Journal of Korean Society of Occupational and Environmental Hygiene
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v.17
no.4
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pp.289-299
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2007
Objectives : To investigate the related factors on musculoskeletal symptoms among Korean female workers. Methods : A total of 1,875 female workers (1,002 office workers and 873 blue-collar workers) was analyzed. They were randomly selected among female workers by cluster sampling and interviewed by well trained interviewer, who filled out a structured questionnaire on the musculoskeletal symptoms. Other factors such as general and occupational characteristics including workplace location, employment condition, work duration, and working condition were also investigated. Results : Current smokers and drinkers were significantly more common in blue-collar workers than in office workers. Those working full time were significantly more common in blue-collar workers than in office workers. Those working over 8 hours per day were also popular in office workers than in blue-collar workers. Subjective musculoskeletal symptoms were significantly higher in the type of work including excessive repetitive work, work using awkward stretching hand upwards, work using repetitive wrist movements, static work using awkward hand posture, and heavy manual lifting and handling works. The mean score of the symptoms were significantly higher in blue-collar than in office workers. The significantly different working factors between two groups were work duration, employment condition and daily work hours. Conclusion : We suggest that the type of work including awkward and repetitive works as well as job type may be one of the most important factors related to musculoskeletal symptoms of female workers in the workplace. Preventive strategy will be needed to prevent the negative impact on health status of working women in the workplace.
Journal of the Korea Society of Computer and Information
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v.20
no.2
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pp.29-45
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2015
Systematic theory, concepts, and methodology for the biological evolution have been developed while patterns and principles of the evolution have been actively studied in the past 200 years. Furthermore, they are applied to various fields such as evolutionary economics, evolutionary psychology, evolutionary linguistics, making significant progress in research. In addition, existing studies have applied main biological evolutionary models to artifacts although such methods do not fit to them. These models are also limited to generalize evolutionary patterns of artifacts because they are designed in terms of a subjective point of view of experts who know well about the artifacts. Unlike biological organisms, because artifacts are likely to reflect the imagination of the human will, it is known that the theory of biological evolution cannot be directly applied to artifacts. In this paper, beyond the individual's subjective, the aim of our research is to present evolutionary patterns of a given artifact based on peeping the idea of the public. For this, we propose a text mining approach that presents a systematic framework that can find out the evolutionary patterns of a given artifact and then visualize effectively. In particular, based on our proposal, we focus mainly on a case study of mobile phone that has emerged as an icon of innovation in recent years. We collect and analyze review posts on mobile phone available in the domestic market over the past decade, and discuss the detailed results about evolutionary patterns of the mobile phone. Moreover, this kind of task is a tedious work over a long period of time because a small number of experts carry out an extensive literature survey and summarize a huge number of materials to finally draw a diagram of evolutionary patterns of the mobile phone. However, in this work, to minimize the human efforts, we present a semi-automatic mining algorithm, and through this research we can understand how human creativity and imagination are implemented. In addition, it is a big help to predict the future trend of mobile phone in business and industries.
Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.
Journal of the Korea Society of Computer and Information
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v.26
no.4
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pp.203-211
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2021
With the advent of the age of"untact" modern people are pursuing a healthy body and mind. In order to achieve well-being, LOHAS and Wellness,people prefer to use natural affinity alternative therapies, Aromatherapy. This study focuses on women in their 20s~50s in Zhejiang Province, with the aim of investigating their knowledge and use of essential oils.The questionnaire was divided into four parts: 3 questions for general question, 11 questions for knowledge, 13 questions for use and 9 questions for satisfaction. In addition, the study was conducted using the WeChat and the Wenjuanxing Program from July 5 to August 30, 2019. Finally, a total of 617 questionnaires were analyzed. In this study, SPSS WIN 21.0 program is used for frequency analysis. The level of knowledge and satisfaction is verified by Cronbach's α. And the following analysis results were obtained by frequency analysis, descriptive statistics, Chi-squared test(χ2), one-way ANOVA on the understanding level and usege of essential oils according to age. The results were as follows. The most common characteristics of subjects were the 20s, university students, essential oil recognition was high in having experience. There is no great difference in knowledge or satisfaction depending on age. knowledge and satisfaction was moderate. The results of experience in the use of essential oils were higher among all age groups, those who in their 30s did not think that the use of essential oils would be effective. However, people in their 20s and 40s and older have unclear answers, indicating that results showed a difference. The results of the survey on usage showed that there were significant differences in period of use, place of purchase, method of purchase, purpose of use, place of use, number of use, frequency of use, body parts of use. According to the study, awareness and knowledge of essential oils vary according to age, and those in their 20s use essential oils for facial skin, and those in their 30s and older use essential oils for stress relief and body management. This study provides basic information on marketing related to diversified essential oil products according to age.
