• Title/Summary/Keyword: Learning with Media

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Awareness of Adverse Drug Reaction Reporting System in General Population (일반인에서의 의약품 부작용보고제도 인식도)

  • Ahn, So Hyeon;Chung, Sooyoun;Jung, Sun-Young;Shin, Ju-Young;Park, Byung-Joo
    • Health Policy and Management
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    • v.24 no.2
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    • pp.164-171
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    • 2014
  • Background: Safety of drugs has become a major issue in public healthcare. Spontaneous reporting of adverse drug reaction (ADR) is the cornerstone in management of drug safety. We aimed to investigate the awareness and knowledge of spontaneous ADR reporting in general public of Korea. Methods: A total of 1,500 study subjects aged 19-69 years were interviewed with a questionnaire for their awareness and knowledge related to spontaneous ADR reporting. Computer assisted telephone interview was performed from 27th February 2013 to 4th March 2013. Target population was selected with quota sampling, using age, sex, and residence area. Healthcare professionals such as physicians, pharmacists, and nurses were excluded. The survey questions included awareness of spontaneous ADR reporting, opinions on ways to activate ADR reporting, and sociodemographic characteristics. Results: Overall awareness of spontaneous ADR reporting system was 8.3% (${\pm}2.53%$) among general population of Korea. Major source from which people got the information regarding ADR reporting was television/radio (69.9%), followed by internet (19.3%), and poster/brochure (6.1%). Awareness level differed between age groups (p<0.0001) and education levels (p<0.0001). Upon learning about the ADR reporting system, 88.5% of study subjects agreed on the necessity of ADR reporting system, while 46.6% thought promotion through internet and mass media as an effective way to activate ADR reporting. Conclusion: The overall awareness of spontaneous ADR reporting should be enhanced in order to establish a firm national system for drug safety. Adequate promotions should be performed targeting lower awareness groups, as well as various publicity activities via effective channels for the general population.

Design and Implementation of Indoor Location Recognition System based on Fingerprint and Random Forest (핑거프린트와 랜덤포레스트 기반 실내 위치 인식 시스템 설계와 구현)

  • Lee, Sunmin;Moon, Nammee
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.154-161
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    • 2018
  • As the number of smartphone users increases, research on indoor location recognition service is necessary. Access to indoor locations is predominantly WiFi, Bluetooth, etc., but in most quarters, WiFi is equipped with WiFi functionality, which uses WiFi features to provide WiFi functionality. The study uses the random forest algorithm, which employs the fingerprint index of the acquired WiFi and the use of the multI-value classification method, which employs the receiver signal strength of the acquired WiFi. As the data of the fingerprint, a total of 4 radio maps using the Mac address together with the received signal strength were used. The experiment was conducted in a limited indoor space and compared to an indoor location recognition system using an existing random forest, similar to the method proposed in this study for experimental analysis. Experiments have shown that the system's positioning accuracy as suggested by this study is approximately 5.8 % higher than that of a conventional indoor location recognition system using a random forest, and that its location recognition speed is consistent and faster than that of a study.

Extensibility of Human body Inter-textuality as Body-signs in Contemporary fiber Arts - Abakanowiz Abakan - (현대섬유예술에 나타난 몸의 확장성과 인체기호로서의 상호 텍스트성 - 아바카노비치의 아바칸을 중심으로 -)

