• Title/Summary/Keyword: Active Rules

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A Study on School Uniform Modification According to Lifestyle in High School Girls (여고생의 라이프스타일에 따른 교복변형행동 비교)

  • Wee, Eun-Hah
    • Journal of Korean Home Economics Education Association
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    • v.20 no.3
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    • pp.201-213
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    • 2008
  • This study was intended to examine the relationship between lifestyle and school uniform design modification in high school girls and provide basic data for guidance in the wearing of school uniform. The subjects of this study were 585 girls who were in the first and second grades of high schools throughout Gwangju. This study was executed using a questionnaire. The data from this study was processed using SPSS WIN 12.0(Kr). The results were as follows; This study hypothesized that the perception and attitude on school uniform modification would be significantly difference depending on lifestyles in high school girls. The significant differences appeared in a few items. So the results suggested that school uniform modification was a common that appeared in most high school girls. However it was affected by their lifestyle. specifically, a digital-dependence lifestyle group has a few different perceptions and attitudes on school uniform modification than the others. In other words, school uniform modification in high school girls who spend their most time in school is a general and universal clothing behavior by psychological factors rather than the effect of lifestyle. It is considered that rules concerning school uniform modification should allow students to express their individuality within certain limits. Teachers should instruct students to wear appropriate underwear rather than keep students under control with a fixed set of rules. If High school girls have a negative body image as a result of their exposed body, they should receive active educational guidance.

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Factor Analysis of Negative SNS Behaviors using Association Rules (연관규칙을 이용한 SNS에서의 부정적 행동 요인 분석)

  • Lee, Soojung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.61-68
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    • 2013
  • SNS is a social networking service that helps people to have a two-way communication, manage their personal relationships and share information. The domestic and international SNS markets have attained a steady growth, and their growth is being more accelerated recently. Under these circumstances, immature students are more likely to show negative cyber behavior. This study attempted to analyze the relationship between the use of SNS, motives of SNS use, the use of active SNS functions, SNS-dependency and views in SNS and negative SNS behaviors among elementary and middle school students. For this, negative cycber behaviors are classified into four stages depending on the severity, for each of which distribution of factors is investigated and the combination of factors to determine each stage is obtained through association rule analysis. As a result, it is found that 85% of the students rarely show negative cyber behaviors, stealing personal information and contacting with strangers are the most frequent negative behaviors, and students with a great dependency on SNS are highly probable to show negative behaviors.

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A Teaching-Learning Model for Cultivating Consciousness of Information and Communication Ethics by the Establishment of Ego Identity on Cyberspace (사이버 공간상의 자아정체성 확립을 통한 정보통신윤리 의식 함양 교수-학습 모형)

  • Sin, Mi-Jin;Lee, Jae-Woon;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.97-107
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    • 2006
  • The deviant behaviors on cyberspace in Korea are increased recently because of the unbalanced development between the social ethics and the technological improvement on information and communication technology. To overcome this, educations on information and communication ethics are executed in school. However most of the educations is to deliver the knowledge on the disfunction of informationization and rules of netiquette without the analysis of the psychological characteristics on the cyberspace. Therefore, educations on information and communication ethics, in which the changes of social behaviors and value attitude are essential, is ineffective by making the students as passive and enervated users. In this research, we developed a teaching-learning model for cultivating consciousness of information and communication ethics by the establishment of ego identity on cyberspace and then proved the effectiveness by the experiment in school. Students can raise their abilities on active dealing with the given situation and context according to this teaching-learning model.

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The syntax of Linear logic (선형논리의 통사론)

  • Cheong, Kye-Seop
    • Journal for History of Mathematics
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    • v.25 no.3
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    • pp.29-39
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    • 2012
  • As a product of modern proof theory, linear logic is a new form of logic developed for the purpose of enhancing programming language by Professor Jean-Yves Girard of Marseille University (France) in 1987 by supplementing intuitionist logic in a sophisticated manner. Thus, linear logic' s connectives can be explained using information processing terms such as sequentiality and parallel computation. For instance, A${\otimes}$B shows two processes, A and B, carried out one after another. A&B is linked to an internal indeterminate, allowing an observer to select either A or B. A${\oplus}$B is an external indeterminate, and as such, an observer knows that either A or B holds true, but does not know which process will be true. A ${\wp}$ B signifies parallel computation of process A and process B; linear negative exhibits synchronization, that is, in order for the process A to be carried out, both A and $A^{\bot}$ have to be accomplished simultaneously. Since the field of linear logic is not very active in Korea at present, this paper deals only with syntax aspect of linear logic in order to arouse interest in the subject, leaving semantics and proof nets for future studies.

A Study on the Characteristics of Design Utilizing a Visual Tactility -Focused on the Hair Design- (시각적 촉감을 활용한 디자인의 특성 연구 - 헤어 디자인을 중심으로 -)

  • Oh, Gang Su;Kim, Kyoungin
    • Journal of Fashion Business
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    • v.21 no.4
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    • pp.127-143
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    • 2017
  • In this study, we examine a variety of influences in the field of design and analysis about the value of visual tactile design. In hair design, through study on visual tactility, creative design inspiration in the field of hair design enables development of quality research. Research methods use Internet publications such as local and foreign data, analysis, and related research and book forms, such as network searches. library goes for consideration by a literature search. Contents of this study used review of the case and by visual tactility design, for this study, expressive characteristics by color, texture and form of hair design, from 2014-2017 trend shown in the last three years the expressions of visual tactility being used through the analysis of design by date of the case. Result of this study is, visual tactile design appearing in the areas of hair design, that are not of the rules that are active, abstract form, texture, described as a visual feel the promotion of effective, and light and high brightness is sweet tactile impression, high saturation was cold, dark color was hard and heavy, red system is warm and the blue system is cold sense. In general, design trend in hair for three years from 2014-2017, visual tactility in 2014 is a high saturation and unstructured also soft and bright colors. 2015 is on the overall shape, color, texture, hybrid design configuration is more. As of 2016, 2017 is curved and straight texture, appearance of the hybrid mix to maximize the visual tactility.

