The Journal of Korean Academic Society of Nursing Education
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v.3
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pp.34-45
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1997
Aspects of nursing student's clinical experiences are anxiety provoking. High anxiety may contribute to decreased learning. The purpose of this study was to identify the level of anxiety and potentially anxiety-producing clinical experience, the relation between the level of anxiety and their Trait-Anxiety and State-Anxiety. Finally, it is aimed at getting preparing data for guidance of students which can enhance learning effect of students for clinical experience. The samples of this study were 36 junior students(1 semester experience) and 44 senior students (3 semester experience) from Junior College of Nursing in Seoul on September 1996. The tools of this study were two kinds ; questionare of Spielberg' STAI measuring State and Trait-Anxiety, and author's for measuring the level of Anxiety producing situations and 10cm visual analogue scale was also used for measuring self stated level of anxiety on clinical setting. The collected data were analyzed by SPSS using percentage, t-test, ANOVA and Pearson correlation coefficient. The results of this study were as follows : 1. The self perception of anxiety level was 4.3/10cm and the level of anxiety in clinical setting situations was 3.5/5. 2. Among 20 questions for perception of anxiety-producing situations in the clinical setting. 'deficit of nursing knowledge' was the highest item(4.18), 'vagueness of role'(4.11), 'lack of nursing skill'(4.00), 'evaluation by faculty'(4.00) 'fear of making mistakes'(3.81) 'initial clinical experience on a unit'(3.76) 'initial application of nursing knowledge'(3.74) in turn. 3. The level of State-anxiety of senior students was higher than junior's (p=0.005)and the level of Trait-Anxiety of insufficient interpersonal relationship and unhealthy students were higher than others (p=0.015) There was no differences according to the student's grade in level of anxiety. 4. Both of self-stated anxiety and situationa anxiety of unhealthy students were high (p=0.007, p=0.000) and the level of self-stated anxiety of unsatisfied students for selection major and clinical experience were high (p=0.050, p=0.009). 5. Self-stated anxiety and situation anxiety (p=0.0000), self-stated- anxiety and Trait-anxiety(p=0.003), situation anxiety and Trait-anxiety(p=0.004), and Trait-anxiety and state-anxiety(p=0.000) of the students were interrelated. By the above conclusion, the nursing students still feel anxiety on clinical experience and on making a mistake due to the lack of their nursing knowledge and skill. And the students are afraid of the faculties' evaluation. In addition, the students who are not healthy and have not sufficiently interpersonal relationship feel more anxiety. But, since there was no difference significantly between each grade, we think it is needed that further study on the same topic in large samples. And, we have to equip the students with much nursing knowledge and philosophy apparently before the students have clinical experience. Finally, the faculty have to reduce the students' anxiety by making a climate of acceptance in clinical setting with good personality.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.12
no.6
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pp.537-546
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2019
The paper actualizes the twin camera module system that is portable and very useful for the production of 3D contents. The suggested twin camera module system is a system to be able to display the 3D image after converting the inputted image from 2D stereo camera. To evaluate the performance of the twin camera module suggested in this paper, I assessed the correction of Rotation and Tilt created depending on the visual difference between the left and right stereoscopic image shot by the left and right lenses by using the Test Platform. In addition, I verified the efficiency of the twin camera module system through verifying Depth Error of 3D stereoscopic image by means of Scale Invariant Feature Transform(SIFT) algorithm. I think that if the user utilizes the suggested twin camera module system in displaying the image to the external after converting the shot image into the 3D stereoscopic image and the preparation image, it is possible to display the image in a matched way with an output device fit respectively for different 3D image production methods and if the user utilizes the system in displaying the created image in the form of the 3D stereoscopic image and the preparation image via different channels, it is possible to produce 3D image contents easily and conveniently with applying to lots of products.
