• Title/Summary/Keyword: LEVEL OF INTERESTS

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Looking at 'Well-Being' in Terms d Lifestyle: Healthy or Trendy? (생활양식으로서의 웰빙(Well-Being): 이론과 적용의 뿌리 찾기)

  • Lee, Mee-Sook
    • Korean Journal of Human Ecology
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    • v.13 no.3
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    • pp.477-484
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    • 2004
  • This paper is an attempt to discuss theoretical and empirical issues embedded in a rapidly dispersing well-being lifestyle in Korea. Increase of people's interests in health and well-being reflects the fact that Korea has been developed socially and economically to the level for common people to pursue the quality of life beyond survival or basic standards of life. The term, well-being life style, was first constructed and has been dispersed through mass media. Media contributes to popularize health issues and to deliver the importance of lifestyle for health promotion to the general public. Well-being lifestyle, initiated by media and joined with commercialism, however, reveal certain negative sides as well. Health or healthy lifestyle in Western societies has been rooted theoretically in the change of health paradigm and the political emphasis on the lifestyle for health promotion in policy implications. Well-being lifestyle in Korea, in lack of theoretical and institutional foundations, is being substantially formed into distorted consumerism. Based on the sociological theories of stratification, it might be necessary to discuss the well-being consumerism in respect of tension among people with different consuming power and the destruction of solid market principles. Considering well-being consumerism as a risk factor to societal well-being, it is also necessary to examine conflicting or misleading information about well-being and to explore the scientific knowledge and principles. All these discussions and examination need to be done with interdisciplinary efforts. Especially, tasks for developing application principles for everyday life are on hands of researchers in living sciences.

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Influence of Computer Attitude on Critical Thinking Disposition

  • Kim, Jung Ae;Kim, Ju Ok
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.1-9
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    • 2020
  • This study was conducted to investigate the effects of computer attitudes such as anxiety, confidence, preference, usefulness, and computer literacy on their critical thinking ability, targeting college students at unspecified university universities. The period of data collection was from January 10, 2020 to January 17, 2020. A total of 213 people participated in the study. For data analysis, SPSS 18.0 was used for frequency analysis, Pearson correlation, x2 square, and simple regression analysis. As a result of the analysis, the difference of interests under the statistical significance level among general characteristics was Gender (x2=55.7***, p<0.001), Age (x2=407.5***, p<0.001), Resident (x2=127.5***, p<0.001) Family (x2=289.4***, p<0.001). In the simple regression analysis, computer liking (t=2.102, p<0.05) and computer use ability affected Truth seeking (t=-6.319, p<0.01), computer use ability was affecting analyticity (t=-5.630, p<0.01), computer use ability was affecting systematicity (t=-2.545, p<0.05), computer use ability was affecting maturity under statistical significance (t=-2.583, p<0.05). In conclusion, this study suggests that computer liking and computer use ability affect the sub-factor components of critical thinking disposition, truth seeking, analyticity, systematicity, and maturity, therefore the emphasis of this study is to emphasize that it is desirable to use the computer as a medium of learning based on computer literacy rather than worrying about excessive computer use.

Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

A Study on Index Selection for ICT Evaluation of North Korea using AHP (AHP 방법론을 이용한 북한의 ICT 평가를 위한 인덱스 선정에 관한 연구)

  • Park, Cheol-Soo
    • Journal of Information Technology Applications and Management
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    • v.24 no.4
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    • pp.41-55
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    • 2017
  • Industrial Revolution is a concept and a development that has fundamentally changed our society and economy. Industry 4.0 focuses on the end-to-end digitization of all physical assets and integration into digital ecosystems with value chain partners. At present, we find ourselves at the beginning of this fourth stage, which is characterized by so-called "Cyber-Physical Systems". These systems are a consequence of the far-reaching integration of production, sustainability and customer-satisfaction forming the basis of intelligent network systems and processes. If South Korea ran toward global ICT with the advent of the Fourth Industrial Revolution, North Korea has adhered to a unique Juche science and technology. ICT in South Korea and North Korea seems very difficult to find common interests. However, as seen in the Internet and intranets, information and communication technology can find similarities in many areas than in general science and technology. There are many differences not only in the level of ICT and science and technology but also in the direction. And IT terminology and all technologies are also different. What are we preparing for the unification of North and South Korea? If we look at the science and technology sector at present, there seems to be no systematic preparation by the government. South Korea and North Korea need to be prepared for science and technology cooperation. First, it is necessary to understand the exact situation of North Korea's science and technology. In this study, we will perform research to establish mid and long term plans for revitalization of ICT cooperation between the two Koreas. In this study, we will determine the extent to which the two Koreas utilize ICT based on available ICT capabilities and technologies. To do this, we conducted research to measure and evaluate the ICT development index of North Korea using ICT international index.

