The language of the newborn, like that of adults, is one of gesture, posture, and expression(Lewis, 1980). Helping parents understand and respond to their newborn's cues will make caring for their baby more enjoyable and may well provide the foundation for a communicative bond that will last lifetime. Infant state provides a dynamic pattern reflecting the full behavioral repertoire of the healthy infant(Brazelton, 1973, 1984). States are organized in a predictable emporal sequence and provide a basic classification of conditions that occur over and over again(Wolff, 1987). They are recognized by characteristic behavioral patterns, physiological changes, and infants' level of responsiveness. Most inportantly, however, states provide caregivers a framework for observing and understanding infants' behavior. When parents know how to determine whether their infant is sleep, awake, or drowsy, and they know the implications, recognition of states has for both the infant's behavior and for their caregiving, then a lot of hings about taking care of a newborn become much easier and more rewarding. Most parents have the skills and desire to do what is best for their infant. The skills 7373parents bring to the interaction are: the ability to read their infant's cues: to stimulate the baby through touch, movement, talking, and looking at: and to respond in a contingent manner to the infant's signals. Among the crucial skills infants bring to the interaction are perceptual abilities: hearing and seeing, the capacity to look at another for a period of time, the ability to smile, be consoled, adapt their body to holding or movement, and be regular and predictable in responding. Research demonstrates that the absence of these skills by either partner adversely affects parent-infant interaction and later development. Observing early parent-infant interactions during the hospital stay is important in order to identify parent-infant pairs in need of continued monitoring(Barnard, et al., 1989).
Kim, Ji Eun;Shin, Sangah;Lee, Dong Woo;Park, Joon Hyun;Hong, Eun Joo;Joung, Hyojee
Journal of Nutrition and Health
/
v.48
no.3
/
pp.221-227
/
2015
Purpose: Confronting the growing burden of dementia requires understanding the causes and predictors of dementia in order to develop preventive strategies. In Korea a large proportion (71%) of dementia is Alzheimer's disease, and the risk factors have not yet been elucidated. Dietary factors may be possible risk factors, however research on the relationship between Alzheimer's disease and dietary behaviors has been insufficient. The purpose of this study was to investigate the association between compliance with the "Dietary Guidelines for Elderly (The Ministry of Health and Welfare, 2011)" and Alzheimer's disease among Korean elderly. Methods: Elderly persons who visited a University hospital or a dementia center of Seoul and agreed to participate in the examinations were selected. Among 277 subjects, 89 Alzheimer patients were selected with diagnosis and 118 subjects were assigned to the control group. Diagnosis of Alzheimer's disease was based on Alzheimer's disease criteria of Diagnostic and Statistical manual of Mental Disorders, 4th edition (DSM-IV) and criteria of National Institute of Neurological and Communicative Disorders and Stroke-Alzheimer's Disease and related Disorders Association (NINCDS-ADRDA). Information on the general characteristics, health related behaviors and compliance with the dietary guidelines for Korean elderly was collected by face to face interview using a structured questionnaire. Anthropometric variables were measured during the survey. Results: Total compliance score of dietary guidelines was significantly lower in the Alzheimer's disease group than in the control group (p = 0.0001). The odds ratio of Alzheimer's disease was significantly decreased in the group with the highest dietary guideline compliance score (OR = 0.47, 95 % CI = 0.18~1.09) compared to the group with the lowest compliance score. Conclusion: The results indicate that increasing compliance with the dietary guidelines could be an effective strategy to decrease the risk of Alzheimer's disease among Korean elderly.
