Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.3
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pp.262-269
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2016
The aim of this study was to identity the death anxiety of elderly people living alone, and the factors that affect their death anxiety. The subjects did not have an impaired cognitive function, and were from one Chungcheongnamdo 2 district in the elderly University. The subjects were 187 elderly people over the age of 65 living alone in the district. The character, communication, and data was collected from February, 2014 to 2 May, 2015 and analyzed using the SPSS 18 program. The death anxiety whole point of elderly people living alone was 2.94 (${\pm}0.32$); it was 3.06 (${\pm}0.32$) points according to the sub-region 'death process anxiety', 2.88 (${\pm}0.51$) points according to 'after-death anxiety', and 2.75 (${\pm}0.43$) points according to 'presence loss anxiety'. The factors affecting the death anxiety were economic status, depression, and spiritual wellbeing. Economic status (${\beta}=-.36$, p= .000) had the largest effect with an overall explanatory power of 20.3%. Therefore, for the death anxiety of elderly people living alone, life needs to be strengthened through social security systems with intervention programs to improve the quality of depression and spiritual wellbeing.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.1
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pp.145-155
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2018
The matter of cultivating entrepreneurship and will to start a business of university students majoring in agriculture and life sciences and college students majoring in agriculture as a future leader in the sector is a very important object of study. However, the discussion on entrepreneurship, establishment of a business and venture based on creative technology and innovative management have been scarcely had, because traditionally the majority of agricultural business has been a small-sized and simple business run by a small farmer. Education for starting an agricultural business in agriculture industry has been ignored even in the developed countries. ICT and AI(artificial intelligence)-based smart agriculture in the 4th Industrial Revolution Age is emerging as a new growth potential of our agriculture industry. Thus, the interest in farmers to start a business and venture agriculture is growing in the agriculture industry. Accordingly, the study draws the influence factors regarding the effect of the planned behavior of the university students who take part in the education course for starting an agricultural business and an agricultural venture business on entrepreneurship and will to start the business and conducts the empirical analysis. The businessmen who newly join the agriculture industry should perform the technical innovation and the creative business activities to be able to compete in the agriculture industry.
The emotion and culture of an age are reflected through several mediums. The special quality and generality are discovered through household utensils used in everyday life specially. This paper was intended as proceeding study for brand development with national empathic relationship. In this article, we were here concerned with symbolism and features for stories of traditional pattern on ancestral common household utensils, and considered about development possibility by brand of tradition pattern. As analysis for symbolism of traditional pattern, re-sorting and classifying pattern, meaning, symbol and stories of pattern based on 'Blessing notion' were set. It was found from the analysis that meaning and symbol of traditional pattern were set up and stories for them were excerpted. This study defines tradition pattern classified based on 'Blessing notion' as '8 Blessing pattern', and investigated development possibility and derivative value of it. We discovered through this study that 'Blessing patterns' function as communicator, have 4 abilities in sympathy with brand paradigm, and have 6 elements of brand identity. Furthermore, 'Blessing Patierns' have some derivative functions; cognitive intension, expression, loyalty, differentiation and symbol. This research will become basis of study for brand development having 'Empathic relationship' and foundation of 'Blessing brand' that is available to be umbrella and super brand. A further direction of this study will be to make 'Blessing brand series' and to create culture of it. We hope Korean brand market goes a step further through our studies
International comparative studies of students' performance in mathematics have shown that Korean students possess very negative attitudes toward mathematics, while they are ranked as one of the highest in the cognitive achievement of mathematics. This has prompted mathematics educators to seek for a way to improve the quality of mathematics education. In this context, this research has been conducted to investigate the learning style of Korean middle school students under the assumption that it is of essence to understand the characteristics of our students as mathematics learners. For the purpose, in-depth interview had been conducted and sixteen middle students participated in the interview. The students were chosen to represent the average group of their age-cohorts based on their performance in mathematics and their SES. The interview was designed as a semi-structured clinical interview. In the interview, the students were given mathematical tasks dealing with central themes in the domain of function. Each student was given about 30 to 50 minutes to solve the tasks. After an interviewee finished the tasks, s/he was asked to explained how s/he solved the tasks. The researchers asked additional questions to clarify the students' understanding of the mathematical themes in the tasks and to identify their strategies for learning mathematics. The analysis of the in-depth interview has primarily identified the characteristics of the students' understanding of the main themes in function and then has been extended to investigate their characteristic styles for learning mathematics. The analysis of the interview identified the learning styles of the students as 'inductive learning based on prototypical cases', 'repeated practice of exemplar mathematics problems', 'disengaged learning', and 'double standards in learning mathematics'. Based on the results of the analysis, this research presents the implications for the improvement of mathematics education.
