There has been no general agreement about optimal time for nerve surgery in the closed brachial plexus injury(BPI). From our early experiences, we knew by chance that spontaneous recovery in BPI patients may begin even later than 8 months after injury. Authors' strategy, which was based on our early experiences, for the treatment of closed fresh injury was 'wait and see' unlit 8 months after injury. From 1985 to 1994, we observed 103 patients with BPI. All of them did not have any operation until 8 months after injury. There were 95 men and 8 women with a mean age of 29 years. Motorcycle injury(31%) and vehicle accident(28%) were main causes of injury. Whole plexus types were observed in 56 patients(54%), upper plexus types in 29(28%), lower plexus types in 3(3%), and infraclavicular types in 15(15%). Electromyography was performed in all patients. This was repeated every three months to detect the recovery. Results were evaluated by authors' criteria, in which AMA system of brachial plexus impairment was modified. Duration of follow up was average 25 months. 47 patients(46%) showed spontaneous improvement, which was initially detected at average 7.8 months(range,3 months-16 months) after trauma by electromyography. The average score of these 47 patients improved from 14.8 points to 39.8 points.31 patients(30%) had nerve surgery such as nerve graft, neurotization or neurolysis. Average duration from injury to nerve surgery, was 10 months. Among 31 patients who had nerve surgery, 16 patients improved from preoperative 21.5 points to postoperative 36.3 points in average. Because spontaneous recovery began in average 7.8 months after injury, we think that it would be better to 'wait and see' for at least one year in patients with closed BPI expecting spontaneous recovery.
Journal of Korean Library and Information Science Society
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v.50
no.4
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pp.429-467
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2019
Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.
Today when an age of unlimited competition is being ushered in, we are witnessing a Domino phenomenon driving many companies into insolvency due to the control of IMF bailout program and national management crisis. Amid such an extreme vortex, our companies are struggling hared to survive the crisis. As it is, it is very difficult for domestic companies to invest their capitals in the development of new technologies as they did in the past. Particularly, as knowhow or information regarding new technologies or products are databased or computerized enough to allow for its easier sharing or transmission, the conventional competitive edges are being dismissed more and more. Under such circumstances, the industrial design may be the best strategy or means for domestic companies to surmount their management crisis. For an industrial design may help to create a higher added value with a shouter-term investment or effort than other types of research and development efforts. In order to realize such a higher added value of the industrial design with a shorter-term investment, it is required to establish an educational system which can continue to supply the quality design professionals armed with sense of creativity and practical applicability. Only when such an educational system has been established, our companies can afford to advance into the world markets with their unique designs produced by their professional designers. With such a basic conception in mind, this study was aimed at providing for the data useful to establishment of a scientific and systematic industrial design education system or the prerequisite for development of our industrial designs. To this end, the educational system of domestic and foreign college design departments were investigated and analyzed, while researcher's experience at a design department of Yuhan college (hereunder called 'Y' college) were used. Based on the results of investigation and analysis, marketing strategies for design departments are put forwards together with a new pedagogic method of bringing up professional industrial designers through reinforcement of the design department curriculum.
This study examines whether the reinforcement theory could be effectively applied to teaching assistant robots between a robot and a student in the same way as it is applied to teaching methods between a teacher and a student. Participants interacted with a teaching assistant robot in a 3 (types of robots: positive reinforcement vs. negative reinforcement vs. both reinforcements) by 2 (types of participants: honor students vs. backward students), within-subject experiment. Three different types of robots, such as 'Ching-chan-ee' which gives 'positive reinforcement', 'Um-bul-ee' which gives 'negative reinforcement', and 'Sang-bul-ee' which gives both 'positive and negative reinforcement' were designed based on the reinforcement theory and the token reinforcement system. Subjective impressions and preferences were measured according to the types of robots and the types of participants. Participants preferred the positive reinforcement robot most, and the negative reinforcement robot least. Regarding the number of stimulus, in case of the negative reinforcement robot for honor students, the less the stimulus is, the more positive the impressions toward the robot are. The findings demonstrate that the reinforcement interaction is important and effective factor which determines children's preferences and impressions for teaching assistant robots. The results of this study can be implicated as an effective guideline to interaction design of teaching assistant robots.
The National College of Art. Craft and Design of Sweden founded in 1811 is one of the oldest schools in the world and has taken very important role in the development of Scandinavian design This college usually called "Konstfack" in Sweden was transformed under the influence of Bauhaus into a modern design institute and the experiment:li curriculum and its unique teaching system was completed in the middle of 70' s The phrase "Insight och Flit" in the emblem of this school shows the Konslfack spirit which stresses the creative insight and endless diligence Korea is much different from Sweden in cultural aspects as well as in political and economic ones. In the later half of 19th century Sweden was one of the undeveloped countries in Europe and she just entered the Industrial Hevolution. Swedish culture at the time was also the barbarian one in comparison with English and Frech cultures. Even she had the difficulty in founding her own cultural identity So the Swedish intellectuals in early 20th century tried to find out "What is Swedish\ulcorner" and as the result they produced the Swedish Modern Movement style in 1950's. In this process Konstfack as well as the Swedish Society of Crafts and Design and the Svensk Form. the design magazine. has played the leading role. To look over the history and educational system of this school will be helpful for our design education. will be helpful for our design education.
