• Title/Summary/Keyword: Character Industry

Search Result 519, Processing Time 0.027 seconds

Mothers Perception of Fatigue in Postpartum Period (산욕기 어머니가 자각하는 피로)

  • Kim, Shin-Jeong;Jeong, Geum-Hee;Kim, Eun-Ha
    • Women's Health Nursing
    • /
    • v.7 no.4
    • /
    • pp.461-472
    • /
    • 2001
  • A study was done to identify mothers' perception of fatigue in postpartum period. Questionnaires were collected from 267 normal postpartum mothers in Korea from July to December 2000. The questionnaires used to measure mothers' fatigue were "Subjective Symptoms of Fatigue Test" designed by Research Committee of Industrial Fatigue in Hygienic Association of Japan Industry. The collected data were analyzed by SPSS-Win. The results revealed that The average fatigue score of subjects was 1.70; Physical fatigue had the highest value with a mean of 1.89, followed by psychological fatigue with a mean score of 1.62, neuro-sensory fatigue was rated lowest with a mean of 1.58. Sorting out the subjects fatigue level per a week during Sweeks, 6th week after postpartum had the highest value with a mean of 1.85. Degree of fatigue was also compared with the respect to the general characteristics of mothers: There were statistically significant differences according to mothers' job (t=-2.021, p=.046), sleeping time (t=2.771, p=.006), having a nap (t=-2.132, p=.034), baby character (F=3.089, p=.047), baby sex (t=-2.054, p=.041), having a person who help domestic affairs (t=2.292, p=.023). Therefore variable nursing intervention should be provided to alleviate the fatigue according to the postpartum period. Especially the nursing intervention program to alleviate the physical fatigue is needed.

  • PDF

Formative Characteristics of Necklace in Fashion Collection (패션컬렉션에 나타난 네크리스의 조형적 특성)

  • Bae, Jung-Who;Lee, Kyung-Hee
    • Fashion & Textile Research Journal
    • /
    • v.13 no.4
    • /
    • pp.461-471
    • /
    • 2011
  • Jewelry has recognized as a part of independent formative arts of fashion with the change modern man's cognition for the fashion. It is a great important section to express fashion image. So, many corporations design and develop the jewelry by themselves to maxmize their fashion image. Among the so many kinds of jewelry, especially the necklace is located beneath the face and linked as a part of fashion, so it frequently has showed in Fashion Collection. Like this Fashion and jewelry enact each other and share their esthetic features but, it is insufficient the study of fashion linked with the jewelry. In this study, we defined the words which is using confusedly according to jewelry forms what researched by others. In addition, we tend to study the effect of that the form, hue and character of materials of necklace that is expressed in fashion collection influence fashion image. The method of this study is comprised with precedent studies and analysis of necklace photos in fashion collection. For the analysis of data, we implement content analysis and statistical analysis using SPAW Statistics 18(frequency analysis, percentage, cross-tabulations, $X^2$-test). Because the hue and the form of necklace take a great role to make fashion image with the sense of its eyesight, its effective coordination go up the delicate feelings with the form, hue and quality of the fashion. Especially, the hue is the essential element of formative characteristics to express visual image. The necklace had coordinated more frequently in S/S than F/W, it means that more light and simple fashion let ornamental beauty could express by the necklace. So, it is very effective things that we predict the trend of fashion, then, coordinate with well-matched necklace.

Fighting Action Games applied Energy Concepts (에너지 개념을 도입한 대전형 액션 게임)

  • Lee Myun-Sub
    • Journal of the Korea Computer Industry Society
    • /
    • v.7 no.3
    • /
    • pp.163-170
    • /
    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy concepts are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point), that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters loam proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted to the best actions to obtain high score if their energy is sufficient, otherwise they did the actions to recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration to the their energy.

