The Journal of the Convergence on Culture Technology
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v.4
no.3
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pp.113-125
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2018
In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.
Although air, water, and noise pollutions have been widely recognized, electromagnetic forces (EMF) hazard has been rarely recognized as a pollution and very little studies has been done in this country. Thus, in this study electromagnetic forces radiated by various home appliances, office machines, and communication equipments were measured and so were several places radiating strong EMF such as subway stations and electric substations. Among the home appliances microwave oven radiates lots of magnetic field and microwaves, and electric mattress does strong magnetic field. In video game room strong magnetic and considerable electric fields were measured. It was observed strong magnetic field inside of electric powered train and very strong magnetic and electric fields on some platforms. Hand-phone and car-phone radiate very hazardous level of microwaves to brain and that they rapidly come into wide use. In this study data base for various electric machines and places radiating strong EMFs were constructed and could be used for future epidemiological studies.
Kim, Yoon Shin;Hyun, Youn Joo;Choi, Seong Ho;Lee, Chul Min;Roh, Young Man;Cho, Yong Sung;Hong, Seung Cheol
Journal of Korean Society of Occupational and Environmental Hygiene
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v.16
no.4
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pp.334-345
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2006
The objectives of this study were to analyze and compare 24 hrs personal exposure levels of MF at microenvironments such as home, school, educational institute, internet pc game room, transportation, and other places according to time activity patterns using various metrics for children attending the primary schools located near and away from the power lines, and to characterize the major microenvironments and impact factors attributed personal exposure level. The study was carried out for 44 children attending a primary school away from the lines(school A) and 125 children attending a school away from 154 kV power lines(school B), all who aged 12 years and were 6 grade, from July 2003 to December 2003. All participants filled in a questionnaire about characteristics, residence, use of electrical appliances and others. Children wore a small satchel in which EMDEX II and Lite (Enertech, Co. Ltd) and a diary of activity list for period of registration in 20 minutes blocks. All statistical calculations were made with the SAS System, Releas 6.12. The summary of results was presented below. First, about the characteristics of subjects, there no differences between two groups. The subject almost spent about 56 % of their time at home and about 20~25 % of their time at school. Fifty percent of children spent 2 hours at private educational institutes. Second, the personal exposure measurements of children in school B was statistically higher than those of children in school A by various metrics such as arithmetic mean, geometric mean, percentile(5, 25, 50, 75, 95), maximum, rate of change metric, constant field metric. The arithmetic and geometric mean magnetic fields during the time the children were at school B were 0.98 and $0.86{\mu}T$ and were about 23 times higher than those of children were at school A. In conclusion, the significant major determinants of personal exposure level is the distance from the power line to microenvironments.
This paper shows that when the exchange rate changes, there are conflicting effects on improving the quality and increasing market share of eco-friendly vehicles. In a vertically differentiated duopoly model consisting of high quality clean cars and low quality internal combustion engine cars, I set up a two-stage noncooperative game under perfect information that the quality levels and the prices of the cars are competitively determined. The vehicles are assumed to be produced in countries that use distinct currencies. When the exchange rate of the country that produces low quality cars rises, the producer prefers to intensify competition due to the relatively lowed cost, and the incentive for quality improvement arises from the intension of attempting to reduce the degree of differentiation of quality level. At this time, the clean car manufacturing firm tries to avoid competition due to weakened competitiveness, and increases the quality level to expand quality differentiation. However, in this case, the market share of eco-friendly vehicles shrinks. On the other hand, if the exchange rate changes in the opposite direction, the market share of eco-friendly vehicles is expected to increase, but the quality of both cars are deteriorated, causing a conflict effect.