Journal of the Korean Institute of Landscape Architecture
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v.48
no.1
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pp.35-45
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2020
This study focused on the park as a space to support the behavior of urban citizens in modern society. Modern city parks are not spaces that play a specific role but are used by many people, so their function and meaning may change depending on the user's behavior. In addition, current online data may determine the selection of parks to visit or the usage of parks. Therefore, this study analyzed the change of behavior in Yeouido Park, Yeouido Hangang Park, and Yangjae Citizen's Forest from 2000 to 2018 by utilizing a time series analysis. The analysis method used Big Data techniques such as text mining and social network analysis. The summary of the study is as follows. The usage behavior of Yeouido Park has changed over time to "Ride" (Dynamic Behavior) for the first period (I), "Take" (Information Communication Service Behavior) for the second period (II), "See" (Communicative Behavior) for the third period (III), and "Eat" (Energy Source Behavior) for the fourth period (IV). In the case of Yangjae Citizens' Forest, the usage behavior has changed over time to "Walk" (Dynamic Behavior) for the first, second, and third periods (I), (II), (III) and "Play" (Dynamic Behavior) for the fourth period (IV). Looking at the factors affecting behavior, Yeouido Park was had various factors related to sports, leisure, culture, art, and spare time compared to Yangjae Citizens' Forest. The differences in Yangjae Citizens' Forest that affected its main usage behavior were various elements of natural resources. Second, the behavior of the target areas was found to be focused on certain main behaviors over time and played a role in selecting or limiting future behaviors. These results indicate that the space and facilities of the target areas had not been utilized evenly, as various behaviors have not occurred, however, a certain main behavior has appeared in the target areas. This study has great significance in that it analyzes the usage of urban parks using Big Data techniques, and determined that urban parks are transformed into play spaces where consumption progressed beyond the role of rest and walking. The behavior occurring in modern urban parks is changing in quantity and content. Therefore, through various types of discussions based on the results of the behavior collected through Big Data, we can better understand how citizens are using city parks. This study found that the behavior associated with static behavior in both parks had a great impact on other behaviors.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.2
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pp.177-192
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2018
The mission of the university is to grow young people who will be responsible for the next generation nation to mature society. In particular, the role of universities in the 4th Industrial Revolution era is to foster creative talents. Therefore, innovative changes are required for existing infusion education and employment-oriented college education contents and teaching methodology. In the high youth unemployment rate, entrepreneurship education is spreading to universities to innovate existing organizations and create new jobs. Until now, however, the effects of university entrepreneurship education have been studied mainly in the field of start-up. Therefore, it is very difficult to study various effects on entrepreneurship education. In this study, empirical analysis of the effect of entrepreneurship training on career preparation behaviors of university students who are about to enter the society is verified. The sample of this study was surveyed from August, 2016, and the questionnaire was applied to 393 university students who selected 5 universities and entrepreneurship education. As a result of the analysis, the ability of communicative communication and creative problem solving cultivated through entrepreneurship education had a positive effect on entrepreneurship and self - efficacy, Entrepreneurship and self - efficacy had a positive (+) positive effect on career preparation behavior. However, cooperative communication ability, creative problem solving ability, and effective work behavior ability by entrepreneurship education were not directly related to career preparation behavior. On the other hand, in verifying the mediating effect of entrepreneurship and self - efficacy, it proved that mediating role of positive communication between collaborative communication ability, creative problem solving ability and career preparation behavior. The implications of this study are as follows This study examines the effects of university entrepreneurship education on career preparedness behaviors.In other words, the university proved the direct effect and the mediating effect that affects positively (+) effect on career preparation behaviors by encouraging entrepreneurship and self - efficacy, rather than quantitative extension based on competency. Also, the implication of the parameters (entrepreneurship, self - efficacy) as a key variable for the effect and performance of career preparation behavior was derived.It also suggests that it is necessary to improve the creativity ability of entrepreneurship education so that it can have a direct and meaningful influence on career preparation behavior. First of all, it is urgent to develop a qualitative evaluation index for entrepreneurship education in order to measure these effects. Therefore, further study is required to verify the various implications for future entrepreneurship education, as well as the implications that entrepreneurship education is indispensable for the preparation of university students' careers.
Journal of the Korean Academy of Child and Adolescent Psychiatry
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v.2
no.1
/
pp.102-115
/
1991
This study reviewed the stuttering literature and reported the clinical experiment in stuttering intervention. There is still no single answer as to the cause of stuttering or to the most effective therapy for stutterers despite the vast amount of research. One certain thing is that we have come closer to a better understanding of the stuttering and to more effective therapy. There have been three main statements about the origins of stuttering ; biologic origins ; psychodynamic origins ; environmental-learning origins. There also have been various methods of the treatment of stuttering. Broadly, two major treatment approaches are attentive ; stuttering modification therapy and fluency shaping therapy. In this experiment, the researcher attempted to investigate complex elements that each child might have and to use an integrative approach rather than to keep the specific one. Individual subjects were evaluated by a multidisciplinary team. Initially, the subjects received individual therapy. They then were placed in group therapy. The purpose of the group therapy was to raise their fluencies to the higher communicative situation and to maintain improved fluency over time. All three subjects improved their fluencies in reading and in conversation and showed the better(SSI)scores in total stuttering behaviors. It was also discussed that it is necessary to have sensitive assessment tools to investigate each element of stuttering ; and to develop a therapy program reflecting current advanced stuttering theories.
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.
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