• Title/Summary/Keyword: Watching Behavior

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Guidelines of Body Mass Index in Korean Childhood and Adolescent Obesity and relationship with Physical Strength (한국 초.중.고등학생 비만의 BMI 기준 제시 및 체력과의 관계에 대한 연구)

  • 원혜숙;한성숙;오세영;김혜영;김우경;이현숙;장영애;조성수;김숙희
    • Journal of Nutrition and Health
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    • v.33 no.3
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    • pp.279-288
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    • 2000
  • The study examined BMIs, physical strength, activities, and the attitudes and behavior toward weight control among 7,968 Korean students{2,435 5th graders from elementary schools(ESs), 2,524 2nd graders from middle schools(MSs), 2,739 2nd graders from high schools(HSs)} nationwide. Compared to the 1987 data, there were increases of height(3-6cm) and weight(3-8kg), but decreases of physical strength and exercise. Lack of 'regular exercise' among girls from MSs and HSs and higher proportion of time spent on watching TV and using a computer for elementary schoolers were particularly noticeable. Proportions of students who were satisfied with their body weight were 49% for ESs, 35% for MSs, and 29% for HSs. There was no relationship between subjective and objective evaluations of body weight. Diet rather than exercise was more frequently chosen as a method of weight control. Compared to boys, girls showed stronger association between the amount of exercise and the subjective body weight in MSs and HSs, however this association was not found for the subjects from HSs. Values for the 50th percentile of BMI of boys and girls were 18.4 and 17.7 for ESs, 19.9 and 20.1for MSs, and 21.4 and 20.6 for HSs. In MSs and HSs, boys with BMI between 15th to 85th percentiles were physically stronger than those whose BMIs were lower than 15th kor higher than 85th percentiles. For the other groups, there was a trend of a positive relationship between BMI and physical strength. Based on the analyses of BMI and physical strength, this study suggests 22 and 21 for upper grades in ESs, 24 and 23 for MSs, and 27 and 25 for HSs as the respective cut off points of BMI for weight control n boys and girls. A need for implementing nutrition education program focused on weight control is also suggested.

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The Transfer Effect of Media Image presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee, Sung-Bok;Jung, Sun-Young;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.251-254
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students behavior in the graduation ceremony. As a result I can notice that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition I can ascertain their friendship and love for their school have been lifted while watching the reflex with laugh and cry.

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Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

The Impact of Leisure Activity on Health Promotion Behaviors and Quality of Life in Elderly People - A Comparative Study of the Urban and Rural Elders - (노인의 여가활동이 건강증진행위 및 삶의 질에 미치는 영향 -도시노인과 농촌노인 비교-)

  • Beon, Hea-Sook;Lee, Jeong-Soon;Na, Song-Suk
    • Journal of Korean Academy of Rural Health Nursing
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    • v.8 no.2
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    • pp.53-63
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    • 2013
  • Purpose: The purpose of this study was to identify leisure activities, health promotion behaviors, and quality of life and regional differences in urban and rural elderly people. Method: This study was a descriptive research and data were collected from 198 elderly people using a questionnaire. Data were analyzed using the PASW WIN 18.0 Program. Result: Urban elders showed significantly higher rate for leisure activities compared to rural elders. While urban elders did not show a significant relationship among leisure activities, health promotion behaviors, and quality of life, rural elders showed a significant relationship among leisure activities, health promotion behavior, and quality of life. While the leisure activities and health promotion behaviors were influenced by recreational and social life in the urban elders, these activities and behaviors had no influence for rural elders. Leisure activities and quality of life were influenced by watching and enjoying activities, services and religious activities, and recreational and social life for urban elders but health sports was an influence for rural elders. Conclusion: Findings indicate regional differences and provide basic information to develop programs and leisure guidelines to enhance leisure activities, health promotion behaviors, and quality of life according to regional characteristics of elderly people.

The Transfer Effect of Media Image Meaning presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee Sung-Bok;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.30-37
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students' behavior in the graduation ceremony. As a result It is shown that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition it is prove ascertain their friendship and love for their school have been lifted while watching the reflex with transferring the media image message.

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A Study on Living Room Furniture Design to Promote Children's Reading - Based on The Theory of Environmental Psychology and Behavior - Focused on The 60~90 ㎡ Apartment Dwellers - (환경심리행태학에 기반한 아동기의 독서습관 증진을 위한 거실가구 디자인에 관한 연구 - 60~90 ㎡대 아파트 거주자를 중심으로 -)

  • Jeoung, Tae Yeun;Park, Kyung Jin
    • Journal of the Korea Furniture Society
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    • v.27 no.2
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    • pp.111-121
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    • 2016
  • In the structure of modern houses, a living room is the space most frequently used by family members. In a living room, they rest, talk together, watch TV, study, read books and enjoy hobbies. A living room is furnished with a TV cabinet, a storage closet, a sofa, a bookshelf, a desk and etc. depending on the purposes of activities in it, which can be different in each house. Furniture is the required tool for indoor architectural space and humans to lead a life. In most families, a man and a woman marry each other and become man and wife, go through the honeymoon phase, give birth to one or two children and become a family with three or four members. According to the children's growth cycle from birth to infancy, early childhood, childhood, adolescence, youth and adulthood, furniture layout and kinds of furniture in a living room change. Depending on the family life cycle, most parents of young children try to help their children to form good habits of reading books and studying for their future. As for the environmental elements interrupting reading and studying, watching TV and using smart phones excessively are being regarded as problems. As the number of two-income families is increasing in this era when many women are participating in the social activities with the government's encouragement, children are having more time.

