The widespread pursuit of a thin physique may have a detrimental impact on the wellbeing of preadolescents. The influence of body image distortions on the lifestyles, dieting behaviors, and psychological factors was investigated in 631 fifth and sixth grade children in Kyeonggi-do, Korea. Children were classified into three weight groups (underweight, normal, and overweight) and three perception groups (underestimation, normal, and overestimation). Necessary information was obtained by questionnaire, and each subject's weight status was determined by the Rohrer index calculated from the annual measurement records, which were obtained from the school. According to their current weights, 57.4% of children were normal and 32.2% were overweight or obese, 16.6% of the children overestimated their body weight, and 55.2% had an undistorted body image. Overweight children had desirable lifestyles and dietary habits and presented reasonable weight control behaviors. Compared to those without distortion, the overestimated group had greater interest in weight control ($P$ = 0.003) and dissatisfaction with their body weights ($P$ = 0.011), presented unhealthy reasons to lose weight ($P$ = 0.026), and had higher scores for "feeling sad when comparing own body with others" ($P$ = 0.000) and for "easily getting annoyed and tired" ($P$ = 0.037), even though they had similar obesity indices. More subjects from the overestimation group ($P$ = 0.006) chose drama/movies as their favorite TV programs, suggesting a possible role for the media in body image distortion. These findings suggest that body image distortion can lead preadolescents to develop stress about obesity and unhealthy dieting practices, despite similar obesity indices to those without distorted body images. These results emphasize the importance of having an undistorted body image.
Journal of the Korea Organic Resources Recycling Association
/
v.9
no.2
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pp.52-57
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2001
ln this study, the questionnaire survey was performed to obtain the basic data on current situations and challengeable aspects of vermicomposting industries. The questionnaire contained the four main categories such as vermicomposting facilities, feeling marerials, earthworm breeding and cast handling. The results was summarized as followings: 1. Vermicomposting facilities area was becoming larger, and earthworm feed was also expending to various organic sludges. These trends showed that Vermicomposting is being enlightened to treat and recycle the organic wastes in Korea. 2. Present Vermicomposting technology needs the broad land. Because of the high cost of land in Korea, the land saving technology such as multistage must be needed. And present operation practices are mostly based on human power, mechanization and automation is needed. Also, present control practices are based on individual experience need the scientific base control system. 3. Considering situations of organic wastes management in Korea, the technical development and the practical improvement of Vermicomposting as the waste recycling will be needed.
This study performed the evaluation of skin temperature, heart rate, temperature and relative humidity of microclimate, and subjective sensation, such as thermal sensation, wet sensation and comfort sensation to estimate physiological responses of the human body and its comfortable feeling to the vitamin E fabric. Experiments were performed on the five healthy adult women whose average age was 21, at climate chamber in which temperature, relative humidity and air current were set up below $30{\pm}\;1^{\circ}C$, $50{\pm}\;15\%$ and 0.2m/s, respectively. Two kinds of clothes were used for experiments: unfinished sports clothes, with the same form and the same size, of short-sleeved knit shirt and long trousers made with $100\%$ cotton, and finished sports clothes printed with the vitamin E solution of the level of $0.88\%$. Exercises of walking (about 105 steps/minute) with the exercise intensity of 2.5 were performed for 20 minutes using treadmill. In result, the study showed significant difference (p<0.01) in average skin temperature between unfinished and finished sport clothes, and represented higher value with having unfinished sport clothes in wear than with finished one. The study also showed significant difference (p<0.01) in heart rate only during the period of exercise, and represented higher value generally with unfinished sport clothes than with finished one. There were significant differences not only in temperature of microclimate (p<0.01) but also in humidity of microclimate (p<0.05) between two sport clothes. As for the evaluation of subjective sensation, the study showed significant difference (p<0.05) in thermal sensation between the two kinds of sport clothes, significant difference in wet sensation only during the period of exercise, and significant difference (p<0.05) in comfort sensation only during the period of recovery.
