• Title/Summary/Keyword: Manipulation

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The Study on History Period and Treatment Outcomes of Patients Admitted to a Korean Medicine Hospital for Low Back Pain (요통으로 한방병원에 입원한 환자의 병력기간별 호전도에 관한 연구)

  • Cho, Changyoung;Kim, Wonwoo;Seong, Ikhyun;Lee, Kapsoo;Jung, Jaehoon;Park, Sangwon;Lee, Jinho;Ha, Inhyuk
    • Journal of Korean Medicine Rehabilitation
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    • v.24 no.4
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    • pp.137-143
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    • 2014
  • Objectives Low back pain causes disability and incurs large socioeconomic burden. Many cases of acute low back pain progress into chronic conditions. As the treatment period extends, burden of socioeconomic expenses also rises. Thus this study is to investigate whether history period influences improvement rate of pain and disability in the patients who receive conservative Korean medicine treatment. Methods 447 inpatients who received conservative Korean Medicine treatment for the management of low back pain have been grouped into acute, sub-acute and chronic according to the length of history period. NRS, ODI and improvement rate of each group were investigated. Treatment every patient has received as follow; acupuncture, herbal medicine, Chuna manipulation, bee venom, and physical treatment. Results Acute patients showed improvement with NRS of $3.98{\pm}2.50$ and ODI of $28.04{\pm}21.54$. The NRS of sub-acute patients showed improvement with NRS of $2.81{\pm}2.07$, ODI also showed improvement with $11.64{\pm}13.94$. Statistically significant difference was observed in NRS, ODI and improvement for acute patients. Improvement in pain and disability was observed to be larger. Conclusions It demonstrated that receiving valid conservative Korean medicine treatment is beneficial for low back pain patients in improvement of their pain and disability.

Through the Looking Glass: The Role of Portals in South Korea's Online News Media Ecology

  • Dwyer, Tim;Hutchinson, Jonathon
    • Journal of Contemporary Eastern Asia
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    • v.18 no.2
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    • pp.16-32
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    • 2019
  • Media manipulation of breaking news through article selection, ranking and tweaking of social media data and comment streams is a growing concern for society. We argue that the combination of human and machine curation on media portals marks a new period for news media and journalism. Although intermediary platforms routinely claim that they are merely the neutral technological platform which facilitates news and information flows, rejecting any criticisms that they are operating as de facto media organisations; instead, we argue for an alternative, more active interpretation of their roles. In this article we provide a contemporary account of the South Korean ('Korean') online news media ecology as an exemplar of how contemporary media technologies, and in particular portals and algorithmic recommender systems, perform a powerful role in shaping the kind of news and information that citizens access. By highlighting the key stakeholders and their positions within the production, publication and distribution of news media, we argue that the overall impact of the major portal platforms of Naver and Kakao is far more consequential than simply providing an entertaining media diet for consumers. These portals are central in designing how and which news is sourced, produced and then accessed by Korean citizens. From a regulatory perspective the provision of news on the portals can be a somewhat ambiguous and moving target, subject to soft and harder regulatory measures. While we investigate a specific case study of the South Korean experience, we also trace out connections with the larger global media ecology. We have relied on policy documents, stakeholder interviews and portal user 'walk throughs' to understand the changing role of news and its surfacing on a distinctive breed of media platforms.

A Study of The Relationship between Power And Communication -With Special Reference to Speech Act Theory (권력과 소통의 관계에 관한 일고찰 -언어 행위론을 중심으로)

  • Lee, Hyo-Seong
    • Korean journal of communication and information
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    • v.69
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    • pp.30-70
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    • 2015
  • This paper is to show the relationship between power and communication. For this purpose, speech act theory has been introduced. Power is the capacity of some persons to produce intended effects on others. And the human being tries to get intended effects by perlocutionary acts through performing illocutionary acts, both of which belong to speech acts. Generally speaking, therefore, it can be said power is exercised through speech acts. Of course, in case of exercising physical force or violence, no speech act is needed. However, even violence is not totally unrelated with communication. Moreover, power other than violence is always in need of speech acts for its exercise. Including psychic force, power in general is in a close relationship with communication by mediation of speech acts. This paper, using speech act theory, attempts to examine that what is the relationship power and communication hold, that the exercise of power is the same as performing speech acts called perlocutionary acts, that the form of power is differentiated by kinds of illocutionary acts used for its exercise, and that morality of power is different according to illocutionary acts used for its exercise.

