• Title/Summary/Keyword: Visual analysis

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Quality of Life and Its Related Factors Among Metropolitan-dwelling Older Adults (도시지역 재택 고령자의 삶의 질(Quality of Life) 및 관련요인)

  • Ham, Seok-Pil;Kim, Beom-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.411-422
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    • 2021
  • The purpose of this study is to examine the relationships between quality of life and demographic characteristics and health-related behavioral characteristics, and their relevance to variables that represent health conditions among metropolitan-dwelling older adults. The study subjects were 380 senior citizens aged 65 or older living in the D metropolitan area, and data collection was conducted by visiting them for interviews in June 2019. A binomial logistic regression analysis was performed to examine the relationship between independent variables (demographic characteristics, health-related behavioral characteristics, health condition variables) and the dependent variable (quality of life) while controlling for gender and age. As a result, the factors related to quality of life for those surveyed were education level, spousal status, living status, bear for living expenses, average monthly allowance, satisfaction with daily life, evaluation of sleep quality, smoking and eating habits, amount of regular exercise, hobbies, subjective health status, physical disability (if any), hearing ability, visual acuity, mastication ability, urinary incontinence (present or not), and amnesia. The above results suggest that quality of life for the elderly living in urban areas is significantly related to variables that indicate demographic characteristics, health-related behavioral characteristics, and health condition.

How are Good Dogs Made? : Focusing on the Cultural Intermediary Work of Dog Trainers in EBS1 and KBS2 (좋은 반려견은 어떻게 만들어지는가? : EBS1 <세상에 나쁜 개는 없다>와 KBS2 <개는 훌륭하다>의 반려견 훈련사의 문화매개 작업을 중심으로)

  • Choo, Hye-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.17-29
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    • 2020
  • This research looked into the two programs There are No Bad Dogs in the World(EBS1) and The Dogs are Respectable(KBS2) that can be considered as one of the factors that changed the culture of dog rearing in the country. Focus was also directed toward the cultural intermediary work of trainer Hyung-Wook Kang and veterinarian Chae-Hyun Seol, and the linguistic texts and visual images that describe the programs were analyzed. The findings showed that the two experts reproduce dog-related beliefs and values using devices such as "serious" storytelling, dog bodies, and guardian re-education. They perform cultural intermediary work in that they create the value of the companion dog culture in these programs and provide corresponding products and services to consumers through direct face-to-face interactions. This study contributes academically in the following respects. First, the issue of companion dogs in Korea was approached from a cultural point of view rather than bounding analysis to the industrial and economic level called the "petconomy" (pet + economy). Second, the concept of cultural intermediaries and related theories were examined, along with how the two experts engender the value of dog training in the broadcasting program. The results are expected to help illustrate the diversity of Korean dog culture.

The Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study (게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구)

  • Lee, Kyung-Hun;Kim, Ju-Yeong;Yoo, Jae-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.119-129
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    • 2020
  • Intellectual disability affects all spheres of the lives of people can be who suffer from it. Unfortunately, modern medicine cannot cure intellectual disability. However, the quality of life improved by means of physical exercise. In this study, we compared the health-related physical fitness, metabolic syndrome index and mental health between a game biking group(5 participants) and a brisk walking group(4 participants). This study used a between-subject design and verified by non-parametric test. The participants performed an exercise program with warm up and resistance training for 12 weeks. A game bike was used for the physically impaired, where the individual looked at a screen and pedaled. The fasters he pedaled the faster the object on the screen movies. We measured health-related physical fitness, metabolic syndrome index and mental health. We also measured their perceived exertion and interest during the exercise by a visual analog scale. The results before and after the exercise program showed that health-related physical fitness, metabolic risk factors, mental health level were improved in both groups. As we hypothesized before the study, the game biking group showed a statistically significantly different level on the Rating of Perceived Exertion than the brisk walking group and a higher level on the Rating of Exercise Interest during the exercise program. Our results lead to a conclusion that an exercise program with the use of a game bike improve motivation for exercise participation in intellectually handicapped participants.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.39-48
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    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

Reliability of Non-invasive Sonic Tomography for the Detection of Internal Defects in Old, Large Trees of Pinus densiflora Siebold & Zucc. and Ginkgo biloba L. (노거수 내부결함 탐지를 위한 비파괴 음파단층촬영의 신뢰성 분석(소나무·은행나무를 중심으로))

  • Son, Ji-Won;Lee, Gwang-Gyu;An, Yoo-Jin;Shin, Jin-Ho
    • Korean Journal of Environment and Ecology
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    • v.36 no.5
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    • pp.535-549
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    • 2022
  • Damage to forests, such as broken or falling trees, has increased due to the increased intensity and frequency of abnormal climate events, such as strong winds and heavy rains. However, it is difficult to respond to them in advance based on prediction since structural defects such as cavities and bumps inside trees are difficult to identify with a visual inspection. Non-invasive sonic tomography (SoT) is a method of estimating internal defects while minimizing physical damage to trees. Although SoT is effective in diagnosing internal defects, its accuracy varies depending on the species. Therefore, it is necessary to analyze the reliability of its measurement results before applying it in the field. In this study, we measured internal defects in wood by cross-applying destructive resistance micro drilling on old Pinus densifloraSiebold & Zucc. and Ginkgo bilobaL., which are representative tree species in Korea, to verify the reliability of SoT and compared the evaluation results. The t-test for the mean values of the defect measurement between the two groups showed no statistically significant difference in pine trees and some difference in ginkgo trees. Linear regression analysis results showed a positive correlation with an increase in defects in SoT images when the defects in the drill resistance graph increased in both species.

