avoid needless exposure to radiation for the purpose of education. However, in case that an unintended exposure to radiation happens within a radiation controlled area, it is still necessary to educate radiation safety. But according to the current Medical Service Act, in medical institutions, even if they are not installed, the equipment such as interlock are obliged by the Nuclear Safety Law, considering that the spatial dose rate of the educational dental panoramic radiography room is low. It seems to be excessive regulation.

Developing educational programs to increase awareness of food additives among elementary school students (식품첨가물에 대한 초등학생들의 인식 개선을 위한 교육 프로그램 개발)

  • Soo Rin Ahn;Jae Wook Shin;Jung-Sug Lee;Hyo-Jeong Hwang
    • Journal of Nutrition and Health
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    • v.57 no.4
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    • pp.451-467
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    • 2024
  • Purpose: This study aimed to develop a four-hour food additive education program for elementary school students to provide them with accurate information on food additives. Methods: A survey was conducted among 133 elementary school students living in Gyeonggi Province to identify the level of food additive awareness. A four-hour food additive education program and educational materials (PPT, activity sheets, and teacher guidelines) were developed based on the results of the food additive awareness survey. The developed educational programs were based on the Theoretical Model of Stages of Behavior Change. An elementary school nutrition teacher conducted a pilot education for 83 elementary school students to evaluate the feasibility of the developed education program. A survey was conducted to evaluate the effectiveness and satisfaction of the pilot education program. Results: The results of the Food Additive Awareness Survey showed that only 42.1% of people were aware of food additives; 46.3% wanted to know more about food additives, and 54.3% required food additive education. Food coloring (44.7%) and artificial sweeteners (18.7%) were the most common food additives of interest. What they wanted to know about food additives was the safety of food additives (36.8%) and the role and function of food additives (20.3%). After the pilot training on food additives, the level of awareness of food additives was improved significantly, and the percentage of participants who recognized the need for food additive education and promotion increased. According to the satisfaction survey of the food additives education, the interest, understanding, real-life application, learning method, and content amount were approximately 90%. Conclusion: The educational program developed through this study will change the negative perceptions of food additives in elementary school students to a positive one. It will do so by helping nutrition educators educate students on this important subject.

Development of Performance Indicators Based on Balanced Score Card for School Food Service Facilities (균형성과표(BSC)개념을 적응한 학교급식 운영성과 측정지표 개발)

  • Kwak, Tong-Kyung;Chang, Hye-Ja;Song, Ji-Yong
    • Korean Journal of Community Nutrition
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    • v.10 no.6
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    • pp.905-919
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    • 2005
  • This study raised the necessity of developing performance indicators for measuring the management efficiency and effectiveness of school food service, and as a means of helping its implementation, a balanced score card (BSC) approach developed by Norton and Kaplan was adopted. This study established BSC in seven phases through literature: Phase 1 Defining a school food service and the scope of working activities, Phase 2 Establishing the vision of a school food service, Phase 3 Setting strategic goals, Phase 4 Identifying critical success factors (CSFs), Phase 5 Developing Key Performance Indicators (KPIs), Phase 6 Extracting cause and effect relationship, and Phase 7 Completing a preliminary BSC. The preliminary BSC was fumed into a survey, which was administered to food service related people working at the Office of Education and School Food Service including 16 offices,209 dietitians, 48 school administrators both from self-operated and contract-managed, and 9 experts in areas related to school food service. They were asked questions about strategies from 4 different perspectives,12 CSFs, 39 KPls, and the cause and effect relationships among them. As a result, among the CSFs based on 4 different perspectives, all factors other than ' zero sum on profit/loss ' from the financial perspective turned out to be valid. In terms of KPIs, manufacturing cost percentages, casualty loss count/reduction rates, school foodervice participation rates, and sales goal achievement rates were found to be valid from the financial perspective, while student satisfaction index, faculty satisfaction index, leftover ratio, nutrition educational performance count, index of evaluating nutrition education, customer claim count/reduction rate, handling customer claim count/reduction rate, and parent satisfaction index were found to be valid from the customers' perspective. Besides, nutritional requirement sufficient ratio, nutritional management score, food poisoning outbreak count, employee safety accident count, sanitary inspection assessment index, meals per labor hour (productivity index), computerization ratio, operational management index, and purchase management assessment index were also found to be valid from the perspective of internal business processes. From the perspective of innovation and learning, employee turnover ratio/rate of absenteeism, annual education and training count, employee satisfaction index, human resource management assessment index, annual menu-related customer feedback, food service information index for employees and parents/schools were also found to be valid. The significance of this study is to present indices for measuring overall performance of school lunch food service operations without putting any limitation on types of school food service management, and to help correctly assess the contribution of the current types of school food service management to schools and students. (Korean J Community Nutrition 10(6) : $905\∼919$, 2005)

