Hasan, Tiba Nezar;Shah, Shamsul Azhar;Hassan, Mohd Rohaizat;Safian, Nazarudin;Azhar, Zahir Izuan;Syed Abdul Rahim, Syed Sharizman;Ghazi, Hasanain Faisal
Asian Pacific Journal of Cancer Prevention
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v.16
no.15
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pp.6669-6672
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2015
Background: Breast cancer is one of the most common cancers among females worldwide. The aim of this study was to assess the knowledge and practice about breast cancer and its related factors among women in Baghdad city, Iraq. Materials and Methods: A cross-sectional study was conducted among 508 women aged 18 to 55 years from four non-governmental organizations (NGO) in Baghdad city, Iraq. A self-administered questionnaire on breast cancer knowledge and practice was distributed to participants during weekly activity of the NGO. Results: A total of 61.2% of the respondents had poor knowledge, only 30.3% performed breast self-examination (BSE) and 41.8% said that they did not know the technique to perform BSE. Associations between knowledge and marital status and age were significant. For practice, working status, education, age and family income were significant. After controlling for cofounders, the most important contributing factors for poor knowledge among respondents were marital status and not performing BSE, with adjusted odds ratio of 1.6 and 1.8 respectively. Conclusions: Breast cancer knowledge and practice of BSE are poor among women in Baghdad city, Iraq. More promotion regarding breast cancer signs and symptoms and also how to perform BSE should be conducted using media such as television and internet as these constituted the main sources of information for most women in our study.
Thanks to both developments in various media such as the internet and TV and China's economic growth, the fashion market in China has gain a lot of attention by global businesses as a newly-raised spending market. Fashion companies in Korea have entered into the china since the late 1990s. For them to get competitive edges, they have to differentiate their brand by creating new design based on the culture becoming mega-trend in fashion market. So in this research, I try to create fashion designs based on Hallyu Stars' fashion styles and images, who come on as a new culture code in China and other Asian. For this, I conducted theological consideration on what the Hallyu is, and looked into fashion styles in soft dramas which 5 Hallyu Stars started in and street fashion in Shanghai in China. Based on the outcomes of analysis, I figured out those star's fashion style and created products targeting young generation born after 1980s in China. The conclusion of this study is as follows. Firstly, the very definition of Hallyu which can be described as a phenomenon in which Korean movies, soap operas, and pop music have become immensely popular throughout Asia.has been expanding to signify the proliferation of Korean culture as a whole. Secondly, having selected the 5 female stars representing Hallyu, we were able to analyze and categorize their fashion styles on the basis of their music videos, movies, and soap-operas. Thirdly, In order to explore the level of influence of Hallyu fashion industry, we studied the street fashion of Shanghai The result was that we could observe both the slim and feminine cool casual style and the cute and affectionate pretty casual style simultaneously.
Transactions on Control, Automation and Systems Engineering
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v.2
no.4
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pp.285-297
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2000
One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.
In effort to help vitalize environmental education which is the most efficient way to preserve environment and solve environmental problems and also to provide necessary basic data, this research was conducted on the primary and secondary school teachers in Daegu for their awareness of the elements of environmental education, for their interests in environment and environmental issues, for their sensitivity on the seriousness of the environmental issues and for their knowledge of environmental vocabulary. Followings are the results: 1. 96% of the teachers supported the necessity of school education on environment, but only 51% went for adopting environment as an independent subject. 2. The majority of 57% said that they came to recognize environment and environmental issues 'through media such as TV and radio'. For the desirable form of environmental education, 64% supported 'field study or experience activity'. As for the undermining factors, the majority of 50% cited 'excessive focus of school education on college entrance' and 29% 'limitations of class hours'. 3. With regard to their interests in environment and environmental issues, they were between 3.43~4.08 point range out of 5 points. For their sensitivity about the seriousness of environment and environmental problems, the survey showed the range of 3.49~4.28 points out of 5 points. 4. There was no remarkable difference in the level of recognition between male and female teacher. But, according to disparity of age, teachers who are in their forties and fifties recognized better than teachers in twenties and thirties. Also, there was a striking difference among primary school, middle school, and high school teachers. High school teachers had the highest recognition level, while, middle school teachers had the lowest recognition level.
People generally think that negative effects of violent game contents are more serious in active playing behavior than passive watching video. This research examined the negative emotions which could arise out of playing violent games as fear, anxiety, hate, state-anger, hostility, and depression and performed an experiment methodology to assess those emotion effects between playing and watching violent game. The results of this research found that the watching group of violent video game showed a stronger internal negative feeling such as hate and depression, but the playing group of violent game had a deeper state-anger and hostility as external negative feeling than watching group. This research concludes that each media delivers different negative feelings, and there is little difference in the intensity of negative effects between playing and watching violent game.
