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Effects of Therapeutic Exercise on Hip Joint Range of Motion, Manual Muscle Test, Functional Movement Screen and Radiological Evaluation in a Youth Football Player with Football-specific Anterior Pelvic Tilt: A Case Report (치료적 운동이 축구 특이적 골반 앞 기울임을 가진 유소년 축구선수 엉덩관절의 관절가동범위, 도수근력, 기능적 움직임 및 방사선학적 평가에 미치는 영향: 증례보고)

  • Yu, Dong-Hun;Seo, Sang-Won;Lee, Ho-Seong
    • Journal of the Korean Society of Physical Medicine
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    • v.13 no.4
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    • pp.85-94
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    • 2018
  • PURPOSE: This study was conducted to determine the effects of therapeutic exercise on range of motion (ROM), the manual muscle test (MMT), functional movement screen (FMS) and radiological evaluation in a youth football player with football-specific anterior pelvic tilt (APT). METHODS: The subject of this case report was a 12-year-old youth football player, who presented with football-specific APT. Therapeutic exercise consisted of hamstring stretch, prone hip extension, abdominal crunch, bridging with isometric hip abduction, plank exercise with posterior tilt and posterior pelvic tilting exercise using a swiss-ball for 40 min/day, twice a week for 8-weeks. ROM, MMT, FMS (deep squat, hurdle step, inline lunge, shoulder mobility, active straight-leg raise, rotary stability and trunk stability push-up) and radiographs (lumbar lordotic and sacral horizontal angle) were analyzed before and after week 8 of therapeutic exercise. RESULTS: The ROM, MMT, and FMS increased and the lumbar lordotic angle and sacral horizontal angle improved after 8-weeks of therapeutic exercise. CONCLUSION: The results of this case report suggest that therapeutic exercise improves ROM, MMT and radiography associated parameters in youth football players with football-specific APT. These findings have clinical implications for therapeutic exercise in youth football players with football-specific APT.

XML Data Model and Interpreter Development for Authoring Interactive Convergence Contents based on HTML5 iframe (HTML5 iframe 기반 상호작용형 융합 콘텐츠 저작을 위한 XML 데이터 모형 및 해석기 개발)

  • Lee, Jun Jeong;Hong, June Seok;Kim, Wooju
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.250-265
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    • 2020
  • In the N-Screen environment, HTML5 standard-based content development is inevitable. However, it is still passive the development of HTML5 manipulation type contents due to high development cost and insufficient infrastructure. Therefor we propose an efficient contents development model by convergence multimedia contents (such as video and audio) with HTML5 documents that can implement dynamic manipulation for user interaction. The proposed model is designed to divide the multimedia and iframe areas in the HTML5 layout page included the player for integrated contents control. Interactive HTML5 documents are divided into screen units and provided through iframe. The integrated control player composed based on the HTML5

The Design and Implementation of High Performance Intrusion Prevention Algorithm based on Signature Hashing (시그너처 해싱 기반 고성능 침입방지 알고리즘 설계 및 구현)

  • Wang, Jeong-Seok;Jung, Yun-Jae;Kwon, H-Uing;Chung, Kyu-Sik;Kwak, Hu-Keun
    • The KIPS Transactions:PartC
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    • v.14C no.3 s.113
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    • pp.209-220
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    • 2007
  • IPS(Intrusion Prevention Systems), which is installed in inline mode in a network, protects network from outside attacks by inspecting the incoming/outgoing packets and sessions, and dropping the packet or closing the sessions if an attack is detected in the packet. In the signature based filtering, the payload of a packet passing through IPS is matched with some attack patterns called signatures and dropped if matched. As the number of signatures increases, the time required for the pattern matching for a packet increases accordingly so that it becomes difficult to develop a high performance US working without packet delay. In this paper, we propose a high performance IPS based on signature hashing to make the pattern matching time independent of the number of signatures. We implemented the proposed scheme in a Linux kernel module in a PC and tested it using worm generator, packet generator and network performance measure instrument called smart bit. Experimental results show that the performance of existing method is degraded as the number of signatures increases whereas the performance of the proposed scheme is not degraded.

Analysis on the Leisure Constraint and Index Concentrate Here Improvement's Leisure Activities among the Private Security Agents Applying PPA Technique (PPA기법을 적용한 민간경호경비원의 여가제약과 중점개선 여가활동 참가지수 분석)

  • Kim, Kyong-Sik;Kim, Chan-Sun;Park, Young-Man
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.317-325
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    • 2010
  • This study aims to deduct the extensive improvement types of leisure activities of private security agents using PPA technique and to examine the influence of leisure constraint on the index of participation. Through this process, this study consequently will draw the priority list of investment on the policy for improving the welfare status of private security agents. In this study, judgement sampling was applied to 6 security agencies located in Seoul, 2010, and 267 cases were used in the final analysis. Collected data went through factor analysis, reliability analysis, paired t test, PPA analysis, and regression analysis by using SPSSWIN 17.0. The conclusions were drawn as follows. In regard to the reliability, Cronbach's $\alpha$ was over .768. First, there was a difference between the preference rate and the participation rate which are the participation index of the private security agents' leisure activities. concentrate here in leisure types turned out to be fitness activities, walking/jogging, tourism, a day-long travel, and keep up the cood work in leisure types are movies, domestic tourist attractions, dating, eating out, personal relationship, watching sports, reading, karaoke, TV video watching, drinking etc. low priority in leisure types are water sports, hiking, biking, soccer, photography, ball games, sky sports, playing go/janggi, inline skates, and cooking. Second, the leisure constraint affects the participation index of leisure activities. As the personal constraint, and surrounding conscious constraint which are the subordinate factors of the leisure constraint get bigger, the participation index of favored leisure activities become lower. In contrast, when the difficulties such as structural constraint, time and economical constraint are overcome, participation index of leisure activities go on the rise.

