• 제목/요약/키워드: print design

검색결과 243건 처리시간 0.026초

대면적 실리콘 태양전지의 PDMS 도포에 의한 반사방지막 특성 (Anti-reflection Coating of PDMS by Screen-printing on Large Area of Silicon Solar Cells)

  • 심명섭;정유진;최동진;박현정;강윤묵;김동환;이해석
    • Current Photovoltaic Research
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    • 제10권4호
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    • pp.95-100
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    • 2022
  • Solar cell is a device that converts photon energy into electrical energy. Therefore, absorption of solar spectrum light is one of the most important characteristics to design the solar cell structures. Various methods have emerged to reduce optical losses, such as textured surfaces, back contact solar cells, anti-reflection layers. Here, the anti-reflection coating (ARC) layer is typically utilized whose refractive index value is between air (~1) and silicon (~4) such as SiNx layer (~1.9). This research is to print a material called polydimethylsiloxane (PDMS) to form a double anti-reflection layer. Light with wavelength in the range of 0.3 to 1.2 micrometers does not share a wavelength with solar cells. It is confirmed that the refractive index of PDMS (~1.4) is an ARC layer which decreases the reflectance of light absorption region on typical p-type solar cells with SiNx layer surface. Optimized PDMS printing with analyzing optical property for cell structure can be the effective way against outer effects by encapsulation.

Assessment of Library and Information Professionals' Perception of COVID-19 and Its Impacts on Libraries in Nigeria

  • Adegbilero-Iwari, Idowu;Ikenwe, Iguehi Joy;Adegbilero-Iwari, Oluwaseun Eniola
    • International Journal of Knowledge Content Development & Technology
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    • 제12권4호
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    • pp.25-39
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    • 2022
  • Perceptions of Library and Information (LI) professionals in Nigeria and the impact of COVID-19 on libraries, librarians and library services, were studied. The significance of demographic factors on LI professionals' perception of COVID-19 and its impact on libraries was tested. Descriptive survey design and Purpose sampling technique were adopted. LIS professionals in Nigeria constituted the population, and an online questionnaire designed by the researchers through Microsoft Forms was used. Descriptive analysis of respondents' demographic data and their covid-19 perception were presented in frequencies and percentages using tables while multivariate regression technique was used to test the significance of relationship between variables at P < 0.05. Findings revealed that many (61.4%) of the respondents agreed that COVID-19 is real but have personal reservations. However, 47.5% indicated that COVID-19 is a scientific invention. On the impacts of COVID-19 on libraries, the study found that COVID-19 is a game changer that will enhance the creation of new services by libraries, cause the reconfiguration of library space for safe operations in post-COVID, establishment of new rules and regulations, and more reliance on e-resources. On the test of association, educational qualification of respondents had a significant impact on respondents' perceptions that COVID-19 will reduce the use of library print resources (P-value = 0.005, B: 0.38, [95% CI: 0.115 - 0.646]) and that library will create new services to address the changes caused by COVID-19. Also, educational qualification of respondents significantly influenced respondents' perception that COVID-19 is real. The study recommends that libraries should take advantage of the season to innovate, and that public health institutions should continually educate people on corona virus to disabuse people's mind of conspiracy theories.

Assistive Technologies (AT) Preferences of People Living with Visual Disability as Information Access Tools in Academic Libraries

  • Adefunke Olanike Alabi;Olatokunbo Christopher Okiki
    • International Journal of Knowledge Content Development & Technology
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    • 제13권2호
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    • pp.35-50
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    • 2023
  • Assistive technologies are necessary for ensuring independent living and equal participation in an information-based society for people living with disabilities (PLWD). This study investigated the assistive technology preference of students with visual disabilities, and the approach academic libraries should adopt in procuring assistive technologies. The study adopted a quantitative research method, with a survey as the research design. The study was conducted among visually disabled students in four public universities in Nigeria. Using the total enumeration method, an online questionnaire was used to obtain information from 151 students who voluntarily agreed to partake in the survey. The study found that access to electronic resources, scanning/conversion of print resources to electronic formats and access to information on the Web were among the technology-based services provided to visually disabled students. COBRA, ZoomText, Supernova and Dragon Naturally Speaking are the most preferred assistive technologies (software). At the same time, handheld scanners ($\bar{x}=4.40$) and braille keyboards ($\bar{x}=4.60$) are the most preferred assistive technologies in the hardware category by visually challenged students. The study further revealed that the library management should consult with students living with a visual disability before procuring assistive technology. Findings from this study thus provide further evidence of the need for librarians to fulfil their moral and legal obligation in advocating the provision of assistive technologies. Library administrators and university stakeholders should expedite actions on meeting the assistive technology needs of people living with visual disabilities. These actions should transcend mere policy formulation on the provision of assistive technologies to restructuring their services and spaces to accommodate assistive technologies as information service delivery tools for people with visual disabilities.

TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피 (TYME: Interactive Typography for a poetic expression in Multimedia Environment)

  • 황수홍
    • 디자인학연구
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    • 제19권6호
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    • pp.27-32
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    • 2006
  • 본 작품 TYME 은 프로그래밍 언어인 프로세싱(Processing)으로 디자인된 인터랙티브 타이포그래피 프로그램으로서, 순간적인 시간의 속성을 타이포그래피적 표현으로 형상화한 미디어 기반의 컴퓨터 아트 작품이다. 어두운 발표장 실내 공간에서 사용자가 컴퓨터 키보드로 문자를 타입하면, 스크린의 오선지 위에 흰 연기 형태의 알파벳들이 나타나 흐르고, 연기처럼 수 초내에 스크린 속으로 사라져간다. 또 각 키들의 알파벳에 연결된 사운드들로 인해 재즈와 같은 실시간 즉흥 연주를 만들어낸다. 관객들은 스크린을 통해 시간 속에 사라지는 텍스트들이 만들어내는 영상 시(詩) 연주를 감상한다. 현대 미디어 환경에서 예술과 기술이 통합 되어 실험되고 있는 컴퓨터 아트의 맥락을 타이포그래피에 도입하여, 디지털 미디어 환경 속에 구현될 수 있는 타이포그래피적 시간과 공간을 디자인하고자 하였다. 잡을 수 없는 순간적인 시간 속에 사라지는 것들에 대한 감성과 미적 경험을 타이포그래피의 유희적 특성에 연결시켜 표현 개발하였다. 시간 속에 고정 되어 있지 않고 변화하는(unfixed) 디지털 타이포그래피의 속성을 반영하는 작품으로서, 또한 프로그래밍 코드에 의한 인터랙티브 타이포그래피의 디자인 방법으로서, 한 모델이 될 수 있다고 보고 작품과 함께 그 디자인의 경향을 정리하였다.

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LCD Back-Light Unit 설계를 위한 최적화 기법 (Optimization Method for the Design of LCD Back-Light Unit)

  • 서희경;류양선;최준수;한광수;김성철
    • 한국정보과학회논문지:시스템및이론
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    • 제32권3호
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    • pp.133-147
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    • 2005
  • LCD BLU(Back-Light Unit)의 설계에는 광선추적 기법이 많이 사용되고 있으며, 이러한 기법을 통하여 도광판 전면으로 출사되는 빛의 휘도, 휘도의 균일도, 광효율 등을 수치적으로 예측할 수 있다. 휘도와 휘도의 균일도 등과 같은 항목은 BLU 설계에 있어서 매우 중요한 요소 중의 하나이며, 이러한 BLU의 광학적 특성은 도광판의 후면에 인쇄된 잉크패턴에 가장 많을 영향을 받고 있다 따라서 높은 휘도와 균일도를 발생시킬 수 있는 최적화된 잉크패턴을 설계하는 것은 BLU의 설계에 있어서 가장 중요한 부분 중의 하나이다. 본 논문에서는 최적의 잉크패턴을 설계하기 위하여 직접탐색(Direct Search) 기법 중에서 Holder Mead의 심플렉스탐색(Simplex Search) 알고리즘을 적용하였다. 직접탐색 기법은 최적의 잉크패턴을 계산하는 것과 같은 비선형적이고, 비연속적이며, 미분불가능한 함수의 최적점을 계산하는 분야에 많이 적용되고 있다. 본 논문에서는 여러 가지 실험을 통하여 심플렉스탐색 기법이 최적의 잉크패턴을 설계하는데 있어서 매우 효율적이며 안정적으로 사용될 수 있음을 보여주며, 이러한 최적화 기법으로 인하여 BLU 설계기능을 개선할 수 있음을 보여준다

SFAA 컬렉션에 활용된 서페이스 디자인연구 (Study on the Surface Design Used in S.F.A.A. Collection)

