• Title/Summary/Keyword: activity experience

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Estimation of Uranium Particle Concentration in the Korean Peninsula Caused by North Korea's Uranium Enrichment Facility (북한 우라늄 농축시설로 인한 한반도에서의 공기중 우라늄 입자 농도 예측)

  • Kwak, Sung-Woo;Kang, Han-Byeol;Shin, Jung-Ki;Lee, Junghyun
    • Journal of Radiation Protection and Research
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    • v.39 no.3
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    • pp.127-133
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    • 2014
  • North Korea's uranium enrichment facility is a matter of international concern. It is of particular alarming to South Korea with regard to the security and safety of the country. This situation requires continuous monitoring of the DPRK and emergency preparedness on the part of the ROK. To assess the detectability of an undeclared uranium enrichment plant in North Korea, uranium concentrations in the air at both a short and a long distance from the enrichment facility were estimated. $UF_6$ source terms were determined by using existing information on North Korean facility and data from the operation experience of enrichment plants from other countries. Using the calculated source terms, two atmospheric dispersion models (Gaussian Plume Model and HYSPLIT models) and meteorological data were used to estimate the uranium particle concentrations from the Yongbyon enrichment facility. A maximum uranium concentration and its location are dependent upon the meteorological conditions and the height of the UF6 release point. This study showed that the maximum uranium concentration around the enrichment facility was about $1.0{\times}10^{-7}g{\cdot}m^{-3}$. The location of the maximum concentration was within about 0.4 km of the facility. It has been assumed that the uranium sample of about a few micrograms (${\mu}g$) could be obtained; and that few micrograms of uranium can be easily measured with current measurement instruments. On the contrary, a uranium concentration at a distance of more than 100 kilometers from the enrichment facility was estimated to be about $1.0{\times}10^{-13}{\sim}1.0{\times}10^{-15}g{\cdot}m^{-3}$, which is less than back-ground level. Therefore, based on the results of our paper, an air sample taken within the vicinity of the Yongbyon enrichment facility could be used to determine as to whether or not North Korea is carrying out an undeclared nuclear program. However, the air samples taken at a longer distance of a few hundred kilometers would prove difficult in detecting a clandestine nuclear activities.

The Study on Cooking Activities at Home and at School among Elementary School 6th Graders in $Gyeongbuk$ Province (경북지역 초등학교 6학년 학생들의 가정과 학교에서의 조리활동 실태)

  • Jung, Kyung-Ah;Park, Sang-Wa
    • Culinary science and hospitality research
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    • v.18 no.2
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    • pp.134-148
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    • 2012
  • This study was conducted to investigate the state of cooking activities at home and at school among the elementary school 6th graders in Gyeongbuk province. For 'interest in cooking', 86.9% of the subjects answered 'very interested,' and the answers were significantly different according to sex(male 45.6%, female 77.8%, p<0.01). Above 70.0% of the subjects answered that they could cook by themselves and the responses were significantly different according to sex(male 35.3%, female 66.7%, p<0.01). The children had experiences of chopping(64.8%), slicing round(62.3%), cutting dice(62.3%), cutting julienne(53.3%), cutting diagonally(45.1%), slicing semicircle(34.4%), and cutting paysanne(22.1%). 93.4% of the subjects had cooking experience at home and most parents(95.1%) were positive to children's cooking at home. The reasons for cooking at home were 'like to cook'(55.3%), 'to satisfy hunger'(17.5%), 'to eat foods that I want'(14.0%), etc. The only 10.7% of the subjects answered 'difficult' or 'very difficult' for the cooking classes at school. The 62.3% of the subjects have cooked the foods again at home that they learned at school, and the responses were significantly different according to sex(p<0.05). The foods that the children wanted to cook at school were pizza, spaghetti, Tteokbokki, hamburgers, etc. The children answered that they had difficulties in 'seasoning'(34.4%) and 'cleaning up after cooking'(21.5%). What the children wished about the cooking class of their schools included 'to cook more often'(35.8%), 'to cook more diverse foods'(29.7%), 'to have the school equipped with cooking tools and facilities'(14.8%), etc. Therefore, the cooking classes for the elementary school students need to be planned considering these results about children's cooking abilities, skills and demands.

