• Title/Summary/Keyword: Contents factors

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Depositional Characteristics of Atmospheric PCBs in Several Media Used Passive Air Samplers (대기 중 PCBs의 PAS에 이용되는 여러 매체의 PCBs 침착 특성)

  • Chun, Man-Young
    • Journal of Environmental Health Sciences
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    • v.39 no.2
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    • pp.151-158
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    • 2013
  • Objective: This study was carried out to determine the depositional characteristics of pine needles, pine tree bark, moss, and soil, which are used as a passive air sampler (PAS) of atmospheric polychlorinated biphenyls (PCBs). Methods: All four media were sampled from the same site. PCB concentrations were analyzed by GC/MSD, and the lipid contents were measured using the gravimetric method. Results: The total PCB concentration (IUPAC No. 28, 52, 101, 138, 153, 180) was the highest in soil (227.97 pg/g dry), followed by pine needles (71.36 pg/g dry), pine tree bark (44.58 pg/g dry), then moss (21.91 pg/g dry). Pine needles contained the highest lipid contents (21.31 mg/g dry), whereas soil (10.01 mg/g dry), pine tree bark (4.85 mg/g dry), and moss (1.92 mg/g dry) contained less. The concentration of lower-chlorinated PCBs was relatively high in pine needles, pine tree bark and moss, but not in soil. The PCB concentrations were proportional to their lipid contents in pine needles, pine tree bark and moss, but a different trend was revealed in soil. Conclusions: The PCBs concentrations in the media were affected by various factors including atmospheric PCB concentrations, lipid contents, and depositional pathways. However, each of these factors had a varying influence depending on the type of medium.

Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

Effect on the Growth Condition of Chionanthus retusa, Roadside Tree in Cheongyechon (청계천 이팝나무 가로수 생육환경이 성장에 미치는 영향)

  • Yoon, Sowon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.3
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    • pp.129-138
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    • 2008
  • This study was carried out to examine the growth condition of Chionanthus retusa, roadside tree in Cheongyechon (CGC) and to investigate the relationship soil characteristics and tree vitality and chlorophyll contents of it. Growth condition of tree (condition of flower, leaves and branch, % of flowering, height, diameter at breast height, width, vitality and chlorophyll contents) and physiochemical relation item (pH, organic matter, K, Mg, Na, Ca, P) were investigated. The result are as follows : 1. The growth condition of flower, leaves and branch in the left side of CGC is better than the right side since the quantity of sunshine of left side of CGC is much more than the right side. 2. The average pH was alkaline. P and organic contents were much lower than the standards. 3. Tree vitality and chlorophyll contents were bad where were high user density and high buildings, such as 1, 2 area near Jong-gak and jongro 3 ga. Among the physiochemical factors of soil which affect tree vitality, K and P were found to be the main factors. Therefore, in order to improve the growth environment of roadside tree in CGC, it is needed to do periodical soil fertilizing and improve physical characteristics of soil such as, permeability and porosity by soil conditioner.

The Impacts of Influential Factors on Flow in Digital Reading

  • Kang, Minjeong;Eune, Juhyun
    • International Journal of Contents
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    • v.11 no.3
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    • pp.54-62
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    • 2015
  • In this paper, we investigate the impacts of the following four influential factors on flow in digital reading: contents, platforms, motivations, and places. The contents factor was subdivided into "news articles" and "journal papers"; platforms is comprised of "mobile phones," "tablets," and "laptops"; motivations consists of "pleasure" and "assignments"; and "home," "on the go," and "out of home" are the subdivisions of the places factor. We conducted a questionnaire survey with the study's participants and the following results are shown: 1) The flow during the reading of news articles is influenced by motivations, whereas the flow during the reading of journal papers is influenced by platforms. 2) Regarding mobile phones, motivations significantly affected the flow, whereas content types significantly affected the flow for tablets; also, laptops provided the best flow and articles can be read on the platform regardless of motivations. 3) Reading for pleasure rather than for assignments positively influenced the flow for all of the platforms. 4) With respect to news articles, the places providing flow are different across platforms. However, for journal papers, the places out of home provided good flow. For tablets, the places for flow significantly depended on the content type, which is not the case for laptops.

An Exploratory Study of the Business Contents Market (유료 비즈니스 콘텐츠 시장 개선 방안 연구)

  • Choi, Jung Sup;Moon, Hyun Joo;Kim, Hee-Woong
    • Informatization Policy
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    • v.22 no.1
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    • pp.96-117
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    • 2015
  • With the development of Information and communication technology the demand for intangible products, in this case contents; are increasing rapidly. However, the market for paid contents is relatively un-vitalized and especially the market for business contents, needed for promoting business or work; is even more stagnant. Existing studies seek to vitalize the paid content market by proposing business models from the supplier's aspect. This study carries out a qualitative research, to discover the causes for market non-vitalization of business content from the user's perspective; by conducting in-depth interviews with 125 customers of business contents targeting office workers and independent businessmen. Through the answers of in-depth interviews, in regards of reasons for purchasing/non-purchasing business contents and problems of business content market; the result indicated that value, trust, and quality are the factors that have direct influence on the purchase. The study proposes resolution to all the problems indicated in three influential factors and derived the responsibility of each paid content market participants; the supplier, related government institution, and user.