  • 김주희;금기숙
    • 복식
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    • 제52권1호
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    • pp.129-143
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    • 2002
  • Patterns are something that comes out of necessity in human life, which is closely associated with it. Thus come the SFAA (Seoul Fashion Artists Association) collection which uses patterns varying in form, color, way of expression and material. For this research, I first categorized the patterns the SFAA designers used into: natural patterns, symmetric patterns, traditional patterns, stripe, plaid, dot and abstract patterns. As a result of the process. the designers most favored the natural patterns and symmetric patterns, and dot patterns were rarely used. The designer who most favored patterns in general was Sul Yun-hyoung, and the designer Kim Chul-ung rarely favored the surface effect. The seven kinds of patterns naturally differ according to the designer. as Park Hang-chi liked to use the plaid patterns along with yam dyeing material, whereas Jin Teok expressed stripe patterns using the yarn dyeing fabric. Natural patters were presented in a bizarre way with Lie Sang-bong. who took the motives appearing in Eastern ceramic and paintings into the clothes, using the print method. The symmetric patterns, which the SFAA designers most preferred. was used evenly among designers like Chang Kwang-hyo, Gee Choon-hee. Rubina, and Haneza. In contrast. Lie Sang-bong. who used abstract patterns that do not give out meaning of the actual form of the pattern. rarely used symmetric patterns. The dot patterns were most often used by Park Youn-soo. and traditional patterns were overwhelmingly chosen by Sul Yun-hyoung. Secondly. in expressing the colors, SFAA designers were much more likely to choose achromatic colors. not choosing to show off colors. This is especially apparent in works by Haneza and Lie Sang-bong. In the SFAA collections, numerous methods were used to create. For instance, Sul Yun-hyoung used the oriental embroidery method. and Rubina and Lie Sang-bong used many unique dying methods. In terms of materials, Sul Yun-hyoung preferred silk. due to her methods, and Lie Sang-bong was one of the designers that used a number of different materials such as vinyl. Jacques Mueclier of the Paris Clothes Association in France, who was invited to SFAA collection once, remarked. "While the choice of material and the actual sewing done were excellent, there lacked much difference among the designers, as most of them choose flowing silhouette In terms of composition," which is all too correct. In addition, there were cases in the collection where the inherent feelings of cultural artifacts was expressed without alteration. Summing up, the research aimed to analyze the surface expression methods, forms and color of SFAA designs. and I hope that it can open up ways for new projects in the future.he future.

보건교육방법이 본태성 고혈압 환자의 건강행위 이행에 미치는 효과 (Effect of Health Education Method for Korean Patients with Essential Hypertension on Their Compliance with Health Behaviors)

  • 손경욱;유왕근
    • 보건교육건강증진학회지
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    • 제21권2호
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    • pp.215-231
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    • 2004
  • The purpose of this study was to examine what factors affected patients who suffered from essential hypertension compliance with health behaviors, to help build a successful strategy to step up their compliance with health behaviors, and to seek effective ways to implement health education programs for patients with chronic disease. The subjects in this study were 60 people selected from among the patients who were diagnosed by physicians as having essential hypertension in S General Hospital in the city of P from April 10 through July 30, 2000, after health education was provided four times a month. The quasi- experimental design based on a control group pretest-posttest design was employed. The subjects were divided into three groups of 20 patients each: one was an experimental group to receive education in one-to-one interview, another was an experimental group to receive education as a group, and the third was a control group. The two experimental groups learned the same material through different methods, and the control group was given the same teaching materials and asked to comply with health behaviors on their own without instruction. After the three-week education was implemented in different ways, their compliance with health behaviors was measured. Collected data was analyzed by t-test, paired test, one-way analysis of variance, correlation analysis and regression analysis procedures. The findings of this study were as follows: 1. Concerning the effective type of health education, the group education produced the best results, followed by the one-to-one interviews and the sole use of print media. 2. Regarding the effect of compliance with health behaviors, the group- educated group got the highest score in compliance with health behaviors, but blood pressure lowered more significantly in the individual interview group. And the compliance with health behaviors had a significant negative correlational relationship with both systolic and diastolic blood pressure. 3. Parameter that had most significant correlational relationship with compliance with health behaviors was health locus of control, followed by self-efficacy and health perception. But there was no significant correlational relationship between compliance with health behaviors and knowledge of hypertension. 4. As a result of analyzing the impact of knowledge of hypertension, health locus of control, self-efficacy and health perception on compliance with health behaviors, self-efficacy was found to exercise most influence. Above-mentioned findings suggested that group education or one- to-one discussion would be more effective for health care for hypertension in koreans, as they could serve to have patients realize their own responsibility for health and to motivate their compliance with health behaviors, and there was a need to more positively utilize educational intervention for patients with chronic diseases, which could elevate not only compliance with health behaviors but self-efficacy.

