• 제목/요약/키워드: experience contents

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The Influence of Experience of Nurses' Incivility and Social Anxiety on Emotional Labor in Nursing Students during Clinical Practice (간호대학생이 임상실습 중 경험하는 간호사의 무례함, 대인불안이 감정노동에 미치는 영향)

  • Yeom, Eun-Yi
    • The Journal of the Korea Contents Association
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    • 제19권4호
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    • pp.293-302
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    • 2019
  • This study examined effects of experience of nurses' incivility and social anxiety on emotional labor in nursing students during clinical practice. The participants were 161 nursing students in universities located in G province and C province. Data were collected from November 19 to December 15, 2018 through self reported structured questionnaire. Data analysis was performed using descriptive statistics, t-test, ANOVA, Pearson correlation coefficient, and stepwise regression. Experience of nurses' incivility correlated positively with social anxiety and emotional labor. Social anxiety was positively correlated with emotional labor. Participants' experience of incivility and social anxiety explained 21.9% of variance in emotional labor among nursing students. The findings indicate that experience of nurses' incivility and social anxiety are important factors to be considered in working to reduce emotional labor. Therefore, systematic programs to effectively manage and response the incivility problems in clinical practice and reduce social anxiety level should be developed.

A Study on Culinary Arts Major Students's Type of Subjectivity Recognition through Restaurant Start-up Experience Program -Focused on Pop-up Restaurant- (외식창업교육 체험프로그램을 통한 조리전공 재학생의 주관적 인식유형 연구 -팝업레스토랑을 중심으로-)

  • Kim, Chan-Woo;Shin, Seoung-Hoon
    • The Journal of the Korea Contents Association
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    • 제19권6호
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    • pp.347-358
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    • 2019
  • This study used Q methodology for analogizing culinary arts major students' subjectivity through their participation of one of restaurant start-up experience program, called pop-up restaurant. The study tried to figure out particular structure of among students' responses and noticed five distinctive types. There were Increase learning effect type(Type 1, N=4), Collaboration of members importance type(Type2, N=8), Marketing PR need type(Type3, N=6), Restaurant business plan type(Type4, N=4), Industry work experience required type(Type5, N=3). The study also revealed that each type contained diverse characteristics figures in their own. The research finding could be used as fundamental source of future similar research but in other research methodology in the format of difference among students or diverse measuring point of time frame.

A Study on Relationship between Contact with North Korea and North Korean Settlers and Perceptions of Unification : Multiple Mediator Effect of Intimacy with North Korean Settlers and Perception of North Korea (북한 및 탈북민 접촉경험이 통일의식에 미치는 영향 : 탈북민 친밀감과 북한에 대한 인식의 매개효과를 중심으로)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • 제21권8호
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    • pp.489-497
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    • 2021
  • This study presents the results of an empirical analysis on whether the experience of contact with North Korea and North Korean settlers affects the perceptions of unification. Specifically, the purpose of this study was to examine whether the contact experience enhances intimacy with the North Korean settlers or raises a friendly perception of North Korea.The results of this study are as follows. First, the experience of contact with North Korea and North Korean defectors had a positive effect on intimacy with North Korean settlers, friendly perception of North Korea, and perceptions of unification. Second, intimacy toward North Korean settlers and perception of North Korea played a mediating role between contact experience and unification consciousness.

A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • 제22권10호
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

A Study on the status and the necessity of Space Configuration and Exhibit Method for Safety Experience Hall - Focused on Citizen Safety Experience Hall for the adult education center - (안전체험관 공간구성과 전시매체의 현황조사 및 필요성에 관한 연구 - 시민안전체험관의 성인 교육을 중심으로 -)

  • Li, Ying-Hua;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • 제21권3호
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    • pp.144-153
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    • 2012
  • This study analyzed and investigated problems of local safety experience halls' spatial structure and media status. Improvements would be suggested after comprehending the need to execute safety education based on citizen's satisfaction and requests. Contents of safety experience space concept, display characteristics and types applied to local institution were analyzed. Safety experience centers with systemized protocols that opened after 2003 and were bigger than $5,000m^2$ were selected. We had three candidates and they were Seoul Gwangnaru Safety Experience Center, Boramea Safety Experience Center and Daegu Safety Theme Park. Going through checklists and interviewing official institutions that were in charge of safety hall educations helped comprehension of sample space status and detailed experimental presentation media. A survey was created based on this study and was distributed to users and non-users of safety experience halls. The survey consisted of general questions covering situations, awareness, level of interests, frequency and satisfaction level. The results were extracted with SPSS 18.0 through frequency analysis and cross tabulations. This research improvements through synthesized contemplation. For the resuits First, various experimental programs need to be supplemented in order to prevent accidents. Second, vivid experimental spaces need to be planned for active participation and users should be fully aware of safety hazard through education. Third, there weren't enough institutions compared to the education needs. Promoting and building more safety experience halls are dire. Finally, these suggestions of the results will be distributed in the planning of the exhibit hall.

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Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • 제30권2호
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

The Experience of Mind Control among Elderly in Korea (노인의 마음 다스리기 경험)

  • Shin, Kyung Rim;Kim, Eun. Ha;Yang, Seung. Ae
    • Korean Journal of Adult Nursing
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    • 제18권1호
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    • pp.41-49
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    • 2006
  • Purpose: This study was conducted to understand the meaning of mind control as it is understood by elderly persons in Korea. Method: This study was conducted by engaging three elderly persons who are over the age of sixty five and presently residing in Seoul. Several in depth interviews were conducted with these individuals from March 2003 until November 2003. The contents of the interviews were analyzed using the Giorgi Method (1985), which places the emphasis on discovering meaning within the phenomenological context of an individual's experience. Results: The analysis of the contents revealed the following four components with regard to the meaning of mind control for elderly persons (1) Settling the mind (2) Gradual lowering of expectations and hope for the success of offspring, (3) Having good thoughts and acting accordingly, and (4) Making up one's mind to follow the 'natural flow of life'. Conclusion: By allowing a wider and deeper understanding of the meaning of mind control for elderly persons the results of this study provide a basis for improving the care of elderly with a holistic perspective.

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Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • 제16권4호
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

Instructor's Experience on Simulation Education of EMT Students (응급구조학과 시뮬레이션 교육에 참여한 강사들의 경험)

  • Baek, Mi-Lye
    • The Journal of the Korea Contents Association
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    • 제11권7호
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    • pp.210-218
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    • 2011
  • This study was conducted to identify instructor's experience on simulation education. The subjects were nine instructors in simulation education of EMT students. Data were collected through documents and in-depth interview from participants. It was analyzed by phenomenological method, using Colaizzi's method. The results of this study were as a follows. From the protocol, significant statements were organized into formulated meanings. The formulated meanings were identified 28 themes, 9 theme clusters, and 4 categories. The 4 categories were as follows; discomfort of forming the learning environment; burden of instructor's role; difficulty from insufficient education condition; possibility of new education. This study suggested that improvement of simulation education can be accomplished by providing opportunities to learn the simulation technology, using the pre-programmed scenarios, having technical support from specialist or additional operator, and adjusting the current paramedic curriculum.

Web Service and Design Planning through User Experience and Understanding of Desire (사용자 경험 및 욕구파악을 통한 웹서비스 및 디자인 기획)

  • Kim, Jin-Kon
    • The Journal of the Korea Contents Association
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    • 제7권10호
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    • pp.97-104
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    • 2007
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the Web Service and Design Planning through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the Web Service and Design Planning through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.