• Title/Summary/Keyword: 일주행동

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A Study on Gathering Behaviour of Fish in the Artificial Sea-floor Area (인공해저에 대한 어류의 위집기구에 관한 연구)

  • 홍성완
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.36 no.2
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    • pp.96-104
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    • 2000
  • By using the offshore type submersible platform, Artificial sea floor anchored at a depth of forty meters several experimental studies have been conducted successfully during 1996. The facility consists of an artificial sea floor that floats at 7 meters below the surface, a machinery hut that projects above the surface at the center of the structure and a balance weight beneath the structure. The facility can be surfaced easily by using a water discharging pump in the water tank which is located at the center of it. To find out the behavioral character and the gathering factor of fishes around the artificial sea floor, investigations were carried out during the daytime and nighttime by direct observation and by echo-sounder. Around the testing reefs and artificial sea floor, six kinds of fishes were found by diving observation and the dominants were Scomber japonicus, Sebastes thompsoni and Oplegnathus fascitus. As Scomber japonicus was distributed around the artificial sea floor in dense small school, they were not seen elsewhere in the survey area. The artificial sea floor was concluded to act as a schooling ground far Scomber japonicus, Sebastes thompsoni and Oplegnathus fascitus. were close to the testing reefs(within 10m) in the daytime, and were thought to settle on the testing reefs at nighttime, To examine the distribution of 7shes around the artificial sea floor, an acoustic survey over a 1$\times$1km area, 0-50m in depth during the all day. Around the artificial sea floor many thin scattering fish echo(TS-54.5~ -51.5dB) and dense fish echo(TS-41~-38dB) were mainly distributed. Many scattering fish echoes, which were thought to be a mixture of small squid, pelegic crustacea and ethers, were distributed over the whole survey area. A dense fish school stayed beneath the artificial sea floor for a short duration. These phenomena were concluded to show an attraction and detention function of the artificial sea floor.

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The Effects of Therapeutic Horse Riding, Adaptive Behavior in Adult with Intellectual Disabilities (재활승마가 지적장애 성인의 적응행동에 미치는 영향)

  • An, Jung-Hun;Park, Yun-Jae
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.661-667
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    • 2017
  • The purpose of this study is to examine the effects of therapeutic horse riding on adult with intellectual disability in terms of adaptive behavior. The subjects were 16 adults with intellectual disability. They participated in a therapeutic horse riding program of 60 minutes long, Twice a week for 12 weeks. The participants' adaptive behavior level were measured before and after 12 weeks of program with Social Maturity Scale. The data was analyzed by paired t-test using the SPSS. After 12 weeks of therapeutic horse riding program, there was a significant improvements on self-help, task, self-regulation & socialization. However, locomotion, communication changes did not reach statistical significance. The result indicates that therapeutic horse riding has a positive effect on adults with intellectual disability in self-help, task, self-regulation & socialization. This study suggests that therapeutic horse riding could be considered an effective method on adults with intellectual disability to improve adaptive behavior.

Analyzing Usage Behavior of Mobile Services in Academic Libraries by Using Diary Method (이용자 일기 분석을 통한 대학도서관 모바일 서비스 이용행동 연구)

  • Kim, Sung-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.2
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    • pp.165-187
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    • 2014
  • This study aimed to analyze users' behaviors to use mobile services of academic libraries by indirectly observing users' experiences based on their diaries. Ultimately, this study intended to contribute to the development of mobile services in academic libraries by helping academic libraries understand users and their needs of mobile services. For this, diary method was conducted with 20 students at two academic libraries. These participants should report detailed process and thoughts immediately after using mobile library services at least once a day during a week. Totally 137 diaries were collected. And then this study conducted a content analysis to figure out what information needs they had, whether or not the needs were solved, what menu they selected, and what steps and gaps they got. In addition, on the basis of the findings, this study suggested further steps for improving mobile services at academic libraries.

