In the social atmosphere where the importance of appearance is increasing day by day, efforts and desires of modern people are becoming more active and diversified, and the beauty beauty industry is gradually becoming more specialized and specialized due to these effects. Hair damage is inevitable due to the excessive permanent wave or hair coloring of modern people. However, as the hair is damaged, the cuticle peels off and falls off, and the tensile force decreases and the satisfaction after hair styling or perm decreases relatively. Therefore, it is necessary to manage damaged hair, but since artificial synthetic products occupy most of hair treatment agents on the market, it is necessary to develop a hair treatment product containing antioxidants useful for the human body. In this study, the effect of maple leaf extract on the mechanical change of colored hair was analyzed to investigate the potential of maple leaf extract as a hair treatment agent to improve damaged hair and improve hair health. It is considered that this study will be used as basic data for the development of hair beauty products using natural products in the future.
Kim, Joo-Hyun;Kwon, Sung-Bok;Kim, Hyeon-Ju;Choi, Gyeong-Hye;Lee, Hyang-Mi
Journal of Korean Biological Nursing Science
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v.18
no.3
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pp.153-159
/
2016
Purpose: This study was conducted to ascertain the effectiveness of horticultural therapy by analyzing researches on horticultural therapy applied to elderly Koreans. Methods: We evaluated 401 research papers including dissertations on horticultural therapy applied to elderly Koreans from Jan. 2000 to Feb. 2016. We reviewed the appropriate 12 papers among them for the final analysis. Results: Horticultural therapy had physiological and psychosocial effects. First of all, it showed the physiological effects of reducing stress hormones. Outdoor horticultural therapy improved the gross motor movements of the body. Indoor horticulture therapy improved delicate cognitive & operating functions. Second, horticultural therapy showed the psychosocial effects of reducing depression and improving cognitive functions, language abilities, comprehension, daily activity, life satisfaction and sociality. But the effects appeared differently dependent on the implementation protocol & period of horticultural therapy, as well as the professionalism of the therapists. Therefore, if horticultural therapy were to be administered through nursing, it should be based on its key principle, in other words, the principle of action-interaction-response of horticultural therapy. Conclusion: The results of this study will be useful for developing therapeutic interventions through nursing. Also they will be helpful in applying horticultural therapy programs in nursing practice.
Kim, Tae-Im;Lee, Kang-Yi;Park, Yeong-Im;Jeon, Myung-Hee;Kim, In-Ja;Kim, Eu-Ju;Kim, Dong-Ok;Kwon, Yun-Jung
Research in Community and Public Health Nursing
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v.16
no.4
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pp.446-457
/
2005
Purpose: The purpose of this study was to analyse researches on nursing intervention for elderly health promotion. Method: A literature review of 38 researches was carried out using guidelines developed by the present researchers. Result: The research papers studied in this research were theses written for doctoral or master's degree and published between 1994 to 2004. These researches applied nursing intervention for health promotion of elders and used experimental study design. The average period of nursing intervention was about 9 weeks and the average frequency was three times per week. As for major characteristics of subject groups, most of them were over 65 years old (76.3%) and resided in community (65.8%), and each group consisted of 10 to 29 elders. The dependent variables used in these studies included physiological variables (blood pressure, blood cholesterol level, pulmonary function, fasting blood sugar, blood cortisol level, body mass etc.), psychologic variables (depression, quality of life, life satisfaction, loneliness, anxiety etc.), cognitive variables (perceived benefits, perceived barriers, self-efficacy, self-concept, subjective health status etc.), activities of daily livings, health promotion behavior, pain, risks of fall, and variables related to Trans Theoretical Model. The majority of these studies (78.9%) applied exercise programs for health promotion including exercise motivating programs (15.8%). Conclusion: We suggest that more various nursing interventions must be applied to promote elders' health and to take care of their chronic diseases.
