• 제목/요약/키워드: Web 2.0/3.0

검색결과 628건 처리시간 0.029초

0-8세 아동의 사회정서 발달과 어머니의 심리적 특성 : 보령 베이비패널 자료를 중심으로 (0-8 Children's Socio-Emotional Development and Mothers' Psychological States : Based on Boryung Baby Panel Data)

  • 박혜준;한경혜;박새롬;장미나;전을정
    • 가정과삶의질연구
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    • 제31권1호
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    • pp.11-27
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    • 2013
  • The purpose of this study was to investigate the overall developmental characteristics of Korean children ages 0 to 8, and then explore specifically how children's social and emotional developmental levels are related to mothers' psychological states. This study was part of newly launched Boryung Baby Panel Study using web-based survey in 2011. The subjects were all mothers of 940 infants(0-2 years), 654 toddlers(3-5 years), and 484 school-age children(6-8 years) The mothers were asked to administer the web-based standardized developmental checklist for their child and fill out the questionnaires of psychological variables(life satisfaction, depression, parenting attitude, parenting efficacy, and parenting stress). The data was analyzed using descriptive analysis, t-test, and logistic regression for SPSS 20.0 windows. Major findings were as follows: 1. Infants(0 to 2) showed higher developmental level in cognition and fine motor skill domain compared to other domains. 2. Most toddlers(3 to 5) showed normal development in the most domain such as gross motor skill, fine motor skill, language, letter, number, self-help behavior. 3. In socio-emotional development domain, the ratio of risk or delay group were highest at both infant and toddler. 4. The 6-8 years old children that belong to risk group by the result of SDQ(emotion and behavior assessment) were also relatively high. 5. The relation of the children's socio-emotional developmental level and the mother's psychological variables were reciprocal. Based on these findings, the implications and the limitations of current study were discussed.

패션 코디네이션을 위한 웹 사이트 개발에 관한 연구 (A Study on the Development of Website for Fashion Coordination)

  • 김효숙;강인애;최창석
    • 복식
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    • 제51권3호
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    • pp.99-109
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    • 2001
  • The purpose of this study is to propose the effective development a fashion coordination website by computer graphics and web animation programs. Today, the internet fashion shopping malls come into the spotlight as the way of marketing. The amount of clothing products sold on the internet shopping mall and interest in the website design is increasing. This means many people consider that the web site design is one of the most important thing to lead customers to purchasing. For this reasons, this study develop fashion coordination items which was designed by the computer graphics software named 'photoshop 6.0'and propose the more visual effect of fashion coordination web image which was designed by animation software named 'flash 4.0'. As a result of this study. 1 It can accumulate a database of trend garment. 2. It can help designers save a time, expenses and tries to treat design also make correction and transform their work more freely. 3. It can help develop a new textile through the various image adjustment. 4. It can give more visual and interesting effect to website by animation and multimedia. 5. It can able to communicate interactive with each other by website.

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불소함유 세치제 사용에 따른 인체의 노출예측모델 (A Study on the Exposure Prediction Model of Fluoride Dentifrice)

  • 윤성욱
    • 한국콘텐츠학회논문지
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    • 제22권7호
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    • pp.663-669
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    • 2022
  • 본 연구는 세치제에 함유되어지는 불소의 함유량이 1500ppm이하로 상향됨에 따라 시판되어지는 세치제의 불소 함유량도 향상되었다. 이에 따라 인체에 노출되어지는 불소의 양을 예측하고 이를 소비자에게 제공하여 안전한 세치제의 사용에 대한 대안을 제시하는데 목적이 있다. 본 연구는 2021년 3월부터 2주간 1300명을 대상으로 일반적 특성과 구강건강행위를 설문조사하였다. 조사한 결과를 ConsExpo Web 1.0.2. 노출평가하기 위한 입력변수로 사용하였다. 그 결과 불소가 1500ppm함유된 세치제를 사용할 경우남자는 External dose on day of exposure가 2.3×10-2 mg/kg/day, 여자의 경우 2.9×10-2 mg/kg/day, 2-3세 아동은 7.3×10-2 mg/kg/day로 추정되었다. 본 연구결과 시중에 유통되어지는 세치제의 불소함유량이 증가됨에 따라 소비자들의 안전한 사용을 위한 기준을 제시하는데 기초자료로 사용될 것이라 사료되어진다.

