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Development of Nutrition Education Contents for Pregnant Women Based on Effective Communication Strategies (효과적 커뮤니케이션 전략에 기반한 임신부 대상의 영양교육 컨텐츠 개발)

  • Yoo, Taeksang;Han, Young-Hee;Kim, Jung Hyun;Lee, Min Jun;Hyun, Taisun
    • Korean Journal of Community Nutrition
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    • v.22 no.2
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    • pp.115-126
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    • 2017
  • Objectives: The purpose of the study was to develop communication strategies for effective nutrition education targeting pregnant women and to create nutrition education contents. Methods: The format and the contents of online resources on nutrition information for pregnant women provided by reliable institutions were analyzed. Possible solutions to overcome barriers of nutrition education as well as communication strategies for effective nutrition education were identified by a brainstorming process. Based on the communication strategies, contents for nutrition education were created. Understandability, level of interest, applicability to daily life, harmony of text and illustration, and overall satisfaction of the contents were evaluated by dietitians and pregnant women. Results: The four communication strategies were developed; (1) to focus on a few important messages, (2) to provide evidence-based information, (3) to create illustrations or infographics with a minimum amount of text, and (4) to provide tips on how to improve the current diet options. Based on these strategies, the contents were focused on three important nutrients for pregnant women, folate, iron, and calcium. The percentages of the recommended nutrient intakes of the three nutrients on selected menu and its improved version by adding a dish or changing a dish into another dish were calculated and provided. Finally, the contents were delivered as illustrations with a minimum amount of text. Overall, dietitians and pregnant women were satisfied with the contents. Conclusions: The contents developed in this study can be used in a pamphlet or a pregnancy diary, or can be shared in social networking services. Further contents on other nutrients and various menu are expected to be developed using these communication strategies.

A Study on the Development of Workstation Furniture Design for the Home Office (재택근무를 위한 가구 디자인 개발에 관한 연구)

  • 박영순;한정원;이지선
    • Archives of design research
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    • v.11 no.1
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    • pp.245-258
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    • 1998
  • Due to the information technology improvement and the changing life style, a home is getting a new role of workspace besides the main function as rest area for the family members. Therefore, a demand for the home workstation furniture is increasing nowadays. In this study, three types of workstation furniture id designed, that makes possible the effective works and reflects the characteristics of the house. 1. Panel-based system furniture : main concept is flexibility and expandability, and various units can be composed as desired. 2. Cabinet-type workstation : all functions needed for the home office work is concentrated in a piece of furniture. 3. Movable multi-purpose furniture : small-sized, mobile furniture that functions as a simple workstation or a side station. Home office has a great possibility as a work place for the future, and there is a continuous need for the furniture design with diverse form and function.

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A Study on the Relation between Personality and Clothing Design Preferences of Men (직장남성의 성격특성과 의복디자인 선호도와의 관계연구)

  • 임정은;이명희
    • The Research Journal of the Costume Culture
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    • v.7 no.5
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    • pp.80-92
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    • 1999
  • The objectives of this study were to investigate the relation between personality(activity, emotional stability, and dominance) and clothing design preferences, and to examine the differences of clothing design preferences according to demographic variables of men. Subjects for the study were 255 male white-collar workers ranging in ages from twenties to fifties, in Seoul and Kwangju City, Korea. The men with higher activity of personality preferred the double jacket with 4 buttons, the combination of light color jacket and dark trousers, glen check pattern jacket, herringbone pattern jacket, light beige color dress shirts. The higher the emotional stability, the higher the preferences on diverse patterns such as fine stripe, plaid, hound\`s-tooth check, and small check pattern. The men with higher dominance preferred dark blue color suit, glen check pattern suit, and necktie of red circle, and disliked the necktie of gray circle. The men in their 20\`s and 30\`s liked the single jacket with 3 buttons, the suit of fine stripe and the necktie of gray circle more among three income groups. The higher the men\`s age and income were, the more they liked the conservative style such as a single jacket with 2 buttons. The men who reside in Seoul liked the suit of gray circle, the jacket and trousers of same color, the patternless jacket, and the patternless suit more than the men in Kwangju. Therefore, the men in methropolitan area preferred conservative clothing image. Fine stripe pattern and patternless materials were preferred when men wore jacket and trousers of same color, while glen check pattern was preferred as the pattern of jacket when jacket and trousers of different color. Male white-collar worker liked single jacket more than double jacket, and preferred the dark blue color suit and necktie, patternless suit, fine stripe suit, and the pale blue dress shirts generally. The present findings provide that the personality of male has influence on the clothing design preferences, and it is possible to infer men\`s personality by their attire.

