• Title/Summary/Keyword: Factors Influencing Analysis

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The Results of Curative Radiotherapy for Carcinoma of Uterine cervix (자궁 경부암의 근치적 방사선 치료 및 유도 화학요법과의 병행 치료성적)

  • Kang Ki Mun;Ryu Mi Ryeong;Chang Gee Young;Suh Tae Suk;Yoon Sei Chul;Bahk Yong Whee;Shinn Kyung Sub;Namkoong Sung Eun;Kim Seung Jo
    • Radiation Oncology Journal
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    • v.11 no.1
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    • pp.149-158
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    • 1993
  • This is a retrospective analysis of 135 patients with invasive carcinoma of the uterine cervix treated with curative radiotherapy from March 1983 through October 1989 at the Department of Therapeutic Radiology, Kang-Nam 51. Mary's Hospital. Among them, 78 patients received radiotherapy alone and 42 patients treated with neoadjuvant chemotherapy followed by radiotherapy and 15 patients were lost to follow up. All patients had follow up from 2 to 106 months (median; 62 months). Age of the patients ranged from 32 to 79 years at presentation (median; 59 years). According to FIGO classification, there were 20 ($16.7{\%}$) in stage IB, 19 ($15.8{\%}$) in stage IIA,49 ($40.8{\%}$) in stage IIB, 5 ($4.2{\%}$) in stage IIIA, 13 ($10.8{\%}$,) in stage IIIB,14 ($11.7{\%}$) in stage IVA. The pathological classification showed 96 ($80.0{\%}$) squamous cell carcinomas, 5 ($4.2{\%}$) adenocarcinomas and 19 ($15.8{\%}$) proven by cytology. The overall 5-year survival rates was $50.8{\%}$, and the 5-year survival rates by stage IB, IIA, IIB, IIIA, IIIB, IVA was $47.7{\%},\;70.2{\%},\;64.1{\%},\;40.0{\%},\;23.1{\%},\;14.3{\%}$, respectively. The 5-year survival rates was noted $51.2{\%}$ of radiotherapy alone and $50.4{\%}$of neoadjuvant chemotherapy followed by radiotherapy. The overall failure rate was $18.3{\%}$(22/120) including $11.7{\%}$ (14/120) locoregional failure, $5.8{\%}$ (7/120) distant metastasis and $0.8{\%}$(1/120) locoregional failure with distant metastasis. Treatment failure rates by the stages were $15{\%}$ (3/20) in stage IB. $10.5{\%}$ (2/19) in stage IIA, $10.2{\%}$, (5/49) in stage IIB, $20{\%}$ (1/5) in stage IIIA, $61.5{\%}$(8/13) in stage IIB, and $28.6{\%}$ (4/14) in stage IVA. The overall complication rate was $34.2{\%}$(41/120) including wet desquamation $7.5{\%}$, (9/120), diarrhea $6.7{\%}(8/120), radiation proctitis $5.8{\%}$(7/120) in decreasing order. A multivariate analysis of factors influencing the survival showed patient age (p < 0.0291), FIGO stage (p<0.0001), Karnofsky performance status (p<0.0043), initial hemoglobin level (p<0.0001), and intracavitary radiation (p<0.0004), but, no significancy in histology (p<0.29) and treatment method (p < 0.87).

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Effectiveness of Smoking Prevention Program based on Social Influence Model in the Middle School Students (흡연예방교육에 의한 청소년들의 흡연에 대한 지식 및 태도변화와 흡연량의 감소 효과)