This paper aims to review the fairness of carriers' incentive schemes at Gwangyang port in 2010 and to show the desirable incentive allocation rules using the proportional and egalitarian rules under cooperative game theory. The carriers' incentive schemes at Gwangyang port in 2010 did not meet the no-envy and the efficiency, and satisfy the symmetry axiom. According to the research findings, the equal surplus method satisfies the axioms of equity, efficiency, symmetry, and progressivity. However, the uniform losses method meets the axioms of equity, efficiency, symmetry, and regressivity. We use a single allocation criterion of the total throughput to show the regressivity and the symmetry principles into the incentive scheme instead of using multiple criteria such as total throughput, increased volume, and coastal volume. The uniform losses method based on the total throughput can distribute the incentive amount according to the intent of the incentive schemes. Hence, we need to establish a rationing system to allocate reasonably the total amount of different types of incentives, avoiding the temptation to adjust the volume shipped between the ports of carriers considering the efficiency of allocation.
J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.
The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.
Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.
The aim of this study was to explore the association between daily toothbrushing frequency and health risk behaviors of school-going adolescents in poor urban areas of Peru. A cross-sectional survey was conducted among 959 school-going adolescents 11~19 years of age in poor urban areas of Peru in 2014. Health risk behaviors we assessed in the study were smoking; drinking; consuming sugar-sweetened soft drinks (more than one cup); leisure time activities including watching television, playing games, and using the Internet; and never or rarely handwashing with soap. Daily toothbrushing frequency was divided into two groups (once and twice daily). For statistical analyses, the chi-square test and hierarchical logistic regression were used at 5% level of significance. Of the total respondents, 63 (14.3%) were boys and 53 (10.3%) were girls and 116 (12.1%) engaged in toothbrushing (${\leq}1$ times daily). According to the adjusted logistic regression analysis for socio-demographic characteristics, two behaviors (leisure time use activities, including watching television, playing games, and using the Internet (odds ratio [OR], 2.29; 95% confidence interval [CI], 1.20~4.35), and never or rarely hand washing with soap (OR, 4.09; CI, 2.48~6.75) were statistically associated with toothbrushing frequency (${\leq}1$ times daily). We found two health risk behaviors (leisure time activities, including watching television, playing games, and using the Internet, and never or rarely handwashing with soap) associated with toothbrushing frequency among adolescents in the study area. Thus, oral health promotion programs should consider these health risk behaviors associated with toothbrushing frequency.
In Korea, since the mid 1990s, the subtitles are largely employed on television programs especially on diverting programs like talk shows and game shows. The functions of these subtitles are different from those of the traditional subtitles. The traditional subtitles are used to give credits, explain an action, or represent dialogue, to be brief they are used to give informations. But the new type of subtitles are used to amuse the public. Not only the new subtitles represent words of the guests but also they present opinions or judgements of the program producer. They show also what to give attention to, what the guest feels and finally what to laugh at. These subtitles are very well received by the public. So they are employed more and more frequently by lots of programs. These subtitles will be ratted comic subtitles because their principal function Is to raise a laughter and to make fun. The purpose of this study is to attempt to find some particularities concerning the uses of the comic subtitles on Korean television. The study suggests that the comic subtitles call for the very known social codes because they should be understood clearly by the public. The forms and styles of the codes employed in the comic subtitles are very similar to those used in the comics. Some graphic codes especially developed in the comics are employed with success in the comic subtitles. The comic subtitles are aiming to amuse and provoke a laughter by written text and visual codes usually employed in the comics. But why does the program producer use the comic titles for make the public laugh? Laugh is not a emotional reaction but a act caused by the intellectual judgement. Written text and visual codes employed in the comic subtitles permit to judge the situation intellectually because they give to the public a moment for think about what they treat. They permit the public to see more clearly the situational relations which can provoke a laughter. The comic subtitles constitute now one of the main elements on Korean television. It means that the insertion of writing in the audiovisual media is popular in Korea. The study suggests that there is something in Korean culture which can favours this insertion : in Korea, writing has never been separated from painting. It seems that in Korea, there has been no clear separation between written culture and visual culture. But this point must be approached more carefully and needs profound researches.
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