  • 김성희
    • Archives of design research
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    • v.13 no.3
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    • pp.69-80
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    • 2000
  • Body has been high-lightened as one of the most important theme since the philosophy and the arts are focused on it in the late 20 century. Resurgence of interests in human body has been based on the skepticism on rapid digitalization and do-materialization currently undergoing in electronic media environments. Artists have been endeavoring more and more to find a synthesis which links the conceptual and the sensuous in their works as digitalization gets faster and faster. The Bodily-oriented art uses its visceral qualities, either literally or metaphorically, to engage our total being, not just our mental consciousness, in building a sensuous, evocative statement. Its transcendent ideas are inter- mixed with the fabric of the world. We are touched by this art not only because we understand it cognitively, but because we "feel"it. These characteristics of textile arts caused gradual increase of soft-sculpture works using textiles and implies possibilities of inter-grade of physical and mental world. Ann Hamilton, Magdalena Abakanowiz, Folly Apfelbaum and Pallid Dougherty are, for example, related to the fiber arts. It would be of worth to study the characteristics of contemporary faber-art works, especially done by Abakanowiz who has been regarded as a dominant pioneer in the contemporary fiber arts from the viewpoint of inter-grade of the physicals and the mental. This paper, therefore, deals with the Abaknowiz′works in the context of human body and body-signs. Life and works might be classified into 5 stages; first, learning period since her birth in 1930, second, creation period of Abakan, third, remodelling period of Abakan, fourth, composition and dissolution period of Abakan and the last and fifth, new transformation period of Abakan. ′Abakan′through her whole life as an artist has been a plastic language and based ultimately on external human body but in various materials and forms.

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Achievement and effectiveness on oral health education of M high school students in Seoul (서울 M 고등학교 학생들의 구강보건교육에 대한 성취도 및 유효도)

  • Shin, Kyoung-Hee;Jin, Bo-Hyoung;Yoon, Mi-Sun
    • Journal of Korean society of Dental Hygiene
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    • v.11 no.5
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    • pp.801-809
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    • 2011
  • Objectives : The Purpose of this study is to apply an oral health education program to the high school students, to analyze their oral health knowledge and changes of behaviors, and to examine oral health education for effective, thus using all of those results as the basic data for developing materials on their oral health education. Methods : The study was conducted on the freshmen and women of M high student in Seoul City. They were in total 85 student, consisting of 77 of male student(90.6%) and 8 of female student(9.4%). Knowledge survey contained 38 questions including such as dental common knowledge, dental caries, and periodontal disease, while behaviors survey did 24 questions including such as tooth-brushing, brush selection and management, and prevention of oral disease. Results : First, oral health education had brought to improve oral health knowledge for high school students. Second, even with the improvement of oral health behaviors through the education, there was not statistically significant on behaviors such as the regular checkups and the usage of dental floss. And third, the students in general were satisfied with the oral health education. Conclusions : First, the oral health education being conducted in kindergarten and elementary school should be continued or expanded into the adolescence. Second, the oral health education should be focused efficiently on the learning objective demanding for a change of behavior through the repeated education, for which the education that is right for the high school students should be done. And third, for the effective oral health education in high school, the media that could cause interests should be developed.

A Study on Sexual Behavior and Attitudes among College Students in Seoul (일부대학생의 성의식 및 성행동에 관한 연구)

  • 문인옥
    • Korean Journal of Health Education and Promotion
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    • v.14 no.2
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    • pp.95-112
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    • 1997
  • This study examines knowledge, attitudes and behaviors toward sexual activity among 412 college students in Seoul. An 127-item questionnaire is used in order to understand and consider alcircumstances involved in decisions about sexual activity, and to reflect to the course on healthy sexuality. The major findings are as follows: 1. ‘Books/media’ and ‘friends’ are the primary source of sexual knowledge. 2. Despite the increased number of sxeducation programs, peers apparently remain the major source of information and the counsellor of the sexual problems(71.6%). 3. About ninety percent of males and 14.2 percent of females masurbate. Although mastubation is anormal response to pleasurable bodily feelings, students feel ‘unnatural’, ‘bad’ or ‘guilty’. 4. For some students, sexual intercourse is perceived as the natural outgrowth of love. More than thirty oercent of males and 8. 1 percent of females are engaged in inter -course. 5. Asking parents or teachers to be specific in talking about sex makes it uncomfortable to discuss sex. 6. Sex education should begin in the family and in school in early childhood and continue throughout life. 7. Sexual feelings and emotions are stirred up differently between male and female by sexual sensations. 8. Half of the intimate relationship with opposite sex shows a love relationship with sexual closeness and pleasure. Unguided reading or peers remain the primary source of information about topics like masurbation and sexual technique. Thus, schools should be responsible for the more value-laden subjects (such as birth control, homosexuality, and sexual techniques). And inclusionof a peer education componebt that modified college students' perceived peer norms may be the intervention method of choice. The prevention of health problems is far more desirable than treatment. The earlier the knowledge and skill to make healthful decisions are instilled, the greater the chance a healthful lifestyle will be adopted. School is the logical place in our society to provide the college students learning opportunities essential to developing the knowledge and skills to choose a healthful life course.

