This cross sectional study was done to find out the situation of computer online pornography access by 4th to 6th grade elementary school students. The subjects of this study were three elementary schools in Andong, which were selected randomly and 120 students randomly selected from 4th to 6th grade for a total of 360 students. The questionnaire was composed with the help of a community health nursing professor and through the reference review. The collected data were analysed by a PC SPSS 10.0 according to school grade and sex, an 12-test was implemented to learn what percent of students have computers and software which prohibit the viewing of online pornography, access motivation and time, content viewed, attitude after accessing the contents, and opinions about computer online pornography. The results of this study were as follows. 1. A total of 86.1% of students had computers at home. Most students placed computers in their own room, 78.9% of students had computer online communication experience. Higher grade students tended to have more experience of communications on the internet (P<0.001). Most students chatted on the internet once or twice a week and higher grade students tended to communicate online more frequently. (P<0.001). Most students used computers more than one hour a day (P<0.05). They used computers according to the following priorities: game, studying, listening to music, communications, chatting. 2. Regarding the frequency of going computer online more than seven times per week, male students showed a higher frequency than female students (P<0.05). Male students used computers more than one hour a day and female students less than half an hour (P<0.001). Male students mostly used computers to play computer games. On the other hand. female students used the computer to study, listen to music, and chat (P<0.001). 3. Regarding software installation to prevent access of computer online pornography, a total of 19.4% of students responded they installed one. but 80.6% didn't have any, 20.3% of students had accessed pornography, 46.6% of students responded. they first get to know to the computer online pornography through friends. 4. The reasons for accessing computer online pornography were ranked as follows: curiosity, interest, to release stress, and sex drive (P<0.05). Obscene contents were found in computer games, pictures, and video. Among these, pictures were the most common. 5. Regarding students' attitude toward online pornography, most students responded that they took much pleasure in the contents (P<0.05). 6. Regarding the question 'Does online pornography degrade morals and cause a sex crime', most students responded as 'no'. They also responded positively to the suggestion that the contents would be effective in preventing sex crimes and to release stress. 74.7% of students responded that males' access of the contents as proper but females' access as immoral. Regarding social efforts to protect students from this harmful environment. most replied that those efforts were unnecessary (P<0.001).
This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.5
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pp.83-92
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2017
Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.
The Journal of the Convergence on Culture Technology
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v.10
no.2
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pp.537-545
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2024
The importance of University Archives Management is increasing. In this study, we researched cases of collecting and managing educational archival contents in universities. Developed archival contents for software practical education, and implemented it to the Capstone Design course and overseas program. The effect of applying the model was analyzed through surveys and interviews. The Capstone Design Survey, involving 349 participants, indicated the highest satisfaction with the University-Industry Cooperation type. The experience of dissemination and enhancement was aggregated as the second highest satisfaction. In the second survey, 62 students who had participated in the overseas program over the span of two years took part. All nine Likert-type questions showed high satisfaction scores of more than 4 points. The top three satisfaction factors-content, program type, and advanced experience-showed high satisfaction scores of 4.85, 4.74, and 4.71, respectively. Through interviews with professors, mentors, and students, it was also confirmed that instructional methods utilizing archival contents are effective. And the model we developed is applicable for convergence education.
The Journal of the Convergence on Culture Technology
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v.10
no.1
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pp.165-170
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2024
'K-contents' is in the spotlight worldwide. As the prefix 'K' became popular, interest in K-food(Korean food) also increased. Various studies on K-contents are being conducted, but research on K-food is still very limited. References and articles about K-food are mainly limited to the overseas expansion, marketing status, and sales of domestic brands, and a few research papers deal with only cases of a specific brand's overseas expansion. This paper aims to analyze how K-food is represented in TV unscripted shows and TV series produced in Korea and what their effects are through empirical works. Among the unscripted shows based on food, they are estimated that the point of competitiveness as K contents deal with foreigners' Korean food experiences. Representative examples here are the way foreigners who visit Korea experience Korean food as part of their Korean culture experience, or the type of temporarily setting up a restaurant overseas to sell Korean food to local people. However, the problem with such shows are that it lacks long-term appeal because it is based on the 'Gukbbong(a slang term for 'extreme nationalism')' sentiment. The exposure of K-food in K-contents creates a tremendous advertising effect. It is judged that the current status and analysis of K-contents based on K-food can help establish the direction of future program production and the identity of K-food.