  • Roh, Won-Hwan;Kang, Pock-Soo;Kim, Sok-Beom;Lee, Kyeong-Soo
    • Journal of agricultural medicine and community health
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    • v.26 no.1
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    • pp.37-56
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    • 2001
  • This study was conducted to analyze the degree of changes in knowledge and attitude toward smoking and to examine the factors affecting knowledge and attitude for smoking after providing a smoking prevention program based on social influence model for a year to middle school students. Study population consists of 665 subjects of middle school students(aged 14 years) in Gumi city in Kyeongsangbukdo Province. Among them three-hundred sixty-seven students(intervention group) were educated to a smoking prevention program for 1 year from April 1999 to April 2000. School-based four-class program to prevent smoking was developed. The program provides instruction about short and long-term negative physiologic and social consequences of smoking and also discussed the health hazards of smoking, social pressure to smoke, peer norms regarding tobacco use, and refusal skill. A 45-item self-administered structured questionnaire was designed to evaluate the change of knowledge, attitude, smoking rate and the amount of smoking. The instrument was comprised of 11 knowledge items, thirteen attitude item and demographic items. Each scales were created by summing responses to each items within each scales and high scores on the knowledge, attitude, and smoking behavioral intention scales indicated positive responses. Based on the changes before and after the implementation of smoking prevention program between intervention and control group, the change of scores on knowledge were significantly different between the control group and the intervention group(p<0.05) and the change of scores on the attitude toward smoking was significantly different between intervention and control group. The change of smoking rate were not showing a significant difference between two groups but the amount of smoking were significantly reduced in intervention group than control group. In multiple regression analysis on changes of knowledge about smoking, the variables of smoking prevention program education, previous knowledge on smoking and students' school performance were selected the significant variables. In multiple regression to analysis of the factors influencing changes in attitude toward smoking, the variables of smoking prevention program education, previous knowledge on smoking were shown to be significant. The smoking prevention program was effective on change of knowledge and attitude of middle school students. In considering that the policy should be needed to extent of implementation of school-based health education curricula based on social influence model and it would contribute to reduce smoking of students.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Oral Hygiene Management and Factor Analysis of the Community People (일부지역 주민들의 구강환경관리 및 요인분석)

  • Park, Hyang-Sook;Kim, Jin-Soo;Kim, Jin-Mi;Kim, Yoon-Sin
    • Journal of dental hygiene science
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    • v.10 no.1
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    • pp.11-16
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    • 2010
  • The subjects of this study were patients at scaling practice, the total number of the subjects was 249 of 138 men and 111 women. The results were analyzed using SPSS 12.0. 1. In oral health care, among tooth brushing methods, scrub method was found to be 65.9%(164 patients), and 83.9%(209 patients) did not use oral care aids. 2. Mean calculus index was $0.57{\pm}0.22$. 3. For calculus index per tooth brushing method, there was statistically significant difference in all of the upper jaw, the lower jaw, the anterior portion, and the posterior portion(p < 0.05). 4. For calculus index per frequency of tooth brushing, there was statistically significant difference in the upper jaw, the lower jaw, and the posterior portion(p < 0.05). 5. For calculus index per time of tooth brushing and per use of oral care aids, there was statistically significant difference in all of the upper jaw, the lower jaw, the anterior portion, and the posterior portion(p < 0.05). 6. For factors influencing calculus index, as a result of applying stepwise method based on 0.05 of significance level, age, use of oral care aids, sex, and time of tooth brushing were found to influence calculus index. Final regression model was calculus index = $0.362^*age+0.216^*$use of oral care aids - $0.161*sex-0.127^*$time of tooth brushing, and explanatory power of the model was 23.4%. $0.362^*age+0.216^*$use of oral care aids - $0.161^*sex-0.127^*$time of tooth brushing, and explanatory power of the model was 23.4%.

