• Title/Summary/Keyword: Theme design

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Embodiment of outside orbit type supersonic waves multi curer for Fracture patient's type (radish stimulation, radish invasion) rehalititation promotion (Fracture 환자의 유형(무자극,무침습) 재활촉진을 위한 외부궤도형 초음파 다층치료기의 구현)

  • Kim, Whi-Young;Choe, Jin-Yeong;Park, Seong-Jun;Kim, Jin-Yeong;Park, Seong-Jun;Kim, Hui-Je
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.2165-2166
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    • 2006
  • Estrangement hierarchical by bipolarization is deepened and time space that social welfare by graying corresponds great so. Specially, is real condition that indifference by patient's increase which is solitary life string is come to involve by social problem.Together, Jaetaek bone fracture patient's ratio is zooming. Domestic BT technology, medical treatment solution technology offer more important role than role assistance enemy of modern technology and utilize by creative technology can. Specially, if apply supersonic waves in bone fracture treatment, there is treatise data that can reduce bone fracture treatment period of bone that bone does not stick well about 40%. Supersonic waves operation frequency used on both end because do 1m Hz, 1.3mHz, supersonic waves origination that have 1.5mHz's Piezo-ceramic crystal tranducer material each 4 premature senilitys in this research, and outside diameter according to impedance and Phase d used Gakgak4mm, 5.4mm, Dukke0.5mm, transformer deuce of length 70mm. Manufactured, and investigated supersonic waves distribution chart by capacity 50m W. Supersonic waves used by diagnosis mainly but is seen to become convenient medical treatment mounting in bone fracture patient's treatment if supplement clinically.If supplement system furthermore, is going to apply to osteoporosis patient, and this research tried to design poetic theme width directly and study rain standardization special quality and approach basic form because do modelling.

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A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.11
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    • pp.2723-2728
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    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.

Development of the Middle School Science Curriculum to Enhance Creative Problem-Solving Abilities (창의적 문제 해결력 신장을 위한 중학교 과학 교육과정 개발)

  • Cho, Youn-Soon;Choi, Kyung-Hee
    • Journal of The Korean Association For Science Education
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    • v.20 no.2
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    • pp.329-343
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    • 2000
  • The purpose of this study is to develop the middle school science curriculum to enhance creative problem-solving abilities. The reconstructed curriculum consisted of three big components, that is, scientific knowledge, process skills, and creative thinking skills. Five themes have been selected to incorporate with four areas of the middle school science curriculum, namely, physics, chemistry, biology, earth science. The five themes are structure, change, interaction, energy, and stability. Based upon these five themes, the individual or separated scientific knowledges of learners can be put into the unified knowledges. The process skills were observing, measuring, classifying, communicating, inferring, predicting, variable differentiating controling, data gathering analysis, establishing hypotheses, experiment design, and experimenting. Creative thinking skills include divergent and critical thinking. The finally developed curriculum is presented in the form of matrix.

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Phenomenological Study on Burnout Experience of Clinical Nurses Who have Turnover Intention (이직의도가 있는 임상간호사의 소진경험에 관한 현상학적 연구)

  • Kim, Jeung-Im;Son, Haeng-Mi;Park, In Hee;Shin, Hee Jin;Park, Ji hyun;Cho, Mi Ock;Kim, Seongui;Yu, Mi Ock
    • Women's Health Nursing
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    • v.21 no.4
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    • pp.297-307
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    • 2015
  • Purpose: This study was aimed to understand the meaning and essentials of the experience of burnout for hospital nurses with turnover intention. Methods: The design was a qualitative research of phenomenological study. Participants: Seven hospital nurses who had worked over three years and had experiences of turnover intention in a hospital with over 400 beds were included. Results: Nine meaningful themes related to burnout experiences and four theme clusters of 1) battery warning sounds almost out; 2) the player who hit the drum and double-headed drum; 3) the target flying arrow without a break; and 4) the pendulum swaying to turn over. Registered nurses (RNs) felt burnout with an overload of work and by the thought that it was illegal action for registered nurses to receive insufficient rewards for their work. RNs also experienced there were no problem solving strategies to verbal violence by patient and medical team. Conclusion: The findings show that burnout experiences for those who had turnover intention was developed from the insight that insufficient training to do work independently with over-load for nurses was not ethical. It suggests that it is necessary to rethink training systems for nursing and hospitals to relieve turnover intention.

Experience of Conflict in Three Shift Nurses Rearing more than Two Kids: Phenomenological Study (어린 두 자녀를 둔 3교대 간호사의 양육 갈등 경험: 현상학적 연구)

  • Kim, Jeung-Im;Yeom, Jeong Won;Park, Sun-Kyung;Jeong, Hyun-Hee;Min, Uhm-Joo;Park, Sun Hwa;Lee, Jung-Mi;Yeom, Young-Sun
    • Women's Health Nursing
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    • v.24 no.3
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    • pp.252-264
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    • 2018
  • Purpose: To understand the essentials of rearing conflict experience by three shift nurses in advanced general hospitals. Methods: The design was a qualitative research of phenomenology. Participants were 7 shift nurses working in advanced general hospitals who were rearing young children. Data were collected individually through in-depth interview on their life experiences. Data were analyzed by Colaizzi's phenomenological methodology. Results: Eighteen themes were drawn from 256 meaningful experiences and these themes were integrated to six theme clusters. The most influencing themes were 'Regret that I cannot satisfy even the slightest wish', 'Fail to care for kids', and 'Mutual feeling to care giver between appreciation and inconvenience'. Other themes were as follows: 'Body and mind are broken', 'The need for a three-shift system to support nurses who are rearing children', 'Doing my best for work and child rearing'. Conclusion: The nature of three-shift nurses working in advanced hospital and caring kids is explained as 'lives with conflict' between work and home. This study suggests it is necessary to establish a 24-hour care center for 3-shift nurses to keep working while rearing their children.

