Although there have been lots of studies about users' behaviors online, few have explored the mechanism of hostile behaviors. In this sense, this study aims at discovering what may elevate users' hostile behaviors. More specifically, we tried to find the relationship between flaming behavior and perception factors such as perceived risk, anonymity and expected emotional reaction. A survey was conducted to investigate the relationship of the above variables. As a result, all these variables show significant effects on flaming, and information overload are found to act as a moderator. We carefully conclude that flaming in online community can be reduced by preventing information overload each user perceives.
This study was performed to clarify the induction possibility of anaphylactoid reactions by the administration with the heartworm extracts, and, if any, to elucidate different virulences in terms of the protein concentrdtions and sexes of Dirofilaria immitis. Twenty three clinically healthy D. immitis-free adult dogs were used in the present study. The experimental animals were divided into 5 groups. Group A (5 heads) was administered with an female heartworm extract containing 0.1 g/dl protein concentration. Group B (4 heads) was administered with an male heartworm extract containing 0.1g/dl protein concentration. Group C (5 heads) was administered with an female heartworm extract containing 0.2 g/dl protein concentration. Group D (4 heads) was administered with an male heartworm extract containing 0.2 g/dl protein concentration. Group E (5 heads) was administered with an female heartworm extract containing 0.4 g/dl protein concentration. The changes of clinical symptoms and vital signs (body temperature, heart rate and respiration rate) were examined before and 5 minutes, 15 minutes, 30 minutes, 1 hour, 2 hours and 24 hours after injection with the extracts, respectively. In addition, the changes of hematological values (RBC, PCV and total leukocytes counts), serum chemical values (ALP and CK) were determined. It was considered that heartworm extract could induce anaphylactoid reaction and adult female heartworm extract was more affective than those of adult male heartworm extract in the changes of clinical symptoms, vital signs, hematological values and serum chemical values.
In the present study an attempt was made to synthesize the $Al_2O_3$.$2SiO_2$ glass in which atomic ratio is Al:Si=1:1 by sol-gel process. And at such a low temperature as 55$0^{\circ}C$ clear amorphous gel derived glass with Si-O-Al bonding was obtained. $Si(OC_2H_5)_4$ and $Al(NO_3)_3$.$9H_2O$ were used as the precursor and among the mutual solvents only n-butanol gave good results for the synthesis of the gel derived glass. Partial hydrolysis of TEOS with one-fold mol of $H_2O$ prior to the reaction with aluminum nitrate gave the better results., Total oxide content to the total reactants by weight was affective to the results.
Journal of Korean Society of Industrial and Systems Engineering
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v.40
no.1
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pp.1-10
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2017
The difficulties in opening and closing a sport utility vehicle (SUV) tailgate is important aspect of JD (James David) power's Initial Quality Survey (IQS) assessment, and affective quality has a big impact on the the success of thesedays products. The purpose of this study is to evaluate the perceived difficulty and satisfaction of customers by the opening and closing of the tailgate and to grasp the relationship between them and the opening and closing reaction force. The mechanical force required to open and close 42 domestic and overseas SUV tailgates was measured with the help of an auto company. In the experiment, 100 male drivers in their 20s to 50s evaluated perceived difficulty and satisfaction with opening and closing the tailgate. The results of the analysis showed that perceived difficulty and satisfaction were statistically different depending on the vehicle, but did not depend on the personal characteristics of the participants. The perceived difficulty and satisfaction regression model of tailgate opening and closing was developed by mechanical force variables and had a relatively high adjusted $R^2$ ranging from 0.62 to 0.73. The models showed that the the initial close and open force, the difference between initial and maximum close force and the difference between initial and auto-fall angle should be small for the low perceived exertion and high satisfaction. In addition, the correlation analysis between IQS score of tailages and perceived difficulty and satisfaction showed that the IQS scores were more related to the perceived difficulty and satisfaction of closing than those of opening. The results of the study will be helpful to design and test mechanical open and close structure of SUV tailgates.
