In order to investigate the complaint rates of subjective fatigue symptoms and study the relationship between them and body type, health awareness in middle school students, we carried out a survey of 1,209 students (654 boy students and 555 girl students) at a middle school in Taejon City by a self-recorded questionnaire. The survey was conducted in June, 1997. The results obtained were as follows: 1. Among complaints of fatigue, "feel like lying down" was the highest, followed by "feel anxious about things", "feel drowsy", "yawning a lot", "eye strain" and "whole body feels tired" in descending order. 2. In the average weighted score of fatigue complaint, dullness and sleepiness (I) was the highest, followed by a difficulty in concentration (II) and bodily projection of fatigue (III) in descending order. Fatigue seems to create mental stress rather than physical burdens. 3. In the classification of body type based on the $R\ddot{o}hrer$ index, the obesity type (145 and above) was 11.0%, standard type (110~144) was 64.7% and leptosomic type (l09 and below) was 24.3%. Comparison between both sexes revealed that the rate of obesity and leptosomic types were significantly higher in boy students than in girl students. 4. In terms body type awareness, the statistics are the following: those who consider themselves to be standard type, 44.3%, slightly obese 24.5%, leptosomic, 23.5% and obese 7.8%. However, the level of obesity awareness was significantly higher in girl students than in boy students. 5. As for health awareness, 36.5% considered themselves healthy, 5.4% generally healthy and 10.1% a little unhealthy, but the level of unhealthy awareness was higher in girl students than in boy students. 6. In the relationship between body type and health awareness, most students thought that they were obese in spite of their standard body type. Also, many students who were obese and leptosomic tended to consider themselves to be a little unhealthy. 7. The more the students were obese or felt unhealthy, the more the average weighted score of fatigue complaints was high.
The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.
This study was conducted to investigate the attitude to various soy foods and to estimate dietary isoflavone intake among Korean adolescents. The survey was carried out by self-administered questionnaire with 800 middle and high school students residing in urban and rural areas and 714 questionnaires were collected: resulting in 89% response rate. The dietary isoflavone intake was estimated by food frequency questionnaire developed for rapid assessment of isoflavone intake. Soybean paste, soybean curd, soy milk, bean sprouts and dambuk were recognized as nutritious and healthy food in order. Dambuk got the lowest score in taste and flavor. Bean sprouts, soybean curd and soybean paste were recognized as familiar food in order. Stuffed rice in fried soybean curd got the highest score and Miso soup got the lowest in preference. More than 50% of the subjects consumed soybean paste stew/soup and soybean curd over twice per week and 12.3% of the subjects consumed soybean over once a day. The estimated daily intake of isoflavones ranged from 0 to 227 mg, and the mean daily isoflavone intake of the subjects was 28.1 mg (16.3 mg genistein and 12.0 mg daidzein) whereas the median value of isoflavone intake was 19.7 mg. There was statistically significant relationship among Kyung Gi Do, Chung cheung Do and Seoul residents in their intake of isoflavone. The highest monthly income group consumed isoflavone more than the other groups. These results suggest that Korean adolescent perceived the soybean dishes as high quality foods but they didn't take much because of difficulty to cook or less chance to eat. Nutrition education program is needed to enhance consuming soy foods for prevention of chronic diseases related to dietary isoflavone intake. More detailed information on easy cook method of soy food is also needed.
Chronic mental-handicapped people are lacking in non-verbal expression such as eye contact, intonation, voice volume, facial expression, and gesture as well as the contents of speech, speak with a monotonous voice, fail to be vivid and clear in voice, and have absence of expression, thereby bringing about difficulty even for social adjustment and about low self-esteem. Accordingly, the purpose of this study was to examine effectiveness for enhancing self-expression and self-esteem by applying music therapy to the chronic mental-handicapped. The subjects were the chronic mental-handicapped who receive rehabilitation service at the community rehabilitation center, and who have over 10 years in the duration of disease. 1he music therapy activity was progressed with totally 14 sessions during 7 weeks with twice a week. This study confirmed t-test that is verification of difference in the mean, in order to examine difference between before and after music therapy in self-expression and self-esteem of the chronic mental-handicapped, and researched into qualitative case. The findings are as follows. First, as a result of score in self-expression scale, the significant improvement was shown after music therapy compared to before music therapy. The significant difference was indicated in verbal self-expression, phonetic self-expression, and non-verbal self-expression, which are its sub-spheres. Thus, the conclusion was obtained as saying that music therapy is effective for enhancing self-expression. Second, as a result of score in self-esteem scale, the significant difference was shown after music therapy compared to before music therapy. Thus, the conclusion was obtained as saying that music therapy is effective for enhancing self-esteem. Through the above results, the music therapy showed effectiveness of self-expression ability and self-esteem in the chronic mental-handicapped at the community rehabilitation center, thereby having been confirmed to be possibly utilized as rehabilitation program for the social skill ability and the social adjustment of the chronic mental-handicapped.
KIPS Transactions on Software and Data Engineering
/
v.10
no.11
/
pp.529-534
/
2021
Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.
