• 제목/요약/키워드: ATTITUDE TOWARD NATURE

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김치 보충제가 건강한 성인의 혈중 지질농도에 미치는 여향 (The Effect of Kimchi Pill Supplementation on Plasma Lipid Concentration in healthy people)

  • 최선혜;김현주;권명자;백영호;송영옥
    • 한국식품영양과학회지
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    • 제30권5호
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    • pp.913-920
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    • 2001
  • 김치 보충제 섭취가 건강한 성인의 혈중 지질 저하에 미치는 영향을 살펴보기 위해 배추김치에 항산화 효과가 우수한 갓을 배추김치 중량에 30% 첨가한 김치를 담금하였다. 동결 건조하여 분말화한 뒤 이를 500 mg 캡슐에 넣은것을 시료로 사용하였고 위약으로 볶은 찹쌀 가루를 사용하여 6주간 보충제로 급여하여 혈중 지질농도 변화를 살펴보았다. 실험 대상자는 위약군 6명 그리고 김치군 6명으로 이들의 BMI 체지방율 및 비만도 및 혈압의 변화는 거의 없었다. 실험 대상자는 1일 식이섭취 열량이 1,910~1,940kcal으로 RDA의 97%, 단백질 섭취량은 69~105g으로 RDA의 125!190% 칼슘섭취량이 439~607 mg으로 RDA의 63~87%정도 였으며 임상기간 중의 식이섭취 수준은 일정하게 유지되었다. 하루 평균 김치 섭취량량이 위약군은 55.5g 김치군은 63.2g 으로 한국인 평균섭취량 100~120 g에 비해 적었다. 김치 30g에 해당되는 김치 보충제의 6주 동안의 섭취에 따른 지질저하 효과를 개일별로 변화률을 구한 다음 이를 평균하여 나타내었을 때, 김치 총 섭취량이 55.5g 인위약군의 중성지방질은 9.8% 증가하였으며 식이와 김치보충제로 김치를 총 93.2g 섭취한 김치군의 중성지방질은 16.8% 감소하여 그 변화는 통계적으로 유의 하였다.(p<0.05),LDL 콜레스테롤 농도는 김치 보충제에 의해 낮아지지 않았고, HDL 콜레스테롤 은 김치 보충제에 의해 11.7% 유의적으로 증가하였다(p<0.05) 김치군의 LDL/HDL-콜레스테롤 비는 6.7% r마소하였고 위약군은 2.9% 증가하였으며(p<0.05) 김치군의 동맥경화지수는 10.8% 감소하였던(p<0.05) 결과로부터 김치의 섭취는 혈중 중성지질 농도 및 , LDL/HDL-콜레스테롤 농도, 동맥경화지수를 낮추는 효과가 있을 것으로 사료된다.으므로, 비타민 C는 다른 생체성분과 상호작용 또는 자신의 존재농도에 의해 세포증식을 촉진 또는 억제함을 알 수 있다.carbon류 22종, furan류 1종, 함질소화합물 21종 및 기타 11종으로 구성되어 있었고, 계수적인 측면에서 가장 많은 종류의 화합물은 alkane류를 위주로 한 hydrocarbon류 및 pyrazine류 5종, hydrocarbon류 36종, furan류 1종, 함질소화합물 14종 및 기타 8종이 동정되었다.ng the conditions of the area, the stadium′s relationship to it and local revitalization. The competition was won by a private enterprise (Kobe Steel Obayashi Group). The them of "Creation of a Sports Community Park" grapples with the large issue of the facility′s relationship with the community. American geographer Yi-fu Tuan coined the word "topophilia" to indicate love of a place. No other word could better describe the desired urban resort nature of the stadium. From this historical perspective it seems that stadiums have great potential as urban resorts. The factor that will determine their success is the attitude of citizens toward them, in short whether they develop

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중학생의 인터넷음란물 접속과 성 의식의 관계 (Relationship between Access to Lewd Internet Contents by Middle School Students and Their Awareness of Sex)

