목 적 : 요로감염은 소아의 감염 질환 중 호흡기 감염에 이어 두번째로 흔한 질환이며, 소아에서 가장 흔한 세균성 질환으로 적절한 치료가 시행되지 않을 경우 심한 신손상이 초래되어 소아기의 고혈압 중 60%가 이로 인해 발생하고 전체 신부전 환자의 15-20%가 소아기의 만성 신우신염으로 10-15년 후에 신기능을 잃게된 경우가 있다. 따라서 조기 진단과 적절한 치료 및 재발 방지가 중요하다. 그러나 최근 항생제의 개발, 항생제의 남용 및 부적절한 선택에 따른 특정 항생제 내성균들의 출현 및 증가로 요로감염 원인 균주의 항생제 감수성에 변화를 가져와 치료를 위한 항생제의 선택이 어려워지고 있다. 이에 저자들은 소아 요로감염증의 주요 원인균과 항생제의 감수성을 조사하여 적절한 항생제 선택에 도움을 주고자 하였다. 방 법 : 2002년 1월부터 2003년 12월까지 삼성제일병원 소아과에 입원하여 요세균 배양 검사상 단일 집락수가
Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.
목 적 : 소아 경부 농양은 항생제의 발달과 더불어 감소하는 질병으로 생각되었으나, 최근 발생 사례들이 다시 증가하고 있다. 이에 저자들은 10년간 경험한 소아 경부 농양 사례들의 발생양상, 임상경과, 항생제 감수성과 치료법을 분석하여 향후 이 질환에 대한 진단과 치료에 도움이 되고자 하였다. 방 법 : 1993년 1월부터 2003년 8월까지 가톨릭의대 성모자애병원, 성빈센트병원, 성가병원, 의정부 성모병원에서 세균배양검사, 경부 CT, 경부 초음파 검사를 통해 경부 농양으로 진단받은 16세 이하 94례의 소아를 대상으로 임상양상, 검사결과, 치료와 예후에 대한 후향적 자료 분석을 하였다. 결 과 : 1) 2000년부터 경부농양의 연간발생이 증가하였다. 2) 연령 분포는 생후 26일에서 15세(중간값 4세), 남녀비는 1 : 1.04이었다. 3) 임상양상은 발열 73.4%(n=69), 인후통 37.2%(n=35), 경구 섭취량 감소 34%(n=32), 목 주위 통증 27.7%(n=26), 연하통 20.2%(n=19)의 순이었다. 이외 에도 경부 운동 거부 6.4%(n=6), 두통 6.4%(n=6), 사경 4.3%(n=4), 천음 2.1%(n=2), 호흡곤란 2.1%(n=2)이 있었다. 4) 이학적 진찰 소견으로는 경부 종괴 67%(n=63), 인두염 46.8%(n=44), 편도염 36.2%(n=34), 경부 림프선종대 28.7%(n=27), 후인두벽 융기 24.5%(n=23)의 순이었으며 경부강직은 4.3%(n=4)에서 있었다. 5) 경부농양의 위치는 하악하 34%(n=32), 편도주위부 29.7%(n=28), 인두 후부 11.7%(n=11), 이하선내 7.4%(n=7), 인두 주위부 6.4%(n=6), 이외 두 곳 이상에서 발생한 경우가 10.8%(n=10)에서 있었다. 6) 33명의 환자 중 농양과 혈액 세균배양검사에서 총 35례의 균주가 동정되었다. S. aureus 34%(n=12), group A beta hemolytic streptococcus 28.64%(n=10), Viridans Streptococci 14.3%(n=5)의 순이었다. 대부분 그람 양성균으로 항생제 감수성 검사결과에서, vancomycin 96.4%, 3세대 cephalosporin에 88.9%, cephalothin에 86.4%, penicillin에 51.7%에서 감수성을 보였으며, 그람 음성군에서는 amikacin에 66.7%, 3세대 cephalosporin에 100% 감수성을 보였다. 7) 총 입원일은
최근 대형마트를 중심으로 유통업자브랜드(PB) 상품의 확대가 이루어지고 있다. 대형마트는 소비자가 상품을 구입할 때 PB를 또 하나의 고려 상표군으로 인식하길 바라고 있지만, 소비자들의 반응은 여전히 PB상품에 대해 중립적인 입장이다. 즉 소비자마다 각기 다른 평가를 내리고 있다. 따라서 본 연구는 PB상품을 구매한 소비자들의 특성을 분석하여 PB상품 개발과 판매에 있어 마케팅적 시사점을 주고자 한다. 본 연구는 서울과 경기 지역에 있는 소비자 설문조사 자료를 이용하였으며 프로빗 모형을 이용하여 PB상품을 구매하는 소비자들의 특성을 분석하였다. 분석 결과 인구통계학적 특성으로는 결혼여부, 소득수준, 거주지역이 PB상품 구매에 영향을 미치는 요인으로 나타났으며, 구매특성으로는 대형마트 방문 빈도가 유의한 요인으로 나타났다. 구체적으로 살펴보면, 미혼자보다 기혼자가 PB상품을 구입할 확률이 더 높게 나타나, DM(Direct Mail)발송이나 핸드폰 SMS(Short Message Service) 발송 등 PB상품 판촉활동의 타겟팅에 있어 기혼자에 대한 비중을 높일 필요가 있을 것으로 보인다. 