Weight-related Perceptions, Practices and Eating Behaviors of Middle School Students: Associations with BMI (일부 중학생의 체중에 따른 체중인식, 체중조절 및 식행동에 관한 연구)

  • Kim, Ji-Eun;Min, Hye-Sun
    • Korean Journal of Community Nutrition
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    • v.13 no.1
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    • pp.13-23
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    • 2008
  • This study investigated the association between the weight status of middle school students and the various weight-related characteristics including desired weight, weight perception, weight-related practice, physical activity, and overeating behavior. Questionnaires were administered to 473 middle school students (178 boys and 295 girls) in Daejeon. Boys and girls were divided into three groups respectively; (1) underweight (BMI<$5^{th}$ percentile) (2) normal weight ($5^{th}$ percentile$\leq$BMI<$85^{th}$ percentile) (3) overweight (BMI$\leq85^{th}$ percentile). Using BMI calculated from measured height and weight, 14.0% of boys and 6.8% of girls were underweight, and 16.3% of boys and 14.2% of girls were overweight. However, among this sample of students, 38.4% of boys and 13.6% of girls perceived themselves as underweight and 29.4% of boys and 44.9% of girls perceived themselves as overweight. We found that overweight students reported their body weights lower and their heights higher compared to non-overweight students, resulting in an underestimation of BMI. Based on desired BMI, 79.9% of the girls desired to be underweight and 73.0% of the boys desired to be normal weight. Overweight or normal weight students were less satisfied with their body weights than underweight students. Girls had more weight control experience and concern compared to boys. Overweight girls spent longer times in watching TV compared to non-overweight girls (p < 0.001) and had more overeating behaviors (p < 0.05). Overweight students reported that they ate snacks less frequently than non-overweight students, which may be due to their tendency to report less eating. In conclusion, significant gender differences and weight status differences existed in weight perception, weight satisfaction, and weight control experience and concern. Because perception of overweight is likely to lead to unhealthy eating behaviors and weight control, efforts for adolescents to improve accuracy of weight perceptions and to understand the benefits of being healthier are needed.

Movie Audience's Ego (영화 <사도> 관객의 '자아')

  • Kim, Guyl-Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.233-243
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    • 2016
  • The movie offers a chance to observe the social signifier and the sensitivity of audiences who feel sympathy with the tragic history of crown prince Sado. While watching the movie, the audience halts between ideas whether to go back to "primary ego", or to play the unconscious hypocrisy or the ingrained social behavior which is to resolve the internal conflicts while they face two contrary opinions; one is the obedient subject to obey fatherness, as a symbol of historic value and convention in a society, and the other is the resistant body to break the bond of convention. The audience may feel some ambivalent feelings of the moral values between the paternal authority and the existential philosophical value of 'self'. This study will observe the audience's response of Sado toward the moral norms of the society when they face the signifier of father in the movie with experience the conflict between their resistant ego and madness. Also the study will discuss that the social landscape such as norms, order, and legal system is ever-changing and open to be subverted by the future even though audience hope that the present moral value with which we are content ever-last.

Backlight Control on The PDA by A User's Activity and Posture (사용자의 활동과 자세에 의한 PDA의 백라이트 제어 기법)

  • Baek, Jong-Hun;Yun, Byoung-Ju
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.6
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    • pp.36-42
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    • 2009
  • In the mobile device environment, the context-aware computing has been emerging as a core technology of ubiquitous computing. Compared with a desktop computer, a user interface and resource of mobile device is very limited. Traditional desktop-based user interface has been developed on the basis that a user's activity is static state. In contrast, mobile devices are not able to utilize representative desktop-based interaction mechanisms such as a keyboard and mouse, not only because the activity of a user is dynamic state, but mobile devices have limited resources and small LCD display. In this paper, we introduce an intelligent control system for the mobile device that can utility effectively the limited resource and complement the poor user interface by using an accelerometer being able to sense the physical activity and posture. The proposed system can estimate the user activity, static and dynamic states, and posture watching the PDA at the same time, and the proposed intelligent control system as its application, the backlight ON/OFF on the PDA, is run by the result of the user's behavior.

A Viewer's Modality-based Design Guideline of Digital TV Data Service and a Data Service Prototype adopting the Guideline (시청자의 TV 이용 행태를 고려한 디지털 TV 데이터 서비스의 기획 가이드라인과 이를 적용한 데이터 서비스 프로토타입)

  • Ko, Kwang-Il
    • Convergence Security Journal
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    • v.12 no.3
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    • pp.123-129
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    • 2012
  • Due to the high digital technology, various devices such as TV, PC, smartphone, and pad computer are connected to each other using internet and under the circumstance internet services of which the running platforms are mainly PC become "N-screenlized" by extending their service platform to non-PC devices. As a digital TV has outstanding features of being the most influential device in the living room and having the wide spectrum of users, several internet services has been ported on the digital TV platform (in the form of data services) in order to enhance their brand powers. Most of the services, however, failed to get a satisfactory results as the data services are defeated by the broadcasting contents in the competition for the viewer's interests. In the paper, the design guidelines that make data services not to compete with the broadcasting contents are proposed and a prototype of a data service that accommodates the guidelines is introduced. The prototype, called "TV ideal-type world-cup", does not disturb a viewer's watching broadcast contents and channel-changing behavior while it is running and its service flow is designed for a viewer to achieve the goal of service in a few minutes so that the viewer can enjoy the service in a commercial period.