An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.
The appreciation of cultural properties related with what the aspects of society was is mandatory to understand our culture correctly. To make over all cultural properties to our descendants without breakage or damage is our natural duty and national obligation. On the contrary, inhabitants in the preserved area should be restricted and controlled by the cultural property law. The conflict between the inhabitants in the preserved area and the government raises economical problems and damages all the time. Especially it is time to discuss to mediate between them and solve the problems. This feasible study is a proposal to settle them up through renovating abolished school in the preserve area to the museum and a case to preserve the cultual properties as well as habitant's assets in that area.
The values of material civilizations that dominated the last century have been replaced with invisible values such as knowledge, information, and culture. The central axis of the world economy is also rapidly shifting from a capital and labor-intensive industry to a knowledge-based industry of software and contents. From the perspective of the industrialization of culture as multinational corporations and dominance and subordination relationships between cultures thereof, and crisis of cultural identity, the issues of support and fostering a culture industry arise. These have become major issues of concern in deciding national policies. In response to this trend, new departments related to culture contents in various universities have been established for fostering manpower in the field and the government policy to foster related human resources. However, actual results have not been currently achieved, despite the increase in quantity. This is due to the fact that the walls between culture contents departments were too high and thus education and fostering excellent human resources have not been properly conducted. It is also due to the obscure direction of education and a deficiency in the system. To cope with these problems, a systematic manpower-fostering education program should be developed through enhancement of the understanding of culture contents via linking education programs with detailed major fields of study. Accordingly, this study aims to identify changes in the current culture contents industry at home and abroad according to digitalization for fostering manpower of culture contents required in a rapidly changing environment of the culture contents industry. Then, it will review what influence has been made on the education system through the identification of personnel types through work flow charts and contents delivery modes following integration, as well as a desirable method to construct culture contents. Therefore, this study is a preliminary study on the means of fostering core personnel in the culture contents industry through linkage with the education system.
Journal of the Korean Society for Library and Information Science
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v.40
no.3
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pp.391-413
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2006
This study analyzed the procedures and contents of digitalization of sinological resources owned by major sinological resource institutes in Korea. It investigated the united organizations that use such sinological resources It also assessed governmental policies and future Plans for digitalization of sinological resources. Finally, it proposed steps and conditions necessary for successful digitalization of sinological resources. (1) The level of digitalization of library management, searching, and usage system of national library, university library, and research library that has been applied since 1980s has already been highly advanced. The amount of sinological resources collected is significant and its substance value is very high. The digitalized resources are already distributed on internet partially. However, the level of digitalization of sinological resources still lacks some aspects and requires further effort. (2) The data base for digitalized sinological resources already available can be grouped into bibliographic information, contents and annotation, and full text. and it includes both domestic and foreign resources. The quantities of resources are as described in the body (3) The types of digital sinological resources include antient books. archives, micro, and book blocks. (4) The encoding DB methods of digital sinological resources include text. image, PDF. and etc. (5) The united organizations of sinological resources enable us to avoid duplicated investigation and enhance service efficiency. Here are some factors to consider in order to accomplish ideal digitalization of sinological resources. (1) First of all, it is necessary to organize a control center for digitalization procedures of old materials, and allow it a certain degree of authority to develop and Proceed a comprehensive Plan. (2) Both short- and long-term plans need to be developed in order to analyze various aspects of digitalization process. and their steps need to be taken gradually (3) It is necessary to train experts for old materials and let them construct and manage DB.
The emotion and culture of an age are reflected through several mediums. The special quality and generality are discovered through household utensils used in everyday life specially. This paper was intended as proceeding study for brand development with national empathic relationship. In this article, we were here concerned with symbolism and features for stories of traditional pattern on ancestral common household utensils, and considered about development possibility by brand of tradition pattern. As analysis for symbolism of traditional pattern, re-sorting and classifying pattern, meaning, symbol and stories of pattern based on 'Blessing notion' were set. It was found from the analysis that meaning and symbol of traditional pattern were set up and stories for them were excerpted. This study defines tradition pattern classified based on 'Blessing notion' as '8 Blessing pattern', and investigated development possibility and derivative value of it. We discovered through this study that 'Blessing patterns' function as communicator, have 4 abilities in sympathy with brand paradigm, and have 6 elements of brand identity. Furthermore, 'Blessing Patierns' have some derivative functions; cognitive intension, expression, loyalty, differentiation and symbol. This research will become basis of study for brand development having 'Empathic relationship' and foundation of 'Blessing brand' that is available to be umbrella and super brand. A further direction of this study will be to make 'Blessing brand series' and to create culture of it. We hope Korean brand market goes a step further through our studies
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