  • PDF

Design of Low-Power Hybrid LNA with Multi-Input for Mobile Ultrasound System (이동형 초음파시스템에 적합한 다중 입력방식의 저전력 혼성 저잡음 증폭기 설계)

  • Song, Jae-Yeol;Lee, Kyung-Hoon;Park, Sung-Mo
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.15 no.2
    • /
    • pp.64-69
    • /
    • 2014
  • Ultrasound system is one of the complex wireless signal processing systems that are widely used in the fields of modern industry such as medical diagnostics, underwater communications, and sensor-networks. Miniaturization of ultrasound system has been raging recently. In this paper, a hybrid LNA that is suitable for miniaturization and mobile diagnostic ultrasound system has been developed. The proposed LNA has low noise figure of less than 5dB, and the feedback resistor is designed to be electrically adjusted in order to attain the impedance-matching for various ultrasound transducers. It supports the whole ultrasound frequencies from 10KHz to 150MHz frequency band and also provides sleep modes. A gain from -18.8 to -29.5 dB is achieved by adjusting each transducer to fit the system character. Power consumption can be reduced up to 90% in similar performance as compared to the existing LNA.

A Study of Home-furnishing Products Strategy through the Consumption Tendency Analysis of Single Household (1인 가구의 소비성향 분석을 통한 홈퍼니싱 제품전략 연구)

  • Kim, Taesun
    • Journal of the Korea Furniture Society
    • /
    • v.27 no.3
    • /
    • pp.237-245
    • /
    • 2016
  • Single households currently account for 26.5% of all households and their number is expected to continue to rise, reaching 34.5% by 2035. An analysis of the consumption trends and needs of single households shows that they are rising as a new consumer group with a focus on investment on the individual and favouring: small but high-tech products: efficient use of limited resources: safety and peace of mind: self-improvement and leisure. Products which meet such demands are having an impact on the growth of home-furnishing market. An analysis of companies in Korea's home-furnishing market, with examples like the lifestyle company IKEA, shows a variety of brands such as SPA brand, furniture specialist, distributor and character products. And yet most are OEM products which lack differentiated product lines and compete with similar display and distribution structure. We needs the Single household consumption tendency of home-furnishing market and differentiation strategy through product analysis. In order to increase the value of companies in the home-furnishing market, in addition to differentiated design, product competitiveness must aspire to higher customer satisfaction with easy assembly, innovation in logistics, innovative sales methods such as virtual-reality simulation for products and space, individually-tailored furniture for the needs of single household and products which combine smart technology. For home-grown home-furnishing brands to have competitiveness, they must leverage on the strengths of the industry, offering differentiated and competitive products in a wider range of areas with convergence functions as well as differentiation in consumer interface and application of advancing technology; in-depth product research is called for.

A study on Men's Trunks Designs Characterized by Chinese Letters (한자(漢字)를 응용한 남성 트렁크 디자인 연구)

  • Kim, Hye-Ree;Choi, Won-Kyung;Lee, Young-Sook
    • Fashion & Textile Research Journal
    • /
    • v.12 no.5
    • /
    • pp.574-581
    • /
    • 2010
  • Trunks like men's underpants are similar to boxer shorts and are made in both modern and traditional styles. Like boxer shorts, trunks cover the mid-section of the body (hence the name "trunk"). As the income level of the nation increases, men as well as women become interested in fashion expressing the individual's character, by not regarding fashion as simply wearing essential items to live in. Men's interest in fashion influences men's underwear designs which has been thought previously just as to be worn for living in. Nowadays, trunks are often worn as lounge wear in the household, therefore the need for sensual and characteristic trunks designs is required in the fashion market to meet the customer's new needs. In modern fashion designs, Chinese letters have been artistically presented and used in decorative fashion design regardless of its original meaning, generally embroidered in traditional costumes. Based on the fact that Chinese letters containing lucky meanings have traditionally been used, other Chinese letters meaning positive and prospective future can be adapted and weaved into men's trunks designs. Therefore, in this study, among many good meaning Chinese letters; four Chinese letters, 高(high), 金(gold), 義(justice), 愛(love), have been selected and applied in the trunks designs. The purpose of this study is to develop men's trunk designs using these Chinese letters which can be massively produced and sold in Asian countries which commonly understand the meaning of the Chinese letters as well as in South Korea.

