Sun-Jung Kim;Ji-Young Park;Seung-Ho Kim;Min-Hwa Lim;Ji-Yong Yu;Kyu-Sung Han;Se-Il Park;Gwangyeob Seo;Gwangwoon Cho
Journal of Environmental Health Sciences
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v.50
no.2
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pp.93-101
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2024
Background: As pollutants caused by non-point sources flow into rivers, river water quality monitoring for fecal pollution is becoming increasingly important. Objectives: This study was conducted to investigate the distribution of microbial communities in the Yeongsangang River water system and sewage treatment plants in Gwangju and to evaluate their antibiotic resistance. Methods: In the experiment, samples were distributed to five selective media at each point and then cultured for 18 to 24 hours. When bacteria were observed, they were sub-cultured by size and shape and identified using MALDI-TOF MS equipment. When identification was completed, 17 types of antibiotic susceptibility tests were performed using VITEK II equipment, focusing on gram-negative dominant species among the identified strains. Results: During the study period, a total of 266 strains were isolated from 39 samples. Gram-positive bacteria were 37 strains in four genera, or 13.9% of the total, and Gram-negative bacteria were 229 strains in 23 genera, or 86.1% of the total. Antibiotic susceptibility testing of 23 strains, the major dominant species, showed that one strain (4.3%) was resistant to only one antibiotic, and two strains (8.7%) were 100% susceptible to the 17 antibiotics tested. The other 20 strains (87.0%) were multidrug resistant bacteria resistant to two or more antibiotics. There were various types of multidrug resistance. Among them, penicillin and cephalosporin series showed the highest resistance. Conclusions: Based on the results of this study, it was found that the bacterial community structure changed according to regional and environmental factors, and it was judged that continuous research such as genetic analysis of antibiotic-resistant bacteria present in natural rivers is necessary.
Purpose: The purpose of this study is to predict the criminal patterns and risks of conflicts caused by inequality such as weakening regional ties and social exclusion caused by climate change and present basic policy data to solve them. Method: This study was mainly conducted through analysis of contents and cases through the use of media information such as the Internet and newspapers, and some literature research. Result: The crime patterns and characteristics of climate gentrification are as follows. First, rising sea levels caused by climate change will temporarily increase crimes related to real estate speculation. Second, social exclusion due to public service and environmental inequality will intensify, leading to terrorist crimes such as riots and hate crimes. Third, due to the weakening of regional ties, young people in poverty in the region will participate in organized violence crimes such as drugs and gangs or become crime victims. Conclusion: Therefore, it is necessary to prepare policy countermeasures through cooperation with institutions. In particular, it is necessary to explore ESG policy measures in police activities in consideration of environmental factors in the future.
Journal of the Korea Society of Computer and Information
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v.29
no.9
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pp.99-107
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2024
This study analyzed how computer-based digital technology affects convergence performing arts according to the trend of the times of domestic performing arts. Based on the analyzed contents, the purpose of the study was to propose an appropriate use plan for performing arts and technology and a plan for future development of convergence performing arts. Looking at the analysis results according to the purpose of the study, as a first step, the use of video technology developed in the performing arts stage using video technology evolved into holograms, media art, and 3D techniques. In the second step, technology and art were fused using artificial intelligence and robots. Artificial intelligence composed music, choreographed dance, and wrote a play script. In addition, robots performed and played with humans on stage. Third, virtual space was also used in performing arts. It was possible to direct spaces in various places using virtual spaces rather than performance halls and stage spaces. In this way, performing arts using digital technology will become more diverse and professional, and things that are possible in imagination that cross boundaries will be developed into reality. This study proposes a convergence that appropriately utilizes various technologies of digital and computer while maintaining the area of creation that humans can do and the expressiveness and artistry they express. In preparation for these changes in the times, future convergence performing artists should be able to acquire a combination of artistry and technology of stage technology experts who can use digital technology, professional actors who can express artistry along with AI, and professionals who can create art by manipulating AI.