The Quantitative Analysis of Cooling Effect by Urban Forests in Summer (여름철 도시 인근 산림에 의한 냉각효과의 정량화에 대한 연구)

  • Lee, Hojin;Cho, Seongsik;Kang, Minseok;Kim, Joon;Lee, Hoontaek;Lee, Minsu;Jeon, Jihyeon;Yi, Chaeyeon;Janicke, Britta;Cho, Changbeom;Kim, Kyu Rang;Kim, Baekjo;Kim, Hyunseok
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.20 no.1
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    • pp.73-87
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    • 2018
  • A variety of micro meteorological variables such as air temperature, wind, solar radiation and latent heat at Gwangneung forests (conifer and broadleaved forests) and AWS (Automated Weather Station) of Pocheon urban area were used to quantify the air temperature reduction effect of forests, which is considered to be an eco-friendly solution for reducing the urban heat island intensity during summer. In June, July and August of 2016 and 2017, the average maximum air temperature differences between above and below canopy of forests, and between the forests and urban areas were $-1.9^{\circ}C$ and $-3.4^{\circ}C$ respectively, and they occurred at 17:00. However, there was no difference between conifer and broadleaved forests. The effect of air temperature reduction by the forests was positively correlated with accumulated evapotranspiration and solar radiation from 14:00 to 17:00 and showed a negative correlation with wind speed. We have developed a model to quantify the effect of air temperature reduction by forests using these variables. The nighttime air temperature reduction effect by forests was due to the generation of cold air from radiative cooling and the air temperature inversion phenomenon that occurs when the generated cold air moves down the side of mountain. The model was evaluated in Seoul by using 28 AWSs. The evaluation shows that the air temperature of each district in Seoul was negatively correlated with the area and size of the surrounding tall vegetation that drives vegetation evapotranspiration during the day. During the night, however, the size of the surrounding tall vegetation and the elevations of nearby mountains were the main influencing factors on the air temperature. Our research emphasizes the importance of the establishment and management of urban forests and the composition of wind roads from mountains for urban air temperature reduction.

Quality of Life(QOL), Life Satisfaction, and Its Determinents of the Physically Disabled in Taegu City (대구지역 재가 지체장애인의 삶의 질 및 삶의 만족도에 영향을 미치는 요인)

  • Lee, Young-Sook;Kim, Keon-Yeop;Park, Ki-Soo;Son, Jae-Hee;Lee, Jong-Young
    • Journal of Preventive Medicine and Public Health
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    • v.31 no.3 s.62
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    • pp.503-515
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    • 1998
  • In order to investigate the factors influencing QOL and life satisfaction of the physically disabled, the author interviewed, by using structuralized questionnaire, 440 individuals among the physically disabled who were participated in Health Examination from April to July, 1997. The questionnaire consisted of the general characteristics(sex, age, marital status, family number, etc), the Reintegration to Normal Living Index(RNLI) to assess QOL, and the single item of five-likert scale to evaluate life satifaction. The means of RNLI were $16.2{\pm}4.8$ in total score, $12.2{\pm}3.4$ in daily functioning and $4.0{\pm}2.1$ in perception of self. The respondents were less reintegrated toward social activities and relationships than impairments or disabilities. While the satisfied group was 47.3%, the dissatisfied group was 52.7%. As the results of multiple regression and logistic regression analysis, the significant predictors of QOL were age, education, job, grade of disability and subjective health status. The life satisfaction were related to economic status, job and subjective health status. To improve QOL and life satisfaction of the physically disabled, it is important that we improve their basic socioeconomic status by getting a job through rehabilitation education and induce them to have positive self-assessment by extending the opportunity of social participation.

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Influence of vascular endothelial growth factor (VEGF) and endostatin on coronary artery lesions in Kawasaki disease (가와사끼병에서 혈청 VEGF 및 endostatin의 변화가 관상동맥병변의 발생에 미치는 영향)