The Composition Types of Layout and Three-dimensional of the Public Space(LDK) in Small Houses in Japan (일본 도심 소규모 단독주택 내 공적공간(LDK)의 평면과 입체의 조합유형)

  • Shen, Mei-Yu;Yoon, Choon-Sup;Kim, Nam-Hyo
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.92-100
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    • 2016
  • Recently, new detached houses on a small plot in low-rise residential urban area have attracted more public interests than ever before. This study aims to categorize basic types of interior plans in small urban detached houses by analyzing the layouts of the public space(LDK) within them which are popular in Japan. The results of this study may be summarized as follows. Unit floor plans were basically classified as 16 types according to the layout of LDK. Among these, the LDK type in a straight line shows the most at 28.9%. Again, these plans were sub-classified into 38 types by plan composition. The new 'LDKL' (a new term the authors propose to be used) type was observed in cases where K was directly connected to L. This type appears at 9 out of 38 types. In the connection of LDK, the LDK type shows the most at 60.8%; secondly the L-DK type at 29.9%; thereafter the LD-K type at 6.2%; and lastly L-D-K type, the least frequently at 1.0%. The cases of inter-level connection between LDK and the surrounding space were observed in various cases such as the open workplace of the upstairs hallway visually connected with LDK through the void space and as the attic space of the pitched roof visually linked to it.

Determinants of Welfare Attitudes towards Healthcare Services: Focusing on Self-Interest, Symbolic Attitude, and Sociotropic Perceptions (의료서비스에 대한 복지태도의 결정요인: 자기이해, 상징적 태도, 사회지향적 인식요인들을 중심으로)

  • Seo, Wook-Young;Moon, Daseul;Chung, Haejoo
    • Health Policy and Management
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    • v.27 no.4
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    • pp.324-335
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    • 2017
  • Background: The aim of this study is to analyze determinants of welfare attitudes toward healthcare services in South Korea, using three main theories: self-interest (positive welfare attitudes if the policy fulfills people's personal interests), symbolic attitudes (positive welfare attitudes if the person is politically progressive or egalitarian), and sociotropic perception (positive welfare attitudes if the person experienced positive aggregated collective experiences of societal events and trends regarding the policy). Although the definition of the welfare attitude is rather ambiguous in literatures, in this investigation, we operationalize the concept as the 'willingness to pay higher taxes to improve the level of health care services for all people in Korea' which shows individuals' actional propensity. Methods: We used the health module from the International Social Survey Program 2011 for the analysis (N= 1,391). Five logistic regression models were built successively using two variables for each theory to measure key concepts of self-interest, symbolic attitudes, and sociotropic perceptions as independent variables. Results: The result showed self-interest and symbolic attitudes factors to be strong determinants of welfare attitudes towards healthcare services in South Korea, whereas sociotropic perception factors have inconsistent effects. Conclusion: For a more politically elaborated healthcare reform in South Korea and elsewhere, there needs to be further research on various dimensions and determinants of welfare attitudes to understand popular basis of welfare expansion, especially in the era of inequality.