  • 임종인;최인숙
    • 한국학교ㆍ지역보건교육학회지
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    • 제4권
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    • pp.117-139
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    • 2003
  • The purpose of this research lies in presenting logical viability for the measures that curtail access to lewd Internet contents by middle school students amidst the reality in which lewd contents are circulated freely through the Internet, a medium that the middle school students find most easy to access. In order to establish right form of awareness towards sex, this research identified the ways they access the lewd Internet contents, their reaction after the exposure to those contents, their knowledge of sex, their concerns regarding sex and their accessibility to sexual activities in order to conduct a comparative analysis on the relationship between lewd Internet contents and their awareness of sex. First, realities of accessing lewd Internet contents and reactions according to the demographics of middle school students There isa significant difference in the experience of accessing lewd Internet contents in terms of gender. Mostly, male students tend to access the contents more. As for the way they access the lewd Internet contents, both male and female students replied that they access through spam mail of lewd nature. Thus, measures to address this problem are needed urgently. As to when they first accessed the lewd contents, most of the research subjects replied that they accessed either in elementary school period or in the early middle school period. This shows that most of the students got exposed to lewd contents even before they could establish positive, correct awareness of sex. Thus, there is a risk that they may formulate wrong kind of sexual awareness. Accordingly, it is necessary to develop measures through focused sex education. Students are divided into two groups according to the time they spend on the contents averagely: those who spend over one hour and those who spend less than an hour on the lewd contents. If the students spending longer hours are not to be checked and properly guided, it may lead to increasing cases of sexual delinquencies due to their wrongly formed awareness of sex. When the question of existence(non-existence) of guardian was addressed, students with both parents tend to access the lewd Internet contents in a more diverse manner and tend to access more compared to those students from single parent or no-parent families. Accordingly, guardians need to pay attention to how their children are using the Internet. Second, awareness of sex depending on the middle school students' demographics In case of sexual knowledge, middle school students shows relatively high level of knowledge. In particular, female students are found more knowledgeable than male students, and the students in upper years are more knowledgeable as well. As a result, this research recommends that the students in lower years should be guided with more basc and detailed information, while those in upper years need to be taught to form and express their own thoughts and attitudes and to build up independence on this matter. In case of worries about sex, both male and female students don't worry too much about it. However, male students are more concerned about sex than female students in a more diverse ways. As for the differences by academic year, concerns for sex increase, as students get older. Accordingly, sex education that helps establish sound perception of the opposite sex and that focuses on the etiquettes that one must adhere to at the presence of the opposite sex need to be conducted against middle school students. In case of accessibility to sex, male students manifest higher tendency than female students. As for the differences by academic year, those in the first and second years show higher accessibility than those in their third year. In general, younger students tend to be more open-minded toward sex. Accordingly, students in lower academic years need to undergo basic knowledge oriented sex education, whereas those in upper academic years need to undergo discussion centered sex education where they subject to questions regarding their attitude and opinion. Third, relationship between the reactions after the exposure to the lewd Internet contents and their awareness of sex As the frequency of contact with lewd Internet contents increases, awareness of sex increases as well. Thus, the lewd Internet contents contribute to the increase in students' concern for sex as well as increase in accessibility to sex, which eventually become barriers to students' establishment of a healthy perception of sex. Reactions to sex after the exposure to lewd Internet contents and awareness of sex indicate a significant correlation. However, negative correlation is manifested with knowledge of sex. Thus, it is possible to know that the greater access to lewd Internet contents does not necessarily translate into increase in knowledge of sex. However, the study showed there is a correlation between concerns for sex and the level of accessibility to sex. In more detail, the more reactions to the contents they show, the more concerns for sex they have and the more positively they take acceptability to sex. Moreover, it is necessary to develop necessary measures since textbooks today do not include measures needed to address the lewd Internet contents. Given the above findings, it is necessary to continue to complement structural measures in order to prevent easy access of lewd Internet contents by middle school students. Moreover, it is necessary to be considerate of the students so that they themselves can form a healthy Internet culture and grow up within positive framework for the sex education.

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한국화예의 정체성 탐구를 위한 연구 - 창작의 탈형식과 자유정신을 중심으로 - (A Study on the exploration of the Identity of Korean Floral Art : Focusing on the creator's beyond form and free spirit)

  • 문영란
    • 한국화예디자인학연구
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    • 제45호
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    • pp.77-95
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    • 2021
  • 본 논문은 우리의 화예가 극복해야할 현실의 문제를 서구중심의 형식주의(기능주의) 꽃문화의 팽배로 인해 야기되는 화예정신의 상실로 보고, 화예정신의 회복을 위한 논의를 낯설게 바라보기의 탈형식성과 노마디즘의 자유정신에 대한 논의를 통해 고찰하고자 한다. 꽃을 매개로 창작자의 심미적 정신세계를 작품화 하는 화예(華藝)는 창작 주체의 자유로운 정신세계를 중시하는 심상예술에 해당한다. 이것은 대상 세계를 재현하는 '닮음의 표현'을 넘어 대상 세계를 '자기화'하는 의상(意象)예술로서 작가의식의 중요성을 말하는 것이기도 하다. 이와 같은 맥락에서 현재 국내에서 이루어지는 화예창작 과정들을 살펴볼 때 한국화예의 정체성에 대한 고민의 부재는 서구식 표현 기법과 창작방법에 경도된 국내 화예작가들의 창작수련과 작품활동으로 나타난다. 또한 이것은 플라워디자인이라는 서구의 꽃문화에 경도된 우리의 문화의식에 대한 문제점을 표명하는 것이기도 하다. 여기서 우리는 서양의 플라워디자인에 의해 경도된 한국화예의 현실정을 이해하고, 그 문제의 해결을 위한 논의를 구성해 나아가야할 의무를 부여받게 된다. 그러므로 본 연구는 한국 화예의 정체성을 모색하고 한국 화예의 문화적 가치를 제고하기 위한 일환으로 우리의 화예가 극복해야할 문제점을 서구의 문화수용에 대한 비판을 통해 고찰한다. 이것은 한국화예가 회복해야할 본질에 대한 역사적 고찰이 되는 동시에 심미예술로서 화예가 견지해야할 자유로운 창작정신에 대한 의미를 규명하는 과정이 된다. 더욱이 이와 같은 한국의 화예문화에 대한 비판과 자기성찰의 논의는 한국화예의 '정체성'에 대한 논의를 구체화 하는 동시에 화예를 위한 학문적 담론체계를 더욱 확대시키는 계기가 될 것이라고 기대한다.

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.