  • Kim, Seon A;Jung, Bum Suk;Yoon, Jong Seo;Han, Ji Whan;Lee, Joon Sung
    • Clinical and Experimental Pediatrics
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    • v.50 no.12
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    • pp.1241-1246
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    • 2007
  • Purpose : Recently, there has been several studies to clarify the pathogenesis of Kawasaki disease (KD) and the relations of VEGF and endostatin that act on vascular endothelial cells to the coronary artery complications. In this report, we measured serum levels of VEGF and endostatin in acute and subacute phases of KD to assess the change of these levels and the relations to the development of coronary artery lesions (CAL). Methods : Twenty six patients were diagnosed and treated for KD between January, 2001 and July, 2005 at Kangnam St. Mary's Hospital, the Catholic University of Korea. They were divided into those with and without CAL. Serum levels of VEGF and endostatin were measured during acute and subacute phases and compared to those measured in healthy and disease control groups. Results : Serum levels of VEGF were increased in KD but no differences were noted in KD with and without CAL. Serum levels of endostatin were decreased in the acute phase of KD, however they were recovered in the subacute phase of KD, regardless of CAL. The VEGF/endostatin ratio was increased in KD. KD without CAL showed a relative decrease in this ratio during the subacute phase. Significant positive correlations were found between serum VEGF and WBC count, VEGF and ESR, VEGF/endostatin ratio and ESR in the acute phase of KD. Conclusion : Analysis of factors influencing the vascular endothelium such as VEGF and endostatin will help to clarify the etiology of KD and the pathogenesis of CAL.

Research on Mechanized Upland Reclamation Works An Experiment for the Selection of Optimum Teeth Interval and the Analysis of Efficiency of Stumping and Root-Clearing Methods by Rake Dozer. (Report 1) (야산 기계화 개간공법에 관한 연구 -레이크 도저의 적정 이빨 간격의 선택과 발배근작업능률 시험(제1보)-)

  • 류한열;정하우박승우
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.17 no.3
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    • pp.3860-3871
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    • 1975
  • This experiment was carried out to establish the mechanized methods in stumping and root-clearing, which were the most important works in the reclamation of sloping uplands. The determination of optimum teeth interval of rake blades and its operation methods to reduce the quantity of transported topsoil during the works, are the aims of this investigation. A newly designed rake blade, whose net teeth intervals could be regulated by three stages as 15cm, 25cm, and 35cm, was manufactured to attach to the bulldozer of 13ton. The experiments were carried out at Kilsang-Myon, Kwangwha-Gun, from Aug. 9 to Aug. 23, 1975. For each interval, 36 test plots of 50${\times}$10mn in size, which were regulated under three levels of land slopes of 10, 20, and 30% and two different tree stand density of high or medium values, were randomly chosen and arranged by two-replicated split-split plot design. Each stump classified by its diameter was stumped and cleared by the rake dozer to be related between diameter and stumping time. The results obtained in this experiment can be summarized as follows: 1. Stumping times for the diameters ranging from 6 to 18cm of stumps are almost the same and they are not varied by the difference of teeth intervals of rake dozer. 2. By back-ward stumping method, the number of stumps which can be stumped per hour ranges almost from 100 to 170, showing significant difference with respect to the teeth intervals. The working area is sharply varied with not only the stand density of stumps but the teeth intervals. 3. Optimum stumping distance for each teeth interval of rake dozer to minimize the quantity of transported topsoil are varied with such the rates as it is 15m or 20m for 15cm of teeth interval, but 25m for 25cm or 35cm, respectively. The clearing distance could be chosen almost double as long as the operating distance. 4. The working areas per hour of the simultaneous stumping and clearing methods are no significant difference among the various treatments of working conditions, but they are affected by the operating techniques. However, the influencing factors of the working conditions as classified before and the working directions are ranged from 10 to 15 per cent of total working area, respectively. 5. The residual rates of stumps which are not stumped by the rake dozer in each test plot are generally reduced as the teeth interval gets narrower, but there are no significant difference among them. The mean residual rates average to be about 4% for the simultaneous stumping and clearing method. The back-ward stumping method are recommended to be supervised and directed by more than one man, to show the operator where the stumps are located. 6. The results according to the stumping and clearing methods are summarized as Table IV-2. And the selection of working methods is recommended to follow as shown in Fig. IV-9 with respect to the stand density of the field. 7. Generally speaking, the narrower the teeth interval, the better become the working results, but the more the quantity of transported topsoil is increased. Therefore, it is recommended that the teeth interval should be reduced from the present distance of more than 30cm to 25cm or 15cm, by developing suitable working methods through more field works and experiments.