DEEP-South: Performance of Moving Object Detection Program in Different Observation Modes

  • Oh, Young-Seok;Bae, Yeong-Ho;Kim, Myung-Jin;Roh, Dong-Goo;Jin, Ho;Moon, Hong-Kyu;Park, Jintae;Lee, Hee-Jae;Yim, Hong-Suh;Choi, Young-Jun
    • The Bulletin of The Korean Astronomical Society
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    • v.41 no.2
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    • pp.48.3-49
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    • 2016
  • We have five different types of observation modes with regard to the Deep Ecliptic Patrol of the Southern Sky (DEEP-South); Opposition Census (OC) for targeted photometry, Sweet Spot Survey (S1) for discovery and orbit characterization of Atens and Atiras, Ecliptic Survey (S2) for asteroid family studies and comet census, NEOWISE follow-up (NW) for near simultaneous albedo measurements in the visible bands, and Target of Opportunity (TO) observation for follow-up either for unpredictable events or targets of special interests. Different exposures with such different modes result in a wide range of background noise level, the number of background stars and the mover's projected speed in each image. The Moving Object Detection Program (MODP) utilizes multiple mosaic images being taken for the same target fields at different epochs at the three KMTNet sites. MODP employs existing software packages such as SExtractor (Source-Extractor) and SCAMP (Software for Calibrating Astrometry and Photometry); SExtractor generates object catalogs, while SCAMP conducts precision astrometric calibration, then MODP determines if a point source is moving. This package creates animated stamp images for visual inspection with MPC reports, the latter for checking whether an object is known or unknown. We evaluate the astrometric accuracy and efficiency of MODP using the year one dataset obtained from DEEP-South operations.

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A Case Study on the Operation and Management Simulation of Pension Insurance House in Later Life : In the Case of Muju Rural Village (노후연금보험주택의 운영과 관리 시뮬레이션 사례연구 : 무주군의 전원마을 모델을 중심으로)

  • Hong, Hyung-Ock;Kim, Jung-In
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.61-71
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    • 2009
  • The purpose of this study was to resolve the issues of inferior housing environment and the population decrease in rural community by improving the environment and attracting urban inhabitants. A simulation on the costs and the local programs was operated from a point of view that Pension Insurance House with Long-term Lease and a plan for the program in connection with local resources should be accompanied to attract urban inhabitants. The study was carried out through mainly documents analysis and specialists' opinions. The simulation results are as follows. Firstly, the pre-existing rural housing development projects have only emphasized the hardware, while underestimated the post-management with operating programs. The software should be underlined when Pension Insurance House is developed. Secondly, as a result of the simulation on construction expenditure and the operating and maintenance cost for 30 years, about 82.3 million Wons are necessary residential expenses for 15 years per unit. Thirdly, in case of MUJU County, it has made the most of its pre-existing institutions. It's medical institutions provide medical care system with health education, facilities related leisure and culture offer recreational programs and the local community center and its program of each town helps new habitants adopt to the rural life. Additionally, the employment project of a local welfare center allow people living in a rural community to continue their careers with their talents and interests through local class programs for a life worth living. Lastly, guide for getting information of rural life, local community gathering and preliminary education should be carried out to reduce expectant tenants' incompatibility and assist them settle down early. The community program expansion is also required at the local government level.

A Study of Consumer Perception on Fashion Show Using Big Data Analysis (빅데이터를 활용한 패션쇼에 대한 소비자 인식 연구)

  • Kim, Da Jeong;Lee, Seunghee
    • Journal of Fashion Business
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    • v.23 no.3
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    • pp.85-100
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    • 2019
  • This study examines changes in consumer perceptions of fashion shows, which are critical elements in the apparel industry and a means to represent a brand's image and originality. For this purpose, big data in clothing marketing, text mining, semantic network analysis techniques were applied. This study aims to verify the effectiveness and significance of fashion shows in an effort to give directions for their future utilization. The study was conducted in two major stages. First, data collection with the key word, "fashion shows," was conducted across websites, including Naver and Daum between 2015 and 2018. The data collection period was divided into the first- and second-half periods. Next, Textom 3.0 was utilized for data refinement, text mining, and word clouding. The Ucinet 6.0 and NetDraw, were used for semantic network analysis, degree centrality, CONCOR analysis and also visualization. The level of interest in "models" was found to be the highest among the perception factors related to fashion shows in both periods. In the first-half period, the consumer interests focused on detailed visual stimulants such as model and clothing while in the second-half period, perceptions changed as the value of designers and brands were increasingly recognized over time. The findings of this study can be utilized as a tool to evaluate fashion shows, the apparel industry sectors, and the marketing methods. Additionally, it can also be used as a theoretical framework for big data analysis and as a basis of strategies and research in industrial developments.

Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.