• Title/Summary/Keyword: Work reality

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Nursing Staffs' Experiences of Managing Medical Needs of the Elderly in Korean Long-term Care Facilities (노인요양시설 입소자들의 의료적 요구에 대한 간호직 종사자들의 관리 경험)

  • Park, Min-Jeong;Suh, Eunyoung E.;Lee, Jung-Myen
    • Korean Journal of Adult Nursing
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    • v.25 no.4
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    • pp.409-421
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    • 2013
  • Purpose: This qualitative study was designed to explore and describe the nursing staff reported experiences of managing the medical needs of nursing home residents in South Korea. Methods: Using a focus group interview method, qualitative data were collected from March to May 2012. Twenty five registered nurses and nurse aids working in nursing homes were recruited through a convenient sampling method. Participants participated in one of four focus group interviews lasted up to two hours in which their day-to-day experiences of taking care of the medical needs of the elderly residents. All interviews were recorded and transcribed in verbatim, and analyzed according to the qualitative thematic analysis method using MAXQDA software. Results: The overriding theme was 'experiencing differences between the requirements of the regulatory system and the actual reality of the work place.' The findings of differences between what were true and what is required was based in four subcategories. The nursing home residents had far more medical needs than what were reported. Another finding was that the family members were seen as non-supportive and negligent towards the residents. Conclusion: The findings of the study support the need for changes in the regulatory system. The regulatory limitations of current system with a shortage of resources pushed the participants to experience discrepancies between the required regulation and the reality. Additional research could contribute more exemplars to support changes.

MPEG Omnidirectional Media Format (OMAF) for 360 Media (360 미디어를 위한 MPEG Omnidirectional Media Format (OMAF) 표준 기술)

  • Oh, Sejin
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.600-607
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    • 2017
  • Virtual Reality (VR) has lately gained significant attention primarily driven by the recent market availability of consumer devices, such as mobile phone-based Head Mounted Displays (HMDs). Apart from classic gaming use cases, the delivery of $360^{\circ}$ video is considered as another major application and is expected to be ubiquitous in the near future. However, the delivery and decoding of high-resolution $360^{\circ}$ videos in desirable quality is a challenging task due to network limitations and constraints on available end device decoding and processing. In this paper, we focus on aspects of $360^{\circ}$ video streaming and provide an overview and discussion of possible solutions as well as considerations for future VR video streaming applications. This paper mainly focuses on the status of the standardization activities, Omnidirectional MediA Format (OMAF), to support interoperable $360^{\circ}$ video streaming services. More concretely, MPEG's ongoing work for OMA aims at harmonization of VR video platforms and applications. The paper also discusses the integration in MPEG Dynamic Adaptive Streaming over HTTP (MPEG-DASH), which is considered as $360^{\circ}$ video streaming services with OMAF content. In context of the general OMAF service architecture.

The Effect of Social Support on Service Quality of Youth Training Facility Employees in Internet of Thing Environment: The Mediating Effect of Empowerment (사물인터넷 환경에서 청소년수련시설 종사자의 사회적 지지가 서비스 질에 미치는 영향: 임파워먼트의 매개효과 중심으로)

  • Youn, Ki-Hyok;Lee, Jin-Yoel
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.31-38
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    • 2020
  • This study was intended to verify the parameter effects of empowerment in the effect of social support of the employees of youth training facilities on the quality of service. The purpose of this study was to provide basic data for improving the service quality of youth training facility workers. As a result of this study, first, social support and empowerment had a positive effect on service quality. Second, the partial mediating effect of empowerment can be confirmed. Based on the results of this study, the following suggestions were made. First, for the social support of the employees, the middle managers and facility managers of youth training facilities should use the Internet environment such as the Internet and smart phones. Second, in order to improve empowerment, support for information related to work, material support related to compensation, and evaluation support related to business processing should be provided. Third, to improve the empowerment of workers, it is necessary to augmented reality(AR), virtual reality(VR), and flip learning program using the Internet of Things environment.

A study on the Significance of Hand Image in Animation (애니메이션 텍스트와 이미지로써 손의 의미작용에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.14
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    • pp.53-63
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    • 2008
  • This paper examines the expression of hand appeared in animation. The hand changed its role from the status of the traditional representation to the enlarged meaning; the hand image has shown the individual consciousness and the social reality that has been reflected to our society. On the basis of clarify these concern, the hand appeared in animation gives a new communication and another way to express reality. Futhermore, the hand is no longer an image with realistic representation which generated a form of the consciousness of human being based on the reflection of its own self-identify through the exaggeration and transformation. This means that the hand as a whole is represented by naming one of its parts or vice versa. Therefore, the main purpose of this paper to study the effect and signification process which a synecdoche creates on the work of animation. In conclusion, the expression of hand as new interpretation appeared in animation adapts itself to changing the perspective on animation.

