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A Theoretic Approach to the Organic Food Market in Korea: An Estimation of Information Entropy as a Measure of Information Asymmetry for Credence Goods (우리나라 친환경농산물 시장에 대한 정보이론적 접근 : 신뢰재의 정보비대칭성 지표로서의 정보엔트로피 측정)

  • Song, Yang-Hoon
    • Journal of Environmental Policy
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    • v.7 no.3
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    • pp.41-61
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    • 2008
  • Although the size of the organic food market in Korea has increased significantly, its further development is hampered by the information asymmetry between the producers and consumers of organic food. It isn't just about revitalizing the market; it's also about Korean farmers surviving an era of trade liberalization. In order to produce more value-added products, the information asymmetry issue has to be resolved regarding the organic food market and other agricultural credence goods such as Han-woo(Korean beef). Therefore, measuring information asymmetry has become a central issue. One way to measure asymmetry is to use Game Theory. However, in practice, estimating payoffs at the industry level is hard to accomplish, and even when it is possible, the reliability of the estimated payoffs is not guaranteed. As an alternative, the concept of Information Entropy(disorder level of information), developed by Shannon(1948), was used in this study. It is proposed that this measure should be used when assessing the level of information asymmetry in the Korean organic food market. Using recent data, it was found that information entropy in the Korean organic food market has been decreasing constantly since 2003. Therefore, it was proposed that measures should be adopted by the government to improve the certification system of organic food.

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A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

Development of a Nutrition Education Website for Children (초등학생 대상의 영양교육 웹사이트 개발)

  • 현태선;연미영;김선희;김난희;안숙미;이순미;지현정;선명희;오춘화
    • Korean Journal of Community Nutrition
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    • v.8 no.3
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    • pp.259-269
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    • 2003
  • The purpose of this study was to develop a nutrition education website for children, especially those around the 4th-6th grade levels. Among the already existing websites providing nutritional information for children, 7 websites with comparable amounts of information were evaluated in terms of their topics, credibility, content, ease of use, and aesthetics. In addition, a survey was conducted to assess the need for nutrition information among 305 elementary students. The food pyramid was the topic offered most often on those websites. Information on nutrients, digestion, food safety, nutrition labeling, and healthy eating habits were available on the websites. Some of those websites also provided games or quizzes to attract the children's interest. However, seine of the websites did not give any information on the person responsible for providing the information, which is most important in determining the credibility of the website. Other problems were that some information was too difficult for children, and some of the websites did not provide a way to search for information. According to the survey results, the topics that children wanted to know about were‘desirable weight’,‘cooking’,‘correct food choice’,‘weight control method’,‘calories consumed during exercise’, but, they did not have a high interest in‘asking questions’‘books with nutrition messages’,‘under weight’,‘negative effect of weight control’and‘helping hungry children’. Based on these results, we developed a new nutrition education web-site, ifood’(http: //1 ifood.or.kr). We focused on helping children develop healthy eating habits by providing information which is easy and practical for children. However, we neither included the program to assess their dietary intake, nor provided entertaining background sounds, which children like. Also, the game section is composed mainly of quizzes. Therefore, we need to further develop exciting games to teach nutrition to children. In the near future, the newly developed website should be evaluated by children regarding understandability and coverage of the contents as well as usability and design, and then revised to improve the educational effect.

A Study on the Development and Application of the Learning Material for Mathematics Optional Activities. - Focused on 8-ga Grade - (수학 교과 재량활동에 대한 학습자료 개발 및 적용에 관한 연구 -8-가 단계를 중심으로-)

  • 유희식;박달원
    • Journal of the Korean School Mathematics Society
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    • v.5 no.2
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    • pp.71-82
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    • 2002
  • This study purported to develop the learning materials for the optional activities of mathematics, apply them to the students, and examine the effect on the learner's interest and attitude to mathematics. In order to conduct this study, the learning materials for the mathematics optional activities were developed according to the units of grade 8-Ga and the developed learning materials of the mathematics optional activities were inputted in two classes for 18 units after the second grade middle school students in Daejeon area received the questionnaire regarding the learning attitude and the interest in the mathematics. After that, the questionnaire regarding the learning attitude and the interest in the mathematics and the examination regarding the response to the application of the learning materials for mathematics optional activities were conducted and did t-test. The results of the study as follows : First The learning materials applied exciting games for mathematics optional activities aroused interest in mathematics and made the learners have confidence in mathematics learning. Second, There was affirmative change in the interest and attitude to the mathematics learning with the application of the mathematics optional learning materials. Third The leaning materials of the mathematics optional activities made the learners think mathematical questions connected with the real life and try various ways to solve the questions. Here are some suggestions to study the development of the learning materials such as story, game, quiz and craft. First it is necessary to develop the learning materials applied the games or the real life matters connected with mathematics for all grade middle school students and use them in the mathematics optional activities. Second, many students feel a great interest in animation. moving picture, sound graphic, etc. If the multimedia learning materials included the real life matters or the games are developed, the learners will feel more interest in mathematics. Third, the systematic and economical support is continuously needed in order that teachers are given much time to study and the opportunity to attend the training course for the understanding of the optional activities and the development of the various learning materials.