The purpose of the survey was to find out the prevalence rate and related factors for low back pain of nurses and to develop educational program for prevention of the low back pain. The subjects of the survey were 593 nurses of general hospitals in Tae-gu City. The survey was conducted from June 10, 1994 to October 3, 1994. The questionnaire included 34 question items concerning general characteristics, factors related to low back pain, physical nursing activities, and characteristics of low back pain. The results were as follows : 1. Among 593 of subjects, the prevalence rate of low back pain showed 62.1%. 2. In relation of health related life activities and low back pain prevalence, self-reported health state was highly significant(P=.000). 3. In relation of work environmental factors and low back pain prevalence, job satisfaction (P=.026), job stress(P=.020), and workload(P=.002) were significant. 4. In relation of physical nursing activities and low back pain prevalence, bending (P=.000), trunk twisting(P=.003), stretching(P=.006), and pulling and pushing(P=.046) were significant. 5. Physical nursing activities inducing back stress was varicant according to wards. The results of this study pointed out that the subjects' low back pain prevalence was related to the work-related physiologic and psychologic factors. Therefore, for the effective prevention of low back pain, both practicing the body mechanics and raising the morale of the nurses are needed in educational program.
Yi, Myungsun;Joung, Woo Joung;Park, Eun Young;Kwon, Eun Jin;Kim, Haejin;Seo, Ji Young
Journal of Korean Academy of Nursing
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v.46
no.6
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pp.894-904
/
2016
Purpose: The purpose of this study was to explore decision making experiences of Korean women with breast cancer who underwent breast reconstruction with/after a mastectomy. Methods: Data were collected during 2015-2016 through individual in-depth interviews with 10 women who had both mastectomy and breast reconstruction, and analyzed using phenomenological method to identify essential themes on experiences of making a decision to have breast reconstruction. Results: Five theme clusters emerged. First, "expected loss of sexuality and discovery of autonomy" illustrates various aims of breast reconstruction. Second, "holding tight to the reputation of doctors amid uncertainty" specifies the importance of a trust relationship with their physician despite a lack of information. Third, "family members to step back in position" describes support or opposition from family members in the decision making process. Fourth, "bewilderment due to the paradox of appearance-oriented views" illustrates paradoxical environment, resulting in confusion and anger. Lastly, "decision to be made quickly with limited time to oneself" describes the crazy whirling process of decision making. Conclusion: Findings highlight aims, worries, barriers, and facilitators that women with breast cancer experience when making a decision about breast reconstruction. Deciding on breast reconstruction was not only a burden for women in a state of shock with a diagnosis of breast cancer, but also an opportunity to decide to integrate their body, femininity, and self which might be wounded from a mastectomy. These findings will help oncology professionals provide effective educational counselling before the operation to promote higher satisfaction after the operation.
KIPS Transactions on Software and Data Engineering
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v.3
no.1
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pp.49-56
/
2014
Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.
Journal of the Korean Institute of Landscape Architecture
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v.28
no.3
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pp.39-52
/
2000
The purpose of this paper is to investigate the difference in facilities of natural recreation forests developed by public and private body to answer the research that what is the difference in development of natural recreation forest between public and private developer\ulcorner After reviewing the literatures, developer's decision-making and motivation of investment, and the planning process of natural recreation forest, we had constructed th conceptual framework and have found the hypothesis of this research. Using data on development status of natural recreation forests and questionnaire surveying of 625 visitors from 9 among 72 natural recreation forests in Korea, We analyzed the data through the comparison of quantity of facilities per 1000 visitors and logistic regression method for quality of facilities. We have found that 1) the six facilities have been turned out to be statistically significant in determining the difference of public and private recreation forests. i.e., infrastructure including roads, maintenance and information and lodging and evacuation, indoor education, outdoor education, and shopping, 2) public recreation forests are well equipped such basic facility as roads, maintenance and information, lodging and evacuation while private recreation forests are well equipped such facility as indoor education, outdoor education, and shopping, and 3) the importance of such facility as roads, maintenance and information, lodging and evacuation, outdoor education, and shopping have been turned out to have 1.99, 2.26, 1.99, 3.01 and 2.24 times more important than that of indoor education, respectively. We can conclude that public recreation forest seems to be equipped with the facilities for sound recreational opportunities for general public, and private recreation forest turned out to have more facilities for pursuit of profits, installed basic facilities for user convenience and service, and special facilities for attracting user and raising revenue. Using the results of this research, we can make a guideline for a market positioning, and standards and provisions of natural recreation forests. We suggest that the relationship between user-satisfaction and recreation facility is needed to be examined in the future research.