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Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

Perception of Yaksun in the Seoul, Gyeonggi, and Chungbuk Areas (서울, 경기 및 충북지역 일부 성인의 약선(藥膳)에 대한 인식)

  • Shin, Woen-Sun;Lee, Seungyuan;Park, Soojin
    • Journal of the Korean Society of Food Culture
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    • v.28 no.4
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    • pp.339-347
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    • 2013
  • Yaksun, a medicinal diet, has been traditionally prepared and applied (based on theories in oriental medicine) for the modulation of disease symptoms and signs. However, restaurants that serve and claim Yaksun mainly focus on stamina foods. A consistent definition of Yaksun has not been provided, which can confuse the public interpretation of Yaksun. The purpose of this study was to investigate the perception of Yaksun in Korean adults living in Seoul, Gyeonggi, and Chungbuk regions. Among the participants (M=55, F=168, 25y), only 10.4% understood the definition of Yaksun (mainly through the broadcast media). The frequency of Yaksun consumed when eating out was 2~3 times per month in 50.2% of participants. The main reason for choosing a Yaksun menu (46.3% of participants) when eating out was for health. The mean satisfaction score of Yaksun was $3.5{\pm}0.8$ on the five point Likert scale. Participants highly agreed ($3.8{\pm}0.8$) that Yaksun is composed of nutritious foods combined with oriental medicinal herbs for the treatment of disease, which was significantly higher in groups with learning experience on Yaksun (p<0.05). Interestingly, participants showed neutral to the description, that a diet without oriental medicinal herbs is not Yaksun ($3.1{\pm}1.0$), which was significantly different between genders (p<0.05). Men recognized more than women that Yaksun should be based on oriental medical theory (p<0.05) and should be prepared for the prevention or treatment of diseases (p<0.05). In conclusion, the concept and terminology of Yaksun need to be defined and publicized in modern diet.

Classical Music Review on Instagram: Accumulating Cultural Capital through Inter-Learning (클래식음악 애호가의 인스타그램 리뷰: 상호 학습을 통한 문화자본 축적)

  • Seong, Yeonju
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.111-139
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    • 2018
  • This study is about classical music lovers who write a lengthy concert review on instagram. The intention and objective of writing a review is discussed in addition to inter-communication between those reviewers. For the analysis, an interview with 8 reviewers are mainly analyzed with their reviews. As a result, it is found that some affordances of Instagram, easiness, randomness, and friendliness affects them to use Instagram more than other social media. Hence, since Instagram is image-based platform, it helps writers to keep their reviews from getting an attention by other users. Because of their sense of inferiority that they are lacking in classical music knowledge, continuous writing and reading of reviews help them accumulating some amount of cultural capital needed for understanding classical music in a proper way.

High Efficiency Life Prediction and Exception Processing Method of NAND Flash Memory-based Storage using Gradient Descent Method (경사하강법을 이용한 낸드 플래시 메모리기반 저장 장치의 고효율 수명 예측 및 예외처리 방법)

  • Lee, Hyun-Seob
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.44-50
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    • 2021
  • Recently, enterprise storage systems that require large-capacity storage devices to accommodate big data have used large-capacity flash memory-based storage devices with high density compared to cost and size. This paper proposes a high-efficiency life prediction method with slope descent to maximize the life of flash memory media that directly affects the reliability and usability of large enterprise storage devices. To this end, this paper proposes the structure of a matrix for storing metadata for learning the frequency of defects and proposes a cost model using metadata. It also proposes a life expectancy prediction policy in exceptional situations when defects outside the learned range occur. Lastly, it was verified through simulation that a method proposed by this paper can maximize its life compared to a life prediction method based on the fixed number of times and the life prediction method based on the remaining ratio of spare blocks, which has been used to predict the life of flash memory.