Predicting the user's reaction to the game at the stage of developing the game is important because it is related to the popularity of the game. In this paper, we propose a system that can collect and analyze game user's biometric information in a non-invasive way. To this end, we developed a mouse with skin conductance, pressure, gyroscope, and accelerometer sensor using Arduino. In order to verify the usefulness of this system, the subject was experimented with playing the first person shooter game with this mouse. We analyzed the gameplay videos recorded during Blizzard's 'OverWatch' and the bio-information collected from various sensors in the mouse.
Purpose - There have been numerous studies investigating the effects of corporate social responsibility initiatives on corporate associations or corporate images. In line of this research stream, current research examined the potential impact of customer participation in the process of corporate social responsibility initiatives on attitude toward the company. This research differentiates from previous studies that it is the first to connect corporate social responsibility and customer participation. Specifically, we suggest a structural model on corporate associations which was classified into corporate ability associations and corporate social responsibility associations that the more the customers participate in initiating corporate social responsibility, corporate associations were formed more positively. And this leads to the increase of revisit intentions through customer satisfaction. Research design, data, and methodology - To test our research model, we collected data of real consumers of a large discount store in Korea. At the large discount store, customers were given an opportunity to participate the discount store's CSR activity program. We performed field survey and collected data of 146 respondents. We analyzed the data using PASW statistics 21.0 and AMOS 16.0 in order to test our structural model. Results - The results showed that consumers who participated more in initiating corporate social responsibility revealed higher score for corporate ability associations and corporate social responsibility associations. These corporate associations had a positive effect on customer satisfaction, which leads to higher attitude toward revisit intentions. Specifically, hypothesis 1.1 "As Customer participation in CSR process increases, the evaluation of CA associations will be positive,"was supported. Hypothesis 1.2 "As Customer participation in CSR process increases, the evaluation of CSR associations will be positive," was supported. Hypothesis 2.1 "As the evaluation of CA associations is positive, satisfaction with the firm will increase," was supported. Hypothesis 2.1 "As the evaluation of CSR associations is positive, satisfaction with the firm will increase," was supported. Hypothesis 3 "As satisfaction with the firm increases, revisit intentions with the firm will increase," was supported. Conclusions - This research is the first to study the relationship between customer participation in CSR process, CSR, and consumer reactions. This research also contributes to customer participation and corporate social responsibility literature by suggesting customer participation as an antecedent and empirically demonstrating the positive relationships between the constructs. The findings of this research may offer managerial implications for marketing practitioners. When performing corporate social initiatives, it is better to let the customer participate in the process which leads to higher corporate ability associations and corporate social responsibility associations, also higher satisfaction and revisit intentions. Our results provide useful information to practioners that spontaneous participation of consumers makes CSR initiatives effective and successful. Limitations and ideas for further research remain in this research. For example, our focus on the logic was cognitive evaluations(e.g. corporate associations) but affective dimensions might be considered since recent researches are investigating the relationship between customer participation and affective reaction as a response. Despite the limitations, this research have unique and applicable implications for academics and practitioners.
Journal of The Korean Association For Science Education
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v.27
no.7
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pp.663-675
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2007
Chemical reactions in cells are so complicated and abstract that students have difficulty in understanding them. In this study, classes with the application of systematic analogies used at the interpretation of experimental results were taught to 10th-grade students in order to help them to understand the concept of enzymes, which play an important role in chemical reactions in cells. Effects of the classes on their understanding of the concept of enzymes and the role of systematic analogies were analyzed. The gap of understanding between the test group and the control group was significant at 0.05, indicating that systematic analogies are effective for students' understanding of the concept of enzymes. Looking into the concept of enzymes by individual element, the effect of systematic analogies was shown to be large for equilibrium-like processes, such as the enzyme structure change caused by temperature and pH; and the continuous and random actions of enzymes, which students have difficulty in understanding. For these processes, systematic analogies played a positive role in improving their conceptual status. The visualizations and familiarity of analogs increased their intelligibility regarding the concept of enzyme. Also, the systematic analogies increases their plausibility by helping to connect phenomena, taking place in the enzyme reaction experiments, with scientific concepts as scaffold. Accordingly, it was possible to explain experimental results as scientific concepts in a consistent manner. In addition, analogies familiar to students played a positive role from the affective perspective by promoting students' interest and helping them to approach hard scientific concepts.
