• Title/Summary/Keyword: 중국 남성

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A Study on the Ametropia in Asian Population (아시아 동양인들의 비정시에 관한 연구)

  • Lee, Young-Il;Hong, Jin Seok
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.1
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    • pp.77-81
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    • 2008
  • Purpose: This study was to investigate the refractive state of an asian population (male: 39, female: 53) from 21 to 30 years old who visited the A optical shop at jongnogu in seoul. Methods: The visual acuity test was performed by the object and subject method. Results: Among the 184 eyes, myopia is 83.16% and emmetropia is 16.84%, respectively. As for the equivalent spheric power of myopic abnormal refractive eyes, the -m0.5Dt < spheric equivalent ${\leq}$ -2.00Dt was 40.53%, the -2.00Dt < spheric equivalent ${\leq}$ -6.00Dt was 51.63% and anything over the -6.00Dt was 7.85%. The percentages of with-the-rule, against-the-rule and oblique astigmatism among people with astigmatism were 46.67%, 35.56% and 7.77%, respectively. The average of pupillary distance in male (64.5${\pm}$2.9 mm) was greater than that in female (61.9${\pm}$2.3 mm). Conclusions: Korean opticians were provided some useful information about making up a prescription by this research.

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Tourism policy establishment plan using geographic information system and big data analysis system -Focusing on major tourist attractions in Incheon Metropolitan City- (지리정보시스템과 빅데이터 분석 시스템을 활용한 관광 정책수립 방안 -인천광역시 주요 관광지 중심으로-)

  • Min, Kyoungjun;Lim, Heuiseok
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.13-21
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    • 2021
  • This study aims to analyze tourist inflow trends and consumption patterns using a geographic information system and big data analysis system. Songdo Central Park and Chinatown were selected among the major tourist destinations in Incheon, and floating population analysis and card sales analysis were conducted for one month in June 2017. The number of tourists visiting Songdo Central Park from metropolitan cities across the country was highest in the order of Incheon Metropolitan City, Gyeonggi-do, and Seoul Metropolitan City, and the proportion of foreign tourists was the highest in China. The number of card consumption used by Chinatown tourists was 12.4% higher for men than for women, and the amount of card consumption was also higher for men by 18%. This study has implications for proposing a strategic plan for tourism policy by analyzing the inflow trend and consumption pattern of tourists and deriving major issues in the establishment of tourism policy. Based on this study, it is expected that it can be helpful in improving the construction of tourism infrastructure in the future.

An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

The Prehistoric Culture and Sushen in the Eastern Area of Heilongjiang Province (흑룡강성(黑龍江省) 동부(東部)지역 선사문화(先史文化)와 숙신(肅愼))

  • Lee, Jong Su
    • (The)Study of the Eastern Classic
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    • no.57
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    • pp.301-330
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    • 2014
  • Varied opinions have been raised on Sushen's regional activities. These are Hwabuk drift theory, Shandong Peninsula drift theory, Liaotung Peninsula theory and the theory of Eastern Area in Heilongjiang Province. The theory of Sushen Dongbei that Sushen's regional activities are the Eastern Area in Heilongjiang Province is widely accepted in the chinese academia. However, this paper try to criticize the theory of Sushen Dongbei on the basis of archeological data. Prehistoric monuments of the Eastern Area in Heilongjiang Province are Singaeryu remains, Sonamsan remains, Aenggaryeong remains, Seokhoejang remains, Jinheung remains and Aporyeok remains. Residential group in the Eastern Area of Heilongjiang Province lived the economic life of fishing and hunting and were involved with primitive agriculture only in partial area. Its society was patriarchal clan steps of phallocentrism. By considering the cultural exchange between the Eastern Area in Heilongjiang Province and Chinese dynasty, the aspect of cultural exchange in two areas was unascertainable. Therefore, the theory of Sushen Dongbei is a mistake in Chenshou's "Sanguozhi" and nothing but a theory that base on the unified theory of Zhonghua minzu and the nationalistic intention in China.

Sexism in Moetic Game Azur Lane - Female Character Exposure and Nationality Stereotype in Character's Attire (모에화 게임 벽람항로에 나타난 섹시즘 - 여성 캐릭터 노출도 및 의상에 나타난 국가별 고정관념)

  • Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.232-235
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    • 2019
  • In recent years, Japanese style Chinese Moe-tic Ship personification games have enjoyed success in Korean game market - starting from 'Girl's Frontier' in 2017 to recent 'Azur Lane' in 2018. Their 'all female' characters have overly sexual appearance thus young male adults/adolescents are main consumers of the genre. In this paper, we investigate all 300+ character skins of the game 'Azur Lane' on how much their character illustrates have sexual exposure of the female body for the sexism and how their standard attire have different patterns with respect to the affiliated nationalities. We report that the sexual exposure is highly related to the payable skins including swim suits and there exists some sexual stereotype in characters' attire. Japanese and Chinese characters emphasize their traditional Chipao and Kimono. Japanese also wore school uniforms. German characters wore uniforms the most and many British characters wore maiden uniform. Although this game is classified as adult game, its overly sexualized female characters are harmful for young adults to cause sexual objectification of females.