In the recent e-learning environment, avatars are often used to help learners get familiar with the contents, which is ultimately to motivate them to study more. Therefore, it is important to investigate whether avatars have actually the desirable effect on users of e-learning materials. Surprisingly, however, no extensive study has been conducted on this crucial issue Accordingly, main objectives this study are summarized as follows. First, we need to gain better understanding of how much learners' trust towards avatars (termed as "avatar trust") is transferred to learners' trust towards e-learning contents (termed as "contents trust"). Second, we need to investigate how much learners' personal relationships with avatars as well as learning behaviors change depending on avatar types (attractive vs. professional) and contents complexity (easy vs. difficult). As described in the study objectives, in order for us to analyze empirical data more systematically, we classified avatar types into two: "attractive" and "professional;" the contents are categorized as either "easy" or "difficult." Therefore, it is essential for this study to build a prototype e-learning website on which our research purpose can be realized and tested effectively with proper avatar types and e-learning contents. For this purpose, we built a prototype e-learning website, in which avatars are invited from currently working avatar instructors used in real-world e-learning websites, and e-learning contents are adapted from real-world contents about Java programming topic, which have been proved to have shown high quality and reliability. Our research method includes questionnaire survey by inviting a number of valid respondents comprised of office workers who are believed to have high demands for the e-learning contents as well as those who have previous experience with avatar instructors. Respondents were given one of the four e-learning experiment conditions (2 avatar types x 2 contents types) on a random basis. Each experimental e-learning condition is framed to have the same quality but different avatar type and content complexity. Then the respondents are asked to fill out the survey form which has questions about avatar trust, contents trust, personal relationships with avatar, and learning behavior, among others. Regarding the constructs used in research model, we based them rigorously on previous studies. For example, we used six constructs such as behavior to give information (BGI), behavior to obtain information (BOI), need for inclusion wanted, need for control wanted, contents trust, and avatar trust. To measure them, 7-Likert scales were used in the questionnaire. E-learning performance was measured indirectly through two constructs such as BGI and BOI. Six constructs used in the research model were adopted and revised from the FIRO-B model suggested by Schutz. Empirical results are as follows: First, professional avatars are more effective for difficult contents, while attractive avatars were not as effective for easy contents. Second, our study results ascertained that avatar trust transfers to contents trust regardless of avatar types and contents complexity.
'Live + Sale' is actively promoted in China and 'Wang-Hong', also known as Chinese internet celebrities are dominating this format of marketing strategy recently. They introduce products to consumers through live broadcasts, promote online shopping, and frequently evoke impulsive buying. Under this context, it is worth focusing on what factors influence impulse buying during Wang-Hong's live broadcast. This study investigated the impact of Wang-Hong characteristics on impulse buying behavior when watching live sales. Also, the mediating role of flow experience and viewing satisfaction was explored. Furthermore, we expected that the different live broadcast circumstances could have a different impact on flow experience, viewing satisfaction, and impulse purchase. A total of 242 Chinese women who have experience of viewing live sales were recruited through a Chinese research platform. The results revealed that Wang-Hong's trustworthiness and attractiveness positively affected the viewer's impulse buying directly, and indirectly through flow experience and viewing satisfaction, whereas expertise did not have any impact on impulse purchase. However, there were no significant differences between the two live broadcast circumstances. This research can enhance understanding of the impulse buying process during Wang-Hong's live sale and help brands come up with effective influencer marketing strategies using live sales.
