• Title/Summary/Keyword: experience contents

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Comparing Persons with Neck Pain Experience to Persons without Neck Pain Experience in Deep Neck Muscle Size Using Ultrasonography Images and Neck Muscle Endurance Time (목통경험 유무에 따른 초음파 영상에서 측정된 심부 목근육 크기와 근지구력 시간에 대한 비교 연구)

  • Kwon, Mi-Seong;Jeon, Hye-Ran;Lee, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.326-334
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    • 2011
  • The aim of the study was to investigate the thickness of deep neck muscles during neck endurance tests using ultrasonography images to assess muscle sizes in persons with or without neck pain experience. Sixty-five university students volunteered for the study. The thicknesses of longus colli, longus capitis, semispinalis and cervical multifidus were assessed bilaterally using diagnostic ultrasound equipment during each endurance test. Participants were divided into two groups based on their Neck Pain(NP) experience; 45 subjects of those had no experience of NP (Group1) whereas 20 subjects of those reported NP experience sometime in their lives (Group2). Endurance time of both neck flexion and extension tests in Group1 showed significantly longer than Group's (p<0.01). The thicknesses of deep neck flexors and extensors were observed smallest at the terminal of endurance tests in general. Only left longus colli was found to be significantly smaller at rest in subjects of Group2 than Group 1's (P=0.02). The size difference between at contraction and the terminal of right longus capitis was observed bigger in subjects of group1 than subjects in group2. Future studies are needed to conduct with clinical subjects to assess contraction patterns of neck muscles.

Relationships between Knowledge, Attitude and Practice on Breast Self-Examination among Female University Students (일 지역 여대생의 유방자가검진에 대한 지식, 태도 및 실천의 관계)

  • Kim, Young-Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.350-360
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    • 2013
  • Purpose: The study was to identify the relationships between knowledge, attitude and practice on breast self-examination among female university students. Methods: This descriptive study was conducted with a convenient sample of 330 female university students. Results: The mean score for knowledge of breast self-examination was 6.60/17 and attitude toward breast self-examination 42.34/64 and Practice level for breast self-examination was 13.23/24. The level of knowledge was differed significantly by Age(t=11.013 p<.001), Grade(t=12.725, p<.001), hearing experience of BSE(t=6.661, p<.001), experience of recommendation by others about BSE(t=3.426, p<.001), Educational experience of BSE(t=5.825, p<.001), experience of performance of BSE(t=2.789, p=.005). Practice level was differed significantly by hearing experience of BSE(t=5.250, p<.001), Educational experience of BSE(t=4.493, p<.001), Plan of BSE(F=3.910, p=.013). Slightly positive correlations were found between knowledge and attitude, knowledge and practice. Conclusion: The study suggested that we need to develop effective educational program for breast self examination to promote practice level of female students in university.

The Influence of Violence Experience and Emotional Intelligence of Nursing Staff in Long-Term Care Hospitals on the Quality of Nursing Service (요양병원 간호인력의 폭력경험과 감성지능이 간호서비스 질에 미치는 영향)

  • Lee, Seounhee;Oh, Jinjoo
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.693-704
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    • 2017
  • The present descriptive study investigated the influence of violence experienced by nursing staff in long-term care hospitals and their emotional intelligence on the quality of nursing service. The study participants included 167 nursing staff from 9 different long-term care hospitals in G and C Provinces. Data collected from questionnaires were analyzed using SPSS 23.0 software. While slight differences were found among the subtypes of violence experience, it was found that verbal violence was the most common form in violence, experienced by the nursing staff, followed by physical threat and physical violence. A hierarchical regression analysis performed to investigate the degree of influence of violence experience and emotional intelligence on the quality of nursing service found that violence experience did not significantly affect the quality of nursing service when the general characteristics were controlled whereas emotional intelligence had a significant influence on the quality of nursing service. The results of this study show that, although it is commonly believed that violence experience is a major factor compromising the quality of nursing service, emotional intelligence, which reflects one's ability to utilize and control one's emotions, may actually have a more significant impact on the quality of nursing service. Emotional intelligence can be improved through education and training; therefore, it is necessary to explore ways to improve emotional intelligence of nursing staff such as development of various programs.

