Purpose: The purpose of this study was to evaluate the nutritional quality of complementary baby food products sold in Korea according to the baby food stages and food composition. Methods: A total of 1,587 complementary food products sold online and offline between March and December 2021 were investigated. They ranged from liquid meals to solid rice for babies aged 5 to 36 months. Results: The number of intakes per packaged volume was 2.8 in Stage 1, 1.9 in Stage 2, 1.4 in Stage 3, and 1.1 in Stage 4 (p < 0.0001). The dietary variety scores (DVS) of the complementary baby food products were 3.4 in Stage 1, 5.5 in Stage 2, 7.1 in Stage 3, and 9.7 in Stage 4 (p < 0.0001) and showed a significant increase in the later stages. The Korean dietary diversity score (KDDS) significantly increased from 2.3 in Stage 1, to 2.8 in Stage 2, 3.0 in Stage 3, and 3.4 in Stage 4 (p < 0.0001). The higher the baby food stage, the higher the proportion of grains/meat/vegetable ingredients. The ratio of protein intake to Adequate Intake (AI) or Recommended Nutrition Intake (RNI) was higher in products with a KDDS of 3 points or more, or in products with 2 points or fewer in Stages 1 and 2 (p < 0.0001, respectively). The ratio of protein intake to RNI increased as the KDDS score increased in Stages 3 and 4 (p < 0.0001, respectively). For all stages of baby foods, the ratio of protein intake to AI or RNI was high in products that included the meat group (beans, nuts, meat, eggs, fish, and shellfish) (p < 0.0001, respectively). Conclusion: Continuous research and nutritional evaluation are required for establishing nutrient content standards for commercially available baby foods, considering breast milk intake.
Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.
The purpose of this study was to develop a smartphone based voice therapy program for patients with voice disorders. Contents of voice therapy were collected through analysis of mobile contents related to voice therapy in Korea, experts and users' demand survey, and the program was developed using Android Studio. Content needed for voice therapy was collected through analysis of mobile contents related to voice therapy. The user satisfaction evaluation for application was conducted for five patient with functional voice disorders. The results showed that the mobile contents related to voice therapy in Korea were mostly related to breathing, followed by voice and singing, but only 13 applications were practically practiced for voice therapy. Expert and user demand surveys showed that the patients and therapists both had a high need for content that could provide voice training in places other than the treatment room. Based on this analysis, 'Home Voice Trainer', an smartphone based voice therapy program, was developed. Home Voice Trainer is an application for voice therapy and management based on Android smartphones. It is designed to train voice therapy activities at home that have been trained offline. In addition, the records of voice training of patients were managed online so that patients can maintain voice improvement through continuous voice consulting even after the end of voice therapy. User evaluations show that patients are satisfied with the difficulty and content of voice therapy programs provided by home voice trainers, but lack of a portion of user interface, such as the portion of home button and interface between screens. Further study suggests the clinical application of home voice trainer to the patients with voice disorders. It is expected that the development study and the clinical application of smart contents related to voice therapy will be actively conducted.
Journal of the Korean Institute of Landscape Architecture
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v.45
no.3
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pp.80-91
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2017
This study identifies factors of Hanbok-trippers - a term for people who dress in Hanbok(Korean traditional costume) while going on a trip - who converge on Gyeongbokgung Palace by determining the characteristics of class, places to visit and preferred places. This study interprets the voluntary hobby activities of Hanbok-trippers from a viewpoint of a landscape prosumer and the meaning of the urban landscape. As a result of in-depth interviews, on-site survey, and observation surveys focused on Hanbok-trippers, there were various levels of participants. They are classified into three groups - leading group, entry group, temporary-experience group - according to their cognitions, types of Hanbok use, activities, etc. The leading group and entry group are a voluntary hobbyist class due to the ongoing tendencies of their participation. There are differences in the purpose and factors of visiting Gyeongbokgung Palace as a place for a Hanbok-trip. The leading group visited Gyeongbokgung Palace for cultural activities, regular get-together, public relations, and as a gathering place to go neighboring destinations. In this case, the main factors of the visit are the traditional landscape, convenient transportation, chances for traditional culture exhibitions and events in Gyeongbokgung Palace and its neighborhood. The entry group visits Gyeongbokgung Palace because of its traditional landscape and cultural activities nearby. The traditional landscape and many Hanbok-trippers are main factors of visiting Gyeongbokgung Palace for the Temporary-experience group. This study found that Gyeongbokgung Palace has a new sense of place of 'Introductory course of Hanbok-trip', 'Hanbok Playground' because temporary-experience group visits there to experience a Hanbok-trip for the first time. Hanbok-trippers consume places and landscape in actual places offline, producing a new landscape at the same time, and has the characteristics of a 'landscape prosumer' by producing landscape images online through their own personal or social media. Their colorful and voluntary movements contribute to the dynamism of the urban landscape and can become a new cultural asset for the city. The voluntary hobbyist class can be considered a new type of participants in bottom-up planning such as urban regeneration and place marketing. This study has significance in that it conceptualized the 'landscape prosumer' through the voluntary hobbyist class of Hanbok-trippers with the concept of the 'prosumer' that has been studied only in the consumer studies and marketing fields, and has identified the significance of the urban landscape.