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Error Minimized Laser Beam Point Detection Using Mono-Camera (한 개의 카메라를 이용한 최소오차 레이저 빔 포인터 위치 검출)

  • Lee, Wang-Heon;Lee, Hyun-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.69-76
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    • 2007
  • The main stream of presentation is interrupted because of the direct manipulation of their PC frequently so as to control the screen and file open and so on. A variety of products have been developed to solve these inconveniences of the conventional laser beam pointer [LBP] by simply adding a mouse function to the previous LBP. However. the LBPs fully supporting a mouse function are not yet appeared. In this paper. we developed the LBP fully fulfilling a mouse function using mono-camera as well as a robust image processing and analyzed the position detection accuracy. Finally we verified the developed LBP does not only fulfill a mouse function but also solve the defects of the current laser pointer such as inconvenient installation and Position detection errors due to the illumination and viewing direction changes.

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A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

Robot Hopscotch Game Using Mobile Robots (이동 로봇을 사용한 로봇 팔방 놀이)

  • Ko, Nak-Yong;Moon, Yong-Seon;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.296-303
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    • 2011
  • This paper describes a game called the "robot hopscotch game" which uses mobile robots. In this game, a mobile robot moves on a board which consists of a number of square cells. This is similar to the usual hopscotch game in which a human player hops through a course on the ground. In the robot hopscotch game, each cell has a visual light communication unit. The unit sends identification signal and the robot which moves over the cell receives the signal for location recognition. In the game, a human player or a human operator competes with a robot or other human player on how accurately and fast they move to a goal location passing through the given way point cells. People played the game at the RoboWorld 2008 which was held at COEX Seoul, on 16th to 20th of October 2008. The replies to the questionnaire to the users show that users have interests on the game and expect further expansion of robot use though they are not in favor of the robot's outlook and they feel inconvenience on manipulation of the robot.

Research about Security Attack Methods to Arduino Boards Using Temporary Files Data Manipulation (임시파일 데이터 조작을 통한 아두이노 보드 공격 기법에 관한 연구)

  • Lee, Woo Ho;Jung, Hyun Mi;Jeong, Kimoon
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.21-27
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    • 2017
  • Internet of Things(IoT), which is developing for the hyper connection society, is based on OSHW (Open Source Hardware) such as Arduino and various small products are emerging. Because of the limitation of low performance and low memory, the IoT is causing serious information security problem that it is difficult to apply strong security technology. In this paper, we analyze the vulnerability that can occur as a result of compiling and loading the application program of Arduino on the host computer. And we propose a new attack method that allows an attacker to arbitrarily change the value input from the sensor of the arduino board. Such as a proposed attack method may cause the arduino board to misinterpret environmental information and render it inoperable. By understanding these attack techniques, it is possible to consider how to build a secure development environment and cope with these attacks.

An Efficient Framework for Making Spatial Augmented Reality Digital Contents (공간 증강 현실 디지털 콘텐츠 제작을 위한 효율적인 프레임워크)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.77-84
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    • 2013
  • We introduce a new framework for making spatial augmented reality contents fast and with low cost. The framework allows us to make projection-based augmented reality using off-the-shelf webcams and projectors. Contents producers can make a projection-based augmented reality contents easy and fast by setting a webcam and a projector and then controlling user interfaces of our framework. Since most of previous solutions are expensive and it is too difficult that the producers apply augmented reality techniques themselves, the framework helps them to concentrate contents. Once we set a webcam and a projector correctly, our framework projects a virtual object contents according to the manipulation of a trackable real object. As a result we can see realistic augmented reality contents.

