In the past, delivering knowledge mainly, education focused on the development of left brain. However, as the importance of right brain is widely accepted, various approaches on education in creativity have been tried. With the advance in the research on the brain, it has been known that the left brain and the right brain are closely linked to work effectively while they are specialized to some functionalities differently. We developed an educational content exploiting Chinese characters to facilitate the balanced development of both brain. Making categorizations from Yin-yang and five elements of the universe, it consists of four stages. The first stage is to stimulate the brain with visual scandal. The second one, third one, and the fourth one are to develop the right brain, left brain, and both brain respectively. Through expert interview, the potential of the developed content as an efficacious method for brain development was verified.
Objectives : This study aims to examine the multi-layered meanings of Li Dongyuan's concept of 'internal damage' through examining the origins of the 'internal damage' concept together with discussions derived from his 'Differentiation of Internal and External Damage'. Methods : Rather than Li's original works, those done by later doctors who were influenced by Li were thoroughly examined in this study to determine the relationships among internal and external damage, and external contraction. Results : Based on discussions related to the 'differentiation of internal and external damage' following Li, his concept of 'internal damage' could be understood as multi-layered, as it contains both spatial as well as pathogenic meaning. Therefore the meaning behind categorizations of internal and external damage, and internal damage and external contraction could be different. Li's 'internal damage' concept includes not only internal pathogen but elements of external contraction of wind and cold, which seems to have been integrated into the 'Cold Damage Theory' after Zhu Danxi, seemingly having changed the concept of cold damage. Therefore, discussions on the crossing between internal damage and external contraction have on one hand expanded the boundaries of each concept, while on the other hand, have caused confusion between the two at times. Conclusions : The concept of 'internal damage' has been widely accepted due to Li Dongyuan, on which related discussions have been centered. However, the concept was originally multi-layered, naturally leading to various discussions. Future studies should focus on the relationship of 'internal damage' with 'external damage' or 'external contraction', beyond the theories of Li.
Previous research in leisure motivation has been limited in terms of its overwhelming interest in beneficial outcomes of leisure activities, its short of coverage on wide range of modern leisure activities, and its lack of cultural perspectives. In order to overcome those limitations, the present research conducted a survey in which motives to participate in 48 leisure activities and frequency and importance of the activities were assessed. We categorized 7 categories of leisure activities (skill-involved, social, personal hobby, goal-oriented, relaxing, digital, and voluntary) and 7 categories of leisure motives (achievement, intimacy, psychological comfort, sensation-seeking, secondary, self-promoting, and no-fun). On the basis of the categorizations, momentary leisure motives and individual differences of the leisure motives were conceptualized and tested as a preceding factor of selection of leisure activities. This conceptualization was discussed in its practical implication of leisure education, consulting, and policy.
Jin Young Kim;Young Joo Suh;Kyunghwa Han;Byoung Wook Choi
Korean Journal of Radiology
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v.22
no.7
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pp.1034-1043
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2021
Objective: The purpose of this meta-analysis was to investigate the pooled agreements of the coronary artery calcium (CAC) severities assessed by electrocardiogram (ECG)-gated and non-ECG-gated CT and evaluate the impact of the scan parameters. Materials and Methods: PubMed, EMBASE, and the Cochrane library were systematically searched. A modified Quality Assessment of Diagnostic Accuracy Studies-2 tool was used to evaluate the quality of the studies. Meta-analytic methods were utilized to determine the pooled weighted bias, limits of agreement (LOA), and the correlation coefficient of the CAC scores or the weighted kappa for the categorization of the CAC severities detected by the two modalities. The heterogeneity among the studies was also assessed. Subgroup analyses were performed based on factors that could affect the measurement of the CAC score and severity: slice thickness, reconstruction kernel, and radiation dose for non-ECG-gated CT. Results: A total of 4000 patients from 16 studies were included. The pooled bias was 62.60, 95% LOA were -36.19 to 161.40, and the pooled correlation coefficient was 0.94 (95% confidence interval [CI] = 0.89-0.97) for the CAC score. The pooled weighted kappa of the CAC severity was 0.85 (95% CI = 0.79-0.91). Heterogeneity was observed in the studies (I2 > 50%, p < 0.1). In the subgroup analysis, the agreement between the CAC categorizations was better when the two CT examinations had reconstructions based on the same slice thickness and kernel. Conclusion: The pooled agreement of the CAC severities assessed by the ECG-gated and non-ECG-gated CT was excellent; however, it was significantly affected by scan parameters, such as slice thickness and the reconstruction kernel.
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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v.31
no.1
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pp.29-40
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2013
The object of this research is to elicit the ecological wetland's creating and maintaining conditions through GIS and AHP(Analytic Hierarchy Process) on common characteristics of wetland, by exploring the function of the long-standing and naturally created wetlands in South Han-river basin. Geomorphological, geologic, hydraulic & hydrological, pedological, environmental & ecological approaches of five categorizations were made based on the documents and precedent studies in order to perform the research object. Elicitation of the common creating and maintaining conditions on the objected wetlands through analysis of satisfactory conditions was conducted by performing an overlay analysis from the gathered information in each category and linking its result to each wetland. Also, elicitation of highly believable qualified analysis result was made by calculating the each factor's weight through application of AHP analysis method on each factor. The research result is expected to be applied effectively in suitability selection for creation of an artificial wetland and restoration and maintenance for naturally created wetlands when introducing the No Net Loss of Wetlands. In addition, with a new understanding on wetland and beyond the value of its conservativeness, this research result can be considered as a solution for Eco-Wetland's maintainable development.