Although the importance of starting a business is being emphasized, it is not easy for a start-up to survive. Therefore, it is necessary to come up with a plan to strengthen startup satisfaction and improve the survival rate of startup companies. In this study, we examined the impact of start-up motivation, start-up capabilities, and start-up passion of start-up companies on start-up satisfaction, as well as the moderating effect according to the founding type of general start-up companies and startups. Entrepreneurship motivation was divided into self-actualization motivation and pro-social motivation. Entrepreneurship capabilities were divided into marketing capabilities and experience capabilities. Entrepreneurship passion was divided into harmonious passion and obsessive passion. Empirical analysis was conducted by receiving surveys from 361 managers of general and startup companies within 7 years of founding their businesses online and offline. As a result, self-actualization motivation, pro-social motivation, marketing competency, experiential competency, and harmonious passion had a significant positive (+) effect on startup satisfaction. However, obsessive passion did not have a significant effect. In addition, the magnitude of influence on startup satisfaction appeared in the following order: harmonious passion, marketing competency, self-actualization motivation, pro-social motivation, and experiential competency. The moderating effect according to the type of founding of general start-ups and startups was found in pro-social motivation, experience competency, and passion for harmony. However, there was no significant moderating effect between self-actualization motivation, marketing competency, obsessive passion, and entrepreneurship satisfaction. This study presented academic implications that harmonious passion and marketing capabilities are important factors in improving startup satisfaction. In addition, practical and policy implications were presented, including the need for programs to support the psychological stability of startup business owners, strengthening startup capabilities through experts, and strengthening startup education programs that can foster self-actualization motivation and pro-social motivation.
The purpose of this study is to investigate the effects of closed-type SNS use (i.e., Naver Band) on the perception and behavior of the Korean Army soldiers. In contrast to open-type SNS (e.g., Facebook or Twitter), Naver Band is an online communication service system mostly based on confined offline social network. Therefore, it increases communication between acquaintances who have previously formed relationships. Although the Korean Army recently began to use Naver Band as a method of communication between soldiers, their parents/acquaintance, and Army commanders (or leaders), little research has been done about how this use directly affects army soldiers. Hence, applying the motivation opportunity ability theory of behavior, this study examines how enjoyment (Motivational factor), social ties (Opportunity factor), and social intelligence (Ability factor) affect soldiers' belongingness to their organization and organizational citizenship behavior (OCB). We also hypothesize that army soldiers' belongingness and OCB may enhance their individual performance. Survey results show that enjoyment, social ties, and social intelligence increase army soldiers' belongingness, which leads to OCB. Also, enhanced OCB increases individual performance. However, the effect of enjoyment and social ties on soldiers' OCB is non-significant and soldiers' belongingness does not have influence on individual performance. Theoretical and practical implications are presented.
Journal of the Korean Applied Science and Technology
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v.37
no.3
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pp.473-483
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2020
This paper proposes a tourism recommendation system in intelligent cloud environment using information of tourist behavior applied with perceived value. This proposed system applied tourist information and empirical analysis information that reflected the perceptual value of tourists in their behavior to the tourism recommendation system using wide and deep learning technology. This proposal system was applied to the tourism recommendation system by collecting and analyzing various tourist information that can be collected and analyzing the values that tourists were usually aware of and the intentions of people's behavior. It provides empirical information by analyzing and mapping the association of tourism information, perceived value and behavior to tourism platforms in various fields that have been used. In addition, the tourism recommendation system using wide and deep learning technology, which can achieve both memorization and generalization in one model by learning linear model components and neural only components together, and the method of pipeline operation was presented. As a result of applying wide and deep learning model, the recommendation system presented in this paper showed that the app subscription rate on the visiting page of the tourism-related app store increased by 3.9% compared to the control group, and the other 1% group applied a model using only the same variables and only the deep side of the neural network structure, resulting in a 1% increase in subscription rate compared to the model using only the deep side. In addition, by measuring the area (AUC) below the receiver operating characteristic curve for the dataset, offline AUC was also derived that the wide-and-deep learning model was somewhat higher, but more influential in online traffic.
