• Title/Summary/Keyword: Subject Convergence

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Impact of Indoor Plants on Indoor Air Quality and Occupational Health in Newly Built Public Building Offices - Focusing on Allergic Conjunctivitis and Stress-related Symptom Questionnaires - (신축건물 사무실내 식물 적용의 실내 공기질 및 재실자 건강영향 평가 - 알레르기 비결막염 및 스트레스 관련 증상설문을 중심으로 -)

  • Lee, Yong Won;Lim, Young Wook;Kim, Kwang-Jin;Kim, Ho-Hyun
    • Journal of Environmental Health Sciences
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    • v.43 no.4
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    • pp.334-348
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    • 2017
  • Objectives: We investigated the impacts of indoor plants on indoor air quality and occupational health, focusing on allergic rhinconjunctivitis and stress among employees in new office buildings. Methods: A total of 34 employees working at new public office buildings were enrolled as subjects (n=17, with indoor plants) and as a control (n=17) group. Before and after introducing indoor plants for three months, indoor air quality measurements including VOCs and aldehydes and questionnaires on sick building syndrome, AR symptoms (ARIA based), stress (DASS 42, KOSS, and SACL), and indoor characteristics were performed and statistically analysed. Results: Among the 34 enrolled subjects, 19 were included in the probable AR subject group (subjects with indoor plants, n=8, control n=11) and completed all questionnaires. Statistical analyses were done for total, AR subject groups, and controls. As a result, it was confirmed that major indoor air pollutants decreased after the introduction of indoor plants (p<0.5). Among major symptoms of allergic rhinoconjunctivitis, watery rhinorrhea, nasal stuffiness, and nasal itching indexes decreased (p<0.5, respectively). A decrease was noted in some areas of work-related stress indexes (mainly KOSS) among the subject group (total and AR) and a decrease of indoor environmental attractiveness among the control group (total and AR) (p<0.5, for all). Conclusions: Indoor plants may help reduce indoor air pollutants and decrease AR symptoms and work-related stress of employees in newly built office buildings. Various further follow-up studies on the mechanism of environmental, physical, and emotional influences and utilization of indoor plants in association with allergic diseases will be needed.

Actor and Partner Effects of Marital Intimacy according to Personality Characteristics of Couples Participating in Dance Sports (댄스스포츠 참여 부부의 성격특성에 따른 부부친밀감의 자기 및 상대효과)

  • Jang, Chae-ouk;Seo, Soo-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.317-326
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    • 2021
  • The purpose of this study is to identify Actor and Partner Effects of Marital Intimacy according to Personality Characteristics of Couples Participating in Dance Sports. The study participants collected data on 148 couples participating in dance sports. After analyzing the APIM model using SPSS 25.0 and AMOS 25.0 to solve the research problem, The following conclusions were obtained the following conclusions were obtained: First, there were significant differences between husband and wife in relation to neurosis among personality traits, and the wife's neurosis about the husband's marital intimacy was affected by amulets and the wife was found to have relatively low static effects. Second, there were significant differences only to the husband in relation to openness among personality characteristics, and the wife's openness to the husband's marital intimacy was found to be relatively malleable, and the wife was found to be subject to the same level of static influence. Third, there were significant differences in personality traits in relation to extroversion only to the wife, and it was found that the wife was subject to relatively low static influence. Fourth, there were no significant differences between husband and wife in relation to sincerity among personality characteristics and they appeared to have a static effect on each other. Fifth, significant differences were found only to the wife in relation to affinity among personality characteristics, and the wife was found to be subject to relatively low static influence.

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

Effect of the Type of Apartment Management on Long-Term Repair Allowances and Common Management Fees : For Apartment Houses Subject to Mandatory Management Located in Busan (공동주택 관리형태가 장기수선충당금과 공용관리비에 미치는 영향 : 부산시 의무관리대상 공동주택을 대상으로)

  • Kim, Hong-Chul;Lee, Chan-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.349-355
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    • 2022
  • Today, apartment houses account for a very high proportion of the types of residence. This study aims to present basic data for preparing a reasonable distribution plan by identifying factors considered in calculating the amount of collection of management fees. After reviewing previous studies on common management fees and long-term repair allowances, various data on apartment houses subject to mandatory management in Busan in 2020 were collected from the Apartment Management Information System to analyze the differences in influencing factors according to type of apartment management(self-governing management, consignment management). As a result of statistical analysis, the number of households and many construction elapsed periods had a negative(-) effect on long-term repair allowances, and many construction elapsed periods had a negative(-) effect on common management fees. In addition, the degree to which many construction elapsed periods had a negative(-) effect on long-term repair allowances and common management fees had less impact on consignment management than on self-governing management. And the long-term repair allowances were imposed less by consignment management, common management fees were charged less by self-governing management. The results of this study will serve as basic data for rational distribution of long-term repair allowances and common management fees to residents and managers of apartment houses subject to mandatory management in Busan.