The purpose of this study is to analyze physical activities in 'Teachers' Guidance Books for the Nuri Curriculum of 4-year-old children' through simulated instruction of pre-service teachers and, through this, to help them better perform physical activities in their field education for early-aged. The subjects of the study were 30 sophomore students in the early-aged children's Education Department in their 2ndsemester of K University located in Gyeonggi-province. For the analysis of physical activities in 'Teachers' Guidance Books for Nuri Curriculum of 4-year-old children', a qualitative study was conducted and data were collected through informal interviews, reflective journals of pre-service teachers and 30 sessions of education assessment sports. The results of the analysis on the physical activities in 'Teachers' Guidance Books for Nuri Curriculum of 4-year-old children' are as follows; first, preliminary teachers of early-aged children understood the major goal of physical activities in 'Teachers' Guidance Books for Nuri Curriculum of 4-year-old children' as 'expressing.' Second, the teachers thought careful analysis is required on media such as 'video, illustration books, sounds, picture materials' presented together with physical activities in 'Teachers' Guidance Books for Nuri Curriculum of 4-year-old children.' Third, teachers pointed out 'activities that were difficult to understand for pre-service early childhood teachers' and 'improperly presented activities different from the title' as errors and problems in the performance of the Nuri Curriculum. Fourth, as for 'points to make improvement on', pre-service early childhood teachers' requested basic physical activities before the actual activities, the provision of proper actual materials, the necessity of active demonstrations of teachers and making a regulation for the situation of physical activities by early-aged children and teachers together. The results of the study illustrate that deep contemplation and judgment is required of the teachers before conducting physical activities of the Nuri Curriculum.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
The objective of this study was to isolate pathogenic Escherichia coli from fresh vegetables with selective media and Petrifilm, and identify a suspicious colony using biochemical identification. Twenty gram of lettuce, twenty gram of cabbage and ten gram of sprout were prepared, and a 5-strain mixture of pathogenic E. coli (Enterohemorrhagic E. coli NCCP11142, Enterotoxigenic E. coli NCCP14037, Enteropathogenic E. coli NCCP14038, Enteroaggregative E. coli NCCP14039, Enteropathogenic E. coli NCCP15661) was inoculated to obtain 1, 2 and 3 log CFU/g. Eighty to ninety milliliter of buffered peptone water (BPW) was placed and pummeled for 60 s. As a results, the Petrifilm method was all positive, but enrichment method of qualitative analysis was negative except for 3-log CFU/g inoculated lettuce. Regarding biochemical identification of pathogenic E. coli, the identification rates were dependent on type of methods and vegetables; lettuce: API 20E 100% (44/44), Microgen GNA 100% (44/44) and Food System 66.7% (10/15), cabbage: API 20E 64.7% (22/34), Microgen GNA 50% (16/32) and Food System 60% (9/15), sprout: API 20E 65.1% (28/43), Microgen GNA 62.3% (27/43) and Food System 53.3% (8/15). These results could be useful in determining an appropriate method to detect pathogenic E. coli in fresh vegetables.
Park, Won-Kuk;Choi, Chan;Moon, Hyun-Sil;Choi, Il-Young;Kim, Jae-Kyeong
Journal of Intelligence and Information Systems
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v.17
no.4
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pp.131-142
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2011
In recent years, Social Network Service, which is defined as a web-based service that allows an individual to construct a public or a semi-public profile within a bounded system, articulates a list of other users with whom they share connections, and traverses their list of connections. For example, Facebook and Twitter are the representative sites of Social Network Service, and these sites are the big issue in the world. A lot of people use Social Network Services to connect and maintain social relationship. Recently the users of Social Network Services have increased dramatically. Accordingly, many organizations become interested in Social Network Services as means of marketing, media, communication with their customers, and so on, because social network services can offer a variety of benefits to organizations such as companies and associations. In other words, organizations can use Social Network Services to respond rapidly to various user's behaviors because Social Network Services can make it possible to communicate between the users more easily and faster. And marketing cost of the Social Network Service is lower than that of existing tools such as broadcasts, news papers, and direct mails. In addition, Social network Services are growing in market place. So, the organizations such as companies and associations can acquire potential customers for the future. However, organizations uniformly communicate with users through Social Network Service without consideration of the characteristics of the networks although networks have different effects on information deliveries. For example, members' cohesion in an offline communication is higher than that in an online communication because the members of the offline communication are very close. that is, the network of the offline communication has a strong tie. Accordingly, information delivery is fast in the network of the offline communication. In this study, we compose two networks which have different characteristic of communication in Twitter. First network is constructed with data based on an offline communication such as friend, family, senior and junior in school. Second network is constructed with randomly selected data from users who want to associate with friends in online. Each network size is 250 people who divide with three groups. The first group is an ego which means a person in the center of the network. The second group is the ego's followers. The last group is composed of the ego's follower's followers. We compare the networks through social network analysis and follower's reaction analysis. We investigate density and centrality to analyze the characteristic of each network. And we analyze the follower's reactions such as replies and retweets to find differences of information delivery in each network. Our experiment results indicate that density and centrality of the offline communicationbased network are higher than those of the online-based network. Also the number of replies are larger than that of retweets in the offline communication-based network. On the other hand, the number of retweets are larger than that of replies in the online based network. We identified that the effect of information delivery in the offline communication-based network was different from those in the online communication-based network through experiments. So, you configure the appropriate network types considering the characteristics of the network if you want to use social network as an effective marketing tool.