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A Study on the Development of Computer Based Training Simulator for Aids to Navigation Using Virtual Reality Techniques (가상현실 기술을 이용한 항로표지 CBT 시뮬레이터 개발에 관한 연구)

  • Yim, Jeong-Bin
    • Journal of the Korean Institute of Navigation
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    • v.25 no.2
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    • pp.107-118
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    • 2001
  • This paper describes prototype Aids to Navigation Simulation System (AtoNSiS) that we have recently developed Aids to Navigation (AtoN) training equipment based on the virtual reality technology. To produce an enhanced AtoN simulation experience, three-dimensional (3D) cardinal and lateral buoys are created, and then build up the virtual 3D waterway world according to the guidelines of IALA (International Association of Lighthouse Authorities) in region B. The AtoNSiS have Simulation Module (SM) and Explanatory Module (EM). SM is to learn about the IALA-B system using virtual navigation world varying with environmental factors. EM is to view more detailed marker characteristics using 3D objects. In this work, we present system design concepts, development processes, and simulation experiments of prototype AtoNSiS. Results from tests and evaluations with five subjects provide practical insight on the importance of AtoNSiS.

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A Exploratory Study of Movie Trends through Simulation in Movie (영화 속 시뮬라시옹을 통한 영화 트렌드의 탐색적 연구)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.424-429
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    • 2020
  • This study explored the simulation of film in the post-modern society through Jean Baudrillard's theory of simulation. The 21st century can be said to be in a simulated world in which representational images dominate and can be said to be the era of images, where reality and imagination cannot be distinguished. In this world, movies are created under the premise of 'fictional' as a work of art created by man, but in the present post-modern society, the audience responds to and ignores the movie according to the expression of this simulation. In this aspect, we looked at the trends according to the expression method of Simulation, and found that successful film works express the cold reality in various and diverse ways and express it with positive 'stimulating' elements. Through this, in order to develop more deeply and systematically in the production of domestic films, various humanistic values, which are double tracks that can systematically compose a simulation that contains a didactic message about the real world and draw the audience's response, It was concluded that an attempt to express 'stimulating' in a positive sense was necessary.

An Empirical Analysis on Critical Factors in Reaching Mediation Agreements (조정합의 성립의 결정요인에 대한 실증적 분석)

  • 정헌주;김경배
    • Journal of Arbitration Studies
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    • v.11 no.1
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    • pp.37-73
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    • 2001
  • I. Preface It is widely understood that the 21st century, with the development of information technology(IT) and the spread of networks, will be called a digital economy where information-driven business will be norm rather than the smokestack economy of the past. And the drastically changed world market is expected to generate even more commercial transactions across the world creating large numbers of legal disputes. Therefore, each country will attempt to develop ADR(Alternative Dispute Resolution) as an alternative to judicial proceedings in order to cope with not only the ever-increasing international commercial claims but also domestic legal disputes. Taking this reality into account, this study begins with an exploration of mediation procedure as a way of helping the court faced with its overwhelming numbers of lawsuits. And also this study makes a theoretical comparison between ADR and mediation procedure, analyzing critical factors affecting the mediation agreement. Furthermore, it is designed to find ways for disputing parties to make better use of mediation and ensure fairness to the parties involved. It tries to enhance mediators' understanding of critical factors influencing the mediation agreement and their ability to handle commercial disputes in a more efficient way. To make an empirical analysis of these factors, bibliographic research and questionnaire were used. This analysis will fill the gap between the theory and reality, and make possible the structured research on the factors. Therefore, this study sets the model by which we can evaluate how the three critical factors (parties' inclination, mediators' characteristics, institutional features) affect the parties reaching a mediation agreement. Based on this analysis, a theoretical hypothesis was built and a questionnaire was made and distributed. During the course of this work, SPSSWIN 10.0 program was applied.

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Variations and types of high-tech fashion (하이테크(High-Tech) 패션의 변화 및 유형)

  • Zhang, Hao;Lee, Younhee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.2
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    • pp.117-136
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    • 2020
  • The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.

EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

Automation of tunnel face mapping using PDA (PDA를 이용한 터널막장면 정보처리시스템 개발)

  • Lee, J.S.;Lee, H.S.;Kim, J.G.;Lee, S.S.
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.7 no.1
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    • pp.89-96
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    • 2005
  • Due to fast development of digital equipments, various information techniques have been applied to the tunneling and a decision aid system based on IT has also been used during excavation stage. A PDA based informative tunneling method is, therefore, studied in this paper and the decision aids for tunneling using digital face mapping data as well as geologic information in terms of digital data is developed. For this, wireless network, mobile computer, CDMA and digital camera have been combined to generate the digital map of the tunnel face and reinforcement or excavation pattern can be estimated based on digitalized geologic conditions. Future studies will be concentrated on the enhancement of the PDA S/W so that reinforcement method as well as the amount of reinforcements can also be stored in the same DB. Furthermore, field application of the S/W will be undertaken and a virtual reality technique will also be introduced to visualize all the tunneling work on the computer monitor.

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