• 제목/요약/키워드: normal behavior model

검색결과 424건 처리시간 0.023초

임상실습교육의 교수효율성과 임상실습만족도에 관한 상관성 연구 (대구지역을 중심으로) (A study on correlation of teaching efficiency and satisfaction of clinical training in Daegu)

  • 김정숙;정영해
    • 대한치과기공학회지
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    • 제28권1호
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    • pp.121-142
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    • 2006
  • Collecting materials for study on teaching efficiency and satisfaction of clinical training, it changes. Dental technology's educational procedure to many ways of a prospect. In a circumstance that needed higher level of education, this study is aimed on realizing an importance of clinical training through the various materials that previously carried out and offering basic knowledge to take better clinical training for the students. Study results below 1. This Investigation conducted on 123 of sophomores(70.3%) and 52 of juniors(29.7%) who have been taken clinical training, and men's proportion(51.45%)is a bit higher than girls(48.6%). The 64% of respondents taken largest proportion were 20 to 24 years old. As 67.9% of respondents attended daytime school and 30.3% of them attended nighttime one, their school time shows a little difference. In a question about relation ship, one answered "Harmonious" took largest proportion by 72.6% during training, and about the degree of satisfaction of campus life who answered "normal" were the most with 59.4%. 2. About the reason choosing dental technology as a major, 41.1% taken the most answered "due to the specialized job", "Getting job easily" was second with 26.9%, and third was "recommended from around" with 18.3%. 50.3% of the respondents answered "normal" about the Satisfaction of their major, student marked in grade "B" most with 51.4% 3. In a investigation result about clinical training statues and preference, most(72.6%) choose place less than 10 for clinical training, and 60.6% of them resided own home. About their commuting time from home to training place, 44% was under 30min, 40% took time 30-60min. It shows students prefer shotter distance in terms of choosing training place. 4. Each part manager took large proportion as a clinical trainer with 33.7%, Training curriculum reform and developing method were most answer as a improvement measure after completing training with 30%. 5. The average of total score about clinical training was 3.15 of 5. In the detailed question, 'satisfaction of clinical training' got 3.38 as a highest score, the lowest score was 2.86 that is about satisfaction of clinical training period. The average score about efficiency of study was 2.86 and in detailed question, 'a Role model' got 3.26 as a highest score and participation of student got 3.05 as a lowest score. 6. The result of T-test to see the difference of the satisfaction according to the general character and clinic training condition between teaching efficiency is that the degree of satisfaction of clinical training showed statistical significance only in the degree of satisfaction of campus life(p<0.05), and teaching efficiency has a statistical significance with their age, grade, and satisfaction of campus life (p<0.05). 7. The relation between of teaching efficiency of clinical training and satisfaction of clinical training of dental technologic student has a statistical meaning in significance leveler 0.01. Now, therefore we suggest following based on these result. 1. To elevate satisfaction of clinical training, it agentry needs development of consistent clinical training curriculum. 2. To grasp the satisfaction and requirement, in needs to measure anxiousness and satisfactory degree after completing training 3. To train efficiently and evaluate efficiency over the teaching activities, it needs to develop measuring tools for teaching efficiency in terms of teacher's important rules in a clinical training. 4. Strengthen the relations with the study developing and managing curriculum gathering theoretical knowledge and practice. And make an effort to apply to their students. 5. Let the trainee take a class setting a belief, sense of value, function and obtain behavior by making the students comfort over clinical training as increasing teaching efficiency.

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디지털 보청기 알고리즘 평가를 위한 감음신경성 난청의 모델링 (Modeling of Sensorineural Hearing Loss for the Evaluation of Digital Hearing Aid Algorithms)