Japanese Companies Investment in China After Chinas Entry into WTO (중국(中國)의 WTO가맹(加盟)에 의한 일본기업(日本企業)의 대중투자(對中投資)에 관한 연구(硏究))

  • Wang, Guo An;Choi, Seok-Beom
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.23
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    • pp.341-372
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    • 2004
  • Since China was admitted to the World Trade Organization (WTO) on December 11, 2001, China has sped up its active participation in the competition of the world economy by lifting its trade and investment restrictions and limits. Its trading system is getting more and more free and its huge market with a population of 1.3 billion has been getting more and more open. With Chinas WTO accession, China has been honoring its commitments to its WTO members by complying with international business practices and WTO rules. For example, it will cut down its import tariffs for automobiles from the present 80% to 25% by 2006. Its financial sector and service industries are open to foreign investors now. As Chinas biggest business partner, Japan has benefited tremendously from Chinas open policies and deepening economic reform. In order to reduce the costs of production, a large number of enterprises from Japan have set up production bases in China since a Chinese workers wages accounts for only one tenth of those of a Japanese worker on the average. Japan has become one of Chinas biggest investors on a par with the United States of America (USA). How are the Japanese enterprises in Japan and in China adjusting themselves to the rapid changes of the Chinese market? What characteristics do the Japanese enterprises in China have? What effects has Chinas WTO accession had on those Japanese enterprises that have invested in China? This paper finds answers to the above questions. It at first reviews the Sino-Japanese economic and trade relations since 1980s, then analyses the situation and characteristics of Japanese-invested enterprises in China, and explores their problems in China. Finally it puts forward some suggestions for the Japanese enterprises in China.

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Robust Skin Area Detection Method in Color Distorted Images (색 왜곡 영상에서의 강건한 피부영역 탐지 방법)

  • Hwang, Daedong;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.350-356
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    • 2017
  • With increasing attention to real-time body detection, active research is being conducted on human body detection based on skin color. Despite this, most existing skin detection methods utilize static skin color models and have detection rates in images, in which colors are distorted. This study proposed a method of detecting the skin region using a fuzzy classification of the gradient map, saturation, and Cb and Cr in the YCbCr space. The proposed method, first, creates a gradient map, followed by a saturation map, CbCR map, fuzzy classification, and skin region binarization in that order. The focus of this method is to rigorously detect human skin regardless of the lighting, race, age, and individual differences, using features other than color. On the other hand,the borders between these features and non-skin regions are unclear. To solve this problem, the membership functions were defined by analyzing the relationship between the gradient, saturation, and color features and generate 108 fuzzy rules. The detection accuracy of the proposed method was 86.35%, which is 2~5% better than the conventional method.

A Case Study on Running the Permanent Judge System of the Korean Sport & Olympic Committee (대한체육회 상임심판제도 운영실태에 관한 사례연구)

  • Kim, Mi-Suk;Kim, Il-Gwang;Jeon, Sang-Wan
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.487-495
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    • 2018
  • The purpose of this study is to diagnose problems of the permanent judge system by examining the cases of practical running of the permanent judge system, and to provide basic materials for the settlement of fair and transparent judge culture. The findings of the case studies are as follows. First, the difficulties in selection, allocation, and education of judges caused by the operation of the permanent judge system. The problems in allocation are forceful allocation, conflict over allocation with general judges. The problems in evaluation are individual evaluation and limits of fairness, lack of evaluation rules. Second, the unpredictability of whether the permanent judge system survive or not. Third, there are some environmental constraints of the permanent judge system. Lack of protective apparatus is lack of rescue method and solution for intentional protest. Forth, there is a problem of low recognition of the permanent judge system. As the federation has been not active in publicizing the permanent judge system, the system is not well known.

A Study on the Improving Method of Academic Effect based on Arduino sensors (아두이노 센서 기반 학업 효과 개선 방안 연구)

  • Bae, Youngchul;Hong, YouSik
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.3
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    • pp.226-232
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    • 2016
  • The research for the improvement in math and science scores is active by the brain exercises, stress reliefs, and emotion sensitized illuminations. This principle is based on the following facts that the most effective brain turns are supported with the circumstances not only when the brain wave should keep stability and comfort in science criticism, but also when minimized stress and comfortable illumination should be adjusted in solving math problem. In this paper, in order to effectively learn mathematics and science, the most optimized simulating tests in learning conditions are conducted by using a stress relief. However, depending on the users' tastes, the effectiveness on favorite music or colors therapy have no convergency but many differentiations. Therefore, in this paper, in order to solve this problem, the proposed optimal illumination and music therapy treatment using fuzzy inference method.

Satisfying Desires Using Auto-Combat in Mobile RPG (모바일 RPG 자동전투 기능을 통한 욕망 충족 양상 연구)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.29-38
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    • 2015
  • The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.