A Survey for Needs and Preference of Food and Nutrition information on Mass Media for Korean Female Adults (대중매체 식품영양정보에 대한 성인 여성의 요구도 조사)

  • Kwak, Jeong-Eun;Lee, Seo-Yeon;Lee, Sang-Hoon;Ko, Kwang Suk
    • Korean Journal of Community Nutrition
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    • v.19 no.6
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    • pp.550-557
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    • 2014
  • Objectives: This study was conducted to examine the preferences and needs of typical Korean females adults for food and nutrition information provided by the mass media. Methods: A total of 343 females (77 in their 20s, 85 in their 30s, 88 in their 40s and 93 in their 50s) residing in the Seoul/Gyeonggido area was surveyed on general characteristics, main sources of food and nutrition information and needs for sources and contents of nutrition information. Results: The survey showed that typical Korean females obtained knowledge of food and nutrition mainly through the Internet (30.4%) and broadcasting (29.0%). Typical Korean females were interested in 'dietary management for weight control' (21.9%), 'the prevention and treatment of disease' (20.0%), 'food safety' (16.8%), 'proper dietary habits' (14.6%), 'cookery' (11.8%), 'functional foods' (9.6%), 'restaurant details' (3.5%) and 'life-cycle-specific dietary guideline' (1.6%). Needs for food and nutrition program forms on TV were 'educational programs' (34.3%), 'documentaries' (20.8), 'expert lecture-style' (13.0%), 'entertainment programs' (11.9%), 'expert conversation' (11.4%), 'news-style' (4.6%) and 'public campaign advertisements' (4.0%). On the Internet, 38.6% of the respondents preferred to get information provided by food and nutrition-related institutions (38.6%) while 26.1% preferred webtoons for nutritional information. The favored forms in mobile applications were 'monitoring their diets' (29.5%), 'data-based texts information' (21.4%), 'experts feedback' (20.6%), 'communities' (15.1%) and 'games' (13.1%). The rates of the preference to obtain information from experts such as nutritionists and dietitians and doctorsor dietitian turned reporters increased markedly with older ages. Conclusions: Since the mass media is a main source of food and nutrition information for the general public, the effectiveness and accuracy of the information provided should be enhanced by taking the needs of the public into account. The quality of information should be improved by involving more nutrition experts.

Use of Multimedia Technologies in Extra-Curricular Works in Order to Improve the Quality of Training of Future Specialists

  • Tverezovska, Nina;Kovbasa, Tetiana;Pryhalinska, Tetiana;Mykhniuk, Serhii;Lopushan, Tetiana;Radionova, Olena;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.35-42
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    • 2022
  • The article deals with the role of extra-curricular work by means of multimedia technologies in order to improve the quality of training of future specialists. An important condition for achieving high results in training specialists is the optimal combination of classroom and independent extra-curricular work of students by means of multimedia technologies. Very significant is the development of student independence, the formation of skills of independent search activity, the ability to take responsibility, independently solve a problem, find constructive solutions, a way out of a crisis situation, and so on. Extra-curricular work forms students' ability to master the techniques of analysis, synthesis, generalization, comparison; develops flexibility of thinking; opens up opportunities for the development and stabilization of positive learning motives to activate the process of mastering knowledge by means of multimedia technologies as a means of forming the personality of a highly qualified specialist. The concept of multimedia as one of the priority areas of Information Technology, which plays a particularly important role in the process of informatization of education, is revealed, and its advantages in education are shown. The advent of multimedia systems optimizes transformations in education, in many areas of professional activity, science, art, etc. The necessity of distance learning to improve the quality of training of future specialists using multimedia technologies in extra-curricular work is justified. The effectiveness of pedagogical support in the process of distance learning is achieved by the following conditions, which is revealed in the article. Various forms and types of extra-curricular work of students that are used in the modern practice of the educational environment of a higher education institution are described. Scientific and informational activity is considered a key area of information activity. The analysis of scientific and information activities in the field of education allows us to identify its main functions, which emphasize the growing role of scientific information in the education system, in particular, extra-curricular work using multimedia technologies. Operational, complete, accurate, targeted information that meets objective and subjective needs becomes an important link between the field of management, science and practice.