The Study on the Movement of Mathematics Contents among School Levels (중학교 수학학습요소의 학교급간 이동에 대한 분석)

  • Suh, Boeuk
    • East Asian mathematical journal
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    • v.35 no.4
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    • pp.365-386
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    • 2019
  • This study was based on the analysis of changes in curriculum of elementary mathematics curriculum, and changes in curriculum of middle school and high school mathematics curriculum. The purpose of this study is to analyze the movement of learning contents among the school levels based on the middle school mathematics curriculum and to summarize the influence on the curriculum of middle school mathematics according to the movement of learning contents. The research conducted according to the purpose of this study is as follows. First, we analyzed the trends of mathematical contents between elementary and middle schools after the movement of ten mathematics curriculums. Second, we analyzed trends of learning factors after mobility and mobility between middle school and high school. Third, the characteristics of 'the contents of mutual movement based on middle school' and 'the contents deleted from middle school' were analyzed. The results of this study are expected to reflect on current and past curriculum and to give meaningful implications to the composition of new curriculum.

A Study on the Effect on the Satisfaction of Pet Hospital (반려동물병원의 이용만족에 미치는 영향에 관한 연구 )

  • Cho, Sung-Min;Ha, Kyu-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.258-269
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    • 2021
  • This study was conducted to determine the effect on the satisfaction of pet hospital. For this research, the study was conducted on customers who raise dogs and cats nationwide and use pet hospital. Specialties, human factors, efficiency, physical factors, and pet satisfaction were derived from factors that affect pet hospital use satisfaction. Human factors included three factors as veterinarian, staff, and pet hairdressers, and regression analysis was performed. Research shows that professional, efficiency, and physical factors have a positive (+) effect on user satisfaction, veterinarians and staff, which are detailed factors of human factors, have a positive (+) effect on user satisfaction, and pet hairdressers do not. Overall, it was analyzed that it affects the satisfaction of use in the order of efficiency, professionalism, staff, veterinarian, pet satisfaction, and physical factors. This study is meaningful in that it divided human factors into occupational groups and developed and analyzed pet satisfaction factors as factors that affect pet hospital use satisfaction, and it is expected that pet hospital can help establish strategies to improve customer satisfaction.

Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

A Study on Development of the Contents System for Safety Education in Elementary School (초등학교 안전교육 내용 체계 개발 연구)

  • Lee, Kyoo-Eun;Jung, Hye-Sun
    • Journal of the Korean Society of School Health
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    • v.25 no.2
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    • pp.175-191
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    • 2012
  • Purpose: The purpose of this study is to develop the system for safety education needed to develop the textbooks and teachers' teaching-manual for the safety education in elementary schools. Methods: For this study, literature study and survey for the method were combined. the data were analyzed the basic theory on safety and its related contents, utilized the current elementary textbooks for the analysis of safety education and again analyzed the laws and regulations associated with school safety. Furthermore, through the survey, the status of safety education at elementary schools and the requirements for safety education were examined. Results: On the basis of the reality and theory analyzed for safety education, The authors have set up a goal of safety education. The goal is composed of a summative goal and subordinate goals, and the authors categorized safety education areas into 6. Also It is organized the safety education contents based on 17 hours per year by grade into 25 content-goals and 76 activity-factors. The authors, systematizing those activity factors of safety education, suggested a formation by grade. Conclusion: The result of the study is that it is necessary to carry out the safety education at schools on the ground of the contents system related to the safety education. It is expected that this systematic operation of safety education will be a measure which is more efficient and more effective than the current ones and there will be a positive change in the knowledge of, attitude to and behavior for the safety in elementary schools.

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An Empirical Study on the Differences of Relationship between Content Quality Factors and User Satisfaction on Mobile Contents Based on User Characteristics (사용자 특성에 따른 모바일 콘텐츠 만족도에 영향을 미치는 콘텐츠 품질요인의 차이 분석)

  • Kim, Eun-Dong;Chae, Myung-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1957-1968
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    • 2013
  • This study figured out how could mobile contents quality factors, such as usefulness, accuracy, timeliness, entertaining, economic, security etc., affect satisfaction by user individuality using empirical analysis with an aim of finding difference in content quality factors which have an influence on mobile contents satisfaction by user characteristics in integrated view systemically. The result of analysis shows that usefulness has an influence on satisfaction in principle regardless of user characteristics. This study discovered that both of usefulness and entertaining are significant to satisfaction in the groups with high-user individuality. On the other hand, in the groups with low-user individuality both of usefulness and accuracy affect satisfaction. Findings show that contents preference can be different based on user characteristics. Implications are discussed and limitations are proposed based on empirical analysis.