Many former researchers demonstrated that algorithm learning has a positive outcome on students' problem-solving abilities. One of the methods for algorithm learning, the 'programming learning' method is highly effective. However, there are numerous constraints in schools for programming learning. This study attempts to overcome these issues. Squeak Etoys, one of the educational visual programming languages for easy and interesting learning, has been selected as a learning tool. We developed the algorithm-learning curriculum for middle school students. They were divided into a control group and an experimental group. The students learned on the basis of equal curriculum but, they used other learning tools through over a total 6 sessions. The result showed that Squeak Etoys based Algorithm learning has a positive effect on improving middle school learners' problem solving abilities, self-efficacies and logical thinking abilities. Although the students' logical thinking abilities in the experimental group are improved a lot more than the students' abilities in control group, the students' logical think abilities in the both groups are improved. Therefore, algorithm education in secondary schools are necessary. In conclusion, Squeak Etoys based Algorithm learning has a positive effect on problem solving ability and self efficacy. The developed curriculum can be applicable as a basis for study on algorithm learning and educational programming language.
Proceedings of the Korea Contents Association Conference
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2004.05a
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pp.553-561
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2004
It works as intermediation of communication of publics these days. Since 20 century, We, Koreans, have established new chaotic multi culture with traditional Korean culture and other different culture from everywhere. Meanwhile, we occupied the most powerful semi-conduct and IT indusry. Within those circumstance, people feel very confused in political, cultural and social aspect. The society armed with economy and popularization promotes material satisfaction with this potential possibility of anonymous masses. However, it results to cause loneliness, isolation, alienation, anonymity, non individuality and commodity of culture. In my work, such phenomenon reveals through human character in a city. People are exposed culture of consumption and surrounded and tempted by all those artificial and superficial atmosphere. Human are possessed and exposed to attractive products and visual images. Finally they make themselves stuck in their case of this world. People lose their own identify and shape of bodies. That is our portrait, who are living this moment. Also, this is a symbol that destroys this modern society. As a result, 1 consider such aspects through those elements above to think how to keep and rethink our identity and what to do for this world.
Current information-oriented society is expanding rapidly with the huge change to our society from the information revolution emerged in mid '50s. Information technique such as computer, communication satellite and cable technology play their in this information-oriented society, and in 1980s, digital technique was adopted to media, inviting new phenomenon in communication of overall society. Expectations and hope for new trends and changes from digital era flourished when we entered into new Millenium, the 21st century. Since then we have gone through changes in years from analogue to digital. Now the word 'digital' is conceived in unified manner in almost every fields and influences overall society, changing our life pattern rapidly. Modern society had demanded some speedy and bidirectional communication tool in shifting digital era, and resulted from that was a new culture, Now the society changes more and more quickly under the speedy information sharing. From that perspective we need to establish the aspects of sensibility expression, which is one feature of the communication. The sensibility-oriented digital was originated from the human nature, which counts emotion and composure much. To satisfy the human nature a new cultural value which transcend a traditional one is needed. And the sensitivity expression to meet the need is one communication tendency in digital era. Digital era has totally different social qualities from that of analogue era. In digital era, prompt respond to rapid change and creativity combined with sensitivity are needed. Therefore a man with sensitivity would be more outstanding than a man of intelligence. The picture of digital and analogue in our society consists of two axis one is analogue axis like retrospective trend, admiration for nature , oriental thought etc. , and the other is the digital axis of internet and information technology. Sensibility can be widely interpreted as analogue thinking. It is surely different from the plain retrospective trend or nostalgia for past. It is a tendency that digital technology is used and cooperated with the emotion in human nature, In this paper we suggest the sensitivity expressions in detail through the study cases including both sides of digital and sensitivity expressions such as 'Bravo your life' advertising campaign of Samsung Insurance, MP3 advertising campaign, and 'Mini-homepage' of Cyworld. Under the circumstances the main direction of communication is oriented to human. This study's purpose is to think the true meaning of this digital era, to overcoming its weaknesses, such as over-dependency on technique and selfish individualism and to harmonize digital and sensitivity expression. The sensitivity-oriented expression than the reason-oriented one is expected to be put forth in whole media, and this is a more efficient tendency under the shifting digital era.
