Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.
Su, Naichuan;Yue, Li;Liao, Yunmao;Liu, Wenjia;Zhang, Hai;Li, Xin;Wang, Hang;Shen, Jiefei
The Journal of Advanced Prosthodontics
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v.7
no.3
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pp.214-223
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2015
PURPOSE. To measure the surface loss of dental restorative zirconia and the short-term bond strength between an indirect composite resin (ICR) and zirconia ceramic after various sandblasting processes. MATERIALS AND METHODS. Three hundred zirconia bars were randomly divided into 25 groups according to the type of sandblasting performed with pressures of 0.1, 0.2, 0.4 and 0.6 MPa, sandblasting times of 7, 14 and 21 seconds, and alumina powder sizes of 50 and $110{\mu}m$. The control group did not receive sandblasting. The volume loss and height loss on zirconia surface after sandblasting and the shear bond strength (SBS) between the sandblasted zirconia and ICR after 24-h immersion were measured for each group using multivariate analysis of variance (ANOVA) and Least Significance Difference (LSD) test (${\alpha}$=.05). After sandblasting, the failure modes of the ICR/zirconia surfaces were observed using scanning electron microscopy. RESULTS. The volume loss and height loss were increased with higher sandblasting pressure and longer sandblasting treatment, but they decreased with larger powder size. SBS was significantly increased by increasing the sandblasting time from 7 seconds to 14 seconds and from 14 seconds to 21 seconds, as well as increasing the size of alumina powder from $50{\mu}m$ to $110{\mu}m$. SBS was significantly increased from 0.1 MPa to 0.2 MPa according to the size of alumina powder. However, the SBSs were not significantly different with the sandblasting pressure of 0.2, 0.4 and 0.6 MPa. The possibilities of the combination of both adhesive failure and cohesive failure within the ICR were higher with the increases in bonding strength. CONCLUSION. Based on the findings of this study, sandblasting with alumina particles at 0.2 MPa, 21 seconds and the powder size of $110{\mu}m$ is recommended for dental applications to improve the bonding between zirconia core and ICR.
Journal of Dental Rehabilitation and Applied Science
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v.33
no.2
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pp.114-118
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2017
Purpose: The aim of this study was to investigate the effects of a titanium component for the zirconia abutment in the internal connection implant system on screw loosening under thermocycling conditions. Materials and Methods: Internal connection titanium abutments and external connection zirconia abutments with titanium sockets were connected respectively to screw-shaped internal connection type titanium implants with 30 Ncm tightening. These implant-screw-abutment assemblies were divided into two groups of five specimens each; titanium abutments as control and zirconia abutments with titanium sockets as experimental group. The specimens were subjected to 2,000 thermocycles in water baths at $5^{\circ}C$ and $55^{\circ}C$, with 60 seconds of immersion at each temperature. The removal torque values (RTVs) of the abutment screws of the specimen were measured before and after thermocycling. RTVs pre- and post-thermocycling were investigated in statistics. Results: There was not screw loosening identified by tactile and visual inspection in any of the specimens during or after thermocycling. The mean RTV difference for the control group and the experimental group were $-1.34{\pm}2.53Ncm$ and $-1.26{\pm}2.06Ncm$, respectively. Statistical analysis using an independent t-test revealed that no significant differences were found in the mean RTV difference of the groups (P > 0.05). Conclusion: Within the limitations of this in vitro study, the titanium socket for the zirconia abutment did not show a significant effect on screw loosening under thermal stress compared to the titanium abutment in the internal connection implant.
Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.
