• Title/Summary/Keyword: interest development

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A Study on the Development of a Computerized Nutritional and Health Guide Program Based on Periodic Health Examination at Work Sites (근로자 정기건강검진을 기초로 한 영양 및 건강관리 전산화 프로그램 개발에 관한 연구)

  • 조여원;노성윤
    • Korean Journal of Community Nutrition
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    • v.7 no.2
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    • pp.266-276
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    • 2002
  • In this study, a computerized nutritional and health guide program for workers was developed. The dietitian at the work site could utilize periodically conducted medical examination data to develop an effective health care counseling model based on the developed Nutritional and Health Guide Program. A personal computer (Pentium II PC MMX-150, 32MB RAM, 2.95 GB HDD) with Microsoft Visual Basic 6.0 Enterprise Edition and Microsoft Access 97 installed, was used. The Nutritional and Health Guide Program consisted of seven main menus and 43 sub-menus. Included in the main menu were Basic Information, Periodic Health Check-ups, Visitors' Consultations, Nutritional/Health Tips, Nutritional Education according to Diseases, Help and Exit. In the Periodic Health Check-up menu, dieticians could input the health examination data of employees and touch for the recommended treatments for diseases such as obesity, diabetes, high cholesterol, hypertension and hepatitis. The Visitors'Consultation menu has been designed to compile health information about the employees who sought consultations. The Nutritional/Health Tips menu was designed to provide 14 kinds of programmed nutritional educational media and information. In the Nutritional Education According to Diseases menu, the dietitian could judge the subject's willingness to obtain treatment based on the Stage of Change Model. According, the content of the administered respective nutritional education was classified by stages. The Help menu, provide a chart of the method and procedure used as nutritional guidelines, by which the results of the health examination were classified as people in good health and those requiring special medical attention. The results of the evaluation of this program showed highly positive rates for usefulness (4.09), convenience (4.04), lettering size (4.02), interest (3.93), design (3.49). It also showed that 97.5% of the subjects thought that this program would be helpful for implementation of their company's nutritional educational program. Therefore, this menu could help dietitians plan, conduct, and evaluate their nutritional guidelines for employees. It is expected that The Nutritional and Health Guide Program developed in this study will play a role as a scientific and effective guide in conjunction with health examination results.

Uncertainty and Factors Affecting Organ Donation in Living Liver Donors (생체 간이식 공여자의 불확실성과 간 공여 영향 요인)

  • Chon Hee Ok;Park Ho Ran;Park Jin Hee
    • Journal of Korean Public Health Nursing
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    • v.19 no.1
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    • pp.129-138
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    • 2005
  • As the patients who need to undergo liver transplant operation continues to grow. the number of livers that are donated can not keep pace with the demand. With the development of surgery skills, the necessity for operations from living donors is increasing. Nevertheless, satisfactory research has been conducted on the factors which generally affect the living donors. In this article. therefore. researchers focused on the factors which generally affect the donating liver donor in order to design a plan for recommending liver donation from living donors. The subjects were 91 living liver donors in C university hospital from October 1. 2000 to December 31. 2003. The results on the uncertainty of living donor, by test sheet. were analyzed with SAS program. The final results were as follows: 1. The uncertainty of the living donors was 51.54 marks per full credit 100. 2. The factor with the greatest effect on donation was the possibility of survival of the donor, followed by the admission period. marriage status and age. In recommending the living donation, the rate of donor survival after the operation was 5.2 times higher than death, 5.2 times higher when the admission period was under 20 days. 5.0 times higher when married. and 27.3 times higher when the family-related donation was very active at the age of 20s than in the 50s. These results suggest that all medical staffs should care for living donors with more interest and activity to give them the least complaints in admission and the lowest possibilities for complication. To enhance the survival rate and improve the surgical success rate. on-going monitoring should include regular health-checks. and continual efforts and education should be made to care for the health condition of the living donors after donation.

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A Study of Security Requirement in Wireless Charging (무선충전에서 보안요구사항에 관한 연구)

  • Lee, Keun-Ho
    • Journal of the Korea Convergence Society
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    • v.5 no.3
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    • pp.23-27
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    • 2014
  • In recent times, there is an increasing interest in wireless charge of smartphones and devices, and many companies are developing wireless charges. The range of application of wireless charge would be expanded to almost all electronics, including not only mobile devices, but also notebook computers and vacuum cleaners. On-line electric vehicles are to be launched in the market this year in a massive scale. As such wireless charge-related markets are inexhaustible. Wireless charge is included in the world's top 10 promising technologies, and its rapid growth is expected to have annual growth by more than 100%. However, there's a need to establish a safe environment, by analyzing security threats to technical limitations and harmfulness to human body, and arrange institutional compliments. The development of communication method for a variety of wireless charging are delivering comfortable and safe information. This paper aims to examine the factors to threaten electric vehicle, which are usually intruded through network system and analyzes security threats to and security requirements for magnetic resonance mode-based wireless charge in mobile devices, and suggests security requirements.

