The purpose of this study was to obtain basic data of nutrition education for obese children and to examine food habits, food behaviors, and nutrition knowledge. A convenience sample of 84(male:62, female:22) obese children was selected from "98 Children Nutrition Camp". The survey design employed a structured questionnaire. The results of this study were summarized as follows. 1. The percentage of the subjects who overestimated their body weight was higher in female compared to male. Only 35.9% of highly-obese subjects considered them as 'very fat'. The experience of weight control was higher in female than in male, and it was also higher moderately- or highly-obese subjects compared to mildly obese. 2. 64.3% of subjects reported that they regularly eat breakfast. The percentage of the subjects who indicated that they eat at regular meal time or they eat very irregularly was highest in the highly-obese subjects. 3. 34.5% of subjects reported that they eat very fast. The eating speed was slower in female compared to male, and in obese subjects. 55.4% of subjects reported that didn't eating out. 4. 80.9% of subjects had snacks, and most of them had snack between lunch and dinner. The reason the subjects eat snack was hunger. The most favorite snack was cookies. 5. The most preferred and distasteful food was meats(32.1%) and vegetables(67.1%), respectively. 6. The score of food behaviors was relatively low in most subjects. 7. The level of nutrition knowledge was in order of fair(83.1%), poor(9.6%), excellent(7.3%), and was higher in male compared to female. Consequently the results of this study showed to disagreement among food habits, food behaviors and nutrition knowledge, and feel keenly the necessity of education connecting of these. This education had to be practical education to change food behaviors.
While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.
The Journal of the Convergence on Culture Technology
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제6권1호
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pp.171-178
/
2020
Amid public's growing interest on garden and more leisure time of modern life-style, there is an effort by the government to utilize forest as public garden. In order to utilize forests as pubic garden, a new concept of "Forest Garden" should be defined and introduced first. Furthermore, introducing a new concept requires academically analyzing values of a new concept before a new concept is widely used. Thus, we aimed to clarify the concept of forest garden by conducting Delphi technique research and factor-analysis of survey results. More specifically, delphi technique research was conducted to extract composition elements and explanation elements of forest garden. Factor analysis was conducted on the top 25 elements and 5 values were extracted as a result. They are form, scenery, ecology, history/cuture and usefulness which are essential values required of forest garden. Forest garden should have all of 5 values and be capable of function as both forest and garden which would also need continuous maintenance. We believe this study is the first one to establish definition of forest garden and more specific and realistic definitions need to be built through continuous research, 000 experiment and on-site evaluation. We also believe that this study will serve as foundation for further efforts in building forest garden in various space and in defining proper concept of forest garden.
The Journal of the Convergence on Culture Technology
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제6권1호
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pp.471-476
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2020
We propose an practical embodiment-based programming training course for middle school students using Arduino and conduct survey before and after the curriculum. Arduino is an open source physical computing platform that integrates the IDE used in processing language. It is a low-cost, relatively simple I/O interface compared to other platforms, and because of its practical formability, it is educational material suitable for programming. Subsequent surveys will provide feedback on changes in cognition of programming needs and improvement in thinking skills. In this study, the program based on embody-based programming using Arduino was conducted for 8 weeks for each first grade, and 112 middle school students for two years from '16 to '17. Based on the theoretical and practical training, the training was based on the application of the ultrasonic sensor to the RC car and the preparation of the adduction quadrotor drone. The purpose of this study is to prove that the recognition, necessity, and programming education of middle school students are effective for the improvement of thinking ability through the program based on embody-based programming using Arduino.
The purpose of this study is to exploratory examine the structural relationships among meaningfulness of work, personality(Big 5 character-types) and job stress. To conduct such examination, the author (i) designated meaningfulness of work, personality(Big 5 character-types) and job stress as variables and (ii) designed a research model by conducting preceding studies on the variables. To examine the research model the author collected the survey data from the residents in Kyoungsangbuk-do, 332 copies of questionnaire. Collected data were analyzed using SPSS and AMOS programs. The analysis results are as follows. Especially, (1) the meaningfulness of work had a positive effect on agreeableness, conscientiousness, and extraversion. (2) the meaningfulness of work had a negative effect on neuroticism. (3) the meaningfulness of work had no effect on openness to experience. (4) the neuroticism factor had a positive effect on psychological job stress and physical job stress. (5) the openness to experience had a negative effect on psychological job stress and physical job stress. (6) the meaningfulness of work had no effect on psychological job stress and physical job stress. The implications and limitation which this study are as follows. First, this study has discovered that there was statistically significant relationship between the meaningfulness of work and Big 5 character-types. Second, Big 5 character-types(neuroticism, openness to experience) had statistically effect on psychological job stress and physical job stress. This study have limitation in that was conducted based on cross-sectional design of research. Because, the mechanism of job stress is a dynamic process.
