• 제목/요약/키워드: Science experience

검색결과 6,207건 처리시간 0.03초

스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향 (The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones)

  • 전태유;박노현
    • 유통과학연구
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    • 제13권5호
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.

진료실 안전사고에 의한 치과위생사의 외상 경험 실태 및 예방 실천에 관한 연구 (A Study on the Status of Injuries Experience and Prevention in Dental Office)

  • 최미현;배현숙
    • 치위생과학회지
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    • 제15권6호
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    • pp.845-850
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    • 2015
  • 이번 연구는 진료실 내 안전사고에 의한 외상 경험 실태와 예방 실천에 대해 파악하는 연구이다. 치과 병 의원에서 종사하고 있는 치과위생사 366명을 대상으로 자기기입식 설문조사를 실시하였다. 최근 6개월 동안 외상 경험은 연구대상자 366명 중 307명(83.9%)이 경험한 적이 있다고 응답하였고 유형으로는 전체응답자 366명 중 찔림이 294회(80.3%)로 가장 경험이 많았고 절상, 찰과상, 화상 순이었다. 외상 원인으로는 찔림의 원인이 된 기자재 중 explorer가 93명(25.4%)으로 가장 많았으며 needle이 66명(18.0%)로 그 다음으로 나타났다. 절상(베임)은 blade가 36명(9.8%), 화상 원인은 sterilizer로 26명(7.1%), 찰과상 원인은 movable cart 47명(12.8%)으로 가장 많았다. 찔림 경험을 한 후 응급처치로 알코올 솜으로 닦는 경우가 40.8%으로 가장 많았고, 응급실 방문은 없는 것으로 나타났다. 절상(베임)을 경험 한 후 응급처치로 베타딘으로 소독하는 경우가 42.8%으로 가장 많았고, 화상을 경험 후 응급처치는 찬물로 씻는 경우가 73.0%으로 절반이 넘게 나타났다. 일반적 특성에 따른 외상 경험의 차이를 조사한 결과 연령, 근무경력(p<0.001), 최종학력(p=0.006), 직위, 업무영역(p=0.001)에서 통계적으로 유의한 차이가 있다고 나타났다. 일반적 특성에 따른 안전사고 예방 실천도의 차이를 조사한 결과 외상 경험 여부(p=0.030), 연령(p=0.015)과 치과유형(p=0.003)이 통계적으로 유의한 차이가 있는 것으로 나타났다. 치과 외상 경험 실태와 안전사고 예방 실천에 관련된 연구를 통하여 진료실 내 안전사고 예방이 체계적인 과정으로 확립되어야 하고 정기적인 교육을 통하여 안전에 대한 중요성을 부여하여야 한다.

간호대학생의 좋은 죽음 인식 (Perception of Good Death among Nursing Students)

  • 윤일훈;문원희;박수정
    • 미래기술융합논문지
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    • 제2권2호
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    • pp.23-30
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    • 2023
  • 본 연구는 간호대학생들의 좋은 죽음에 대한 인식 정도를 알아보고 하위요인 간의 점수 비교를 통해 좋은 죽음의 속성 중 더 중요하게 생각하는 요인을 비교 분석하기 위한 목적으로 수행된 서술적 조사연구이다. 연구의 목적을 설명하고 참여에 동의한 102명을 편의 모집하였다. 연구도구는 Schwartz 등의 'Measure of concept of a Good Death'을 번역한 도구로 온라인을 통해 진행하였다. 자료분석은 IBM SPSS Statistics 26 프로그램의 빈도분석, 기술통계, t-검정, 일원배치 분산분석 등의 통계기법을 활용하였다. 좋은 죽음 인식의 세 가지 하위요인별 점수의 평균차이를 보인 요인은 임상실습의 경험으로 도출되었다. 임상실습을 경험한 학생들의 좋은 죽임 인식의 평균(3.13±0.36점)이 임상실습 경험이 없는 학생들(2.90±0.31점)보다 통계적으로 유의하게 높았다(t=3.156, p=.002). 특히 임상실습 유경험자(3.46±0.39점)가 무경험자(3.16±0.37점)보다 통계적으로 유의하게 친밀감에 대한 좋은 죽임 인식의 평균이 높았다(t=3.476, p=.001). 본 연구를 통해 간호대학생들의 좋은 죽음에 대한 인식은 임상실습 여부에 따라 차이가 있음을 확인하였다. 본 연구의 결과는 간호대학생의 좋은 죽음 인식에 대한 효과적인 교육프로그램 개발에 도움이 되는 기초자료를 제공할 수 있을 것으로 기대된다.

A Survey of the Distribution of the Facilities Supporting Students' Out-of-School Science Activities and Their Programs in Korea

  • Song, Jin-Woong;Lee, Jung-Won;Kim, So-Hee;Oh, Won-Kun;Cho, Sook-Kyoung
    • 한국과학교육학회지
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    • 제24권1호
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    • pp.157-170
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    • 2004
  • Students experience science not only through school science lessons but also through various other channels. Science-related facilities, including science museums and centers, are important channels for informal science education. Korea has a number of governmental and private facilities in which young people can experience various aspects of scientific activities, and many of them also provide the programs supporting out-of-school science activities. However, there has been no systematic survey study on those facilities providing out-of-school activities, thus they have not been used effectively as well as their social utility is not fully realized. To this end, in 2002 researchers of this study carried out surveys (1) of the facilities supporting out-of-school science activities and (2) of science programs provided by these facilities. The surveys show that there are approximately 180 facilities supporting science activities in Korea. More than 40% of them are located in Seoul and Gyeonggi areas. Among them, the proportion of special theme science museums was the greatest (37.9%). The facilities supporting out-of-school science activities usually do not target the specific age groups but are intended for all people. The proportion of governmental facilities exceeds that of private ones. 41.8% of the facilities examined in this study run their own science activity programs. Among the 10 categories of the programs, 'science class' type programs were the most common. There were more programs for elementary and middle school students than preschoolers, high school students and adults. The contents of the programs were more related to astronomy and meteorology, the observation of living things and field trips. Despite their high practical potential, the special theme science museums were found to be lacking in relevant programs, which could fulfill their values for informal science education.