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Influencing Factors on the Emotional Expression in Weibo Hot News - Focusing on 'Restaurant Collapse in Linfen City, Shanxi Province' - (웨이보 인기뉴스에 관한 감정표현에 영향을 미치는 요인 - '중국 산시성 린펀시 반점 붕괴 사건'을 중심으로 -)

  • Lu, Zhiqin;Nam, Inyong
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.105-117
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    • 2021
  • This study examined the factors that influence the emotional expression in comments on the hot news about the 'Restaurant Collapse in Linfen City, Shanxi Province' published in Sina Weibo.. As a result of the study, first, there were differences in emotional expression according to gender. Women expressed stronger anger, disappointment, sadness, and condemnation than men. Second, the intensity of emotional expression of users in the eastern region was significantly higher than that of users in the central and western region. Third, the greater the number of Weibo, the total number of blogs where users participated in comments and posted emotional expressions, the stronger the emotional expression was. Fourth, unauthenticated users showed stronger emotional expressions of disappointment and sadness than authenticated users. The results of this study present implications for the factors influencing emotional expression on hot news. This study is meaningful in that it can be compared with social networks such as Twitter and Facebook in the West by looking at the factors that influence emotional expression in the process of online public opinion formation in China, and also meaningful in that a big data analysis method was used in online news analysis.

Ang Lee Film and Politics of Representing 'Women' (리안(李安)영화와 '여성' 재현의 정치)

  • Shin, Dongsoon
    • Cross-Cultural Studies
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    • v.51
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    • pp.193-212
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    • 2018
  • This paper attempts to explore how Ang Lee depicts Asian and Western women in his films. We focus on two parts of his consciousness First, Ang Lee does not consider himself a feminist, he understands the world in terms of women who play societal roles. Second, Ang Lee's films reflect his identity in a juxtaposition model, in which he is a member of mainstream American society and also holds an onlooker's viewpoint at the same time. He depicts women, who are often marginalized or considered the minority, and their feminist ideals, as means that break down the authority of the father and the man, the traditional ideology, and the male dominant nationalism. Chinese women in movies divide apart traditional Chinese patriarchal ideology and male-dominated anti-Japanese sentiments. Also, the Western women in his films reveal the non-stereotypical appearance of Western society in the 1970s and 1980s, with daily tension, anxiety, abdominal pain and anger, silence and anxiety about homosexual husbands, and excessive obsession. The director's portrayal of women not only separates the male-centered and Western-centered discourse, but also reveals a self-division of internalized masculine patriarchal Asian thought consciousness.

The Research on the Body Type Comparison between the Koreans Living in China and the Ones in Korea - Focused on Male in Their Twenties - (중국 및 국내 거주 한국인의 체형 비교 연구 -20대 남성을 중심으로-)

  • 석혜정;임순
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.910
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    • pp.1219-1230
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    • 2004
  • This study was conducted to compare the physical shapes of Korean males in their 20s between those residing in Yenbien, China and those living in Korea. Measurements were checked fur 57 items on 167 Korean male residents in Yenbien, China and 295 Korean male residents in Seoul and the other large cities around it. The conclusions are as follows: 1. The comparison of 58 items in physical measurements of Korean male residents in China and those in Korea showed differences in 49 items. Korean male residents in China had the smaller physical shapes short in limbs and height. 2. The comparison of the factor analysis results for physical measurements did not reveal big differences. In terms of the contribution of variables, however, obesity played an exceptionally large role fur Korean residents in China, while the importance of obesity and vertical length were similar for those in Korea. 3. The comparison of the physical shapes according to the grouping resulted in three types each for both groups, with different features for individual types. Korean residents in China were grouped according to the obesity factor rather than the changes in height, while those in Korea were classified according to both vertical length and obesity.

Comparision of experiences of caring parent-in-law in Korean families among daughters-in-law from Korea, China and Japan (한국, 중국, 일본 며느리의 한국에서의 부양 경험)

  • Kim, Yun-Jeong
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.501-513
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    • 2014
  • The purpose of this study was to examine experiences of caring parents-in-law in Korea among daughters-in-law who are currently caring their parents-in-law while living with them, or have experienced such care-giving, and who have been married for at least 5 years. Daughters-in-law this study deals with are from three countries: Korean women, Chinese and Japanese women who immigrated to Korea by getting married with Korean husbands. To find out those women who can express their experiences clearly, this study used an intentional sampling method where this study asked the Multicultural Family Support Center to recommend five Chinese and five Japanese housewives who matched the following qualifications: those who have experiences of caring their parents-in-law at home, who have lived in Korea for at least five years, and who had no difficulty in expressing their opinions in Korean language. Korean married women were recommended by the neighbors. This study conducted in-depth interviews to those 15 housewives from Korea, china, and Japan. Before doing the interview, this study gave explanation of the contents and aims of this study to those interview participants over phone, and got the written consent from each of the women. To analyze the interview data, Colaizzi's phenomenological method was used. The emergent themes identified in the findings were as follows: 'positive perception of traditional nature of filial duty', 'help and encouragement by those who are nearby', 'exhausting marriage life', 'Korean family culture that is hard to adapt to', and 'unreasonable male-focused patriarchal culture.'

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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