Case Study of Interaction between Novice and Expert Teachers in Science Teacher Association (과학 교사 모임에서 초임 교사와 경력 교사의 상호 작용에 대한 사례 연구)

  • Hong, Jun-Euy;Shin, Young-Joon;Jhun, Young-Seok;Shin, Myeong-Kyeong;Cho, Su-Min;Lee, Soo-Ah;Choi, Jung-Hoon
    • Journal of Korean Elementary Science Education
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    • v.27 no.2
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    • pp.170-178
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    • 2008
  • In this research, we observed the co-works among novice and expert science teachers who were involved in a science teacher association and explored their interactions. The science teacher association is K-12 science teachers' gathering near Seoul. This study is a case study with the participant observation and the private interview of 8 novice teachers and 3 expert teachers. Based on the collected data, interaction between novice and expert teachers was categorized as seven types; question and answer, demonstration, presentation, co-working, providing materials, listening, and showing interest. Several factors supporting such an active interaction were derived from this study; 1) Teachers perceived well about the importance and the merits of co-working with other science teachers. 2) The open and cooperative environment of the science teacher association supported teachers' interaction. 3) There were tasks that teachers needed to co-work such as the science fair and the science camp. 4) There were opportunities of interactions for publishing books and developing modules. 5) Lots of expert teachers were willing to help and co-work with novice teachers. We found that novice teachers could continue to grow in terms of the professional development under interactive, continuing and cooperative environment with expert teachers.

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Development and Analysis of a Walking Game Using Controllers of Armrests and Footboards (Title: Paldokangsan) (팔걸이/발판 컨트롤러를 이용한 걷기게임 '팔도강산' 개발 및 효과성 연구)

  • Kim, Kyung-Sik;Oh, Seong-Suk;Ahn, Jin-Ho;Lee, Sun-Hyung;Lim, Kyung-Choon
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.43-52
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    • 2011
  • We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.

A Method for Challenge Placement to Set the Level of Difficulty in a Car Driving Game (자동차 주행 게임에서의 난이도 설정을 위한 도전 배치 방법)

  • Kim, Sangchul;Park, Dosaeng
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.169-178
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    • 2015
  • Providing various levels of difficulty of game play is one of important considerations in game development. In this paper, we propose a method for obtaining the challenges that will be placed on the track of an one-player car driving game. Herein challenges denote obstacles on the track, and the level of difficulty is represented by an estimated time needed for driving one lap of the track. In the proposed method, the problem for finding challenge placement is modeled as an IP(Integer Programming) one, and then LP relaxation and Simultaneous Annealing are employed to find a solution. To the experiment with the proposed method, we can obtain challenge placements to approximately meet given target driving times. Also, after practically driving on the track where those obtained challenges are being placed, it is seen that the average driving times approximate the target driving times of those challenge placements. Our method can allow game play with various levels of difficulty so that the users' interest and the level of immerse are expected to be raised.

A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Study on the Current Status and Activation of Food Tourism Festivals - Centering around Gwangju, Jeonnam Province - (음식관광축제의 현황 및 활성화 방안에 관한 연구 - 광주.전남지역의 음식관광축제를 중심으로 -)

  • Kim, Jang-Ho
    • Culinary science and hospitality research
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    • v.18 no.5
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    • pp.129-145
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    • 2012
  • This paper investigated the awareness and activation of food tourism festivals in Gwangju, Jeonnam Province. A survey was conducted for the visitors of the Gwangju Kimchi Festival at nearby Gwangju Jeungoe park from October 15 to 19, 2011, and finally 207 respondents were analyzed. As a results of this study, the visitors who visited the Gwangju Kimchi Festival have a lot of interest in local food and food festivals. Also, most of the visitors have much more affection for the area and the food culture developed by geographical influence. The Gwangju Kimchi festival proved to be the most popular food tourism festival in Gwangju, Jeonnam among others. There are much more food festivals than other regions in Gwangju, Jeonnam because of popularity of food festivals, a variety of food, and various kinds of food ingredients. What is necessary to activate the food tourism festivals in Gwangju, Jeonnam includes a variety of programs related to food tourism experience, the development of competitive food tourism products, and PR for well-being food of these areas.

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The Needs on the Drug Free Education in Adolescents (청소년의 약물남용 예방교육 요구도 조사)

  • Jung Hyang-Mi;Lee Hwa-Za;Kim Young-Hae
    • Child Health Nursing Research
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    • v.9 no.1
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    • pp.57-65
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    • 2003
  • Purpose: This study was intended to present basic data of a more effective drug free education program by examining and analyzing the needs of drug and health education in the adolescent. Method: The study subjects were 480 students from six high schools in Pusan. The data were collected by a self-administered questionnaire between June 1 and June 10, 1999. Descriptive statistics, t-test, one-way ANOVA, Scheffe test in SPSS program were used for data analysis. Result: The scoring rate of knowledge for drug abuse of the subjects was 26.8%. For the scores of knowledge according to the type of drug, cigarettes were the highest at 38.4%, and for the scores of knowledge according to items, the abuse part was 59%, also the highest. The needs of drugs and drug education for the subjects had an average of 19.59. For the score of needs according to the items, plans to maintain and improve health was 1.72, the highest, methods to control anger and stress was 1.66, toxicity of drugs was 1.51, and medicinal use of drugs was 1.44. For the characteristics of the subject and characteristics relating to drugs, and the comparison of needs of drug education, consisted of students who said they liked or disliked their school life, those who have had drug education at school, who having received drug education by various kinds of materials, all had high needs for the education. Conclusion: It is necessary that drug free education plans including plans to maintain and improve health on the basis of the needs of drug education for the adolescent and other contents such as the methods to control anger and stress are established. Development of various kinds of audio-visual materials, publicity booklets and educational programs for parents etc. are needed in order to make the adolescent have an interest in drug free education, and recognize its importance.

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