Factors Influencing Job Satisfaction of Nurses Working in Long-term Care Hospitals: Focused on Burnout and Burden for Caring Problematic Behaviors in Dementia (요양병원 간호사의 직무만족도 영향요인: 치매 문제행동 간호에 대한 부담, 소진을 중심으로)

  • Park, Ji Won;Choi, Eun Joung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7403-7413
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    • 2015
  • This study was to investigate the factors influencing job satisfaction of nurses in long-term care hospitals focusing on burnout and burden. The participants were 206 nurses recruited from long-term care hospitals in B metropolitan city and C city. Data were collected from January to March, 2014 and analyzed using SPSS WIN 18.0 program. The frequency of experience was $1.65{\pm}0.42$, which is 4~5 times per month and once or twice per week in the problematic behavior in dementia. The frequency of burden was $1.46{\pm}0.48$, which means one nurse can solve the problematic behaviors in dementia. Burnout was $2.53{\pm}0.61$, and job satisfaction was $2.87{\pm}0.45$. Negative correlations were found between burden and job satisfaction (r=-.256, p=.003), and between burnout and job satisfaction (r=-.718, p<.001). A factor influencing job satisfaction was burnout (${\beta}$=-.735), which explained 57%. It is suggested that Intervention programs should be developed to reduce burnout and burden, and to increase job satisfaction for nurses.

Study of Game Level Design Controled by Artificial Emotion (인공감정을 적용한 게임 난이도 조절에 관한 연구)

  • Park, Jun-Hyoung;Hyun, Hye-Jung;Yeo, Ji-Hye;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.181-183
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    • 2011
  • 최근 게임 산업에서는 게임을 인공지능적인 측면으로 접근하는 방식 중 하나로 인공감정을 주목하고 있다. 인공감정은 감정자극과 감정, 그리고 감정의 표현 방식이라는 총 3가지 기본요소로 이루어져 있다. 본 연구에서는 인공감정을 사람들에게 꾸준하게 인지도가 상승하고 있는 캐주얼 게임에 적용시켜 보았다. 캐주얼 게임은 다른 게임들에 비해 게임 속에서 감정을 느낄 수 있는 환경요소가 한정적이고, 표현할 수 있는 감정이 적어 인공감정에 대한 플레이어의 반응을 실험하기에 적합한 게임 장르이다. 본 연구에서는 쉽게 제작 가능한 버튼 클릭 방식의 캐주얼 게임을 만들었다. 그리고 게임에 플레이어의 행동을 통해 감정적 영향을 받는 인공감정이 적용된 게임 에이전트를 제작했다.

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Applying and Comparison an Artificial Emotion in a Scrolling-Shooter Game (비행슈팅게임 속 인공감정 적용과 비교)

  • Park, Jun-Hyoung;Ham, Jun-Seok;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.325-329
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    • 2008
  • 최근 게임 산업은 상호 작용 성을 높이는 방향으로 하드웨어와 소프트웨어적으로 접근하고 있다. 그 중 게임 속 캐릭터에 적용되는 인공지능은 소프트웨어적인 접근으로서 게임의 분위기와 특징에 커다란 영향을 미친다. 하지만 기존의 인공지능이 캐릭터의 시시각각 변하는 감정에 따라 변하지 않고, 간략한 메커니즘에 의해 행동이 제어되고, 움직였기 때문에 실제 캐릭터들이 가지는 감정 상태를 제대로 표현하지 못했다. 따라서 본 논문에서는 맥시스사의 'The Sims'의 캐릭터인 sim들이 감정을 표현하지 못하는 한계점을 분석하고, 이를 극복할 수 있는 인공감정을 만들어 시뮬레이션 게임보다 제작하기 간단하고, 비슷하게 환경을 조작할 수 있는 비행 슈팅게임에 적용한다.

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The Usage of Animation and Social value.Clothing behavior of Adolescents (청소년들의 애니메이션 이용현황과 사회적 가치관.의복행동에 대한 연구)

  • Kim, Tae-Kyung;Chae, Jin-Mie;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.127-138
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    • 2009
  • The purpose of this study was to find out the usage of animation and its relation to the social values and clothing behaviour of adolescents. A survey was conducted in four different high schools in the metropolitan area (Seoul) and 187copies were analyzed by SPSS 12.0 package. The results were as follows; First, According to Usage survey, a number of adolescents watched animations mainly through the internet and 39% of them used the internet $2{\sim}3$ times a week. The most watched genre of animation was action/science-fiction but some differences were observed between male students and female students. Male students enjoyed action/science-fiction, comedy and drama/romance, whereas female students enjoyed drama/romance, action/science-fiction and comedy in the decreasing order. Second, It was found that the favorite genre of animation by adolescents had influence on their community mind and materialism. The most significant genre affectingcommunity life was drama/romance and the one affecting materialism of adolescents was action/science-fiction. Third, Materialism had a significant influence on clothing conformity and the next was community mind. Only materialism proved to be a significant variable affecting fashion followers. In conclusion, the results of this study showed that the adolescents' community life and materialism were significantly influenced by their favorite genre of the animation, and their social values were related to their clothing behaviors.