The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.
Wetland plants are an important component for wetland design and construction because they determine functions of wetlands through interactions with the abiotic environment such as wetland soil and hydrology as well as with other wetland organisms. In this study, germination experiments with soils from a natural wetland that contain seeds of wetland plants were conducted in wetland mesocosms to investigate the applicability of natural wetland soils for introducing and establishing wetland plants into constructed wetlands. Seven species were germinated in the experiment, with two new species that were not found in the field survey of wetland plants in the West Nakdong River area, Korea. The number of plant individuals germinated in submerged conditions (15 individuals) was much greater than that in waterlogged conditions (2 individuals). In experiments in which soils from a natural wetland and a wetland construction site were mixed at different ratios, the largest number of plant individuals was observed in the condition with 100% natural wetland soil. The highest growth was observed at 50% natural wetland soil for Hydrilla verticillata and 100% for Ceratophyllum demersum. These results suggest that 1:1 mixture of soils from natural wetland wetlands and wetland construction sites would provide an appropriate condition for secure establishment of submerged plants in constructed wetlands.
Journal of Korea Society of Industrial Information Systems
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제19권5호
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pp.15-24
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2014
In 2005, there was a partial revision of the Act on the Promotion of Education for the Handicapped people, so that students with health impairments would be able to receive special education support. Since the amendment of the bill, to support them classified into weak people in education, education support systems have been proposed and settled so that they may receive the support for free. According to the pre-study, after the amendment of this bill, there has been many studies on the form of educational service to support them, and recently, there have been a lot of researches to investigate their satisfaction with the current services and draw its problems. And yet these studies have been carried out by the preceeding researchers at the drawing of problems, but have a limitation to present fundamental countermeasures to the problems. Therefore, this study attempted to understand the meaning of health impairment through the pre-study and investigate the forms of the services currently supporting them and analyze the problem of each service. In addition, to solve the identified problems, a new support system was proposed. In order to confirm the performance of the system, we design the user satisfaction survey composed of a Likert 5-point scale per each question, and to make the task, comparing stories and clapping for increasing quality of their subjective evaluation about the image and voice transmission when the user uses it. As a result, in the overall evaluation of the robot system, the average score of each question was recorded to 4.31 points, and through the two tasks, it was found that there were effective data transmission of image and voice.
Journal of the Korean Society for Library and Information Science
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제44권3호
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pp.199-218
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2010
This study evaluates YALSA's Competencies for Librarians Serving Youth: Young Adults Deserve the Best announced at the Young Adult Library Services Association(YALSA), a division of the American Library Association(ALA) on January 2010. For this study, we investigated fifth librarians working at the National Library of Korea to find out the requirements, effectiveness, and difficulties regarding seven areas and forth-eight detailed qualifications indicated by YALSA's Competencies for Librarians Serving Youth through survey. The results show that the more important areas required for youth services librarians were identified as knowledge of materials, administration, leadership and professionalism. Difficult areas of competencies are communication, marketing and outreach. Analysis of forty-eight detailed qualifications according to their importance and the level of difficulty shows that the more important areas are A4(encourage young adults to become lifelong library users by helping them to discover what libraries offer, how to use library resources, and how libraries can assist them in actualizing their overall growth and development) and A1(develop and demonstrate leadership skills in identifying the unique needs of young adults and advocating for service excellence, including equitable funding and staffing levels relative to those provided for adults and children), while the most difficult area of competencies is C4(Design, implement, and evaluate a strategic marketing plan for promoting young adult services in the library, schools, youth-serving agencies and the community at large).
Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.
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