Journal of the Korea Fashion and Costume Design Association
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v.10
no.2
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pp.57-68
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2008
In this study, we prepared reference data needed for clothing design for middle-aged women by analyzing body satisfaction of their body shape, which had been classified by collecting body features of middle-aged women. As for the study method, we have set five scales from 'never satisfied' to 'very much satisfied,' after analyzing body features of middle-aged women by measuring their body shape through the body meter and auxiliary tools. We used the SPSS 12.0 statistics program, and the results are the following: Body shapes of middle-aged women can be classified into the following four types. A middle-age women with an 'A silhouette' has a normal height, but fat nether limbs. A 'Y silhouette' is short with a fat upper body. The 'O silhouette' is short with fat nether limbs and upper body, and 'H silhouette' is tall and thin. Body shape I has displayed satisfaction with her own body shape, and body shape II showed the most dissatisfaction compared to other body shapes. Body shape III showed satisfaction on all items except face size and breast size, whereas body shape IV was dissatisfied with her face size, neck length, shape of her breast, waist, and buttocks. The result of this study is expected to contribute in accomplishing clothing production that will satisfy the desire of the consumers in the clothing business, while being utilized as the basic data for clothing design that fits their body shape by grasping the changing patterns of their body shape.
Kim, Jong-Gyu;Sagong, Myung;Lee, Jun S.;Lee, Yong-Joo
KSCE Journal of Civil and Environmental Engineering Research
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v.26
no.4C
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pp.255-264
/
2006
The auxiliary reinforcement method is normally applied to prevent a possible collapse of the tunnel face where the ground condition is not favorable or geologic information is not sufficient. Recently, several engineering approaches have been made to choose the effective reinforcement methods using expert system such as neural network and fuzzy theory field, among others. Even if the expert system has offered many decision aid tools to properly select the reinforcement method, the quantitative assessment items are not easy to estimate and this is why the data mining technique, widely used in the field of social science, medical treatment, banking and agriculture, is introduced in this study. Using decision tree together with PDA, the decision aids for reinforcement method based on field construction data are created to derive the field rules and future study will be concentrated on the application of the proposed methods in a variety of underground development cases.
Chae-Ha Hwang;Hyeon-Ju Song;Min-Ji Jung;Yeon-Jae Choi;Young Sun Hwang
Journal of dental hygiene science
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v.23
no.3
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pp.208-215
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2023
Background: Dental caries in preschool children can cause early loss of teeth, reduced masticatory function, malocclusion, and speech disorders, making oral care for preschool children essential. However, because children have a poor ability to perform oral hygiene by themselves, educational tools that help establish correct oral health behaviors are required. This study evaluated the effect of toothbrushing application for kids on dental plaque removal and toothbrushing interest in preschool children. Methods: Seven 5-year-old children enrolled in a daycare center participated in the evaluation, and the same children participated in the experiment twice a week. The Pokémon Smile application (App) was used as an auxiliary application for tooth brushing, and the degree of dental plaque removal on the tooth surface was evaluated by quantitative light-induced fluorescence-digital imaging. After the experiment, children's toothbrushing preferences were investigated through interviews. Results: The levels of AREA R30 and AREA R70 measured after the children's toothbrushing as usual decreased compared to those before toothbrushing; however, the change was not significant. The levels of AREA R30 and AREA R70 measured after using the Pokémon Smile App were significantly reduced compared to those before toothbrushing. Children's interest in brushing their teeth increased by 28.59% after using the Pokémon Smile App. Conclusion: The toothbrushing application for kids effectively removes dental plaque by helping preschool children brush their teeth. It also increased preschool children's interest in tooth brushing. Therefore, an oral health education application would be useful for children who need to develop correct oral care methods and habits.
Journal of the Korea Society of Computer and Information
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v.25
no.1
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pp.117-124
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2020
In this paper, we proposed a plan to maintain comfortable indoor air quality in nursing homes by suggesting ways to reduce items temporarily exceeding the reference values through real-time concentration variation analysis of indoor air quality. Five items including PM10, CO2, CO, VOC, and Radon are measured at nursing homes in spring (April) and autumn (September) was carried out and all of the measured items were analyzed to satisfy the criteria set by the Indoor Air Quality Control Act. As a result of the analysis of the real-time concentration change, the concentration of CO2 was close to the reference value based on the number of occupants in the sick room. Due to the disinfectant (alcohol) used to disinfect and the auxiliary tools (adhesive) used in the operation of the program such as making and coloring, it was analyzed to temporarily exceed the standard value in the hall. In conclusion, it is possible to provide pleasant indoor air quality and contribute to securing the nursing home's competitiveness if periodic ventilation, natural disinfectant and eco-friendly product are used in consideration of the thermal environment.
This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.