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The Correlation between Sensory Process Type and Interpersonal Problems, Adult Attachment on University Students (대학생의 감각처리 유형과 대인관계문제 및 성인애착의 관계)

  • Yoon, Su-Jeong;Lee, Chun-Yeop;Kim, Hee-Jung;Jung, Hye-Rim
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.2
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    • pp.9-18
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    • 2017
  • Objective : This study was to find out the level of sensory process type, adult attachment and interpersonal problems on university students and then to investigate the correlation. Methods : For this study, 169 students who don't know about the evaluation tool in university students of K area in Korea were participated. To execute evaluation, Adolescents/Adults Sensory Profile (AASP) was used for the sensory process type, Short Form of the Korean Inventory of Interpersonal Problems Circumplex Scale (KIIP-SC) was used for interpersonal problems, and Experiences in Close Relationships Scale-Revised (ECR-R) was used for the adult attachment. The correlation between sensory process type and interpersonal problems, adult attachment was analyzed by using pearson correlation analysis. Results : Sensory process type of university students appeared that sensory seeking was lower than general people, and the rest of items showed similar results with general people. For interpersonal problems, there was a lot of difficulty in self-sacrificing and overly accommodating, whereas there was a little difficulty in vindictive and domineering / controlling. For adult attachment, attachment avoiding was more stable than attachment anxiety. Also, low registration and sensory sensitivity all showed positive correlation with interpersonal problems and adult attachment. Among interpersonal problems, self-sacrificing and intrusive showed positive correlation with sensory seeking whereas cold, socially inhibited, nonassertive, and overly accommodating showed positive correlation with sensory avoiding. Thus, sensory seeking and sensory avoiding showed different results (p<.05). Conclusion : In occupational therapy clinic, not only the disabled but non-disabled people that experience issue of interpersonal problems and attachment could be helped with managing high quality social activity if they execute intervention according to sensory process type.

Application and Development of Teaching-Learning Plan for 'Sustainable Residence Created with Neighbor' ('이웃과 더불어 만드는 지속가능한 주거생활' 교수.학습 과정안 개발 및 적용)

  • Park, Mi-Ra;Cho, Jae-Soon
    • Journal of Korean Home Economics Education Association
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    • v.22 no.3
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    • pp.1-18
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    • 2010
  • The purpose of this study was to develop a teaching-learning process plan for sustainable residing creating with neighbors and to apply it to the housing section of Technology-Home Economics according to the 2007 Revised Curriculum. Teachinglearning method solving practical problems was used for the teaching-learning process plans of 6-session lessons according to the ADDIE model. In the development stage, 17 activity materials and 15 teaching learning materials (6 reading texts, 6 moving pictures, 2 internet and 1 image materials) were developed. for the 6-session lessons, based on the stages of solving practical problems. The plans applied to the 3 classes of 8, 9, and 10th grade of the H. junior and senior high school in Myun district in Kyungbook during Sept. 1st to 14th, 2009. The results showed that students actively participated when the contents and materials were related to their own experience. The 6-session lessons about sustainable residing creating with neighbors was significantly increased the sense of community between before and after. Each of the 4 stages of the teachinglearning method solving practical problems were highly participated by the students. The satisfaction with the contents and methods of the 6-session lessons were evaluated over medium to somewhat higher levels. The practical activities to solve the community space and programs were got positive comments. Problem solving process and presentation and discussion were needed to learn more. Those results might support that the teachinglearning process plan this research developed. would be appropriate to the lessons for sustainable residing creating with neighbors.

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Brain Regions Associated With Anhedonia in Healthy Adults : a PET Correlation Study (정상 성인에서 양전자방출단층촬영을 통해 관찰한 무쾌감증 관련 뇌 영역)

  • Jung, Young-Chul;Seok, Jeong-Ho;Chun, Ji-Won;Park, Hae-Jeong;Lee, Jong-Doo;Kim, Jae-Jin
    • The Korean Journal of Nuclear Medicine
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    • v.39 no.6
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    • pp.438-444
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    • 2005
  • Purpose: Anhedonia has been proposed to be the result of a basic neurophysiologic dysfunction and a vulnerability marker that precede and contribute to the liability of developing schizophrenia. We hypothesized that anhedonia, as a construct reflecting the decreased capacity to experience pleasure, should be associated with decreased positive hedonic affect trait. This study examined the relationship between anhedonia and positive hedonic affect trait and searched for the brain legions which correlate with anhedonia in normal subjects. Materials and Methods: Using $^{18}F$-FDG PET scan, we investigated the brain activity of twenty one subjects during resting state. Questionnaires were administrated after the scan in order to assess the self-rated individual differences in physical/social anhedonia and positive/negative affect traits. Results: Negative correlation between physical anhedonia score and positive affect trait score was significant (Pearson coefficient =-0.440, p<0.05). The subjects physical and social anhedonia scores showed positive correlation with metabolic rates in the cerebellum and negative correlation with metabolic rates in the inferior temporal gyrus and middie frontal gyrus. In addition, the positive affect trait score positively correlated with various areas, most prominent with the inferior temporal gyrus. Conclusion: These results suggest that neural substrates, such as the inferior temporal gyrus and prefrontal-cerebellar circuit, which dysfunction has been proposed to be involved with the cognitive deficits of schizophrenia, may also play a significant role in the liability of affective deficits like anhedonia.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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The Effect of Class based on Creative Science Writing for the Interest in Biology and the Scientific Attitude (창의적 과학글쓰기를 활용한 수업이 생물에 대한 흥미와 과학적 태도에 미치는 효과)