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Adolescent' Internet Utilization Status of Dietary Information in Kyungnam (경남일부 청소년의 인터넷 식생활 정보이용에 관한 연구)

  • 이경혜;강현진;허은실
    • Journal of Nutrition and Health
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    • v.35 no.1
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    • pp.115-123
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    • 2002
  • This study was carried out to investigate the utilization status of internet dietary information by gender(boys: 363, girls: 366) in adolescent(middle & high school students). The results were summarized as follows. The internet using frequency of 6-7times per week had 45.0% of subjects and the using time of internet per a time was shown mainly'<2hours(68.5%)'. The main place for internet use was home(79.0%) and favorite search engine was 'Yahoo'(45.7%) and 'Daum'(19.3%). As main purpose using internet were mentioned 'social intercourse'(45.0%) and data search'(24.8%). The organization that offer to reliable internet information was educational institution'(49.4%). The problems in using information site were 'poor information'(26.4%), 'slow connection speed'(22.6%), and 'don't arouse interest'(18.8%). The search experience about dietary information had only 27.9% of subjects and search purpose was 'for homework'(33.3%) and 'for health'(32.0). The satisfaction degree of dietary information was not high. The connection motive to dietary information was mainly 'by site navigation casualty'(55.7%). Only 7.7% of subjects had experience of nutrition counseling using internet, and the motive of nutrition counseling was also 'by site navigation causally'(55.8%). The purpose of counseling was 'for diet'(41.5%) and 'for health problem'(30.2%), and the satisfaction degree of counseling result was very low. As the ask of improvement for counseling site were pointed out 'poor in answer content'(44.8%) and 'lazy answer'(31.0%). The subjects wanted to get the dietary information about 'growth in status'(41.4%), 'diet related skin beauty'(14.6%), the update period less 1 month, and the way of 'free board'(32.3%), 'game'(21.1%) and 'animation'(19.3%) as offer tool. The results of this study showed that although the internet using percent and frequency of subjects was high, they used dietary information very seldom and they are dissatisfied with internet nutritional information. Therefore, the information donor should consider which dietary information was needed and what is the optimal tool for adolescent.

Design of Driver License Simulation Model Using 3D Graphics (3D 그래픽을 적용한 운전면허 시뮬레이터 설계)

  • Won, Ji-Woon;Hong, Jinpyo
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.169-176
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    • 2013
  • Recently the construction of simulation environment is an important issue in all fields. In case of the training for operating machines such as airplanes or spaceships which cause a huge cost, simulators could be helpful to reduce the costs and training efforts by simulating real situations. When people get a driver's license, too many trainees have to wait for their turns because of the limited number of cars and the small space of training sites. To solve this problem, we have designed and developed the basic design for the simulators. We suggest the Computer 3D Simulation Model for a driver's practice. The concept of this simulator is from a 3D Racing-game which suits for a driving exercise. We provide users with handle-controlled simulation settings to let users feel reality as if they drive in real through this simulator. We also use a 'force-feedback' system which gives handle vibration when users collide against obstacles or exceed lanes. Users can be absorbed in the simulation program and feel the sense of the real. This paper is the study about modeling the driving exercise model of 'computer 3D simulation', and producing and utilizing the simulator through this modeling.

Resource Allocation to Support QoE in Hierarchical Macrocell-Femtocell Networks (계층화된 매크로-펨토셀 망에서 QoE를 지원하기 위한 자원할당 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.708-715
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    • 2016
  • Quality of experience (QoE) for multimedia services in macro-femtocell networks is one of the key issues for 5G mobile and wireless communications. A service management structure needs to guarantee the QoE for mobile users based on end-to-end negotiation to support service continuity. Resource management is necessary to maintain the QoE requirements of different multimedia applications, because service continuity may be impeded by delays. This paper proposes four types of resource management scheme to support consistent QoE for different multimedia services. For this purpose, a QoE structure is suggested, and a resource allocation scheme is proposed by utilizing a fixed amount of radio resources reserved for dedicated use to support QoE. Various multimedia services with different requirements (such as voice, image, and data) can be serviced simultaneously, because QoE can be provided under our proposed scheme. Simulation results show that our scheme provides better performance than a conventional scheme with respect to outage probability and total data throughput.