A Study on the Pattern of Domestic Literature Museum and the Space.Form Composition Characteristic - Focused on Gyeongsang-do region - (국내 문학관 건축의 유형과 공간.형태구성 특징에 관한 연구 - 경상도 지역을 중심으로 -)

  • Jang, Hoon-Ick
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.3
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    • pp.69-77
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    • 2011
  • This study considered the characteristic through the present state of domestic literature museum and grouping by type to help the understanding for domestic literature museum. And conducted a case study on Gyeongsang-do region literature museum to grasp the space form composition characteristic of literature museum. The result gained through these studies is as follows. First, grouping domestic literature museum by type, we can conduct the classification founded on location character, an exhibition writer, and the main body of erection and maintenance management. Second, the classification founded on location character of literature museum is able to be divided into the type of the house of writer's birth, a literary work, writing, and etc. Third, the classification founded on the number of exhibition writers can be divided into the type of independence, an individual pavilion, and integration. Fourthly, the classification founded on the main body of erection and management can be divided into the case in which a local self-governing body is wholly in charge of erection and management, a local government is in charge of erection but entrusts management to a corporate body, etc., a corporate body is in charge of erection and management, and a private person is in charge of erection and management. Fifthly, speaking of the characteristic by type of the Gyeongsang-do region literature museum, the classification founded on location has the type of the house of writer's birth the most, the classification founded on the number of exhibition writers has the type of independence the most, and the classification founded on the main body of erection and management has the most the type in which a local self-governing body is in charge of erection and management. Also, for the characteristic by space form, the case which expresses the character of Korean traditional architecture by form is many the most, and there are pieces of work to pursue shape beauty through the articulation of mass or molding manipulation and the change by space form through the proper combination of concreteness and abstraction as well.

Werbesprache als ein linguistischer Gegenstand (광고언어의 언어학적 활용 방안 연구)

  • Chung Dong Gyu
    • Koreanishche Zeitschrift fur Deutsche Sprachwissenschaft
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    • v.4
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    • pp.181-203
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    • 2001
  • Die vorliegende Arbeit zielt ab nicht auf die sprachwissenschaftlichen Auseinandersetzungen, sondern auf dem $\"{U}berblick$ der Analysetypen der Werbesprache. Werbung ist als ein Mittel behandelt, womit die kommunikativen Probleme zwischen den Sendern und den $Empf\"{a}ngern\;gel\"{o}st$ werden will. Und die Werbetexter bedienen sich der Sprache als Kommunikationsmittel. Dabei soli die Kommunikation der Werbung sowohl zur Kommunikation als auch der Persuasion und der Manipulation beitragen. Nach Baumgart(1992:28) bildet die Werbung Vorstellungen im $Bewu{\ss}tsein$ der Rezipienten, und entwickelt das spezielle Image eines produktes, ohne das dieses kaum eine Chance $h\"{a}tte$, gekauft zu werden. Wegen dieser starken $Zweckm\"{a}{\ss}igkeit$ der Werbung ist die Werbesprache mit allen $n\"{o}tigen\;K\"{u}nstlichkeiten$ wohl versehen und als eine Art von der Sprachplannung angesehen. Ihre hohe $K\"{u}nstlichkeit$ ist eine der sprachlichen Faktoren der Werbesprache, die Werbesprache von der Alltagssprache unterscheiden $k\"{o}nnen$. Am Anfang der Industrialisierung hat die Sprachwissenschaft geringeres Interesse an die Werbesprache. Mit der Ausweitung der Warenproduktion durdch Industrisierung kommt die Werbung in Aufschwung, und ihre Sprache wird Gegenstand von verschiedenen $F\"{a}chern$ wie der Soziologie und den Wirtschaftswissenschaften $einschlie{\ss}lich$ der Sprachwissenschaft. Erst seit den $f\"{u}nfziger$ Jahren wird die Werbesprache aus sprachwissenschaftlicher Perspektive interessant. Die meisten sprachwissenschaftlichen Untersuchungen $\"{u}ber$ die Werbesprache beziehen sich auf die sprachlichen Formen($Satzl\"{a}nge$, Satzbau, Satzarten), den Wortschatz(Wortbildungen, $Neusch\"{o}pfungen$, Zusammensetzungen, Ableitungen, Wortarten, $Schl\"{u}sselworter,\;Worth\"{a}ufigkeit,\;Fremd\w\"{o}rter$), die Stilmittel oder rhetorische Mittel, textlinguistische Merkmale (Kommunikationsimplikatur, illokutive Bedeutungen), kulturelle und soziologische Merkmale($Kulturabh\"{a}ngigkeit,\;Kulturspezifit\"{a}t,\;Interkulturalit\"{a}t$), die Sprachkritik, und den semiotischen Aspekt.

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