Viktor and Rolf, despite their short career in the field, has been continuously giving a fresh impact on fashion design by grafting a surrealistic approach to their design works. As a basis of this study, we review the features of surrealistic drawing and the surrealistic features expressed in surrealistic clothes. The purpose of this study is to analyze the surrealistic features detected in the clothes designed by Viktor and Rolf on the basis of the above standard and review and predict the future trend in fashion. As for the research method, we review the previous researches and analyze the drawing works by some representative surrealistic artists, in particular, Schiaparelli's clothes in the 1930s, the clothes of surrealistic trend since 2000, and Viktor & Rolf's clothes. The result of the analysis is as follows. The surrealistic features of Viktor & Rolf clothes can be found in the movement of natural objects, the movement of everyday materials, the movement of clothing items, and visual illusion on clothes. As a whole, the surrealistic features clearly stood out in their clothes. High technology will rapidly change the modern society and we humans are likely to resort to something fresh or different as our emotion and feelings are getting tired and weary. Something that stimulates our feeling and emotion hidden behind our reason or logic will be reflected in design far more than something complex and functional. For this reason, as it reveals human imagination inherently, surrealism is expected to establish itself as a mega trend in the future.
The purpose of this research therefore, was to conduct research on the actual state of manufacturers of cycle wears and the condition in wearing; to present the basic data to develop cycle wears which can lessen the trouble for the human body and an excellent feeling in wearing. For research on the actual state of manufacturers of cycle wears, three domestic companies were grasped. To inquire the condition in wearing, the method of questionnaire was used for 100 peoples consisted of male cycling professional players and ordinary peoples with the same tastes. As the result of research: The manufacturers were targeting for the professional players and men with the same tastes. They produced goods by themselves as well as in the form of subcontract, and they did not classify goods for male & female. Materials they used for cycle wears were mainly composed of jersey with spandex and nylon. The production ratio of cycle wears is shown as 80% for company A, 25% for company B, and 90% for company C. They make a pattern of cycle wears by a technical tie-up with foreign companies, or by the development of their own pattern. As the result of study on the present condition in wearing cycle wears according to each season, it was figured out that the users usually weard short-sleeved T-shirts with dividing zipper for summer upper garment, shorts most preferably for summer lower garment; long-sleeved shirts for spring and fall upper garment, and shorts with incision most preferably for spring and fall lower garment. Also, they usually weard jumpers with incision for winter upper garment, and long pants in which ankle parts of incision were tightened most preferably for winter lower garment.
The Journal of Korean Association of Computer Education
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v.6
no.2
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pp.71-79
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2003
In the flow state, people are absorbed in their activities, while irrelevant thoughts and perceptions are screened out. In Csikszentmihalyi's view, the term 'flow' is used in describing the best feeling in human lives. Flow has been conceptualized as an optimal experience that stems from people's perception on challenges and skills in a given situation. We can easily observe that students who are learning from WBI experience flow state occasionally. If we identify the related factors that make flow experiences possible in WBI, the designers and instructors of WBI might be greatly benefitted by having ideas of how to provide optimal flow experiences to their students. In this article, we attempted to analyze what are critical Flow factors in WBI and provided guidelines on how to design optimal flow experiences in WBI.
Background: Job satisfaction of dental hygienists has been discussed continuously in dental hygiene research. It has been the most representative performance variable in dental and human resource management. However, in quantitative research, most of the studies have analyzed the causal relationship with variables related to dental hygienists' job satisfaction. The existing qualitative research contains only the studies that targeted dental hygienists with an experience of more than 10 years. The present study aimed to understand and to characterize the job satisfaction of dental hygienists with an experience of 2 to 10 years and to compare it with the qualitative research on dental hygienists with an experience of 10 or more years. Methods: An in-depth interview of dental hygienists with 2 to 10 years of experience working in 10 dental clinics was conducted. For data analysis, Giorgi's analysis method was used. Results: After analyzing the meaning of job satisfaction of dental hygienists, 180 semantic words and 19 subcategories were derived. The results of the interview were categorized into for central meanings: recognition and rewards, work experience and ability improvement, occupational characteristics, and work characteristics. Recognition and rewards included workplace recognition, patient recognition, self-effort and recognition, and the feeling of being rewarded. Work experience and ability improvement included various work experiences and factors relates to improving the work ability. Occupational characteristics included professional job, interest and persistence, job extensibility, and no burden of employment. Work characteristics included working conditions and separation of work and private life. Conclusion: The development of tools to measure the level of dental hygienists' job satisfaction after long-term service and to conduct follow-up research regarding ways and effects to improve job satisfaction is needed.