Community Participatory Neighborhood Park Design -In the Case of Yangi Park in Sadang-dong, Seoul- (주민참여에 의한 마을마당설계 -서울 동작구 사당동 양지공원-)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.61-69
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    • 2001
  • This paper presents a case of community participatory neighborhood park design. The site, Yangji park, is located in Sandang-dong, Dongjak-gu, Seoul and the area is about 1,870m. Neighborhood park is defined as an outdoor space which is close to people´s home and is considered to be their own, because of the residents´ collective responsibility, family association, and frequent shared use. It is a place for pleasant rest area for community, sharing a sense of nature and retaining a sense of tradition and culture which is disappearing in a city. It is related to the daily life of the people near the site and becomes a place to let the community increase dialogue and understanding between people. On the other hand, participatory design is a design in which people participate in the design process. Thus people can understand the project well, present their opinions better, and reconcile conflicts between the different interests of people. This design applied a community participatory design method to design a neighborhood park. The major strategies for participatory design were ´workshop´, ´card game´, ´walking site´, ´interview´, and ´questionnaire´. Eight workshops were performed for the participation design. The major spaces and facilities elected by participants were the ´main entrance plaza´, ´entrance symbol space´, ´children´s ´playground´, ´multipurpose sport ground´, ´grass land´, ´foot-pressure area´, ´spaces symbolizing a rock mountain and an old well´, ´space for youth´, ´a pavilion´, etc. From this selection, design concept alternatives were generated by participants. The aster plan was developed from these design alternatives with the help of landscape architects. It was revised by ist visits and community discussions. People were also involved in the construction process and left their own works, such as hand prints, on the site. After construction, residents continued to maintain the park by themselves. As a result, It was found that participatory design was very effective for people´s satisfaction and sustainable park management. By involving people more in the process they developed a sense of community, a sense of ownership, and attachment to the place. In conclusion, it is suggested that we need to develop an effective people´s participation method to Korean society.

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Econometric Study on Forecasting Demand Response in Smart Grid (스마트그리드 수요반응 추정을 위한 계량경제학적 방법에 관한 연구)

  • Kang, Dong Joo;Park, Sunju
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.3
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    • pp.133-142
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    • 2012
  • Cournot model is one of representative models among many game theoretic approaches available for analyzing competitive market models. Recent years have witnessed various kinds of attempts to model competitive electricity markets using the Cournot model. Cournot model is appropriate for oligopoly market which is one characteristic of electric power industry requiring huge amount of capital investment. When we use Cournot model for the application to electricity market, it is prerequisite to assume the downward sloping demand curve in the right direction. Generators in oligopoly market could try to maximize their profit by exercising the market power like physical or economic withholding. However advanced electricity markets also have demand side bidding which makes it possible for the demand to respond to the high market price by reducing their consumption. Considering this kind of demand reaction, Generators couldn't abuse their market power. Instead, they try to find out an equilibrium point which is optimal for both sides, generators and demand. This paper suggest a quantitative analysis between market variables based on econometrics for estimating demand responses in smart grid environment.

Shoulder and Elbow Injury Rates and Patterns in Korean Rookie Professional Baseball Pitchers

  • Park, Jin-Young;Lee, Seung-Jun;Kim, Yong-Il;Heo, Gu-Yeon
    • Clinics in Shoulder and Elbow
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    • v.19 no.1
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    • pp.15-19
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    • 2016
  • Background: To investigate how many rookie pitchers suffered from injuries while playing in the amateur league without guidelines for prevention of excessive pitching, we analyzed their amateur pitching patterns based on the pitch count, use of breaking balls, and pitches during winter camp. Methods: Forty-one rookie pitchers who graduated from high school or university in 2013 and joined professional baseball teams. Participants were interviewed by a trainer using our questionnaire. Injury inclusion criteria were 1) history of shoulder surgery, 2) history of elbow surgery, 3) shoulder pain requiring treatment, and 4) elbow pain requiring treatment. Results: Mean number of pitches per game and warm-up pitches for practice was 84.5 pitches (range, 15 to 130 pitches) and 16.4 pitches (range, 2 to 210 pitches), respectively. Mean number of pitches during the last year was 906.9 (range, 80 to 2,000). Mean number of maximal pitches was 127 pitches (range, 50 to 210 pitches). Fourteen pitchers had pitched over 150 pitches. Twenty-seven pitchers (65.9%) had pitched in spite of enduring pain. During winter training (mean 1.8 months), mean number of pitches per day was 162.5 pitches, and 20 pitchers (48.8%) had practiced pitching excessively despite the cold weather. Twenty-six rookies (63.4%) had shoulder pain or history of shoulder surgery, and 31 pitchers (75.6%) had elbow pain or history of elbow surgery. Only four participants (9.8%) did not have pain and history of surgery. Conclusions: For young baseball pitchers, guidelines for prevention of excessive pitching and for regulating the winter training program may be needed.