Technopolis and Regional Development : A Review of Development Experience in Hsinchu, Taiwan

  • Hu, Tai-Shan;Lin, Chien-Yuan
    • World Technopolis Review
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    • 제2권2호
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    • pp.50-63
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    • 2013
  • The Hsin-Chu Science-Based Industrial Park (HSIP), established in 1980, has made significant contribution to the development of Hsinchu technopolis. In the past three decades, not only the population structure and industrial patterns have changed significantly, but also a special knowledge-based industrial network has been developed. The 30 years experience of HSIP development provides an excellent opportunity for planners to review the long term impacts of science park development. This paper will review the evolution Hsinchu technopolis in areas of socioeconomic transformation and knowledge interactions between technology community and industrial clustering. In addition to the interpretation of its development by prevailing theories, critical factors influencing the future development of HSIP technopolis will also be discussed in this paper.

Backbone Dynamics and Model-Free Analysis of N-terminal Domain of Human Replication Protein A 70

  • Yoo, Sooji;Park, Chin-Ju
    • 한국자기공명학회논문지
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    • 제22권1호
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    • pp.18-25
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    • 2018
  • Replication protein A (RPA) is an essential single-stranded DNA binding protein in DNA processing. It is known that N terminal domain of RPA70 (RPA70N) recruits various protein partners including damage-response proteins such as p53, ATRIP, Rad9, and MRE11. Although the common binding residues of RPA70N were revealed, dynamic properties of the protein are not studied yet. In this study, we measured $^{15}N$ relaxation parameters ($T_1,\;T_2$ and heteronuclear NOE) of human RPA70N and analyzed them using model-free analysis. Our data showed that the two loops near the binding site experience fast time scale motion while the binding site does not. It suggests that the protein binding surface of RPA70N is mostly rigid for minimizing entropy cost of binding and the loops can experience conformational changes.

일본과학계박물관의 전시수법과 연출에 따른 이용자행동반응에 관한 연구 (A Study on the Visitors' Behavior by the Exhibition Method and the Presentation in Science Museum)

  • 박종래;최준혁;배선화;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.127-130
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    • 2004
  • In order to verify the validity of the exhibition moethod in a science museum, this study undertakes a visitor follow-up survey, and clarifies the influence an exhibition method affect visitor's behavior, and its feature. The tracking research performed the visitor follow-up survey to family company children. The characteristic of the visitor's behavior by the exhibition method; Use frequency becomes low in order of 'Experience type' 'Participation type' 'Fixed type'. Experience type has tendencies, such as repetitive and continuing use, and use time was long. Otherwise use time of Fixed type was short. As a result, although the use frequency of Hands-on is high and its use time is longer than Hands-off, it turns out that is influenced according to factors, such as the exhibition method, presentation and the contents of exhibition.

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직거래 농산물 시장에서 성별에 따른 구매동기, 만족, 충성도의 구조 관계 (Moderating Effects of Relationship among Purchase Motivation, Satisfaction, and Loyalty of Consumers in Farm Direct Markets)

  • 김경희;박덕병
    • 한국식생활문화학회지
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    • 제27권4호
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    • pp.331-339
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    • 2012
  • The study examined the moderating effects of the relationship among purchase motivation, satisfaction, and loyalty in a farmer-to-consumer direct market. Data were collected from 426 consumers of direct sale agricultural products who visited nine rural villages across the country. The SPSS 15.0 and LISREL 8.80 statistical package were used for frequency, reliability, exploratory factor, confirmatory factor, and path analysis. Results showed that 'product factor', 'experience factor' and 'economic factor' among purchase motivation had positive effects on satisfaction and satisfaction had positive effects on loyalty. The analysis also indicated that gender moderated the relationship among purchase motivation, satisfaction, and loyalty. Whereas product and economic factors among purchase motivations had positive effects on satisfaction in the male group, product and experience motivation were important factors for female group. These results could enable direct sales marketers to develop marketing techniques to expand farm sales.

지식의 학습효과와 파급효과에 따른 선.후발기업의 생산전략 분석 (A Two Stage Game Model for Learning-by-Doing and Spillover)

  • 김도환
    • 한국경영과학회지
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    • 제26권1호
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    • pp.61-69
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    • 2001
  • This paper presents a two stage game model which examines the effect of learning-by-doing and spillover. Increases in the firm’s cumulative experience lower its unit cost in future period. However, the firm’s rival also enjoys the experience via spillover. Unlike previous theoretical research model, a cost asymmetric market entry game model is developed between the incumbent firm and new entrant. Mathematical results show that the incumbent firm exploits the learning curve to gain future cost advantage, and that the diffusion of learning to the new entrant induces the incumbent firm to choose decreasing output strategically. As a main result, we show that the relative magnitude between the learning and spillover rate determines the market share ratio of competing firms.

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