Background: Research in the field of informational needs of breast cancer patients is scarce. In the few published articles, these needs were usually not satisfied. The main objective of this study was to evaluate satisfaction regarding informational needs in women with breast cancer. The long-term goal was to guide physician-patient communication to meet these needs. Materials and Methods: A survey with 21 questions was completed by 84 female patients receiving chemotherapy in a one-day hospital in Beirut, Lebanon. All patients were aware of their disease and agreed to participate in the survey. Results: The doctor was the major source of information for patients followed by media (radio and television). The level of knowledge of patients concerning their disease was proportional to the number of information sources. Women aged younger than 45 years, diagnosed during the last three months before the survey and certified from high school were less satisfied with information given by the oncologist. The missing information was in relation with the steps of the treatment after the chemotherapy regimen, the risk of a family member (sisters and daughters) of developing the disease and management of lymphedema. Conclusions: This study generated a scale for the degree of satisfaction of information received by women with breast cancer from their oncologist. The physician can use this scale to improve his or her skills of communication to patients and diminish their level of fear and anxiety.
The purpose of this study was to analyze the dimensions of clothing benefits sought of male and female consumers in their twenties. It also aimed to investigate the demographic characteristics associated with customers types and the relationship among the related variables by the consumers types. The data were analyzed by factor analysis, one-way ANOVA, Duncan test, cluster analysis, and $X^2$-test. The results of this study are as follows: 1) The clothing benefits consisted of five factors, which were the pursuit of style, individuality, popular brand, vogue, and practicality. Based on these five factors, respondents were classified into four consumer types, which were style-and-trend-oriented, practicality-oriented, popular brand-oriented, and fashion indifference consumers. 2) In terms of the demographics, there were significant differences in age, gender, and total income among the consumer types of clothing benefits. 3) There was a significant difference in single brand loyalty in terms of the consumers types of clothing benefits. The popular brand-oriented group showed the highest mean in the single brand loyalty, while the practicality-oriented group did the lowest. 4) There were significant differences in the selection of the stores among consumers types of clothing benefits. Specifically, the style-and-trend-oriented group the most selected department stores, while practicality-oriented group chose fashion outlets or online shopping malls the most. Additionally, in terms of the information sources, the style-and-trend-oriented group the most frequently used magazine ads, while the popular-brand-oriented group preferred commercials on TV or radio, direct mail, or flyers from department stores. On the other hand, the fashion indifference group the most frequently used mass media.
T-DMB is using MPEG-4 BIFS standard format for broadcasting interactive data service. BIFS enables us to represent contents as a scene which consists of various objects such as AV, image, graphic, and text. It also enables us to control objects by using user interaction. BIFS was designed to be adapted to multimedia systems with various input devices. Today, however, we are in lack of considering about mobile device with restricted input unit. The problem is that a consistent user control of interactive data contents is not possible due to the limitations of input units in T-DMB terminals. To solve the problem, we defined KeyNavigator node that provides a means to select or navigate objects (like menu) in BIFS contents by arrow keys and enter key of mobile terminal. By using KeyNavigater node, not only BIFS contents providers can make BIFS contents as they want, but also users can get a way to control BIFS contents consistently and easily.
When we implement the single frequency network (SFN) in ATSC terrestrial DTV system, there is an interference problem to DTV receivers due to the use of same frequency channel among transmitters and repeaters. To resolve this problem, it is recommended to adopt the transmitter identification signals in transmitting equipments. In this paper, we analyzed the influence suffered by legacy DTV receivers when the TxID signal is added to the DTV transmitting signals and the results were further verified by computer simulation, laboratory test and field test. The above tests show that if the TxID signal is added to the level of -30dB compared to the original DTV signal, the TOV(Threshold Of Visibility) increment in legacy receivers is about 0.17 dB. It means that we can insert and transmit the TxID signal in ATSC terrestrial DTV system without making the negative effect to the legacy DTV receivers.
The purpose of study is to investigate the customer oriented transaction environment for the customers' convenience, the plan of public policy in regard to the customer oriented T-Commerce, and the consumption pattern of customers' commercial transaction, necessary for the marketing strategy by analyzing the demand for the T-Commerce with the purchase intention and maximum willingness to pay according to the demographic factors, the pattern of commercial transaction, and the technology innovation types. The results showed that there were statistically significant relations between consumer's willingness price to pay for the T-commerce and the consumer's technology adoption types, monthly internet shopping amounts, and weekly TV-home shopping hours. The simulations on a basis of multiple regression analysis for the T-commerce were illustrated by those factors.
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