Eun, Baik-Lin;Kim, Seong Woo;Kim, Young Key;Kim, Jung Wook;Moon, Jin Soo;Park, Su Kyung;Sung, In Kyung;Shin, Son Moon;Yoo, Sun Mi;Eun, So Hee;Lee, Hea Kyoung;Lim, Hyun Taek;Chung, Hee Jung
Clinical and Experimental Pediatrics
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v.51
no.3
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pp.225-232
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2008
The mission of National Health Screening Program for Infant and Children is to promote and improve the health, education, and well-being of infants, children, families, and communities. Although the term 'diagnosis' usually relates to pathology, a similar diagnostic approach applies to the child seen primarily for health supervision. In the case of health, diagnosis determines the selection of appropriate health promoting and preventive interventions, whether medical, dental, nutritional, educational, or psychosocial. Components of the diagnostic process in health supervision include the health 'interview'; assessment of physiological, emotional, cognitive, and social development (including critical developmental milestones); physical examination; screening procedures; and evaluation of strengths and issues. Open and informed communication between the health professional and the family remains the most significant component of both health diagnosis and health promotion. Families complete medical history forms at their health supervision visit. Family-friendly questionnaires, checklists, and surveys that are appropriate for the child's age are additional tools to improve and update data gathering. This type of information helps initiate and inform discussions between the family and the health professional. This article provides a comprehensive review of current National Health Screening Program for Infant and Children in Korea.
The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.
Park, Eun-Ji;Kim, Chang-Gon;Kim, Myung-Soo;Han, Jang-hui
Journal of Distribution Science
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v.13
no.2
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pp.63-73
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2015
Purpose - Satisfaction with service is evaluated according to customers' subjective judgment. The expected value of customer service and its evaluations depend on the customers' position. The customer recognizes two different forms of service levels. One is satisfaction and the other is dissatisfaction. Customers who are satisfied want to receive the service in future. However, those dissatisfied try to change the service. The service provider tries to improve the service. There are two different service cycles. One is the successful cycle and the other is the failure cycle. This study aimed to empirically determine the effects of the justice and authenticity of service recovery on customer behavioral intention through an integrated approach to cognitive justice and psychological authenticity. Research design, data, and methodology - Based on a literature review, justice of service recovery was categorized into three types: distributive, procedural, and interactive. Then, authenticity was added to obtain four independent variables, along with recovery satisfaction as a parameter. Behavioral intention, as an outcome variable, was divided into the repurchase intention and positive word-of-mouth. The model and hypotheses were created and measurement items were developed. A questionnaire survey of items concerning the service recovery experience at family restaurants was conducted on college students and residents in Gwangju from September 30 to October 31, 2013. A total of 400 copies of the questionnaire were sent out and 385 were returned. Respondents answered questions about the importance of, and satisfaction with service recovery on a 5-point Likert scale. Excluding 174 copies without service failure experiences and 7 inappropriate copies, 204 copies were analyzed using SPSS 21.0 for Windows and AMOS 20.0 to determine the reliability and validity of measurements. The hypotheses were tested through a goodness-of-fit analysis. Results - First, distributive justice positively affected recovery satisfaction. Second, procedural and interactive justice had no impact. Third, authenticity positively affected recovery satisfaction. Fourth, distributive justice had relatively stronger effects on recovery satisfaction than authenticity. Fifth, recovery satisfaction significantly affected repurchase intention and positive word-of-mouth and it proved effective in mediation. Finally, additional analysis was performed for descriptive statistics of the principal variables by various demographic characteristics and significant differences were found in gender, occupation, and so on. Conclusions - This study has academic significance as the fairness and authenticity of service recovery were investigated to reveal the effects on behavior. The findings could be applied to a wide range of service recovery strategies. However, there are some limitations. First, data was collected only from the residents of Gwangju and most respondents were aged 20-30. Future studies should target a wide range of areas and age groups. Second, because the questionnaire used in this study targets only convenience family restaurants, the results of this study cannot be generalized to all services companies. Future research should be done on a wide range of industries such as hotels, airlines, and hospitals, and perform a comparison between sectors.