둘째, 소득수준과 관련해서는 고소득계층보다 중산층(월소득 301~600만원) 소비자들이, 서울지역보다는 지방 거주 소비자들이 PB상품 구매 확률이 높았다. 이러한 소비자들의 특성은 가격에 민감하기 때문에 소비자를 위한 추가 증정, 사은품 지급, 1+1행사 등을 강화할 필요가 있을 것으로 보인다. 셋째, 대형마트 방문 빈도가 월 2회 증가할 경우, PB상품을 구매할 확률이 5.3%이상 증가하는 것으로 나타나 소비자들의 내점빈도를 높일 수 있는 재미있는 매장 만들기, 찾아오는 서비스 등 다양한 집객 전략이 필요해 보인다. 결론적으로 PB상품이 단지 가격이 저렴한 일회성 구매 상품이라는 한계를 넘어 NB상품처럼 상품에 대한 로열티를 높이고 지속적 구매가 일어나도록 하기 위해서는 PB상품을 다른 제조업체 브랜드처럼 카테고리 내에서 하나의 고려 상품군(consideration commodity set)이 될 수 있도록 하는 노력이 필요하다.
1. The 'Kao Zheng Pai(考證派) comes from the 'Zhe Zhong Pai' and is a school that is influenced by the confucianism of the Qing dynasty. In Japan Inoue Kinga(井上金娥), Yoshida Koton(吉田篁墩) became central members, and the rise of the methodology of historical research(考證學) influenced the members of the 'Zhe Zhong Pai', and the trend of historical research changed from confucianism to medicine, making a school of medicine based on the study of texts and proving that the classics were right. 2. Based on the function of 'Nei Qu Li '(內驅力) the 'Kao Zheng Pai', in the spirit of 'use confucianism as the base', researched letters, meanings and historical origins. Because they were influenced by the methodology of historical research(考證學) of the Qing era, they valued the evidential research of classic texts, and there was even one branch that did only historical research, the 'Rue Xue Kao Zheng Pai'(儒學考證派). Also, the 'Yi Xue Kao Zheng Pai'(醫學考證派) appeared by the influence of Yoshida Kouton and Kariya Ekisai(狩谷掖齋). 3. In the 'Kao Zheng Pai(考證派)'s theories and views the 'Yi Xue Kao Zheng Pai' did not look at medical scriptures like the "Huang Di Nei Jing"("黃帝內經") and did not do research on 'medical' related areas like acupuncture, the meridian and medicinal herbs. Since they were doctors that used medicine, they naturally were based on 'formulas'(方劑) and since their thoughts were based on the historical ideologies, they valued the "Shang Han Ja Bing Lun" which was revered as the 'ancestor of all formulas'(衆方之祖). 4. The lives of the important doctors of the 'Kao Zheng Pai' Meguro Dotaku(目黑道琢) Yamada Seichin(山田正珍), Yamada Kyoko(山田業廣), Mori Ritsi(森立之) Kitamura Naohara(喜多村直寬) are as follows. 1) Meguro Dotaku(目黑道琢 1739
1.The 'Kao Zheng Pai'(考證派) comes from the 'Zhe Zhong Pai(折衷派)' and is a school that is influenced by the confucianism of the Qing dynasty. In Japan Inoue Kinga(井上金峨), Yoshida Koton(古田篁墩