The study was conducted for cohering academical achievement of serious game studies as well as for attempting to give directions for interdisciplinary development. The purpose of the study were, first, it provides a rationale for integrating game studies lied scattered into a game study field or game industry. Second, by providing exemplary studies according to categories and by analyzing how those studies have been studied, this study provides a milestone for future researchers who are interested in serious game studies. In the article, the author suggests the extended definition of educational serious game study. The educational serious game study is "the study which investigates educational affordances of game including both explicitly intended designed for education and designed for fun but having implicit educational meanings, through the context of formal educational settings as well as informal environments." The author also researched how extended educational serious game studies have been researched according to four categories; game studies which researched educationally designed serious games, commercial games used for educational fields, educational serious games for informal learning, and those found meanings of games. This study has scholarly significance, especially on game study fields. for delineating game studies, a range of proposed and actual applications of educational serious game are reviewed, guiding directions for future studies.
Seo, Yongsik;Whang, Kum;Pyen, Jinsu;Choi, Jongwook;Kim, Joneyeon;Oh, Jiwoong
Journal of Korean Neurosurgical Society
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v.63
no.5
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pp.649-656
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2020
Objective : Unclear mental state is one of the major factors contributing to diagnostic failure of occult skeletal trauma in patients with traumatic brain injury (TBI). The aim of this study was to evaluate the overlooked co-occurring skeletal trauma through whole body bone scan (WBBS) in TBI. Methods : A retrospective study of 547 TBI patients admitted between 2015 and 2017 was performed to investigate their cooccurring skeletal injuries detected by WBBS. The patients were divided into three groups based on the timing of suspecting skeletal trauma confirmed : 1) before WBBS (pre-WBBS); 2) after the routine WBBS (post-WBBS) with good mental state and no initial musculoskeletal complaints; and 3) after the routine WBBS with poor mental state (poor MS). The skeletal trauma detected by WBBS was classified into six skeletal categories : spine, upper and lower extremities, pelvis, chest wall, and clavicles. The skeletal injuries identified by WBBS were confirmed to be simple contusion or fractures by other imaging modalities such as X-ray or computed tomography (CT) scans. Of the six categorizations of skeletal trauma detected as hot uptake lesions in WBBS, the lesions of spine, upper and lower extremities were further statistically analyzed to calculate the incidence rates of actual fractures (AF) and actual surgery (AS) cases over the total number of hot uptake lesions in WBBS. Results : Of 547 patients with TBI, 112 patients (20.4 %) were presented with TBI alone. Four hundred and thirty-five patients with TBI had co-occurring skeletal injuries confirmed by WBBS. The incidences were as follows : chest wall (27.4%), spine (22.9%), lower extremities (20.2%), upper extremities (13.5%), pelvis (9.4%), and clavicles (6.3%). It is notable that relatively larger number of positive hot uptakes were observed in the groups of post-WBBS and poor MS. The percentage of post-WBBS group over the total hot uptake lesions in upper and lower extremities, and spines were 51.0%, 43.8%, and 41.7%, respectively, while their percentages of AS were 2.73%, 1.1%, and 0%, respectively. The percentages of poor MS group in the upper and lower extremities, and spines were 10.4%, 17.4%, and 7.8%, respectively, while their percentages of AS were 26.7%, 14.2%, and 11.1%, respectively. There was a statistical difference in the percentage of AS between the groups of post-WBBS and poor MS (p=0.000). Conclusion : WBBS is a potential diagnostic tool in understanding the skeletal conditions of patients with head injuries which may be undetected during the initial assessment.
Journal of the Korean Institute of Landscape Architecture
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v.40
no.4
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pp.18-27
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2012
This paper proposes a management method for a coastal black pine forest landscape considering the parallax effect. For the study, 10 coastal black pine forests in Gangneung were investigated about the average width of the coastal forests, the average diameters, and the intervals of the pines. Categorizations were realized for the 3 types of scene(sea, field, mountain, residential area, commercial area), diameter(16cm, 22cm, 28cm) and interval(5m, 7m, 10m) to produce a total of 45 scenic simulations. An investigation was made on the scenic preferences using 45 simulation images with S.D, and Likert Scales. The results were as follows: According the comparison of scenic preferences, natural landscapes(sea, field, and mountain) ranked high among preferences, with fabricated landscapes(residential area, commercial area) ranked low. The highest scenic preferences were shown with the seascape and an interval of 7m between the trees. On the contrary, the interrelationship was very low between the visual quantity of the scenic's elements(green, sky, building, road etc.) and the scenic preferences. As the results of the factor analysis, the 3 sense factors of "Depth(78.0%)" "Diversity(l5.6%)" and "Spatiality(6.4%)" explained coastal scenic preferences. "Spatiality" showed significant differences at intervals of 5~7m, and 10m between trees. This shows coastal forest management based on the interval of 10m standard affecting scenic preference.
The Journal of Korean Association of Computer Education
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v.5
no.4
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pp.134-145
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2002
The purpose of this study is to present the functional and technical solutions for text learning of web-based textbook in which each letter has its own focal point. The solutions help learners not to lose the main focus when eye moves to the next letter or line. The text screen of the electronic textbook automatically scrolls the text to up and down or left and right directions which are preassigned by learner. It doesn't need the operation of mouse or keyboard. And learner can change scroll speed and types anytime during scrolling. Automatic text scroll function is a solution for controlling data and screen to reflect the personal favor and ability. It contains the content structure of the text(characteristics, categorizations etc.), the appearance of the text(density, size, font etc.), scroll options(scroll, speed etc.), program control type(ram resident program etc.), and the application of the screen design principles(legibility etc.). To resolve these functional problems, technical 8 phases are provided, which are environment setting, scroll option setting, copy, data analysis, scroll coding, centered focus coding, left and right focus coding, implementation. The learner can focus on text without dispersion because the text focal points stay in the fixed area of screen. 1bey read the text following their preferences for fonts, sizes, line spacing and so on.
The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.
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