An Integrated Construction Management System Based on the Earned Value Concept (EV개념에 의한 통합건설공사관리시스템)

  • Chung Chul-Won;Lee Jeom-Su;Oh Kyu-Whan;Chang Jin-Sik;Lee Yu-Seop;Park Chan-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • autumn
    • /
    • pp.155-162
    • /
    • 2001
  • Recently, in Korea, a few construction companies have been tried to develop a management system, which is able to integrate schedule and cost. In spite of these attempts, however, advanced management techniques can be hardly applied under the BoQ based management system. In order to improve these problems, many studies have been peformed, but yet could not overcome practical limitations. Besides, the application of historical data is below the level since it is so difficult to accumulate and feed-back historical data under the unique character of construction industry. Consequently, lots of time and effort have being wasted to establish control criteria. The newly generated Information is not systematically managed as well. Therefore, this study suggests Integrated Construction Management System complemented the existing practical problems.

  • PDF

A Study on the Expression of Philosophy Agenda through Animation Contents - Focusing on Korea's Animation film "Padak(2012)" - (애니메이션 콘텐츠를 통한 철학적 의제표현 연구 - 한국 애니메이션 영화 "파닥파닥(2012)"을 중심으로 -)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
    • /
    • v.18 no.8
    • /
    • pp.391-399
    • /
    • 2020
  • Even though the animation industry has been growth since 2011, there is still imitation by public stereotype which insists that animation is only able to cover the young age group and is not the proper genre of art to convey a social or a philosophical agenda. However, describes the philosophical agenda of 'social class' and 'life and death' in the limited space by expressing characteristics and background of fish through its own way. Thus, it shows how animation goes beyond aforementioned limits. Straying from traditional happy-ending, it criticizes present social problems by telling despite fishes' effort they cannot escape from structural contradictions. The drawing technique in musical expresses the character's ideology and attitude to make people think about how we will behave in the face of life and death. Therefore the purpose of this paper is analyzing director Lee Dae-hee's animation and present the genre expandability of animation.

Ratio Estimation of Indirect Cost Sector about Defense Companies by Statistic Technique (통계 기법에 의한 방산업체의 간접원가부문 비율 추정)

  • Lim, Hyeoncheol;Kim, Suhwan
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.40 no.4
    • /
    • pp.246-252
    • /
    • 2017
  • In the defense acquisition, a company's goal is to maximize profits, and the government's goal is to allocate budgets efficiently. Each year, the government estimates the ratio of indirect cost sector to defense companies, and estimates the ratio to be applied when calculating cost of the defense articles next year. The defense industry environment is changing rapidly, due to the increasing trend of defense acquisition budgets, the advancement of weapon systems, the effects of the 4th industrial revolution, and so on. As a result, the cost structure of defense companies is being diversifying. The purpose of this study is to find an alternative that can enhance the rationality of the current methodology for estimating the ratio of indirect cost sector of defense companies. To do this, we conducted data analysis using the R language on the cost data of defense companies over the past six years in the Defense Integrated Cost System. First, cluster analysis was conducted on the cost characteristics of defense companies. Then, we conducted a regression analysis of the relationship between direct and indirect costs for each cluster to see how much it reflects the cost structure of defense companies in direct labor cost-based indirect cost rate estimates. Lastly a new ratio prediction model based on regularized regression analysis was developed, applied to each cluster, and analyzed to compare performance with existing prediction models. According to the results of the study, it is necessary to estimate the indirect cost ratio based on the cost character group of defense companies, and the direct labor cost based indirect cost ratio estimation partially reflects the cost structure of defense companies. In addition, the current indirect cost ratio prediction method has a larger error than the new model.

A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.45-56
    • /
    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.