This study was to examine perceptions of information technology(IT) competencies among gifted and non-gifted students(i.e., information science high school students and technical high school students). Of the 370 high school students surveyed from 3 high schools(i.e., gifted academy, information science high school, and technical high school) in three metropolitan cities, Korea, 351 students completed and returned the questionnaires yielding a total response rate of 94.86%. High school students recognized the IT professional competence as being most important when recruiting IT employees. And they considered that practice-oriented education was the most importantly needed to improve their IT skills. In addition, the most important sub-factors of IT core competencies among gifted academy students and information science high school students were basic software skills. Also Technical high school students responded that the main network and security capabilities were the most importantly needed to do so. Finally, the most appropriate training courses for enhancing IT competencies were recognized differently among gifted and non-gifted students. Gifted academy students responded that the 'algorithm' was the mostly needed for enhancing IT competencies, whereas information science high school students responded that 'data structures' and 'computer architecture' were mostly needed to do. For technical high school students, they responded that a 'programming language' course was the most needed to do so. Results are discussed in relations to IT corporate and school settings.
The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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v.6
no.2
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pp.81-92
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2001
According to analyses of high-resolution seismic profiles (air gun, sparker, and SBP) and a deep-drill core(YSDP 105) in the mid-eastern Yellow Sea, stratigraphic and geoacoustic models have been established and seismo-acoustic modeling has been fulfilled using ray tracing of finite element method. Stratigraphic model reflects seismo-, litho-, and chrono-stratigraphic sequences formed under a significant influence of Quaternary glacio-eustatic sea-level fluctuations. Each sequence consists of terrestrial to very-shallow-marine coarse-grained lowstand systems tract and tidal fine-grained transgressive to highstand systems tract. Based on mean grain-size data (121 samples) of the drill core, bulk density and P-wave velocity of depositional units have been inferred and extrapolated down to a depth of the recovery using the Hamilton's regression equations. As goo-acoustic parameters, the 121 pairs of bulk density and P-wave velocity have been averaged on each unit of the stratigraphic model. As a result of computer ray-tracing simulation of the subsurface strata, we have found that there are complex ray paths and many acoustic-shadow zones owing to the presence of irregular layer boundaries and low-velocity layers.
Purpose: A new health policy, referred to as the National Health Screening Program for Infants and Children, was launched in November 2007 by the Ministry of Health and Welfare and National Health Insurance Corporation in Korea. We have developed a nutrition-counseling program that was incorporated into this project. Methods: We reviewed the nutritional guidelines published by The Korean Pediatric Society and internationally well-known screening programs such as Bright Future in the United States. We also reviewed the recent Korean national surveys on nutritional issues, including the Korea National Health and Nutrition Examination Survey (KNHANES) and the 2005 National Survey of Physical Body and Blood Pressure in Children and Adolescents. The development of questions, pamphlets, computer programs, and manuals for doctors was carried out after several meetings of researchers and governmental officers. Results: We summarized the key nutritional issues according to age, including breastfeeding in infants, healthier complementary feeding, and prevention of iron deficiency anemia, establishment of healthier diets, as well as dietary prevention of overweight children with an emphasis on physical exercise. We have constructed a new Korean nutrition questionnaire and an anticipatory guidance program based on the primary care schedule of visits at 4, 9, 18, 30, and 60 months of age. Five to eight questions were asked at each visit and age-matched pamphlets for parents and guidelines for doctors were provided. Conclusion: We developed a nutrition-counseling program based on recent scientific evidence for Korean infants and children. Further research on this national program for screening the nutritional problems in detail and setting the therapeutic approaches may help identify areas of success as well as those that need further attention.