3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안 (A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans)

  • 이국희;조재경
    • 한국HCI학회논문지
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    • 제12권2호
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    • pp.21-29
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    • 2017
  • 3D프린팅 기술의 발달은 표준화된 디자인적 요소를 추출하여 소품종 대량생산하던 2차 혹은 3차 산업시대의 생산방식에서 벗어나, 창작자의 개성을 반영한 창작물을 대량으로 제작할 수 있는 다품종 대량생산 및 개인 맞춤형 생산의 시대를 새롭게 만들어 가고 있다. 그러나 이렇게 3D프린팅을 통해 다품종 대량생산 혹은 개인 맞춤형 제작이 가능하기 위해서는 3D모델링 소프트웨어를 사용해야 하며, 이 소프트웨어가 어떤 기능을 지원하는지에 따라 창작물의 형태와 유형이 달라질 수 있다. 본 연구는 한국에서 3D프린터를 사용하여 창작활동을 하는 사람들이 자신의 작업에 활용하는 3D모델링 소프트웨어가 무엇이며, 이 소프트웨어를 통해 어떤 유형의 창작물을 제작하고 있는지를 파악함으로써 3D프린팅 창작자들의 활동을 소프트웨어적으로 지원할 수 있는 방향을 제안하고자 이루어졌다. 이를 위해 한국 최대의 3D프린팅 창작자 커뮤니티인 오픈크리에이터즈의 회원 60명에게 3D프린팅 창작을 위해 사용해본 3D모델링 소프트웨어, 3D프린팅에 가장 적합한 3D모델링 소프트웨어, 해당 소프트웨어를 통해 자주 출력하는 창작물의 유형에 대해 설문조사를 실시한 후, 설문조사 참가자들의 응답비율과 응답내용을 분석하였다. 결과적으로 한국의 3D 프린팅 창작자들은 Rhino와 123D Design을 주로 사용하고 있음을 확인할 수 있었고, Rhino는 3D프린터 산업 종사자들 중심으로 시제품, 샘플, 실물모형을 제작하는 것에 사용하며, 123D Design은 교육보조도구, 액세서리, 가정용 인테리어 소품 등의 교육 및 취미활동에 사용함을 확인할 수 있었다. 결론적으로 Rhino와 같은 실무형 소프트웨어와 123D Design과 같은 입문자 교육 및 개인 제조형 소프트웨어를 별도로 개발하는 것이 필요함과 특정 산업유형에 특화된 3D모델링 소프트웨어를 개발하여 한국의 개인 창작자들을 지원하는 것이 필요함을 제안하였다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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병동 간호활동 원가계산 프로그램 개발 :시간동인 활동기준원가계산 기반으로 (Development of Nursing Activity Cost Calculation Program Using Time-Driven Activity-Based Costing (TD-ABC))

  • 임지영;강성배;이현희
    • 한국콘텐츠학회논문지
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    • 제18권4호
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    • pp.480-494
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    • 2018
  • 본 연구는 이현희(2017)의 연구에서 개발한 병동 간호활동원가계산 프로그램의 실무 적용 확대를 위하여 자료의 저장 및 그래프 변환 출력 기능을 보완하여 수정 개발한 후속 연구이다. 전체 프로그램 개발과정은 프로그램 요구사항 분석과 프로그램 설계 및 개발, 프로그램 타당성 검토의 3단계로 이루어졌다. 본 프로그램은 단순히 원가계산에서 그치는 것이 아니라 원가효율성 및 원가분석 추세 비교까지 결과를 산출하여 간호관리자가 병동 간호단위 관리에 필요한 원가정보를 얻을 수 있고 이를 기반으로 원가관리전략을 수립할 수 있도록 하여 그 활용도를 확장한 점에서 의의가 있다. 또한 향후 이를 기반으로 병동 단위 뿐 아니라 수술실, 중환자실과 같은 특수부서 그리고 외래와 같이 간호활동의 구성과 범위가 다른 부서별 간호활동원가계산을 수행하는 원가분석 프로그램 개발할 수 있는 토대를 마련한 점에서도 의의가 있다. 이에 본 연구를 기반으로 이를 다양한 실제 임상 간호관리 실무에 적용함으로써 임상 간호사의 원가관리 역량을 강화하고 나아가 간호단위 간호활동의 수익과 이익 분석을 통해 계량화된 간호의 기여도를 측정, 제시함으로써 간호성과 측정 연구를 확대해 나갈 것을 제안한다. 아울러 본 TD-ABC 간호활동원가계산 프로그램의 적용과 활용을 학부 수준의 간호관리학 교과과정과 접목하고, 임상간호사의 보수교육 프로그램으로도 활용하여 간호원가관리 역량 강화를 위한 교육매체로도 활용할 것을 제안한다.