This study was to develope a vibrotactile display system using windows media player from digital audio signal. WMPlayer10SDK system which was plug-in tool by microsoft windows media player provided its video and audio signal information. The audio signal was tried to be change into vibrotactile display. Audio signal had 4 sections such as 8bit, 16bit, 24bit, and 32bit. Each section was computed its frequency and vibrato scale. And data was transferred to 38400bps network port(COM1) for vibration. Using this system was able to develop the music suit which presented tactile feeling of music beyond sound. Therefore, it may provide cross modal technology for fusion technology of human senses.
Objective: The aim of this study is to identify the relationship between personality and psychological responses induced by emotional stimuli (happiness, sadness, anger, boring and stress) for children. Background: Many researches are interested in assertion that there is close correlation between personality and emotion. The relationship between personality and emotion needs to be studied in view of the extended integration, not in view of respective property, because personality is deeply ingrained, and the relatively enduring patterns of thought, feeling and behavior and emotion can take advantage of individual differences in sensitivities to situational cues and predispositions to emotional state. In particular, studies on the personality and emotion for children are necessary in that childhood is an important period for formation of their personality and emotion expression and regulation. Method: Prior to the experiment, we made parents of 94 children rate personalities of their children, based on Korean Personality Inventory for Children (K-PIC). Results of 64 children without missing answers to all questions were analyzed. 64 children were exposed to five emotional stimuli and were asked to report the classification and intensity of their experienced emotion. Results: Children were classified into two groups of the lower 25% and higher 25% scores in twenty sub-scales of K-PIC, and psychological responses to five emotional stimuli between two groups were compared. Accuracy of emotion experienced by emotional stimuli showed a significant difference between the two groups, the lower and higher scores in Hyperactivity and Adjustment. Also, there was a significant difference in the intensity of experienced emotions between the two groups in Intellectual Screening and Psychosis. Conclusion: Our result has shown that hyperactivity, adjustment, intellectual screening and psychosis influence the accuracy and intensity of emotional responses. Application: This study can offer a guideline to overcome methodological limitation of emotion studies for children and help researcher basically understand and recognize human emotion in HCI.
The study researched the characteristic of helmet and armor reflecting Joseon Dynasty by focusing on the helmet and armor appearing in dramas, the Tear of Dragon and King Sejong, whose common point is the historical background, the early Joseon Dynasty, among the historical dramas, which are manufactured on the basis of historical person or age. First, the helmet and armor appearing in historical drama was reproduced on the basis of historical record depending on age. In the early Joseon Dynasty, helmet was classified into cheomju and wonju and armor was classified into chalgap, swaejagap, gyeongbeongap, dujeonggap and dudumigap. In drama, the Tear of Dragon and King Sejong, for helmet, cheomju and wonju were used and for armor, chalgap, dujeonggap and dudumigap, whose type and manufacture method were similar to that of historical record, were reproduced. Second, the helmet and armor appearing in historical drama searched for function. In drama, the Tear of Dragon, rather than heavy iron, plastic and textile were used and the metal scale inside armor was removed. In drama, King Sejong, the weight of armor was decreased by removing the metal scale inside armor and easy wearing was secured by using velcro. Third, the helmet and armor appearing in historical drama expressed various dramatic interpretations. In drama, the Tear of Dragon, the same color as that of armor was adopted for helmet to provide stable and unified feeling. Visually splendid display was added to armor by matching powerful prime color and glossy metal. In drama, King Sejong, modem sense was added to helmet and armor by actively using pastel color reflecting modem fashion.
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