An Analysis of Students' Mathematical Communication Competency focused on Fraction Division (분수의 나눗셈에 대한 초등학생의 수학적 의사소통 능력 분석)

  • Pang, Jeong Suk;Kim, Yoon Young;Sunwoo, Jin
    • Education of Primary School Mathematics
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    • v.25 no.2
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    • pp.179-195
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    • 2022
  • Mathematical communication competency, one of the six mathematical competencies emphasized in the latest mathematics curriculum, plays an important role both as a means and as a goal for students to learn mathematics. Therefore, it is meaningful to find instructional methods to improve students' mathematical communication competency and analyze their communication competency in detail. Given this background, this study analyzed 64 sixth graders' mathematical communication competency after they participated in the lessons of fraction division emphasizing mathematical communication. A written assessment for this study was developed with a focus on the four sub-elements of mathematical communication (i.e., understanding mathematical representations, developing and transforming mathematical representations, representing one's ideas, and understanding others' ideas). The results of this study showed that students could understand and represent the principle of fraction division in various mathematical representations. The students were more proficient in representing their ideas with mathematical expressions and solving them than doing with visual models. They could use appropriate mathematical terms and symbols in representing their ideas and understanding others' ideas. This paper closes with some implications on how to foster students' mathematical communication competency while teaching elementary mathematics.

A Research on the Scenography of the Musical 『All Shook Up』 - Focusing on the Design Construction Process and Performance Application Cases - (뮤지컬 『All Shook Up』의 연출적 시노그래피 연구 - 디자인 구축 과정과 공연 적용 사례를 중심으로 -)

  • Park, Geun-Hyung;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.175-187
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    • 2020
  • The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.

Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao' (중국 대형정경체험극 '우견평요'의 성공요인 분석)

  • Wang, Yilun;Jang, Hyewon
    • 지역과문화
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    • v.8 no.3
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    • pp.27-48
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    • 2021
  • In recent years, China's tourism performing art in a series of new completion of the project, increase the box office of tourism performing arts industry, higher economic income, at the same time led to the formation of brand of tourism performing arts and has a good reputation, with the regional culture, has a certain role in promoting economic development, including Large scenario experience drama is one of the key projects. Large scenario experience drama is a new form of drama that simulates the space design of real environment and enables the audience to have active experience in visual, auditory, smell, taste, touch and other senses with strong interactivity.Large scenario experience drama are adapted from traditional Chinese culture, regional culture and long-passed stories, and combine high technology such as lighting, sound effects, special effects and 3D effects to make the audience's experience more real.As the first Large scenario experience drama in China, 'You Jian Ping-yao' reflects the profound culture of Shanxi with new forms of expression and creative means, in the form of scene experience and make the audience more intuitive feel the 'Shanxi emotion', 'Shanxi sentiment' and 'Shanxi Morality', carry forward the traditional culture at the same time, also passed the Shanxi ancient and great values, strengthened the drama of China's movie village, impetus the development of the tourism industry in Shanxi, drive the Shanxi region of jingjing, gradually formed a complete industrial chain. However, there are also limitations such as improper plot connection and improper tourist management, which can improve the performance effect through more audience interaction and guidance. Therefore, it can be seen that large-scale situational experience dramas play a great role in promoting the dissemination of traditional culture and values, the development of tourism industry, the formation of regional brand characteristics and economic development. Through these, it can be seen that large-scale situational experience plays have enlightenments such as innovative thinking content, gradually forming an industrial chain closed-loop, and broadening publicity channels for the development of live-action performances.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

Comparative analysis of the soundscape evaluation depending on the listening experiment methods (청감실험방식에 따른 음풍경 평가결과 비교분석)

  • Jo, A-Hyeon;Haan, Chan-Hoon
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.3
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    • pp.287-301
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    • 2022
  • The present study aims to investigate the difference of soundscape evaluation results from on-site field test and laboratory test which are commonly used for soundscape surveys. In order to do this, both field and lab tests were carried out at four different areas in Cheongju city. On-site questionnaire surveys were undertaken to 65 people at 13 points. Laboratory listening tests were carried out to 48 adults using recorded sounds and video. Laboratory tests were undertaken to two different groups who had experience of field survey or not. Also, two different sound reproduction tools, headphones and speakers, were used in laboratory tests. As a result, it was found that there is a very close correlation between sound loudness and annoyance in both field and laboratory tests. However, it was concluded that there must be a difference in recognizing the figure sounds between field and laboratory tests since it is hard to apprehend on-site situation only using visual and aural information provided in laboratory tests. In laboratory tests, it was shown that there is a some difference in perceived most loud figure sounds in two groups using headphones and speakers. Also, it was analyzed that there is a tendency that field experienced people recognize the figure sounds using their experienced memory while non-experienced people can not perceive the figure sounds.