Ye-seul Park;Jeong-hui Kim;Ju-yeon Song;Ho-ryong Yoo;In-chan Seol;Yoon-sik Kim
The Journal of Internal Korean Medicine
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v.44
no.4
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pp.757-764
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2023
Background: Vestibular neuritis is a common cause of acute unilateral peripheral vestibulopathy. Vestibular neuritis is the second most common disease among patients with dizziness. Clinical symptoms of vestibular neuritis include the sudden onset of vertigo with spontaneous nystagmus, unsteady gait, nausea, and vomiting that last from days to weeks. However, even after the vertigo disappears, difficulty maintaining balance while walking may persist for weeks to months. Antihistamines, serotonin receptor blockers, and benzodiazepine vestibular suppressants are widely used as symptomatic treatments to reduce the severity of symptoms that occur in the acute phase. Case Summary: A patient diagnosed with acute vestibular neuritis was treated with acupuncture, moxibustion, and herbal medicine. We used the visual analog scale (VAS) to assess each symptom and the vertigo score to observe the effect of treatment. After treatment, the VAS scores for each symptom and the vertigo score decreased, and the severity of nystagmus was reduced. Conclusion: This study suggests that Korean medicine treatments, including Samchulgunbi-tang-gagam, could be effective in improving the clinical symptoms of vestibular neuritis.
Due to the increase in energy consumption, and eco-friendly policies, there is a need for efficient energy consumption in buildings. Anomaly power detection based on deep learning are being used. Because of the difficulty in collecting anomaly data, anomaly detection is performed using reconstruction error with a Recurrent Neural Network(RNN) based autoencoder. However, there are some limitations such as the long time required to fully learn temporal features and its sensitivity to noise in the train data. To overcome these limitations, this paper proposes the TCN-USAD, combined with Temporal Convolution Network(TCN) and UnSupervised Anomaly Detection for multivariate data(USAD). The proposed model using TCN-based autoencoder and the USAD structure, which uses two decoders and adversarial training, to quickly learn temporal features and enable robust anomaly detection. To validate the performance of TCN-USAD, comparative experiments were performed using two building energy datasets. The results showed that the TCN-based autoencoder can perform faster and better reconstruction than RNN-based autoencoder. Furthermore, TCN-USAD achieved 20% improved F1-Score over other anomaly detection models, demonstrating excellent anomaly detection performance.
Objectives : This study looked at the symptoms of alexithymia in schizophrenia and their association with clinical variables and schizophrenic symptomatology. Methods Consecutive fifty eight inpatients with DSM-IV diagnoses of schizophrenia completed 26item version of Toronto Alexithymia Scale (TAS), Symptom Checklist-90-Revised(SCL-90-R), and Positive and Negative Syndrome Scale(PANSS). Results : Authors did not find any correlation between scores of PANSS and TAS. However, all the subscale scores of SCL-90-R were significantly correlated with total score of TAS. Also, 'difficulty identifying and deistinguishing between feelings and bodily sensations' and 'difficulty describing feelings' significantly correlated with SCL-90-R subscale scores. 'Reduced daydreaming' had mixed findings and 'externally oriented thinking' did not correlate. Multiple regression model included Global Severity Index of SCL-90-R accounting 28.2% of variance for TAS scores. Conclusion : These findings together with discrepancy in results between objective and subjective tests suggest that alexithymia in schizophrenia may have two constructs, 'difficulty to describe and communicate feelings(state)' and 'externally oriented thinking(trait)' Authors suggest further study needs to confirm construct validity of TAS in this population.
The purpose of this study was to investigate item goodness-of-fit of Childhood Autism Rating Scale(CARS), Rasch rating scale model was applied to 15 items of the CARS in a sample of pervasive development disorder(n=238). An assumption to test Rasch Model, which is satisfaction of unidimensionality, is regarded through PCAR analysis, and jMetrik 4.03 program is used to test the goodness-of-fit of items. The results of this study were: First, 5-point rating scale was appropriate for the CARS rather than 7-point original rating scale. Second, the result of examining the CARS questions goodness-of-fit, there was a overfitting or misfitting items according to the classified groups. Only in particular Q11 item in diagnosis subject of integration population of autism has become inappropriate. Therefore, it is necessary to provide education for the CARS more systematically. Thirdly, the result of comparing the personal attributes score and difficulty of a CARS question, Q2, Q3, Q10, Q11 items are necessary to distinguish conceptually defined in more detail. Fourth, the results of investigating the difficulty of CARS question, it was found to exhibit a verbal communication is most serious problem for the population of autism.
Recently, e-learning platforms are rapidly growing by innovating the education industry by applying various IT technologies. Because student participation in the online environment is considered a prerequisite for learning, low participation rates are considered one of the most important issues determining the performance of e-learning platforms. Gamification has grown rapidly over the past decades and is highly valued for its applicability in education because it is expected to enhance learning motivation. However, despite the interest of researchers, previous studies have reported conflicting results on the effect of gamification on participation rates in the context of e-learning platforms, and have mainly studied structural gamification, but have not sufficiently addressed the effects of content gamification. In this context, this study aims to analyze the effect of content gamification on e-learning platform engagement and to explore the boundary conditions moderating this effect. For empirical analysis, 5,017 data registered from February 11, 2022 to May 31, 2022 were analyzed for the education platform entry (https://playentry.org). The propensity score matching method and Poisson multilevel regression model were applied as analysis methods. As a result of the analysis, content gamification had a statistically significant effect on engagement, and the interaction effects of interaction and content difficulty were statistically significant.
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