Bear Park Plan to Promote the Welfare of Breeding Bears, South Korea (사육곰 구호를 위한 곰 공원 계획)

  • Lee, Min-Ju;Lee, Jung-Hwan;Park, Hyun-Chul;Lee, Gwan-Gyu;Cha, Jin-Yeol
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.17 no.6
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    • pp.73-91
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    • 2014
  • Recently the countries breeding bears such as China and Vietnam are promoting a policy that gives relief to wild animals through agreement with AAF and WSPA. Currently our country has lacking breeding space for the increased number of bred bears due to the prohibition of bear import and export from joining the CITES in 1992. There needs to be a place that treats, protects accepts breed bears in the terms of animal welfare. The bear park was hoped to be designed as a means to give relief to bears and promote harmony with the local society, and is made of parking area, waiting area, visitors center, treatment research management facilities, restaurants, food warehouse, food store, bear museum, sanitation facilities, gondola, plaza, rehabilitation area for wild animals, outdoor exhibition center, direct indirect experience area of wild animals, resting facilities and areas, photo zones, bear playground, bear experiencing facilities, fences, information facilities, tree protection facilities and more. The design can be used as a reference in examining alternative measures following the future change in breeding policy as a bear park example which reflected the ecology of a bear in the term of animal welfare.

Qualitative Analysis of IT fused Mentorship Project Performance with Gifted Secondary Students in Information Science Class (정보 영재반 중학생들의 IT 융합 사사 프로젝트 수행에 관한 질적 분석)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.45-58
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    • 2016
  • This paper tried to analyze cases of one year team-based project of gifted students who spent two year programs in a math-IT integrated class as part of formative evaluation and extracted the factors associated with future enhancement for the program. The researcher as an advisory professor tried to guide the students as minimally as possible considering their levels of IT skills so that they could self-directedly perform the IT-fused project on a team basis. The data collection included documents, annual report, photos, video, artifacts and interview data with the students for the whole team project carried out between February and December, 2015. The overall pattern of the project activities has been stabilized in the middle of the course compared to the initial stages of brainstorming and design work even though the students revealed the differences of their programming skills and preferences toward the project theme. Their project outcomes were qualitatively analyzed according to the 9 steps of R&E model and has shown individual differences according to low, middle and high level. At the end, the analysis suggested several implications for further improvement of the mentorship program.

Designing and Exploring the Possibility Science Contents based on Augmented Reality for Students with Intellectual Disability (지적장애 학생을 위한 증강현실 과학교육 콘텐츠구현 및 적용 가능성 탐색)

  • Kim, Jung-Soo;Lee, Tae-Su
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.720-733
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    • 2016
  • Using various types of educational media plays an important role in educating students with disabilities. In recent years, augmented reality has emerged as an important technology that can increase the effectiveness of special education programs. This study developed augmented reality contents focusing on the theme 'Weather and Life' in the 'Na' unit of the Basic Special School Curriculum, and explored the possibility of applying the contents to the science education. The contents design instructions and educational programs for this study were developed based on a focus-group interview conducted with five special school teachers and two developers. To explore the possibility of applying the augmented reality contents, a usability evaluation was conducted with 23 special school teachers and 18 students with intellectual disability. The results showed that the augmented reality contents had a high level of usability as the special school teachers received 4.73 and the students with intellectual disability received 4.75 out of 5. As a result of this study, we can draw a conclusion that there is a high possibility of applying augmented reality contents to science education for students with intellectual disability.

A Study on the Man Disguise's Clothes in the Female Kukkuk and Takarazuka Revue (여성 국극(女性國劇)과 다카라즈카 가극의 남장(男裝) 의상에 관한 연구)

  • Kim, Hee-Jung
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.510-524
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    • 2007
  • There is something common between the Korean female Kukkuk and the Japanese Takarazuka Revue in that actors are all females and love is the main theme. Some of the females should play men's roles, so they are described as ideal men and are more manly than real men, and female audiences are attracted by them. It is hard for actresses to play men's roles-they have to stretch open their shoulders, walk with long steps and produce a deep voice. They put on a makeup a little exaggeratedly to perfectly disguise themselves as men and express strong images-some red tone makeup on their face, thick eyebrows with their ends upward, thick eye lines to make eyes seem bigger and stronger, and thick side whiskers. On the contrary, a makeup for female characters is softer to highlight femininity with thin penciled hair parted and braided on the sides of the face. The Takarazuka Revue's students are divided into male characters and female ones from the regular course of music schools, and they select their roles in consideration of their height and range of voice, mainly based on their wish. In case of male characters, they need a long career and verification of ability to be the best. Females playing men's roles and showing their manliness are violation of a social custom standardizing the character of males and females and are the reverse of roles expected by a society or a culture. A world experienced by these plays is a kind of revolt breaking the taboo of the patriarchal system.

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Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.99-107
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    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

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