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The structure analysis of iron relics excavated at dwelling site of Yangsoo-ri (양수리 주거지출토 철제유물의 금속조직과 분석-BC1-AD1 세기 추정 철제유물을 중심으로)

  • Kim, Soo-Ki
    • 보존과학연구
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    • s.27
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    • pp.165-180
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    • 2006
  • The research was conducted to understand type of iron used by those who lived at dwelling site of Yangsoo-ri in between the first century B.C. and the first century A.D. to make steel products and their technique such as steel making process and heat treatment, based on micro structure information obtained through microscopic metallographic structure analysis with SEM-EDS of six steel productsexhumed at the site. Key findings are summarized as below. In the sense that Si-Ca-Al style and less than 0.5% of Ti were found in the non-metallic inclusion, the material used for forged iron ware was magnetite resolved in that. It is, however, unclear whether magnetite was resolved at high temperature or at low temperature. Microscopic structure analysis revealed that forged steel products were made through repeated hot working, the technique of molding by hitting after heating in the process of resolving and molding iron. As a result, the iron used here for the products was not the iron ore which was produced through resolution from discarded cast iron axe, ingot iron. It is probable that to make those steel products, disposed-of cast iron was reused after being molded by decarburizing. Although a few of relics were analyzed for the research, they were of critical importance in defining the process of ironware production from the first century B.C. and the first century A.D. at the Yangsoo-ri region. Judging from the iron from A-19 dwellingsite, it is possible to conclude that the iron was manufactured from cast iron decarburized and yet more research has to be done into relics yetto be exhumed in order to ascertain the finding. All of these findings are believed to play a critical role in further studies to define the steel-manufacturing technique used on the central Korean peninsular in the ancient times.

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Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.110-117
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    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

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Development Process of a Universal Design Evaluation Index with a Case Study for Mobile Phone Evaluation (휴대전화기 평가 사례를 통한 유니버설디자인 평가 도구 개발 프로세스)

  • Kim, Mi-Yeon;Jung, Eui-S.;Park, Sung-Joon
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.4
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    • pp.51-62
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    • 2006
  • The concept of universal design has recently emerged as an important aspect of product design. Universal design is considerably analogous to ergonomic design in a way that it takes the capabilities and limitations of users into consideration during the product development process. However, relatively few studies have been devoted to reflect the practical use of ergonomic principles on universal design. This research attempts to develop a universal design index for mobile phone design to quantify how well a product complies with principles of universal design. The research also emphasizes on ergonomic principles as a basis of evaluation. A generation of the evaluation items was done by cross-checking among the personal, activity and product components. Personal components consist of human characteristics including age, physique, perceptual capacity, life-style, etc. Activity components were derived from those scenarios of mobile phone use while product components were composed of the parts to which a user interacts. Further analysis systematically generated a universal index from relationship matrices among the three components. The index was then used to test its suitability by applying to the evaluation of mobile phones currently on the market. This study demonstrates a development process through which evaluations can be made possible for universal design. The research suggests an improved approach to the appraisal of how well mobile phones are universally designed based on ergonomic principles.