Eliminating Exceptional Subject-Verb Agreement rules in English Quantificational structure (양화사 구문에서의 예외적 주어-동사 수 일치 규칙 소거)

  • Yi, Jae Il
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.529-535
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    • 2014
  • This study is to establish the consistency of Subject-Verb agreement in quantifier phrase. Absence of consistency in English grammar is critical to the grammaticality. We focused on the grammar part, specifically, S-V agreement rule in quantifier phrase. We believe the existence of exceptional rules in quantifier S-V structure is not necessary as the basic grammar rule on S-V agreement is sufficient enough and adding exceptional rules just make it more difficult and confusing. We argue specific features indwelt in each quantifier are linked when quantifiers are used pronominally and the ${\pm}$feature plays an important role in quantifier S-V agreement structure. This study shows the solution to eliminate the ungrammaticality in typical English text books by simplifying quantifier S-V agreement to make it solid and systematic.

A Method for Learning Macro-Actions for Virtual Characters Using Programming by Demonstration and Reinforcement Learning

  • Sung, Yun-Sick;Cho, Kyun-Geun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.409-420
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    • 2012
  • The decision-making by agents in games is commonly based on reinforcement learning. To improve the quality of agents, it is necessary to solve the problems of the time and state space that are required for learning. Such problems can be solved by Macro-Actions, which are defined and executed by a sequence of primitive actions. In this line of research, the learning time is reduced by cutting down the number of policy decisions by agents. Macro-Actions were originally defined as combinations of the same primitive actions. Based on studies that showed the generation of Macro-Actions by learning, Macro-Actions are now thought to consist of diverse kinds of primitive actions. However an enormous amount of learning time and state space are required to generate Macro-Actions. To resolve these issues, we can apply insights from studies on the learning of tasks through Programming by Demonstration (PbD) to generate Macro-Actions that reduce the learning time and state space. In this paper, we propose a method to define and execute Macro-Actions. Macro-Actions are learned from a human subject via PbD and a policy is learned by reinforcement learning. In an experiment, the proposed method was applied to a car simulation to verify the scalability of the proposed method. Data was collected from the driving control of a human subject, and then the Macro-Actions that are required for running a car were generated. Furthermore, the policy that is necessary for driving on a track was learned. The acquisition of Macro-Actions by PbD reduced the driving time by about 16% compared to the case in which Macro-Actions were directly defined by a human subject. In addition, the learning time was also reduced by a faster convergence of the optimum policies.

A Study on the Narrative of Female Growth in the Film House of Hummingbird (영화 <벌새>의 여성 성장 서사 연구)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.395-402
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    • 2022
  • The film House of Hummingbird intersects Korean modern history and personal history through the eyes of a teenage girl, and closely explores how patriarchy and Korean capitalism leave traces and internal impressions on the growing up of the female subject. This film is a meaningful text in terms of showing what changes can occur when the subject is transformed from a boy to a girl in the narrative of growth and when a feminist point of view is entered. House of Hummingbird reveals the weakness of the patriarchal symbolic order through the gaze of a teenage girl in the episodic narrative composition, and also discovers the possibility of close relationships and bonds between women in the gaps. In particular, Yeong-ji, the main character girl Eun-hee's Chinese language school lecturer, is a new female character that has never been seen in Korean teenage films. As a result, in House of Hummingbird, we meet a new female subject who negotiates the pain of growth in a 'good enough' condition.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Accuracy analysis of artificial respiration and chest compressions when performing CPR using a mannequin by college students (대학생의 마네킹을 이용한 심폐소생술 시행 시 인공호흡과 흉부압박의 정확도 분석)

  • Jeon Jai-In
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.167-173
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    • 2023
  • The purpose of this study was to analyze the accuracy of artificial respiration and chest compressions using CPR mannequins for university students. First, in the number of chest compressions, subjects A, F, H, I, and J showed similar numbers from 60 to 63, respectively, which were much lower than the standard. Subjects B, D, E, and G showed 90 to 91 times, maintaining the normal range. However, C was rather high with 119 times. Second, the depth of chest compression was 58.60mm, and most of them were deeply compressed. Subject C was close to normal at 51mm, and subjects A to J were significantly higher at 55mm to 62mm. The reason seems to be the result of an unstable psychological state with no experience of chest compressions and a lack of self-confidence. Third, in terms of accuracy, subject E showed the lowest accuracy at 12%, and A~J showed 33%~80%. Experiment subject B showed 95% accuracy, which seems to be the result of D accurately recognizing the chest compression point through theoretical training during military service.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.