As the computer technology grows so fast, it can affect the human life in every fields. Specially, advent of Digital epoch is changing human life completely. In the past, people should get the information through the mass-media. But these days we can produce and provide some information through new media, Internet. In other words, two-ways communication like internet make individual be the producer in the information stream. Especially, net generation is different form the old generation and they want to express themselves distinctively from others. Nevertheless, they can't have the chance to express their identity properly and only they try to satisfy their needs by consuming special goods. In this article, I want to suggest a program that an individual can express their own identity and image. I will transform CIP (Corporate Information Program) and adjust it to an individual case. This is different from the previous study that emphasize the external factor figure, etc. First, we will find the MI(mind identity) and the BI(behavior identity). Second, we will present the VI(visual identity) by using two factors. - MI, VI. Finally, we will analyze them totally and make the PI(personal identity ) that can express their own identity and philosophy well. Through this programs, they can express themselves well and get the chance to think creatively. I am sure this program will have more implications about image strategy.
Journal of Korea Entertainment Industry Association
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v.15
no.8
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pp.161-180
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2021
The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.
Journal of the Korean Applied Science and Technology
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v.40
no.2
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pp.355-362
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2023
Characters in visual media have different symbolic meanings depending on their orientations or roles. 『山海經』 is a fantasy novel written around the 3rd or 4th century BC., and the characters in the classical Chinese novel have various meanings and symbols, such as disasters, wealth, diseases, etc., according to their types. The symbolism of animals that the Chinese think of, the symbolism of characters in fantasy novels, and the morphological analysis are necessary elements in the development of characters and the film industry in China. This study analyzed the images of characters as follows, focusing on classical Chinese fantasy novels 『山海经』, 『山海经圖象全體』, and 『山海經圖』 and the fantasy novels of the Qing Dynasty 『山海经存』 and 『山海经圖錄』. First, the shapes of characters are slightly different in illustration images. Second, Among 453 characters in 山海經, there are a total of 8 characters related to flood damage, such as floods, rainy season, etc.: 'Jangwoo', 'Hapyu', 'Hwasa', 'Yeongryeong', 'Buje', 'Seungwoo', 'Manman', and 'Naeo' Third, it can be seen that the characters are creative ones that are combined with objects and animals and plants, apart from the symbolic meanings of real animals and characters in 山海經. It is believed that the continuous analysis of the characters in 山海經 will enable them to be widely used in the film industry.
The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly
Purpose: We evaluate the short-term clinical outcome of arthroscopic rotator cuff tendon repair with suture-bridge technique in patients with full thickness rotator cuff tear. Materials and Methods: 29 (male:17, female:12) consecutive shoulders treated with this index procedure and early rehabilitation were enrolled. Mean age was 56.4 years (range, 34~73 years) and mean follow-up period was 13 months (range, 12-15 months). Clinical outcomes were evaluated by using the University of California Los Angeles (UCLA) score, the Korean Shoulder Scoring System (KSS) and Visual Analogue Scale (VAS). Postoperative cuff integrity was evaluated through magnetic resonance imaging (MRI) and categorized by Sugaya classification. Results: Postoperative UCLA scores improved from 16.4 to 31.6 (p< 0.05) and KSS scores showed 88 at 6 months and 92 at last follow up. Preoperative VAS score was 8.6, which was decreased to 2.1 at 3 months and 1.4 at 6 months postoperatively. 28 patients (96.5%) had increase in range of motion. The follow up MRI was taken in 15 shoulders and the cuff integrity was type I in 6 cases, type II in 7, type III in 1 and type V in 1 by Sugaya classification. Conclusion: Arthroscopic suture-bridge technique resulted in good or excellent clinical outcome in 96.5% of the cases, so we think this technique is one of the reliable procedure for full-thicknes rotator cuff tear.
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