Journal of the International Relations & Interdisciplinary Education
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v.3
no.1
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pp.51-75
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2023
Relying on disciplinary competitions to enhance college students' innovation and entrepreneurship is one of the specific paths to explore the reform of innovation and entrepreneurship education in colleges and universities. This paper conducts an empirical study on the practice of disciplinary competitions among Chinese university students, the problems of innovation and entrepreneurship education in Chinese universities and the impact of disciplinary competitions on innovation and entrepreneurship among Chinese university students, using university students in Chinese universities as the respondents. The data collected online and offline were analysed using SPSS26 statistical software. The results of the analysis show that Chinese university students show a high level of interest in innovation and entrepreneurship competitions and that there are some differences in the level of interest in innovation and entrepreneurship competitions among university students of different academic levels. More than half of Chinese university students have participated in innovation and entrepreneurship competitions and the initiative of participating in innovation and entrepreneurship competitions varies by grade. The biggest problem facing innovation and entrepreneurship education in schools is the lack of professional innovation and entrepreneurship teachers, followed by the lack of guidance on innovation and entrepreneurship-related policies, and the unreasonable reward system, which makes teachers and students less motivated to innovate and entrepreneurship. Through one-dimensional linear regression analysis, it is found that the degree of attention to innovation and entrepreneurship among college students affects college students' entrepreneurial awareness and entrepreneurial practice; the degree of initiative of college students' innovation and entrepreneurship competition affects college students' entrepreneurial effect; and the degree of initiative of college students' innovation and entrepreneurship competition affects college students' entrepreneurial practice.
Entrepreneurship has been emphasized in social and national importance. However, survival rate of domestic startups is relatively low. Therefore, it is urgent to come up with a plan to increase the survival rate by improving the satisfaction level of early start-ups. In this study, we investigated the effect of start-up motivation, start-up competence, and start-up support policies of early start-up companies on start-up satisfaction and the moderating effect of social support. Startup motivation were divided into economic motivation and self-actualization motivation in detail. Start-up competence was divided into experience competency and marketing competency in detail. The start-up support policy was divided into start-up fund support and start-up consulting support. An empirical analysis was conducted by receiving online and offline questionnaires from 250 managers of early start-up companies within 7 years of founding. As a result, economic motivation, self-actualization motivation, experience competency, marketing competency, and start-up fund support had a significant positive (+) effect on start-up satisfaction. However, start-up consulting support did not have a significant effect. In addition, the size of the influence on startup Satisfaction was in the order of self-actualization motivation, experience competency, marketing competency, startup fund support, and economic motivation. The moderating effect of social support was found in economic motivation, self-actualization motivation, and experience competency. However, the moderating effect of marketing competency, start-up fund support, and start-up consulting support was not tested. Through the research results, the academic implications that self-actualization motivation and experience competency are key factors in enhancing start-up satisfaction were suggested. In addition, practical implications were suggested that it is necessary to improve the effectiveness of entrepreneurship education programs and entrepreneurship consulting support systems that can maximize the self-realization and experience capabilities of early entrepreneurs.
The fast development of the information technology makes Korea one of the most advanced countries in information communication in the world in a short period of time. However, the gap between the aged and the young has been seriously increased. Those who are less than 10% of the older adults are using the internet at present. It means the elderly has many difficulties in using the internet because of their physical and cognitive differences. The purpose of this study is that the aged can easily achieve and use information by developing a guidelines for the Korean typography in the web interface. A literature search was conducted on the web interface design guidelines for older adults. These guidelines were classified by interface component and the study subjects needed for the Korean internet environment were selected. The subjects are a more comfortably readable typeface according to the sizes, a proper text size of Gulim and Batang, a more comfortably readable leading size, the appropriate letter spacing, the proper line length of body, the suitable size proportion between a title and a body, and a more comfortably readable text alignment. Survey questions were made and these Questions were improved after the pretest. Both online and offline survey programs were written and the aged and the young were tested with these programs. The result of this survey shows that there are satisfaction differences between the aged and the young in the readability and legibility of the web contents. Therefore these universal guidelines to be used in the Korean typographical environment for the future aged population were specified. It is expected that this study will be used as basic data for the universal web interface where the older adults can easily use and acquire information.
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