Influencing Factors of Near Miss Experience on Medication in Small and Medium-Sized Hospital Nurses (중소병원 간호사의 투약 근접오류경험 영향요인)

  • No, Me-Hee;Chung, Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.424-435
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    • 2020
  • The study was descriptive survey research for establishment of patient safety culture in small and medium-sized hospitals as providing baseline data of educational program regarding safe medication and prevention of near miss on medication, checking influencing factors of nurses near miss experience on medication in small and medium-sized hospital. The collected data was analyzed by SPSS/WIN 20.0 program to obtain mean, frequency, x2-test, independent t-test, one-way ANOVA, logistic regression. The influencing factors of near miss experience on medication was working department and patient safety culture among general characteristic. The nurses who were working in general ward had lesser chance to experience near miss rather than nurses working in special department (Odds ratio:2.23, 95%, Confidence Interval: 1.07~4.67, p=.032). The 1 point higher in patient safety culture, the lesser chance to experience in near miss (Odds ratio: 2.24, 95% Confidence Interval: 1.02~4.95, p=.045). To sum up the result of this study, nurses working in special department had higher chance to experience near miss rather than nurses working in general wards. The higher patient safety culture awareness was the lower near miss was experienced. Thus, miss surveillance system for improvement of nurses' patient safety culture awareness should be developed. Moreover, educational program for medication considering nurses' career and department' character should be requested with simulation training considering and theory education.

Relationships between Metacognition, Problem Solving Process, and Debriefing Experience in Simulation as Problem-based Learning (S-PBL) (시뮬레이션 기반 문제중심학습에서 메타인지, 문제해결과정, 디브리핑 경험과의 관계)

  • Choi, Eun Jin
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.459-469
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    • 2016
  • The purpose of this study was to identify relationships between metacogintion, problem solving process, and debriefing experience in S-PBL. Study participants were 102 nursing students who took the integrated S-PBL class in their last semester. Data were collected using a self-reported questionnaire and analyzed into descriptive statistics, t-test, ANOVA, Pearson's correlation coefficient, and multiple regression. The highest subscale of debriefing experience was 'appropriate facilitator guidance' 3.78 (out of 5). Problem solving process and metacognition were positively correlated (r=0.704, p<.001). Metacognition was positively correlated with debriefing experience(r=0.197, p<.05), especially area of 'learning and making connections'(r=0.235, p<.05) whereas, there was no significant correlation between problem solving process and debriefing experience. Multiple regression (enter method) showed that gender and metacognition explained 51.2% of problem solving process. This study offers a rationale on simulation debriefing and further studies are needed to support effects of experiences of debriefing and factors on problem solving process and debriefing in nursing simulation.

A Study on the Factors of Experience and Habit on Information Security Behavior of New Services - based on PMT and UTAUT2 (경험 및 습관이 신규서비스의 정보보호 행동에 미치는 요인에 대한 연구 - 보호 동기이론과 UTAUT2을 중심으로)

  • Lee, Hong-Je;Kho, Hyeong-Seog;Roh, Eun-Hee;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.93-102
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    • 2018
  • This study aims to present policy implications by analyzing information security behavior factors of internet users. The research model, based on PMT and UTAUT2, consists of perceived threat, severity, social influence, self-efficacy, experience and habits, PC and privacy behaviors, security behaviors on new services and set demographic characteristics, use places of internet, use of paid products, and experiences of accident as moderate variables to analyze the effect on security behavior. The results showed that perceived severity, self-efficacy significantly influenced on experience and habits, and experience and habits and self-efficacy had a high influence on PC and privacy behavior. Also, PC and privacy behaviors have a high impact on security behavior of new services. Age, income, use of paid products, and experience of accidents have a moderating effects on security behaviors. The results of this study are expected to help policy decision making to improve the level of information security of internet users.

How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.