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Screening for Early Detection of Lung Cancer: Results from Seoul National University Hospital (폐암의 조기진단 방법에 관한 연구)

  • Han, Yong-Chol;Yoo, Chul-Gyu;Kim, Young-Whan;Han, Sung-Koo;Shim, Young-Soo;Kim, Keun-Youl
    • Tuberculosis and Respiratory Diseases
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    • v.38 no.2
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    • pp.119-127
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    • 1991
  • This study was designed to observe the problems in performing the screening for early detection of lung cancer, and the degree to which regular radiographic and cytologic screening contributes to the early detection of lung cancer in asymptomatic volunteers. Through mass media campaign, 346 male volunteers had registered to receive radiographic and sputum cytologic screening every four months. Initial chest x-ray examination showed 83 cases of lesions suggesting tuberculosis. Among them, two cases were proved to be active tuberculosis. The rate of long-term follw-up over two years was about 15%. The screening tests detected two cases of lung cancer, one prevalent lung cancer by sputum cytologic examination, and the other by sputum cytologic examination during follow-up. So the prevalence rate of lung cancer was 0.28% and the incidence rate was 3.1/1,000 person·years. Both were localized lesions; ie, American Joint Committee on Cancer (AJCC) stage I and occult lung cancer, respectively. With these results, we suggest that the maintenance of long-term follow-up seems to be the most important problem to evaluate the effect of early detection of lung cancer. It would require thorough explanation of the risk of smoking in lung cancer and the wide public education on the government's base. It should be done at several hospitals simultaneously to include a large population in the study. Although we couldn't determine the effect of screening for the early detection of lung cancer in this report, new diagnostic procedure other than chest x-ray and sputum cytologic examination would be required, according to the literature, to reduce the mortality of lung cancer by the screening program for the early detection of lung cancer.

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Associative Interactive play Contents for Infant Imagination (유아 상상력을 위한 연상 인터렉티브 놀이 콘텐츠)

  • Jang, Eun-Jung;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.371-376
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

The COVID-19 Pandemic: Fears and Overprotection in Pediatric Patients with Inflammatory Bowel Disease and Their Families

  • Reinsch, Steffen;Stallmach, Andreas;Grunert, Philip Christian
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.24 no.1
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    • pp.65-74
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    • 2021
  • Purpose: The coronavirus disease 2019 (COVID-19) pandemic has influenced the lives of people worldwide. Little is known about the effects of the COVID-19 pandemic on the behavior and fears of pediatric patients with inflammatory bowel disease (IBD) and their families. We conducted a survey to determine the COVID-19 exposure, related perceptions, and information sources; medication compliance; and patients' and parents' behaviors, fears, and physician contact. Methods: An anonymous cross-sectional survey of pediatric patients with IBD and their parents at one pediatric gastroenterology unit of a university medical center was performed. Results: A total of 46 pediatric patients with IBD and 44 parents completed the survey. Parents of pediatric patients with IBD had high fear of their children becoming infected with severe acute respiratory syndrome coronavirus 2. They perceived schools as the most hazardous environment, whereas the children did not. Half the pediatric patients with IBD feared infection. Patients and parents felt sufficiently informed about COVID-19. The primary source of guidance for pediatric patients was their parents (43%), followed by television and social media, whereas the parents mainly consulted internet news websites (52.2%), television, and public health institutes. Pediatric patients with IBD adhered to their prescribed medication. They also showed cautious behavior by enhancing hand hygiene (84%) and leaving the house less frequently than before. However, in-person medical visits remained favored over video consultations. Conclusion: Although parents expressed overprotective concerns, both parents and pediatric patients with IBD are coping well with the COVID-19 pandemic. IBD-relevant information should be actively conveyed.

A Study on Improvement for User Participation in Web based Animation-creating Applications (웹 기반 애니메이션 제작 어플리케이션의 개선 방법 연구)

  • Choo, Yeon-Jun;Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.21
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    • pp.33-49
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    • 2010
  • Since the Web 2.0 generation, the average user is more than just enjoying the various media contents; they start to create contents, and those contents have had a huge value and great influence in recent days. The reason for the increase of users who tend to create contents is due to popularization of web based applications. Previous applications were only for the skilled person; however, new web based applications involve the average person and give him a new level of user enjoyment by allowing him to create easily with simple operations. In this paper, through analysing previous animation-creating applications which could not spread widely compared to other contents, we suggest the outline for developing a web based animation-creating application which can help the user to easily create animation contents. We have looked around at how various other contents-making applications have been changed to help the user to be able to participate in creating contents, and we suggest how animation-creating applications can be changed and developed from this analysis. We expect the conclusion of this paper to stimulate to development acting 3D animation-creating applications corresponding to the web 2.0 features - open, share, cooperate, participate. In result, users can enjoy creating the animation more actively; at the same time, we hope to help the development of the new applications which correlate to memedia generation.