Estimate breeding value can be used as single trait animal model was developed directly using the Fortran language program. The program is based on data computed by using the indirect method repeatedly. The program develops a common algorithm and imprves efficiency. Algorithm efficiency was compared between the two programs. Estimated using the solution is easy to farm and brand the service, pedigree data base was associated with the development of an improved system. The existing program that uses the single trait animal model and the comparative analysis of efficiency is weak because the estimation of the solution and the conventional algorithm programmed through regular formulation involve many repetition; therefore, the newly developed algorithm was conducted to improve speed by reducing the repetition. Single trait animal model was used to analyze Gauss-Seidel iteration method, and the aforesaid two algorithms were compared thorough the mixed model equation which is used the most commonly in estimating the current breeding value by applying the procedures such as the preparation of information necessary for modelling, removal of duplicative data, verifying the parent information of based population in the pedigree data, and assigning sequential numbers, etc. The existing conventional algorithm is the method for reading and recording the data by utilizing the successive repetitive sentences, while new algorithm is the method for directly generating the left hand side for estimation based on effect. Two programs were developed to ensure the accurate evaluation. BLUPF90 and MTDFREML were compared using the estimated solution. In relation to the pearson and spearman correlation, the estimated breeding value correlation coefficients were highest among all traits over 99.5%. Depending on the breeding value of the high correlation in Model I and Model II, accurate evaluation can be found. The number of iteration to convergence was 2,568 in Model I and 1,038 in Model II. The speed of solving was 256.008 seconds in Model I and 235.729 seconds in Model II. Model II had a speed of approximately 10% more than Model I. Therefore, it is considered to be much more effective to analyze large data through the improved algorithm than the existing method. If the corresponding program is systemized and utilized for the consulting of farm and industrial services, it would make contribution to the early selection of individual, shorten the generation, and cultivation of superior groups, and help develop the Hanwoo industry further through the improvement of breeding value based enhancement, ultimately paving the way for the country to evolve into an advanced livestock country.
Journal of the Korean Society of Earth Science Education
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v.10
no.2
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pp.140-160
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2017
The purpose of this study was to develop computational thinking (CT) analysis tool that can be used to analyze CT practices; first, by defining what CT practices are, and then, by identifying which components of CT are reflected in STEAM classes. Exploring various kinds of CT practices, which can be identified while applying the proposed CT analysis tool for exemplary STEAM classes, is another goal of this study. Firstly, to answer the question of "What is CT in science education" and thereby to develop the proposed CT practice analysis tool, three types of published documents about CT definition as the main data in this study have been considered. In the first "analysis tool development" part of this study, the following five elements have been identified as the main components of CT analysis tool as follows; (1) connecting open problems with computing, (2) using tools or computers to develop computing artifact, (3) abstraction process, (4) analyzing and evaluating computing process and artifact, and (5) communicating and cooperating. Based on the understandings that there is a consistent flow among the five components due to their interactions, a flow chart of CT practice has also been developed. In the second part of this study, which is an implementation study, the proposed CT practice analysis tool has been applied in one exemplary STEAM program. To select the candidate STEAM program, four selection criteria have been identified. Then, the proposed CT practice analysis tool has been applied for the selected STEAM program to determine the degree of CT practice reflected in the program and furthermore, to suggest a way of improving the proposed CT analysis tool if it shows some weak points. Through the findings of this study, we suggest that the actual definition of computational thinking will be helpful to converge Technology and Engineering to STEAM education and a strong complement to reinforce STEAM education.
In the recent years, Popularization of mobile devices such as Smart Phones, PDAs and MP3 Players causes rapid increasing necessity of Power management technology because it is most essential factor of mobile devices. On the other hand, despite low price, hard disk has large capacity and high speed. Even it can be made small enough today, too. So it appropriates mobile devices. but it consumes too much power to embed In mobile devices. Due to these motivations, in this paper we had suggested methods of minimizing Power consumption while playing multimedia data in the disk media for real-time and we evaluated what we had suggested. Strict limitation of power consumption of mobile devices has a big impact on designing both hardware and software. One difference between real-time multimedia streaming data and legacy text based data is requirement about continuity of data supply. This fact is why disk drive must persist in active state for the entire playback duration, from power management point of view; it nay be a great burden. A legacy power management function of mobile disk drive affects quality of multimedia playback negatively because of excessive I/O requests when the disk is in standby state. Therefore, in this paper, we analyze power consumption profile of disk drive in detail, and we develop the algorithm which can play multimedia data effectively using less power. This algorithm calculates number of data block to be read and time duration of active/standby state. From this, the algorithm suggested in this paper does optimal scheduling that is ensuring continual playback of data blocks stored in mobile disk drive. And we implement our algorithms in publicly available MPEG player software. This MPEG player software saves up to 60% of power consumption as compared with full-time active stated disk drive, and 38% of power consumption by comparison with disk drive controlled by native power management method.
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