This is a study on 'Objet' in animation culture art education. Research on the use of Objet in modern art is actively under way. From Cubism to Dadaism, Surrealism, Futurism and Pop art, it is no exaggeration to say that the Objet is stepping with modern art. In addition, Objet has a remarkable value in the field of visual arts expressing 'motion' such as kinetic art, video art, media art, and animation. However, there are not many cases of classifying and studying the types of Objets used in artworks. Therefore, this researcher has been influenced by the surrealism discourse and prepared six types of Objets type analysis framework. And the research focused on 'the aesthetic emotion and educational aspect of creativity improvement' of Objet animation was conducted. The type analysis framework is named as a drawing Objet, Objet of existence, a morphine Objet, epidermis Objet, assigned Objet and assemblage Objet and this type is presented and analyzed with case image. The data used in this study was focused on the outcome of Objet animation that were trained for non-experts in culture and arts education. This aesthetic emotion refers to Freud's desire for life (Eros) as Attraction, and desire for death (Thanatos) as Uncanny (fearful unfamiliarity) and explains the conflicting concept with the Animism, the indigenous religion. Next, educational aspects of Objet animation creativity improvement in relation to the term 'functional fixedness' was discussed as described by Gestalt psychologist Karl Duncker (1903-1940). Overcoming the functional fixedness is a phenomenon that is fixed only to the functional aspects of things and can't be changed. In this study, the educational aspect of creativity improvement was demonstrated as a case of overcoming the functional fixedness through 'Objet Animation' culture and art education. Ultimately, this study is to prove the aesthetic emotion and creativity of the Objet animation by analyzing Objet types. Furthermore, it is meaningful to suggest direction when using 'Objet Animation' in culture and arts education.
The purpose of this study was to provide basic data for healthy and effective dental management by providing the knowledge and information on periodontal health promotion as well as high dental health interests, by doing a comparative analysis of the effect of dental health knowledge and oral hygiene management skills of people in their 20s on periodontal health status assessment, to find periodontal disease early and prevent it targeting 130 adults in their 20s who visited dental hygienic lab for comprehensive dental hygiene care and treatment from September 25 to October 30. The data collected used SPSS 18.0. To present the technical characteristics of the data, frequency was used and chi-squared test through cross-analysis was conducted to investigate dental health knowledge and the relevance between the variables of oral hygiene management skills of general characteristics. To examine periodontal health status assessment, t-test and One-way ANOVA and Turkey post-hoc tests were carried out at the 5% significance level. Regression analysis was performed to investigate the impact of dental health knowledge and oral hygiene management skills on dental health status assessment. As a result of this study, as dental health knowledge on tooth brushing of people in their 20s increased, plaque index reduced, as dental health knowledge on periodontal disease increased, plaque index reduced. Dental health status assessment according to a total number of times tooth brushing, tooth brushing methods, whether to use dental hygiene devices, smoking status, drinking frequency per week, whether to have oral health education was statistically significant. To improve the level of dental health knowledge and oral hygiene management skills, oral health education should be strengthened as well as the publicity through the media to have the information on oral health and learn it.
The purpose of this study was to identify the correlation between the factors influencing on housewives' decision-making processes of organic foods and the relating variables, and the 5 stages of decision-making processes of the EBK model is utilized in this study. The sample was selected from 411 housewives living in Seoul from 1st of September through 20th of September, 1993. Frequency, Percentage, Mean, Factor analysis, One-way ANOVA, Duncan's multiple range test, t-Test, Correlation, Multiple regression analysis and Path analysis were measured. Major results are as follows: 1. Purchasing motivation of the organic foods were in order of the health care, nutritive value and taste care. 2. The major informations source for the knowledge of organic foods were in order of TV/radio, newspaper/magazine, recommendations informations and advice through a family/friends/acquaintances. 3. Evalution criteria in shopping of organic foods, the total degree of consideration over the purchasing factors of organic foods was fairly high level: consumers thought much of the sanitation/freshness, nutritive value and the food safety. In this regard opinion leaders was dominantly mass media. Consumers have a tendency to purchase organic foods in consideration of their children and husband. 4. Major place to purchase organic foods are super markets and department stores. And When shopping organic foods, housewives by all means confirm the check points in their own mind, which were expiry date, manufactured date and packing condition, but unexpectedly manufactured company was out of concern. 5. Housewives usually satisfy with decision after purchasing organic foods, while they were fairly unsatisfied with the price, quality, incomplete description for ingredients and manufactured date. 6. The variables influencing to the sincerity when selecting the most desired organic foods is how be cares about the natural freshness of the foods and the types of residents in order. Another interesting tendency is the richer they are very considerate to decide. It is to say the people who cares more about the natural freshness is the sincerer when making decision and also the class who lives in the apartment house enjoying high income do not easily accept the product quality.
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