While the 7th national education curriculum is gradually proceeding, science education tries various teaching-learning method for integration in science education. The first purpose of this study is to investigate Earth Systems Education(ESE), which is approaching method to integrate science education, especially in its focus on planet Earth. Also, the second purpose is to know what the reactions of students are obtained after 'The Global Climate Game' in ESE active learning program is applied to the field. The results of this study are as follows; ESE is to propose the integrated approaching method of searching for natures and ESE teaching-learning method is to try to overcome fixed conventional teaching-learning method focus on the text book, and practical application of ESE teaching-learning method is that we can develope the student-emphasized instructional program through the discussional cooperation-teaming models, role-play instructional models. In this study, 'The Global Climate Game' found that was suitable of understanding about relating of atmosphere, hydrosphere, lithosphere and biosphere composing Earth System. Reaction of most students for ESE was showed a positive change of aspect affective region and ESE active learning program is more efficient to improve schoolwork achivement and students positive attitude toward science subject than conventional teaching-learning method. Thus if ESE active learning program is applied for a long time, the general positive attitude of students concerning science will be increased, and then the students is expected to extend the ability of application of science in their life.
Rabbits were experimentally infected with rabbit hemorrhagic disease virs and the viral pathogenicity, hemagglutinability, and the effect of physicochemical factors were studied. The experimental results were summariaed as follows: 1. Mean rectal temperature of 11 infected rabbits was $40.0{\pm}0.47^{\circ}C$ prior to the virus inoculation, and $39.9{\pm}0.75^{\circ}C$ after 12hrs., $40.2{\pm}0.65^{\circ}C$ after 24hrs., $40.1{\pm}0.77^{\circ}C$ after 36hurs, and $40.6{\pm}0.56^{\circ}C$ just before the death. 2. Mean death time of infected rabbits was $40.3{\pm}22.0$ honrs and its range was 24 to 93 hours. 3. O, B, AB and A type of human erythrocytes were shown their HA in the order, but rabbit and chicken erythrocytes were not hemagglutinated by the virus. 4. In the hemagglutination, less than 0.25 per cent of a final concentration of erythrocytes and 0.2 per cent of BSA in PBS resulted in the best hemagglutination. Phosphate concentration in a range of 0.01M to 0.10M in PBS was not influenced on the hemagglutination reaction, and its pH 7.0 resulted in a better HA. 5. The hemagglutinating titers, in log 2 scale, of organs and tissues of the virus infected rabbits were $9.3{\pm}3.8$ (liver), $9.1{\pm}3.9$ (blood), $6.2{\pm}2.6$ (spleen) and $5.0{\pm}2.5$ (kidney). 6. The physicochemical factors such as heating ($50^{\circ}C$, 10 min.), trypsin treatment (0.05 pre cent, 5 min.), acid treatment (pH 3.0, 20 min.) and ether extraction (3 times) were not affective to the stability of virus and viral HA activities.
Journal of the Korea Institute of Information and Communication Engineering
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v.18
no.1
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pp.155-161
/
2014
This study presents the real-time emotion image contents player to induce the user's emotion efficiently. The emotion image contents player was designed to efficiently induce by giving a change in the color, brightness, saturation of image contents corresponded to the user's emotion. In the emotion recognition module, physiological signal of pulse, skin temperature, skin resistance which based on autonomic nervous system were used. The emotion recognition part used physiological signal of pulse, skin temperature, skin resistance based on autonomic nervous system. The image as emotional contents was used with the 9 kinds emotion area classified in international affective picture system(IAPS). As experimental results, the use's emotion that match the image's emotion with the emotion image contents player was derived 10% more accurately. The emotion contents player is expected to increase emotional feeling between users's emotion and contents emotion duo to the real-time emotion reflection.
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