Enhancing Leadership Skills of Construction Students Through Conversational AI-Based Virtual Platform

  • Rahat HUSSAIN;Akeem PEDRO;Mehrtash SOLTANI;Si Van Tien TRAN;Syed Farhan Alam ZAIDI;Chansik PARK;Doyeop LEE
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1326-1327
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    • 2024
  • The construction industry is renowned for its dynamic and intricate characteristics, which demand proficient leadership skills for successful project management. However, the existing training platforms within this sector often overlook the significance of soft skills in leadership development. These platforms primarily focus on safety, work processes, and technical modules, leaving a noticeable gap in preparing future leaders, especially students in the construction domain, for the complex challenges they will encounter in their professional careers. It is crucial to recognize that effective leadership in construction projects requires not only technical expertise but also the ability to communicate effectively, collaborate with diverse stakeholders, and navigate complex relationships. These soft skills are critical for managing teams, resolving conflicts, and driving successful project outcomes. In addition, the construction sector has been slow in adopting and harnessing the potential of advanced emerging technologies such as virtual reality, artificial intelligence, to enhance the soft skills of future leaders. Therefore, there is a need for a platform where students can practice complex situations and conversations in a safe and repeatable training environment. To address these challenges, this study proposes a pioneering approach by integrating conversational AI techniques using large language models (LLMs) within virtual worlds. Although LLMs like ChatGPT possess extensive knowledge across various domains, their responses may lack relevance in specific contexts. Prompt engineering techniques are utilized to ensure more accurate and effective responses, tailored to the specific requirements of the targeted users. This involves designing and refining the input prompts given to the language model to guide its response generation. By carefully crafting the prompts and providing context-specific instructions, the model can generate responses that are more relevant and aligned with the desired outcomes of the training program. The proposed system offers interactive engagement to students by simulating diverse construction site roles through conversational AI based agents. Students can face realistic challenges that test and enhance their soft skills in a practical context. They can engage in conversations with AI-based avatars representing different construction site roles, such as machine operators, laborers, and site managers. These avatars are equipped with AI capabilities to respond dynamically to user interactions, allowing students to practice their communication and negotiation skills in realistic scenarios. Additionally, the introduction of AI instructors can provide guidance, feedback, and coaching tailored to the individual needs of each student, enhancing the effectiveness of the training program. The AI instructors can provide immediate feedback and guidance, helping students improve their decision-making and problem-solving abilities. The proposed immersive learning environment is expected to significantly enhance leadership competencies of students, such as communication, decision-making and conflict resolution in the practical context. This study highlights the benefits of utilizing conversational AI in educational settings to prepare construction students for real-world leadership roles. By providing hands-on, practical experience in dealing with site-specific challenges, students can develop the necessary skills and confidence to excel in their future roles.

Investigation on the Perception of Mandatory Clinical Practice in the Department of Radiology Following the Amendment of the Medical Technologists Act (의료기사 등에 관한 법률 개정으로 방사선(학)과 현장실습 의무화에 따른 인식 조사)

  • Jeong-Mu Lee;Yong-Ki Lee;Sung-Min Ahn
    • Journal of the Korean Society of Radiology
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    • v.18 no.3
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    • pp.293-300
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    • 2024
  • On October 31, 2023, the revision of the Medical Technologist Act made it mandatory to complete field training courses in order to obtain a license as a radiologic technologist. Therefore, we would like to survey the actual situation of field training in medical institutions to inform the revised Medical Technologist Act and propose improvement measures to increase the effectiveness of field training. A survey was conducted from March to April, 2023, among radiologic technologists working in medical institutions. The questionnaire was sent through a form on a domestic portal site, Company N, and 120 respondents completed it. Eighty-two respondents, or 68.3 percent, had experience in educating on-the-job training students. 58% of the respondents were aware of the fact that the amendment to the Act on Medical Technologist etc. made field training mandatory to obtain a radiologic technologist license. In accordance with Article 9 of the Medical Technologist Act, which prohibits unlicensed persons from practicing, 50% of the respondents were aware that those who are in training to complete an education course equivalent to the license they are seeking to obtain at a university or other institution are allowed to practice as medical Technologists. When asked what is currently taught during fieldwork, 6% of respondents said that they are required to perform radiation-generating activities in addition to observing, guiding patients, and positioning and moving patients. When asked about the future direction of education as fieldwork becomes mandatory for licensure, 77% of respondents said that they will teach more than they currently do. When asked about the appropriate total length of fieldwork, 35% said 12 weeks and 480 hours, 33% said 8 weeks and 320 hours, and 27% said 16 weeks and 640 hours. It can be seen that the current on-the-job training is inadequate according to various regulations, and students' satisfaction is low. However, with the revision of the Act on Medical Technologists, field training has become mandatory to obtain a license as a radiologist, and it is necessary to improve the educational conditions of field training. Therefore, it is necessary to comply with the Nuclear Safety Act and the Rules on the Safety Management of Diagnostic Radiation Generating Devices, introduce standardized training objectives and evaluation systems, designate training hospitals and radiologists in charge of training, and introduce extended training periods and simulation exercises to internalize field training.