웹 기반의 상처간호 전자교과서에 의한 자가학습의 학업성취도 평가 (Evaluation of Student Learning Achievement through Self Study Using a Web-based Wound Care E-book)

  • 고일선;강규숙;박진희;육신영;송인자
    • 기본간호학회지
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    • 제11권1호
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    • pp.6-12
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    • 2004
  • Purpose: The purpose of this study was to evaluate self-study learning achievement in undergraduate nursing students who used a web-based wound care e-book. Method: The web-based wound care e-book was applied to 80 nursing students at Y university. The students studied the wound care e-book for four weeks and practiced wound dressing by themselves in open laboratory. Learning achievement was evaluated according to achievement of unit objectives and performance of an actual wound dressing. Result: 1. The total mean score for achievement of unit objectives was 3.06 (${\pm}0.41$) and the total mean score on the performance of the wound dressing was 89.40 (${\pm}5.47$). 2. There was no difference between the scores in the performance test (F=1.012, p=.366) for students who used self-study and those who were given a lecture. 3. A positive correlation was found between achievement of unit objectives and performance of the wound dressing (r=0.306, p<0.05). Conclusion: The web-based wound care e-book was effective in facilitating self-study for nursing students, and there is a need to continuously develop and up-date web-based nursing education e-books to facilitate self-study.

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • 제10권2호
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

AI 합금 정밀단조를 위한 금형설계 및 공정조건의 영향 (The Effects of the Process and Die Design for Precision Forging of Al Alloys)

  • 이영선;이정환
    • 한국정밀공학회지
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    • 제16권11호
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    • pp.166-173
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    • 1999
  • Al forged parts are many cases with rib-web section which is difficult to manufacture precisely. Therefore, process conditions must be optimized for precision forging of Al alloys. In this study, various process parameters such as die design, lubricant, ram speed, forging temperature have been investigated using the experiment, upper bound theory and F.E.M. simulation to develop the precision forging technology for rib-web shape component. When lubricant is applied to both material and die, shear friction factor is 0.1 which shows best effect of lubricant. It is specific corner radius of die that minimized forging load regarding process conditions, especially according to the ratio of the width of rib and web. In conclusion, optimum corner radius is 2~3mm when the width of rib and web is 3mm and 20mm respectively.

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다문화 청소년과 비다문화 청소년의 저체중 위험에 관한 비교 연구 (Comparison of the Risk for Being Underweight between Multicultural and Korean-Origin Adolescents)

  • 박현주
    • 한국학교보건학회지
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    • 제30권3호
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    • pp.240-250
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    • 2017
  • Purpose: The purpose of this study was to compare the risk of being underweight between multicultural and Korean-origin adolescents. Methods: This study used the Korea Youth Risk Behavior Web-Based Survey data of 2016. A total of 46,457 underweight and normal-weight adolescents were included. General characteristics, health status and health behavior variables, and weight related variables were included. Weighted percentage and means were used to describe the sample. Simple and multiple logistic regressions were conducted using SAS 9.2. Results: From the simple and multiple logistic regression, multicultural adolescents showed a higher risk of being underweight (OR: 1.63, 95% CI: 1.20~2.20; AOR: 1.51, 95% CI: 1.01~2.27) than Korean-origin adolescents. Among the covariates, being female (AOR: 1.90, 95% CI: 1.72~2.10), being older (AOR: 1.18, 95% CI: 1.15~1.22), having poor self-health perception (AOR: 1.56, 95% CI: 1.24~1.82), having longer hours of sleep (AOR: 1.12, 95% CI: 1.09~1.16), having fewer days of exercise (AOR: 0.94, 95% CI: 0.91~0.96), and doing vigorous exercise less (AOR: 0.78, 95% CI: 0.68~0.89) showed a higher risk of being underweight. Self-rated health and effort to control weight were also significantly related to being underweight. Conclusion: Since multicultural adolescents are vulnerable to being underweight, it is necessary to develop intervention programs to reduce the number of underweight multicultural adolescents.

머신 비젼을 이용한 실시간 링클 측정 시스템 개발 (Development of On-line Wrinkle Measurement System Using Machine Vision)

  • 신동근;토호앙밍;고성림
    • 대한기계학회논문집A
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    • 제32권3호
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    • pp.274-279
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    • 2008
  • Roll to roll (R2R) manufacturing process, also known as 'web processing', has been tried for producing electronic devices on a flexible plastic or metal foil. To increase the performance and productivity the R2R process, effective control and on-line supervision for web quality becomes very important. Wrinkle is one of the defects, which is incurred due to compressive stresses. A system for on-line measurement of wrinkle is developed using area scan camera and machine vision laser. The 2D image, obtained by area scan camera, is produced by Gaussian regression method to characterize the wrinkle on a transparent web. The experiment proves that 0.3mm wrinkle height can be measured successfully with 74fps.