  • 김동욱;박영철
    • 대한의용생체공학회:의공학회지
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    • 제19권1호
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    • pp.59-68
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    • 1998
  • 디지털 보청기는 기존의 아날로그 보청기에 비하여 많은 장점이 있다. 디지털 신호처리 프로세서의 발달과 더불어 최근에 다양한 디지털 보청 알고리즘과 완전한 디지털 보청기가 선보였다. 디지털 보청기의 알고리즘을 개발하거나 디지털 보청기를 새로이 평가하려는 사람들에게 난청자를 대상으로 하는 임상연구는 필수적으로 거쳐야 하는 과정이다. 그러나 이러한 임상연구는 실제 난청자를 대상으로 하여야 하기 때문에 난청자와 검사자 간에 통상적으로 많은 시간과 노력이 필요하며 원활한 의사 소통이 때로는 어려울 수 있다. 왜냐하면 난청자들의 연령이 너무 어리거나 많아서 의사소통에 지장을 주거나 검사자가 필요로 하는 시간에 비슷한 난청 유형을 가진 대상자를 모으기 어렵다. 본고에서는 임상연구를 보조하여 디지털 보청기 또는 알고리즘이 개발되기까지 수행되어야 할 많은 임상연구의 결과를 예측하고 평가할 수 있는 디지털 난청 시뮬레이션 방법을 제안하고, 실제 환자의 데이터를 사용한 시뮬레이션과 그에 대한 임상 실험을 통하여 시스템의 성능을 평가하였다. 실험 결과, 정상인으로부터 모델링된 환자 데이터와 매우 유사한 측정 결과를 얻어냄으로써, 제안된 시스템이 목적하고자 하는 바를 이룰 수 있음을 검증하였다. 또한 난청 시뮬레이터의 목적인 디지털 보청기 알고리즘을 개발하기 위한 평가 툴로서, 개발 초기에 다양한 디지털 보청기용 알고리즘을 구현하여 실제 난청 시뮬레이터와 연계하여 실험함으로써 보청기 알고리즘의 평가 및 새로운 보청기 알고리즘을 개발하고 평가하거나 향후 난청자를 대상으로 하는 임상연구에서 사용할 수 있는 유용성을 입증하였다.로 우유 교육 프로그램이 향후보다 체계적이고 확대되어 지속적으로 실시된다면, 우유에 대한 의미는 물론 인식 그리고 지식 정도에 있어 효과적인 결과를 유도할 수 있을 것이다.니하였다. 6) Dibutyryl cyclic AMP 및 8-bromo cyclic GMP 모두 혈소판응집률(血小板凝集率)을 감소시켰고, 후자(後者)는 전자(前者)에 비(比)하여 월등(越等)히 현저(顯著)하였다. sodium nitroprusside에 의한 항응집률(抗凝集率)은 methylene blue 전처치(前處置)에 의하여 길항(拮抗)되었으나, bovine hemoglobin전처치에 의하여는 영향(影響)을 받지 아니하였다. 이상(以上)의 성적(成績)을 종합(綜合)하면, 뇌졸중증(腦卒中症)때, 특히 뇌혈전증(腦血栓症)의 응급치료시(應急治療時) sodium nitroprusside의 응용(應用)이 가능(可能)하다고 사료(思料)되며, 이에 대(對)하여 임상적(臨床的) 치료(治療)가 기대되는 바이다.다시 상승(上昇)하는 경향(傾向)이었다. 중성지질(中性脂質) 중(中) climacteric rise 및 숙도(熟度)와 관련하여 변화(變化)한 것은 diglyceride 및 sterol ester의 2종(種)이었으며 glyceride가 중성지질(中性脂質) 전량(全量)의 변화(變化)와 동일(同一)한 경향(傾向)인데 반(反)하여 sterol ester은 climactric onset까지 증가(增加)하다가 기후(其後) 감소(減少)하였다. 인지질(燐脂質)도 저장기간(貯藏期間) 중(中) 처리구(處理區)에 관계(關係)없이 다같이 감소(減少)되었는데, 그 정도(程度)

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

외국인투자기업의 국제이전가격 결정에 영향을 미치는 환경 및 기업요인 (Factors Affecting International Transfer Pricing of Multinational Enterprises in Korea)

  • 전태영;변용환
    • 중소기업연구
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    • 제31권2호
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    • pp.85-102
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    • 2009
  • 기업환경의 국제화 및 세계화에 따라 국내에 진출하는 다국적기업의 수는 증가할 것으로 보이는데, 그들을 효율적으로 관리할 수 있는 적절한 수단은 별로 연구되고 있지 않은 것 같다. 다국적기업의 국제이전가격은 정교하게 설정되어 조세부담을 회피할 수 있기 때문에, 이를 관리하기 위해서는 다국적기업의 행태를 이해할 필요가 있다. 본 연구는 우리나라에 진출한 외국인 기업의 특성 및 환경적 요인이 국제이전가격의 설정방식에 미치는 영향을 확인하고자 하는데 그 목표를 두고 있다. 2004년 현재 우리나라에 미화 100만불 이상의 직접투자를 수행하고 있는 외국인 투자기업 861개 기업을 대상으로 설문조사를 시행한 결과 121개 기업이 응답하여 이를 본 연구의 분석자료로 사용하였다. 종속변수로는 국제이전가격설정방법이 시장기준 혹은 원가기준에 의거하였는지의 여부를 묻는 2원적변수를 채택하였다. 시장기준방법의 경우 객관성이 높아 세무당국이 선호하는 방법임에 비해 원가기준은 경영자의 주관적인 판단이 개입될 소지가 많아 객관성이 떨어진다는 점에서 구분되기 때문이다. 독립변수로는 법인세, 관세, 세무당국과의 관계, 세무조사가능성, 현지투자자의 지분율, 내부거래비중, 매출액 및 제품수명주기가 채택되었고, 통제변수로는 중소기업여부 및 투자자의 국적이 더미변수의 형태로 포함되었다. 분석 결과를 살펴보면 세무변수로는 법인세와 관세가 유의하게 나타났는데, 그 중요도가 높을수록 경영자에게 재량권이 있는 원가기준이전가격방식을 선호하는 것으로 나타났다. 또 세무당국과의 관계를 중요하게 평가할수록 시장기준이전가격방식을 선호하는 것으로 나타났는데, 현지 정부는 객관성이 높은 시장기준을 가장 선호하기 때문에 기업의 입장에서 이 점을 고려한 것이라 생각할 수 있다. 제품 수명주기의 성숙도가 높을수록 원가기준을 선호하는 것으로 나타났는데, 이는 제품의 성숙도가 높을수록 경쟁 때문에 현지자회사가 시장을 확보하는데 어려움을 느끼게 되므로 이를 지원하는 수단으로 원가기준을 선호하는 것으로 보인다.