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Cinematic Language for Novel Adaptations : A Case Study of (소설의 영화화를 위한 영상 언어 연구 : <키리시마가 동아리활동 그만둔대>를 중심으로)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.634-661
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    • 2017
  • This study examines the procedure of successful novel adaptation. It is well known from precedent studies that narrative structure of novels should change forms to suit the media characteristics of films. But, the changing forms of narrative structure is not a sufficient condition of successful novel adaptation, but a necessary condition. A successful adaptation could be completed with filmic expressions on the presented narrative structure. The core of filmic expression is cinematic language which means the composition and array of image and sound. The novel, Kirishma Thing deals with everyday life of high school students and it consists of six stories which are narrated by one student each in first person point of view. The film, Kirishma Thing implemented a different strategy. It reveals the same events several times to show many characters over in each person's point of view in the first half. In the second half, all the characters gathers at the rooftop of the school to have an unilinear narrative structure over one event. This film utilize all kinds of cinematic language to achieve these structures including the widescreen aspect ratio which exposes as many characters as possible in one shot, picture composition which shows the same event in a different point of view, contrast in lighting and music which differentiates and empowers the last sequence of the film.

A Study on the Change of the View of Love using Text Mining and Sentiment Analysis (텍스트 마이닝과 감성 분석을 통한 연애관의 변화 연구 : <공항가는 길>과 <이번 주 아내가 바람을 핍니다>를 중심으로)

  • Kim, Kyung-Ae;Ku, Jin-Hee
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.285-294
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    • 2017
  • In this study, change of the view of love was analyzed by big data analysis in TV drama of married person's love. Two dramas were selected for analysis with opposite theme of love story. The sympathy of audience for the one month period from the end of the drama was analyzed by text mining and sentiment analysis. In particular, changes in the meaning of home meaning are identified. Home is not 'a place where a husband and wife play a social role', but 'a place where they can share real sympathy and one can be happy'. If individuals are not happy, they need to break their homes. In this study, the current divorce rate and the question regarding the matter should be considered. But based on Google Trends, in Korean society, interest in marriage were still higher than romance. It means that people prefer to 'a love to get marriage' in Korean modern society, than 'love for love affair'. It seems to be reflection of cognition change, marriage should be based on true love. This study is expected to be applied to the study of trend change through social media.

Interaction Contents for Reconsidering Visually Disabled Parents

  • Hong, Joo-Bong;Lee, Chan-Kyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.54-62
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    • 2020
  • According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.

A Study on The Correlation Between Ego-state and Five Factor Model for Game Character's Personality (게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • As the importance of realistic game character in order to cause the interest of player is increased, it is necessary to develop the character that acts like a man by applying the human characteristics in the step of game character design. Formerly, there is a limit to create the human-like character because there is no set the character's personality in the game developing level. In this paper, therefore, we propose the correlation between Five Factor Model and Ego-state for game character. Five Factor Model and Ego-state are theories about person's characteristic. Five Factor Model is personality description method. Ego-state has an emphasis on internal mental processes directly from observable behaviors. In this regard, these theories could be used to the character defined its personality and designed to act by personality. To do this, it needs to determine the relations between Five Factor Model and Ego-state. Therefore we seek for the relations between two theories using Adjective Check List(ACL) and analysis their results with surveys. In the future, it is expected to construct a personality model using these analysis results, and develop the character based on realistic behavior.

A study on the buying behavior of meal kits according to the lifestyle of the MZ generation (MZ세대 라이프스타일에 따른 밀키트 구매 행태 연구)

  • Ahn, Doe-Kyoung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.367-373
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    • 2022
  • The purpose of this study is to derive the factors for purchasing a meal kit in their 20s and 30s and analyze the purchasing behavior from which factors they want to buy a meal kit in each lifestyle type. The first methodology of this study is inducing 7 factors derived from previous research on purchasing a meal kit. The second is the in-depth interview on 3 male and 3 female participants with clear purchasing criteria. As a result of the study, meal kit buyers in their 20s-30s evaluated the importance of purchasing factors in the order of quality, convenience, and taste on average in the survey. In in-depth interviews, more than half answered that they could be satisfied with the experience of using the meal kit at least freshness met. In conclusion, MZ generation meal kit consumers have a high rate of pursuing rational consumption. This study is valuable in understanding the priorities of the MZ generation's meal kit purchasing attributes and examining lifestyle type's purchasing behaviors.

Detecting a deceptive attitude in non-pressure situations using K-LIWC (K-LIWC를 이용한 비압박 상황의 거짓 태도 탐지)

  • Kim, Young-il;Kim, Youngjun;Kim, Kyungil
    • Korean Journal of Cognitive Science
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    • v.27 no.2
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    • pp.247-273
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    • 2016
  • Previous studies about lying were mainly executed in pressure situations, such as interviews or crime statements, which made people stressed. This study analyzed deceptive and non-deceptive writings in non-pressure situation through K-LIWC program, in which lies are rarely disclosed and hardly damage the liar even upon disclosure, Also, we compared these results with existing studies on lying. On both writing tasks, there were fewer first-person singular pronouns in deceptive writings than in the non-deceptive writings. The variables indicating cognitive complexity were less used by deceptive writings than by non-deceptive writings in first topic, but in the second topic, more were used by deceptive writings than true writings. In particular, previous studies claim that lies contain more negative emotional words while this report shows that lies in non-pressure situations contains more positive and fewer negative emotional words compared to truth. This finding implies that a situation influences the liar's psychological statement, which changes the contents of the lie.