Analysis on the Degree of Preference and Participation in Leisure Sports : PPA Based on Priorities for Financial Investment (정책투자우선순위 도출을 위한 레저스포츠 선호도와 참여도 분석)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Jin, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.407-415
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by purposive sampling method. Using SPSSWIN 16.0, I analyzed the collected data by reliability analysis, paired sample t-test, PPA(preference performance analysis) method. The conclusion is the following. First, the first quadrant showed wind surfing, skins-cuba, water-ski, and yacht, and as a result of this, it is necessary to improve the degree of participation in this field, the second quadrant showed golf, racketball snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance, the third quadrant, showed water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. Sencondly, the degree of preference and participation in leisure sport activicties acording to socio demographic characteristics differentiate.

The Analysis on the Degree of Preference and Participation in Leisure Sports : Using IPA (IPA을 이용한 레저스포츠참가 선호도와 참여도 분석)

  • Kim, kyong-sik;Koo, kyong-ja;Jin, eun-he;Song, kang-young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.420-424
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by sampling. Using SPSSWIN 16.0, I analyzed the collected data by Reliability Analysis, Paired Sample T-Test, and IP A method. The conclusion is the following. First, the first quadrant showed skins-cuba, water-ski, wind surfing, and clay-pigeon shooting, and as a result of this, it is necessary to improve the degree of participation in this field. Secondly, the second quadrant showed golf, snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance. Thirdly, in the third quadrant, there are water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. In conclusion, for the sports which is preferred that is difficult to join right now, most of all, it is necessary that we should pay attention to and invest the social infrastructure in which main items cannot be joined now.

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CORE-Dedup: IO Extent Chunking based Deduplication using Content-Preserving Access Locality (CORE-Dedup: 내용보존 접근 지역성 활용한 IO 크기 분할 기반 중복제거)

  • Kim, Myung-Sik;Won, You-Jip
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.6
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    • pp.59-76
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    • 2015
  • Recent wide spread of embedded devices and technology growth of broadband communication has led to rapid increase in the volume of created and managed data. As a result, data centers have to increase the storage capacity cost-effectively to store the created data. Data deduplication is one way to save the storage space by removing redundant data. This work propose IO extent based deduplication schemes called CORE-Dedup that exploits content-preserving access locality. We acquire IO traces from block device layer in virtual machine host, and compare the deduplication performance of chunking method between the fixed size and IO extent based. At multiple workload of 10 user's compile in virtual machine environment, the result shows that 4 KB fixed size chunking and IO extent based chunking use chunk index 14500 and 1700, respectively. The deduplication rate account for 60.4% and 57.6% on fixed size and IO extent chunking, respectively.

Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

Detecting Stress Based Social Network Interactions Using Machine Learning Techniques

  • S.Rajasekhar;K.Ishthaq Ahmed
    • International Journal of Computer Science & Network Security
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    • v.23 no.8
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    • pp.101-106
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    • 2023
  • In this busy world actually stress is continuously grow up in research and monitoring social websites. The social interaction is a process by which people act and react in relation with each other like play, fight, dance we can find social interactions. In this we find social structure means maintain the relationships among peoples and group of peoples. Its a limit and depends on its behavior. Because relationships established on expectations of every one involve depending on social network. There is lot of difference between emotional pain and physical pain. When you feel stress on physical body we all feel with tensions, stress on physical consequences, physical effects on our health. When we work on social network websites, developments or any research related information retrieving etc. our brain is going into stress. Actually by social network interactions like watching movies, online shopping, online marketing, online business here we observe sentiment analysis of movie reviews and feedback of customers either positive/negative. In movies there we can observe peoples reaction with each other it depends on actions in film like fights, dances, dialogues, content. Here we can analysis of stress on brain different actions of movie reviews. All these movie review analysis and stress on brain can calculated by machine learning techniques. Actually in target oriented business, the persons who are working in marketing always their brain in stress condition their emotional conditions are different at different times. In this paper how does brain deal with stress management. In software industries when developers are work at home, connected with clients in online work they gone under stress. And their emotional levels and stress levels always changes regarding work communication. In this paper we represent emotional intelligence with stress based analysis using machine learning techniques in social networks. It is ability of the person to be aware on your own emotions or feeling as well as feelings or emotions of the others use this awareness to manage self and your relationships. social interactions is not only about you its about every one can interacting and their expectations too. It about maintaining performance. Performance is sociological understanding how people can interact and a key to know analysis of social interactions. It is always to maintain successful interactions and inline expectations. That is to satisfy the audience. So people careful to control all of these and maintain impression management.

FunRank: Finding 1-Day Vulnerability with Call-Site and Data-Flow Analysis (FunRank: 함수 호출 관계 및 데이터 흐름 분석을 통한 공개된 취약점 식별)

  • Jaehyu Lee;Jihun Baek;Hyungon Moon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.2
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    • pp.305-318
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    • 2023
  • The complexity of software products led many manufacturers to stitch open-source software for composing a product. Using open-source help reduce the development cost, but the difference in the different development life cycles makes it difficult to keep the product up-to-date. For this reason, even the patches for known vulnerabilities are not adopted quickly enough, leaving the entire product under threat. Existing studies propose to use binary differentiation techniques to determine if a product is left vulnerable against a particular vulnerability. Despite their effectiveness in finding real-world vulnerabilities, they often fail to locate the evidence of a vulnerability if it is a small function that usually is inlined at compile time. This work presents our tool FunRank which is designed to identify the short functions. Our experiments using synthesized and real-world software products show that FunRank can identify the short, inlined functions that suggest that the program is left vulnerable to a particular vulnerability.