Synthetic Data Generation with Unity 3D and Unreal Engine for Construction Hazard Scenarios: A Comparative Analysis

  • Aqsa Sabir;Rahat Hussain;Akeem Pedro;Mehrtash Soltani;Dongmin Lee;Chansik Park;Jae- Ho Pyeon
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1286-1288
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    • 2024
  • The construction industry, known for its inherent risks and multiple hazards, necessitates effective solutions for hazard identification and mitigation [1]. To address this need, the implementation of machine learning models specializing in object detection has become increasingly important because this technological approach plays a crucial role in augmenting worker safety by proactively recognizing potential dangers on construction sites [2], [3]. However, the challenge in training these models lies in obtaining accurately labeled datasets, as conventional methods require labor-intensive labeling or costly measurements [4]. To circumvent these challenges, synthetic data generation (SDG) has emerged as a key method for creating realistic and diverse training scenarios [5], [6]. The paper reviews the evolution of synthetic data generation tools, highlighting the shift from earlier solutions like Synthpop and Data Synthesizer to advanced game engines[7]. Among the various gaming platforms, Unity 3D and Unreal Engine stand out due to their advanced capabilities in replicating realistic construction hazard environments [8], [9]. Comparing Unity 3D and Unreal Engine is crucial for evaluating their effectiveness in SDG, aiding developers in selecting the appropriate platform for their needs. For this purpose, this paper conducts a comparative analysis of both engines assessing their ability to create high-fidelity interactive environments. To thoroughly evaluate the suitability of these engines for generating synthetic data in construction site simulations, the focus relies on graphical realism, developer-friendliness, and user interaction capabilities. This evaluation considers these key aspects as they are essential for replicating realistic construction sites, ensuring both high visual fidelity and ease of use for developers. Firstly, graphical realism is crucial for training ML models to recognize the nuanced nature of construction environments. In this aspect, Unreal Engine stands out with its superior graphics quality compared to Unity 3D which typically considered to have less graphical prowess [10]. Secondly, developer-friendliness is vital for those generating synthetic data. Research indicates that Unity 3D is praised for its user-friendly interface and the use of C# scripting, which is widely used in educational settings, making it a popular choice for those new to game development or synthetic data generation. Whereas Unreal Engine, while offering powerful capabilities in terms of realistic graphics, is often viewed as more complex due to its use of C++ scripting and the blueprint system. While the blueprint system is a visual scripting tool that does not require traditional coding, it can be intricate and may present a steeper learning curve, especially for those without prior experience in game development [11]. Lastly, regarding user interaction capabilities, Unity 3D is known for its intuitive interface and versatility, particularly in VR/AR development for various skill levels. In contrast, Unreal Engine, with its advanced graphics and blueprint scripting, is better suited for creating high-end, immersive experiences [12]. Based on current insights, this comparative analysis underscores the user-friendly interface and adaptability of Unity 3D, featuring a built-in perception package that facilitates automatic labeling for SDG [13]. This functionality enhances accessibility and simplifies the SDG process for users. Conversely, Unreal Engine is distinguished by its advanced graphics and realistic rendering capabilities. It offers plugins like EasySynth (which does not provide automatic labeling) and NDDS for SDG [14], [15]. The development complexity associated with Unreal Engine presents challenges for novice users, whereas the more approachable platform of Unity 3D is advantageous for beginners. This research provides an in-depth review of the latest advancements in SDG, shedding light on potential future research and development directions. The study concludes that the integration of such game engines in ML model training markedly enhances hazard recognition and decision-making skills among construction professionals, thereby significantly advancing data acquisition for machine learning in construction safety monitoring.