Journal of the Korean Society of Clothing and Textiles
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v.29
no.2
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pp.267-278
/
2005
Fashion luxury products, which used to mean high-quality, handcrafted not-so-trendy items, are nowadays regarded as expensive fashion merchandise produced under the name of imported well-known brands. People cunsuming fashion luxury products distinguish themselves from other people according to the luxury fashion brands they are using, and as a result, advertisements of fashion luxury products are taken as a kind of international language. The purpose of this study is to point out the socio-cultural meanings of consuming fashion luxury products, by analyzing images shown in advertisements of fashion luxury products focusing on women's images. To do so, this study is based on general theoretical background on fashion, consumer culture advertising and analysis advertisements of fashion luxury products shown in fashion magazines in recent three years. The result of this study is as follows; The images of the advertisements of fashion luxury products could be categorized as (1) elegance, (2) kitsch and (3) fetish. Elegance is a taste of high society, aesthetically chic and feminine. Fashion luxury products, which are merchandise of extravagance, dignity, refinement, feminity and harmony, exhibit high-quality grace through their advertisements. Kitsch represents the vulgar and popular images of trivial commodities of industrial society. In the advertisement of fashion luxury product, it is shown as inappropriateness, excessiveness, stereotyped pleasantness, exaggeration an playful satisfaction. Finally, fetish images represent erotic or perverted sexuality, based on psychoanalytic fetishism which objects are regarded s substitute of sexual orgasm. The advertisements of fashion luxury product are characterized as (1) popularization of luxury, (2) objectification of sex and body, and (3) re-aestetification of anti-aesthetics. The asvertisements of fashion luxury products are actually targeted to the middle class with successful career women's images. They objectify female bodies through fetishistic images. Also, the deviant subcultural style, represented a new kind of cultural capital, is now reproduced as a new commodity aesthetics.
Background: Musculoskeletal disorders (MSDs) in the health industry are quite common, however, there have only been a few studies regarding physiotherapists, while in Greece, there is an apparent lack of research and data. The aim of this study is to investigate MSDs experienced by physiotherapists in Greece, their causes and specific measures, and good practices followed. Additional emerging risk factors will be examined. Methods: A questionnaire of MSDs followed by individual and workplace characteristics was completed by 252 physiotherapists. It covered the major workplace categories such as public hospitals, private rehabilitation centers, and private practices. Results: Analysis indicated that 89% of the respondents had experienced a work-related MSD; 32.2% of those injuries occurred within the first 5 years of working. The most lumbered physiotherapists were those working as private practitioners and almost half of the injured respondents chose to work while injured. The most common measure taken to tackle work related MSDs was found to be physical therapy sessions. Job satisfaction and psychosocial issues were also identified as side-effects of the economic slowdown. Conclusion: Physiotherapists in Greece were found to suffer from MSDs; workplace musculoskeletal injuries were quite common but under-reported. The body parts most affected were the lower back, the upper back, the shoulders, and the neck. There was a strong correlation between the workplace setting and the number of MSDs. A well-defined occupational safety and health management system and strict administration steering were found to reduce MSDs. The economic slowdown experienced in Greece during the execution of this study placed additional pressure on physiotherapists.
KSII Transactions on Internet and Information Systems (TIIS)
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v.12
no.5
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pp.2313-2326
/
2018
The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.
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