The Korean Style Characteristics of Aesthetic thoughts for Dasan Jeong, Yak Yong (다산(茶山) 정약용(丁若鏞) 미학사상(美學思想)의 한국적(韓國的) 특성(特性))

  • Kwon, Yun Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.281-287
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    • 2020
  • Dasan(茶山) Jeong Yak-yong wrote many works in various fields. His ideas and philosophy formed a mountain range. First, his aesthetic ideas improved from Dam(淡) to Dam(澹;light), and further to Dam (膽;courage). Because Dasan had the courage to make changes, this was possible. Second, Dasan has the aesthetic idea of Yun(韻). This can be seen in his life pursuing the quaint. Because Dasan was unable to participate in reality due to exile, so he was able to create our culture through many writings. First, Un-Rim-San-Bang(雲林山房) in Sochi Heoyu is the origin of our Namjong Literary Painting, and its origin is Dasan. Second, Dasan pursued Silhak(實學), and applies it to reality. It is Silsagusi(實事求是). Thirdly, Dasan pursued Enjoying Together with People(與民同樂). Aesthetics ideas of Dasan showed the Korean characteristics.

Research on Possibilies of Social Network Services through IPTV (IPTV를 통한 SNS 가능성에 관한 연구)

  • Kim, Hyun-Suk;Kim, So-Hyun
    • Journal of the HCI Society of Korea
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    • v.4 no.1
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    • pp.11-15
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    • 2009
  • Social Network Service has been extremely popular these days and providing diverse features and functions to users. Social networking and interest sharing in between users are key factors of SNS and this circles back to draw more users to the service. Web is the first media to provide SNS and mobile is the next. The service based on mobile environmental uniqueness such as Location-based-service(LBS) is the key success factors to convert users to web SNS to mobile SNS. TV has also been a possible SSN market to draw users to share interests and participation. However TV has been always community electronics in family members and personalization to provide SNS has been barrier to overcome. In this study, we explorer ideas of key factors of personalization in TV environment and conducted a field study to define characteristics of TV personalization in terms of depth, method, style and structure. Research finds out that there are significant differences in these categories.

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A Study of An XML-Based e-Marketplace Integration System for Sharing Corporate Business Information (기업간 비즈니스정보 공유를 위한 XML 기반의 e-marketplace통합 시스템에 관한 연구)

  • 김창수;최종근;정희경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.443-447
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    • 2002
  • As major industries become information-centered, business transactions and information-sharing processes are being computerized and automated, which ultimately re-defines electronic commercial transactions in a broader context. Business documents are the basic tools for corporate transactions. The use of business documents in electronic commercial transactions has increased markedly and this sphere is rapidly being extended to include information sharing between companies. XML(extensible Markup Language) was selected as the focus for this thesis. XML ran help to make a complicated and data-rich document easy to share. The thesis proposes a business XML document editing system, comprised of a style document editor for business XML document structure, business documentation, and business document presentation, along with a business document transformation system which makes a transformation possible regardless of platform or using various corporate document standards.

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The Brief as a Measurement Garment (3차원 인체측정을 위한 측정용 브리프에 관한 연구)

  • Lee, Jun-Ok;Choi, Kyung-Mi;Nam, Yun-Ja
    • Fashion & Textile Research Journal
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    • v.10 no.3
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    • pp.329-334
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    • 2008
  • The purpose of this research is to develop the design, pattern and size system of brief as a measurement garment in order to obtain more precise silhouettes and sizes of the body in 3D measurements. The results of this research are as follows: First, nylon/lycra materials which elasticity is equivalent to 18%(wale) and 27%(course), were selected as a material for briefs to minimize possible error in measurement and deformation of body shape caused by looseness or tightness in its measured parts. And T-back style design was selected, of which briefs neither deform human body nor cause overlapping or excessive tightness when was put on the measurement garment over it. Second, different darts for men and women were adopted into the pattern in consideration for the shape of hip. Third, the waist band of briefs was located between the waistline and abdominal girth line so that it didn't interfere with measurement, and using a wide band of 40mm minimized the tightness of the human body. In addition, the stitch lines and sewing procedure were simplified to minimize the deformation of body shape resulting from inseams and stitch lines. Finally, for the size of briefs, 6 cm intervals were set on the basis of the waist girth and 8 kinds for men and 6 kinds for women were selected in descending order of appearance rate by the interval sections. English T meaning T-back design and numbers representing the waist girth were marked in parallel for the name of size.