This research aims to perform an in-depth investigation about meanings and essence of working as clinical research nurses in local general hospitals. In order to interpret and reveal the meanings of role experience, data were collected from objects of 7 participants for 3 months. Data were analyzed by ethnographic research tools of Spradley. Themes conducted from this study were 'new experience about social learning process' and 'joys and sorrows through study participants ', 'lack of specialized learning course in nursing curriculums' and 'roles of general research planner', 'one's own work space' and 'proactive work environment that is relaxing and filled with consideration for others', 'hardship of being temporary employees. Clinical research nurses have experienced expansion of roles through new social learning processes. Conclusively, this study will provide useful basic data to develop new curriculum about clinical research nursing for nursing students and to improve working conditions for clinical research nurses.e purpose of this study is to design and implement a sign language dictionary for the deaf to understand information communication terminologies. When the deafs who have difficulties in communication use the internet, they can get help from this dictionary in accessing various types of information and expressing their intension. In order for the deaf to utilize the internet as efficiently as ordinary people, they must understand information communication terminologies first.
This study was conducted to examine the influence of the experience of childcare teachers about oral health education on oral health knowledge. Questionnaires to be self-filled up on the experience of oral health education were applied to 267 childcare teachers who are working in a nursery schools in Kyoungnam province. The data were analysed using the SPSS 12.0 program. The obtained result were as follows: The oral health knowledge was higher in the case with oral health education than without it. A public health center would provide the highest oral health knowledge to nursery teachers. The educations about peridontal disease, oral health effect of fluorine and Xylitol were the most demanding among the some items. When the education topics are related with peridontal disease and Xylitol, the most respondents are willing to participate in the education course. The high correlation (r=0.874) was shown in the necessity of the education and the necessity of attending the course. Also there was a low correlation (r=0.345) between the knowledge items of peridontal disease and the participation in the oral health education. The relationship of oral health knowledge with experience and recognizance of oral health education appeared. Therefore systematic and regular program for the oral health education would be required.
This study was to examine the needs among elementary school dietitians (n = 115) for developing a nutrition information internet site for children. A survey questionnaire included general characteristics, internet use regarding health and nutrition information, and needs for developing a nutrition information site. The mean age of the subjects was 36.2 years. The higher working experience group (> 10 years of working as dieticians) had higher mean age (p < 0.001), had a larger number of enrolled students at school (p < 0.01) and the number of those receiving school lunch (p < 0.01) than the counterparts (${\le}10$ years group). Sources of health and nutrition information were mainly PC/internet (60.4%) and seminar (14.4%). About 95% used health or nutrition information using the internet, however, the majority of users (71.6%) used internet information only when they needed it. Major reasons for using internet information was 'to get nutrition education materials' (63.8%) and 'to obtain general nutrition information' (21%). One third of the subjects were satisfied with nutrition information internet sites; major problems with internet sites were 'lack of content' (38.9%) and 'lack of practical information' (33%). These characteristics regarding internet use were not different between work experience groups. Major problems with nutrition education were 'lack of nutrition educational materials' (41.1 %) and 'lack of nutrition education skills' (32.1%). These were significantly different between the work experience groups (p < 0.01). Subjects preferred CD/internet to leaflet/booklet as nutrition educational materials. In developing nutrition sites for children, subjects wanted topics such as obesity assessment, dietary assessment, and obesity. Subjects responded that contents of nutrition information should be 'suitable to the children's knowledge levels' (31.1%), 'interesting enough by including quizzes, games and songs' (27.8%), 'inserting many illustrations/icons' (16.3%). In terms of designing internet sites for children, they wanted that internet sites should 'be easy enough to find the sites' (29.2%), 'use illustrations and characters' (24.8%), 'use communication channels such as Q&A' (18.7%). Needs for developing internet sites for children were not different by the work experience group. This study suggests that web sites for children should be carefully developed considering the contents and design, have less information with more illustrations, designed to induce the interest of children, as well as including sections such as eating habit assessment and games.
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