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Impact of fetal diagnosis of congenital heart disease on parents (선천성 심질환의 산전 진단이 보호자의 임신 유지 결정에 미치는 영향)

  • Choi, Eun Young;Lee, Chang Hoon;Yoon, Myung Ja;Han, Eun Sook;Hong, Joon Suk;Jung, Yun Sook;Choi, Jung Yun
    • Clinical and Experimental Pediatrics
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    • v.49 no.10
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    • pp.1073-1078
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    • 2006
  • Purpose : This study was performed to assess how a fetal diagnosis of congenital heart disease affects parents, as regards pregnancy management and care of infants after birth. Methods : Database search to find out abnormal fetal echocardiography performed at Seoul National University Children's Hospital from July 1988 to June 2003 revealed 370 examinations. After excluding both arrhythmias without structural cardiac disease and multiple pregnancies, 299 pregnancies remained and this data formed the basis of this analysis. We retrospectively reviewed the medical records with special attention to pregnancy outcomes and also tried to find out factors influencing parental decisions on whether to continue or terminate pregnancy. Results : In this study, the mean gestation age at diagnosis was $28{\pm}6.0weeks$. The mean age of mothers was $30{\pm}3.9$ years old. Younger gestational ages at diagnosis(P=0.000), more severe grades of fetal heart disease(P=0.002) and younger mothers(P=0.014) correlated with terminations of pregnanies. But the grades of fetal status, the grades of associated anomaly, whether in-vitro-fertilization was carried out or not and numbers of previous children were not significant. Conclusion : This study found that the earlier gestational ages at diagnosis, younger maternal age and higher grades of fetal heart disease tended to lead parent to select abortions. Fetal echocardiographies were performed too late. Moreover Koreans have a biased view that malformation is a something incurable and a tragedy not only to oneself, but also to a family. So parents select terminations of pregnancy, even in curable cases. This is very unethical.

A Study on the Tempo Direction of Narrative Webtoons -Focusing on - (서사 웹툰에서 템포 연출의 재미 요소에 대한 연구 -<묘진전>을 중심으로-)

  • Kim, Seong-jae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.193-215
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    • 2017
  • This study has researched that tempo is an element influencing the fun of narrative webtoon. In spite of many elements that could create fun in narrative webtoon, the theory this study pays attention to is the accumulation and solution of tension. Lee Hyun-bee said in his book that the accumulation and solution of tension would be the element creating fun. Tensions of a story create the immersion by bringing readers into the story. However, if such tensions are maintained throughout the whole story, readers get insensitive to tensions, so that the accumulation and solution of tension should be used in turn to maintain the immersion. One of the directions creating the accumulation and solution of tension in narrative webtoon is the direction of tempo. When creating a narrative webtoon with the full-length structure, it is not easy to describe the whole incident from beginning to the end of it in order of time. Therefore, it is inevitable to have differences between story time and narrative time, and the difference of this time is called 'tempo'. This tempo creates fun when readers are immersed in the work, by adjusting breaths of the story in the direction of narrative webtoon. Such a role of tempo direction is based on the relation between the occurrence of tempo direction and information of the story. The information actually leading the story creates the accumulation and relief of tension which is the essential element of fun formation while tempo also maximizes the effects of accumulation and relief of tension. Tempo direction in narrative webtoons uses panels and gaps between them. The scene direction using panels and gaps between them considers tempo and dynamics because of the temporality of panels and gaps between them. This paper analyzes the use of tempo direction for narrative webtoon through the analysis on the 1st episode of . The significance of this study is to reveal that tempo direction is one of the factors creating fun in narrative webtoons, and also to suggest the theoretical grounds for researches on direction creating fun in the future.