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Acoustic Telemetrical Measurement of the Movement Range and Diurnal Behavior of Rockfish (Sebastes schlegeli) at the Artificial Reef (음향 텔레메트리 기법에 의한 인공어초 지역에서의 조피볼락의 이동범위 및 일주행동 측정)

  • SHIN Hyeon-Ok;TAE Jong-Wan;KANG Kyoung-Mi
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.38 no.2
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    • pp.129-136
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    • 2005
  • The movement ranges and diurnal behavior of the rockfish (Sebastes schlegeli) sonic tagged externally were measured by the acoustic telemetry in the marine ranching area of Tongyoung on 20 to 26 March and 4 October to 3 November, 2003. The results of study are as follows: 1. Two cage cultured fishes (body length: $30-34{\cal}cm$) were released the point where located approximately $250{\cal}m$ from the caught point on 30 March, 2003. They moved to the south $500{\cal}m$ away Sojangdudo and stayed within a $500{\cal}m$ radius of the position during the study. 2. Three wild fishes (body length: $28-32{\cal}cm$) were released around the caught point on 4 and 8 October, 2003. It was often measured that tagged fishes moved out the $500{\cal}m$ radius of released point for a week after release. After several days, the movement range tended to be reduced. Finally, they stayed within the $250{\cal}m$ radius of released point. 3. There was no significant difference of diurnal behavior of the rockfish between the cage cultured and the wild fishes. The movement range, however, for the night-time was a little wider than for the day-time.

A Study on Nutrition Knowledge, Dietary Behaviors and Evaluation of Nutrient Intakes of High School Female Students in Chuncheon Area by Frequency of Breakfast (춘천지역 여고생의 아침식사 빈도에 따른 영양지식, 식행동 및 영양소 섭취 평가에 대한 연구)

  • Kim, Yoon-Sun;Kim, Bok-Ran
    • Journal of Korean Home Economics Education Association
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    • v.24 no.4
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    • pp.91-104
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    • 2012
  • The purpose of this study was to examine a questionnaire survey on nutrition knowledge, dietary behaviors and the evaluation of nutrient intakes in regard to frequency of eating breakfast for a total 383 high school female students in Chuncheon area. The subjects were categorized into 3 groups according to frequency of breakfast : eating breakfast group (6-7 times/week, 49.1%), sometimes eating breakfast group (3-5 times/week, 22.2%), skipping breakfast group (${\leq}2$ times/week, 28.7%). The eating breakfast group and sometimes eating breakfast group have better grades on nutrition knowledge related to breakfast than the skipping breakfast group. The skipping breakfast group have a smattering of nutrition knowledge like, the importance of having breakfast, maintaining calories, and the brain's energy resource. There was a strong correlation between the frequency of breakfast and dietary behavior grades. The students who skip breakfast have irregular eating habits and their eating speed was improper. Also, their frequency of taking in cereals, proteins, fruits, vegetables, and dairy products was poor. The results of the survey on nutrition intake show that while, students who eat breakfast are consuming only folate, calcium and iron at a less than recommend intake, the students who skip breakfast are consuming vitamin $B_2$, niacin, vitamin C, vitamin $B_1$ as well as folate, calcium, and also iron at a less than recommended intake. Based on these results, it is necessary to develop an awareness program that emphasizes the importance of breakfast and accurate nutrition knowledge for students.

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A Study on The Correlation Between Ego-state and Five Factor Model for Game Character's Personality (게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • As the importance of realistic game character in order to cause the interest of player is increased, it is necessary to develop the character that acts like a man by applying the human characteristics in the step of game character design. Formerly, there is a limit to create the human-like character because there is no set the character's personality in the game developing level. In this paper, therefore, we propose the correlation between Five Factor Model and Ego-state for game character. Five Factor Model and Ego-state are theories about person's characteristic. Five Factor Model is personality description method. Ego-state has an emphasis on internal mental processes directly from observable behaviors. In this regard, these theories could be used to the character defined its personality and designed to act by personality. To do this, it needs to determine the relations between Five Factor Model and Ego-state. Therefore we seek for the relations between two theories using Adjective Check List(ACL) and analysis their results with surveys. In the future, it is expected to construct a personality model using these analysis results, and develop the character based on realistic behavior.