This study examined the preference and the purchase intention of male and female from 20s through 405 to smart phones. This study verified the differences between the groups according to the socio-demographic factors, the usage pattern of mobile phone, and the perceived cost and the expected benefit. The analysis of the relative influence of those relevant factors was followed. The summaries of this study are as follows; First, the high level factors in purchasing smart phones were the perceived cost and the expected benefit pointed over 3.82. It means that they arc interested in smart phones highly, and if they can support to buy smart phones and situations can be permitted, they would like to buy them. Second, the differences between groups of the preference and the purchase intention were found according to the ages, the marital status and the education level. The results showed that those preference and the purchase intension were measured high at the group of the 20s-30s, the married, and the higher educational level of collage students. Third, expected benefit on smart phones was shown to be divided into two characterized factors through factor analysis. One was 'functional expected benefit' and the other was 'emotional expected benefit'. The functional and the emotional benefit on the using of smart phones were presented high level in group of over graduated students. Forth, the results of the stepwise multiple analysis, which was carried out to find out the influencing factors on the preference and the purchasing intension to smart phones, showed that the most effective factor was the functional expected benefit. The self-expressive propensity, and the education level were followed sequentially. The purchase intention was influenced by both of the functional and the emotional expected benefit. The result of this study shows that the level of the consumer's perceived cost(economic, psychological) and the expected benefit were measured high at the same time. That means that it is necessary to make the consumer information and communicating smoothly in order to lower the cost and enhance the benefit. In addition, This study has its meaning because it found out that functional expected benefit is a factor which has an influence on the Consumer Preference and Purchase Intention on Smart phone. If consumer's function requirements on smart phone are satisfied, it will be able to reduce the consumer problems and increase the consumer satisfaction. The result of this study would be applicable when Smart Phone is used as one of the auxiliary tools for smart consumption.
Journal of the Institute of Convergence Signal Processing
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v.14
no.3
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pp.147-153
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2013
Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.
Ae-Rim Seo;Ji-Youn Kim;Bokyoung Kim;Gyeong-Ye Lee;Kyungsu Kim;Ki-Soo Park
Journal of agricultural medicine and community health
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v.48
no.4
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pp.239-250
/
2023
Objective: This study was a preliminary study for the prevention programs for farmers' occupational diseases. It selected the priorities recognized by farmers, such as occupational diseases, and also identifies the effectiveness and feasibility of prevention programs among diseases recognized by farmers. Therefore, we plan to use it as basis data for future farmer safety and health programs. Method: The subjects of the study were farmers living in the region, selected through a snowball recruitment method, and a total of 671 people were targeted. The priority selection method was the Basic Priority Rating System (BPRS) method, and among the occupational diseases, programs to prevent musculoskeletal diseases, cardiovascular and respiratory diseases, and pesticide poisoning were surveyed on the effectiveness and feasibility of farmers. Results: Among occupational diseases, the highest priority was musculo-skeletal disease, followed by respiratory disease and pesticide poisoning. Among the programs for musculoskeletal disease, 'use of agricultural work convenience equipment and auxiliary tools' had the highest perceived effectiveness and feasibility. Among the five programs for pesticide poisoning, 'equipment of protective equipment such as pesticide protective clothing/glove' had the highest effectiveness at 67.4%, and 'compliance with pesticide use instructions' had the highest level of feasibility at 64.3%. Among the four programs to prevent respiratory diseases, 'wearing a dust mask or gas mask' was the highest at 65.5% in terms of both effectiveness and feasibility. Conclusion: When carrying out safety and health programs for farmers, the priorities recognized by farmers should be taken into consideration, and the program contents should also be developed taking into account the size of effect and feasibility recognized by farmers.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.41
no.4
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pp.8-20
/
2023
Although the landscape architectural facilities need to be repaired according to historical and authentic techniques, the repair criteria of the standard specification for repairing cultural heritages still remain at a theoretical level, and there are little research analyzing detailed techniques from specific cases. This study discussed the repair techniques based on historical facts, around terraced flower beds, ponds, waterways and pavement in the government-managed spaces in the Joseon Dynasty. It analyzed the materials and finish of stone wall elements, the structural reinforcement and backfill materials, and topsoil surface protection measures, and drew out stones for foundation reinforcement, plastering material for agglutination, and stone processing techniques for the terraced flower beds. It examined the materials and structures of the rock revetment, foundation reinforcement and waterproofing techniques and drew out the outstanding characteristics of the foundation work, the recycle of used elements and the management of water quality, for the ponds. It primarily investigated the materials, foundation reinforcement and waterproofing techniques and discovered the repair techniques such as cover stone finishing methods, foundation and backfill materials, and flow reduction methods, for the waterways. Finally, it provided actual cases of the foundation composition, auxiliary materials and tools, and the use of cyperaceae and highlighted the existence of professional craftsmen called Bangjeonjang(方磚匠), for the pavement. This study is expected to be a staring point for discovering the repair techniques for landscape architectural facilities and used as basic data for revising specifications in the future.
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