웹2.0 시대의 한국 애니메이션 산업에 관한 고찰 (A Research on Korean Animation Industries in the Age of Web 2.0)

  • 오동일;김효용
    • 디지털콘텐츠학회지
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    • 제3권1호
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    • pp.3-9
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    • 2007
  • 본 논문에서는 21세기 지식산업사회가 도래하면서 우리 사회에 가장 광범위한 변화를 몰고 온 인터넷을 기반으로 한국 애니메이션 산업의 현황과 미래에 대한 전망을 가늠 하고자 한다. 여기에는 최근 인터넷의 핵심 개념으로 떠오르고 있는 웹2.0을 재조명하여 새로운 미디어의 범주 안에서 애니메이션의 시대적 변화와 새로운 가능성을 살펴보고 디지털콘텐츠산업으로 재편되고 있는 국내외 애니메이션 동향을 살핌으로써 국내 애니메이션의 가치를 새롭게 창출하고자하는 의미도 포함되어 있다. 여기서 좀 더 주목하여 웹2.0의 개념을 국내 애니메이션 산업으로 의 적극적인 전이를 일으키기 위해서는 보다 구체적인 솔루션, 프로세스, 툴에 대한 개발이 보완되어야 할 것이다.

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웹 2.0 시대의 SNS(Social Network Service)에 관한 고찰 (An exploratory study on Social Network Services in the context of Web 2.0 period)

  • 이석용;정이상
    • 경영과정보연구
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    • 제29권4호
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    • pp.143-167
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    • 2010
  • 본 연구의 목적은 인터넷을 중심으로 시대적인 흐름에 따른 기술의 변화와 더불어 사회적 자본을 형성하는 도구로 인식되고 있는 SNS의 사회경제적 변화와 파급효과를 통찰하기 위해 첫째, 웹 2.0 패러다임이 표방하는 기술 및 경제적 가치변화를 살펴보고 둘째, 블로그로부터 사회 네트워크인 SNS로의 진화과정을 고찰하며 셋째, 주요 SNS의 서비스 및 특징을 비교한 후 넷째, 모바일 웹 2.0으로의 진화에 따른 SNS의 특성을 제시하고자 한다. 마지막으로 1990년대 후반부터 현재까지의 기술, 사회, 경영 3가지 측면의 속성 변화를 통해 SNS의 진화를 분석하고자 한다. 본 연구를 통해 얻은 시사점으로는 첫째, 기술적 측면에서 웹 기반의 컴퓨팅 환경이 미디어 속성에서 플랫폼 속성으로 전환되고 있다. 초창기 인터넷 출현 이후 웹사이트에 접속하여 정보를 보고 듣고 읽어 체득하던 일방향의 미디어 속성이 정보를 생성 및 가공하고 전파하기까지 모든 활동을 가능하게 하는 플랫폼 기능으로 변화된 것이다. 둘째, 사회적 측면에서 지식의 생산주체가 소수 전문가에서 집단지성으로 전환되고 있다. 이는 사람들을 연결하는 SNS의 지향점과 일치하면서 정보권력의 분산 및 전파범위의 무제한이라는 장점을 살려 기업들의 홍보 및 마케팅 채널로서의 잠재성이 부각되고 있다. 셋째, 기업경영 측면에서 SNS와 같은 새로운 마케팅 채널이 생성되고 있다. 스마트폰과 같은 모바일 기기의 시장 확대와 더불어 일상에서 접근이 편리하도록 제공되고 있는 무선기술의 발전은 소비자와 호의적이고 밀접한 관계를 지향하는 대개의 기업들에게 새로운 기회로 작용하고 있다. 넷째, 소비자의 역할이 변화되고 있음을 인식할 수 있다. 단방향 정보를 받아들이던 소비자들이 1인 중심형 블로그와 개인간 관계 네트워크를 지향하는 SNS를 이용하게 되면서 정보를 생성, 가공 및 확산하는 주체가 되면서 정보의 주도권을 장악하게 되면서 정보의 이용자인 동시에 생산자 역할을 수행하는 프로슈머로서 그 역할이 변화되어 가고 있다.

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