  • Kim, Hyung-Ja;Byeon, Jung-Ho;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.36 no.2
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    • pp.198-215
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    • 2012
  • Purpose of this study is to clarify the effect of creative science writing for interest of biology and scientific attitude on high school student. Creative science writing is a learning method to enhance comprehension and expression of thinking of science contents related to daily life. 148 students were recruited and divided into two groups, experimental group were experience creative science writing lessons. On the other hand, contrary group were applied interest enhancement lessons excepted creative science writing activity. To investigate the effect of creative science writing, interest check of biology was used, and scientific attitude test was used to understand changes in student's scientific attitude. Experimental group had taught using creative science writing and their awareness of the instruction was analyzed with questionnaire. As a result of this study, the class based on creative science writing was effective in improving high school students' interest in biology and in particular it was helpful in promoting interest in biology and learning of biology. It suggested that the class based on creative scientific writing used a new teaching method unlike existing methods, caused them to have interest in the instruction by making them express their daily life freely not to memorize learning contents, applied learning contents to daily life through many kinds of writings and then enhanced their interest in biology. Indeed, the class based on creative science writing had the positive influence on changes in the scientific attitude of high school students. Since creative science writing is writing one's own idea through extensive thinking based on learning contents, it was effective in arranging the process of thinking and changing their scientific attitude into positive one. Consequently, it was concluded from the above results of the research that the teaching using creative science writing was available as the effective teaching methods to improve high school students' interest in biology and change their scientific attitude into positive one.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A Study on the Semiotic Discourse of Color Expression in Impressionism Paintings -Focus on Works of Impressionism - (인상주의 회화에서 색채 표현의 기호적 담론 연구 -인상주의 작품 분석을 중심으로 -)

  • Ryu, Joo-Hyun
    • Cartoon and Animation Studies
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    • s.40
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    • pp.521-549
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    • 2015
  • We recognize all objects by seeing. However, we are not sure that the things we see through our eyes are their essence. Here comes my question: What does it mean that humans see and recognize things? The things we see are images and so I consider recognizing an object as semiosis via our visual sensation and brain. That is because objects are defined not by their essence but as symbols we recognize. In the era of post-modernism art is a voluntary creative activity that creates a kind of spiritual value and plays an important role for appreciators who realize the fact to enjoy the life value. This paper focused on the art putting aesthetic value on humans' recognition and explored works of art in a visually perceptible way through semiosis. That is because art, an act of creating things, is symbolic and closely linked to semiotic system. Furthermore, derivative visual signs can be considered to be in line with the viewers' visual perception. If we interpreted by recognizing the works of art along with symbol, we can enjoy the works in depth through recognizing their color or shape. Therefore, I intended to discourse on color perception focusing on colors in order to analyze the relationship between art and symbol in the process of recognizing works of art. This paper looked into background of color recognition, status of colors and ways of expression for impressionist who painted with various colors and examined colors as a sensory language. In the process of interpreting art works by communication between the artist and viewers, the role of color is considered as visual symbol through the artist's experience, consciousness, emotions, and their senses. It can be interpreted the visual language through signification of the symbols when the colors are formed in works of art as a recognizable space. Therefore we expect to study in the Visual arts to be the colors symbolic analysis is extended to more effective communication tool.

International Comparative Study on Astronomical Exhibits: Focus on Exhibit Characteristics and Earth Science Curriculum Reflected in Exhibits (천체 전시물 비교 연구 -전시특성 및 지구과학 교육과정의 반영 정도를 중심으로-)

  • Kim, Soo Kyung;Park, Eun Ji;Kim, Chan Jong;Choe, Seung Urn
    • Journal of The Korean Association For Science Education
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    • v.36 no.6
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    • pp.925-934
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    • 2016
  • For students, astronomy is not only interesting but also difficult to learn. However, there is a limit in learning astronomy in a school science setting since astronomy is vast subject. Fortunately, science museums can be helpful in overcoming this limitation. Experiences in science museum provide something that any descriptions or illustrations cannot give. Therefore, to maximize the educational effect, it is necessary to look at astronomical exhibits regarding the educational aspects and complement them. For these reasons, the purpose of this study is to investigate characteristics of exhibitions related to astronomy and how much the exhibitions reflect the contents of their science curricula. We selected famous science museums in Korea, America, and Japan and analyzed characteristics of their astronomy exhibition. We analyze these characteristics in the aspects of exhibition technology & media, presentation method and activity types. Also, this study figures out how content of exhibitions are connected to school science curriculum. The results are summarized as follows: First, Science Museums of America and Japan utilize interactive exhibits to raise participation. It implies that Science Museum of Korea needs Interactive Exhibits that provide a realistic experience of the universe. Second, the astronomy exhibits reflect some of the learning elements of their science curricula concerned with astronomy. However, these astronomical contents are included selectively and not according to their required curriculum. It means that many students lack the opportunity to study Astronomy in their schools. Therefore, the astronomy museum must reflect learning elements of science curricula concerned with astronomy in the exhibits.