Background: The present study was undertaken to evaluate the incidence of chronic persistent post-surgical pain (CPPP) and the role of signal transduction genes in patients undergoing staging laparotomy for carcinoma ovary. Methods: The present observational study was undertaken following institutional ethical committee approval and informed consent from all the participants. A total 21 patients of ASA grade I to III with age 20-70 years, scheduled for elective staging laparotomy for carcinoma ovary were included. Patients were excluded if had other causes of pain, cognitive dysfunction or chronic neurological disorders. Statistical analysis of pool data was done using SPSS version-17. For various scales like GPE, PDQ, NPSI, the visual analogue scale (VAS), global perceived effect (GPE), the pain DETECT questionnaire (PDQ), and neuropathic pain symptoms inventory (NPSI), one factor repaeted measure ANOVA applied with simple contrast with baseline as on post-operative day 1 (considered as reference and compared with subsequent time-interval), and the P values were adjusted according to "Bonferroni adjustments". In patients with CPPP, the ${\Delta}ct$ values of mRNA expressions of genes at the end of postoperative day 90 were compared with the baseline control values by one factor repeated ANOVA. P value < 0.005 significant. Results: The present study demonstrates 38.1% (8 out of 21 patients) incidence of CPPP. The functional status and quality of life as were observed to be significantly diminished in all patients with chronic pain. An up-regulation in the mRNA expression of signal transduction and a positive correlation was noted between the mRNA expression of signal transduction genes and VAS score in all patients with CPPP at the end of postoperative day 90. Conclusions: The reported incidence of CPPP in patients with carcinoma ovary was 38.1%. An up-regulation and positive correlation between mRNA expression of signal transduction genes and VAS score depicts its potential role in the pathogenesis of CPPP.
Animation constitutes the core of the media industry, which in turn lies at the center of the cultural industry. It is considered one of the industries where South Korea has the competitive edge over other countries. With the pool of customers getting wider, the genre of animation has become more and more diverse, forming a great market for it. Aware of this trend, this study focused on animation as a part of the pop culture, and on providing corresponding various viewpoints for future cultural studies. This researcher measured the practicality and persuasiveness of this study through Shreck, a three-dimensional C.G. animation which is acclaimed for its success in dismantling the old grammar of animation movies that represent the anti-Disney ideas. This researcher felt it imperative to heed the unique language of Shreck, which contains discourses on various cultural ideologies such as paradoxical structure that pits entertainment that is shown through dismantling of the canon, feminism and antifeminism against each other. This study analyzed the entertaining element of the animation genre by means of the Semiotics of Keith Moxey, thereby attempting to establish a legitimate social status of the genre, whose artfulness has been depreciated in the art society. In chapter II, this researcher examines the chronological development of three-dimensional C.G. animation that has shown a rapid advancement. Chapter III defines the cultural ideology of Shreck by exploring basic theories and texts employed in analysis of art works. This study started with the assumption that defines, from the viewpoint of symbology, the animation text as an aggregate of discourses on entertainment, and competitive and paradoxical ideologies. Then, this researcher analyzed the text and the generation process of meanings in Shreck. Consequently, this study has come to the following conclusions: First, Shreck induces changes of concepts about the canon by means of distorting and reversing the existing animation movies, which seems to reflect in the contemporary tendency of seeking new interpretations of entertainment. Second, Shreck shows up the cognitive changes of our age as to feminism by competing feminism against antifeminism. Although Shreck serves as a venue of competition between the two opposing ideas, it stops short of brushing off women as outsiders in society. Rather, it represents the resistance to the male chauvinism existing in the structures of animation and culture. As shown in the text analysis, Shreck presents an advent of a new ideology critical of the previous animation films. In addition, it reflects in the struggle between the pro-feminism on the part of the viewers and the anti-feminism that lies in the social and culture structure. This study, however, is limited in its scope and selection of subject. First, although this researcher has stressed the importance of understanding the animation as part of the pop culture and conducting researches within the historic paradigm, this study fails to provide an in-depth insight in the impacts that the changes in the C.G. industry and the systematic conditions may have on the three-dimensional C.G. animation genre. Furthermore, this study runs the risk of being understood as pro-American due to its selection of Shreck as its research subject.
It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.
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