In this research the physical properties of polymer modified mortar containing pulverized FRP(Fiber-Reinforced Plastics) wastes fine powder as a part of fine aggregate were investigated. Styrene-butadiene rubber(SBR) latex, polyacrylic ester(PAE) emulsion and ethylene-vinyl acetate(EVA) emulsion were used as Polymer modifier. Polymer modified mortars containing FRP wastes fine powder were prepared with various FRP wastes fine powder replacement(5∼30 wt%) for fine aggregate and polymer-cement ratios(5∼20 wt%). The water-cement ratio, water absorption rates and hot water immersion test, compressive and flexural strengths of polymer modified mortars were tested and the results compared to those of ordinary portland cement mortar. As the results, compressive and flexural strengths of polymer modified mortar containing FRP wastes fine powder depend on the contents of FRP wastes fine powder, type and additional amounts of polymer modifier. Some of them showed higher compressive and flexural strengths than those of ordinary portland cement mortar. Especially, SBR-modified mortar showed the highest strengths properties among three types of polymer modifier. Also water absorption rates, compressive and flexural strengths of SBR-modified mortar were more superior than those of PAE or EVA-modified mortar. The optimum mix proportions of SBR-modified mortar was 20 wt% of polymer-cement ratio and 20 wt% of FRP wastes fine powder replacement. Otherwise heat cured polymer modified mortar accelerated the improvement of early compressive and flexural strengths.
The purpose of this study was to evaluate the difference in the surface roughness after polishing and to evaluate the difference in color stability after immersion in a dye solution among four types of composite resin materials. Four light-polymerized composite resins(Shade A2) with different sized filler content(a nanofilled, a hybrid, a microfilled, a flowble) were used. Average surface roughness (Ra) was measured with a surface roughness tester (Surftest Formtracer) before and after polishing with aluminum oxide abrasive discs(Super-Snap). Color of specimens before and after staining with 2% methylene blue solution were measured using spectrophotometer(CM-3700d) with SCI geometries. The results of Ra and ${\Delta}E$ were analyzed by one-way analysis of variance(ANOVA), a Scheffe multiple comparison test and Student t-test(p=0.05). After polishing, Ra values were decreased regardless of type of composite resins. In surface roughness after polishing and color stability after staining, nanofilled composite resin was not different with other composite resins except flowable resins.
Journal of The Korean Association of Information Education
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v.17
no.4
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pp.421-432
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2013
The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.
The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.
Corrosion of steel due to chloride attack is a major concern in reinforced concrete structures which are located in the marine environments. In this case, Fick's 2nd law has been used for the prediction of chloride diffusion related with service life of concrete structures. However, those studies were confined mostly to the single deterioration due to chloride only, although actual environment is rather of combined type. The purpose of the present study is, therefore, to explore the influences of carbonation to chloride attack in concrete structures and to investigate the validity of Fick's law to chloride attack combined carbonation. The test results indicate that the chloride ion profiles from Fick's law using the diffusion coefficient of immersion tests is not reflected the effect of separation of chloride ions in carbonation region but valid in sound region in case of combined action. On the other hand, the chloride ion profiles from Fick's law using the diffusion coefficient of Tang and Nilsson's method coincide with test results under dry-wet condition but not under combined condition. The results of present study may Imply that the new method for the measurement of diffusion coefficient is required to predict the chloride ion profiles in case of combined action at early.
Commercial tofu was cut and re-packed in a vacuum container, an airtight container and an open tofu tray in an effort to assess the effects of vacuum containers on the shelf life of leftover tofu. The re-packed tofu were stored at $5^{\circ}C$ and $25^{\circ}C$ for the enumeration of total bacteria and coliforms. We also measured changes in color, pH, and opacity. The vacuum retarded the bacterial growth under $10^5$ CFU/mL for up to 12 days at $5^{\circ}C$. The color of the tofu was unaffected by the container type at both storage temperatures, whereas the pH and opacity of the immersion solution were altered less profoundly by storage in the vacuum container at $5^{\circ}C$. However, we noted no significant differences in bacterial growths, pH, and opacity among container types at $25^{\circ}C$. The results of this study showed that the usage of vacuum containers may be a favorable method for the preservation of tofu under refrigerated conditions.
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