본 연구는 기혼 여성의 가사분담 어려움, 양육 어려움, 경제 수준이 추 가 출산 의향에 미치는 영향에서 사회 신뢰도의 조절효과를 검증하는 것 에 목적이 있다. 연구자료는 한국보건사회연구원에서 실시한 2021 가족 과 출산 조사 자료를 기반으로 하였으며, 연구대상은 20대~40대 기혼 여 성 2,064명이다. 연구 목적에 따른 분석을 위해 SPSS 25.0을 활용하였 으며 빈도 분석, 기술통계, 상관관계, 인과관계 분석을 진행하였다. 연구 결과 가사분담 어려움이 적을수록, 양육 어려움이 적을수록, 사회 신뢰도 가 높을수록 추가 출산에 영향이 있었다. 특히 평균중심화를 통하여 확 인한 사회 신뢰도의 조절효과로 가사분담 어려움과 사회 신뢰도의 상호 작용, 양육 어려움과 사회 신뢰도의 상호작용이 기혼 여성의 추가 출산 의향에 영향을 미쳤다. 이에 가사분담 어려움과 양육 어려움 해소, 사회 신뢰도 증진을 위한 정책 및 실천적 함의를 제시했다.
The domestic Pressurized Heavy Water Reactor (PWHR) nuclear power plant, Wolsong Unit 1, was permanently shut down on December 24, 2019. However, research on decommissioning has mainly focused on Pressurized Water Reactors (PWRs), with a notable absence of both domestic and international experience in the decommissioning of PHWRs. If proper business management such as radiation safety and waste is not performed, it can lead to increased business risks and costs in decommissioning. Therefore, the assessment of waste volume and cost, which provide fundamental data for the nuclear decommissioning process, is a crucial technical requirement before initiating the actual decommissioning of Wolsong Unit 1. Decommissioning radiation-contaminated structures and facilities presents significant challenges due to high radiation levels, making it difficult for workers to access these areas. Therefore, technology development should precede decommissioning process assessments and safety evaluations, facilitating the derivation of optimal decommissioning procedures and ensuring worker safety while enhancing the efficiency of decommissioning operations. In this study, we have developed a program to estimate decommissioning waste amounts for PHWRs, building upon prior research on PWR decommissioning projects while accounting for the specific design characteristics of PHWRs. To evaluate the amount of radioactive waste generated during decommissioning, we considered the characteristics of radioactive waste, disposal methods, packaging container specifications, and the criteria for the transfer of radioactive waste to disposal operators. Based on the derived algorithm, we conducted a detailed design and implemented the program. The proposed program is based on 3D modeling of the decommissioning components and the calculation of the Work Difficulty Factor (WDF), which is used to determine the time weighting factors for each task. Program users can select the cutting and packaging conditions for decommissioning components, estimate waste amount based on the chosen decommissioning method, and calculate costs using time weighting factors. It can be applied not only to PHWRs, but also to PWRs and non-nuclear fields, providing a flexible tool for optimizing decommissioning process.
User churn in games often arises due to inadequate game difficulty. To address this, non-player characters (NPCs) has been utilized to modulate difficulty according to individual game skill. Nevertheless, the effectiveness of solely NPC-based adjustments is limited since game difficulty is influenced by both NPCs and environmental factors. This paper introduces a novel method for dynamically tailoring game difficulty by adjusting in-game environments based on player behavior patterns in top-down shooter game. Through analysis of diverse user game play data, we find that factors within the game environment, such as the distribution of enemy characters and the arrangement of terrain, have a substantial influence on the level of difficulty. Furthermore, it has been observed that behavioral patterns of players show variations according to changes in the game environment. Using these analytical result, we devise an artificial neural network model that configures an environment that suit player behavior patterns. With the model, we figure out the user player pattern and control the difficulty dynamically by changing the environment factors. Through the experiments, we show that our method provides an appropriate level of difficulty for users to prevent user churn.
In L2 pragmatics, only a few studies have examined task complexity. Furthermore, the existing studies have predominantly focused on the cognitive dimension and have lacked consistent findings. González-Lloret and Ortega (2018) and Pallotti (2019) have thereby contended that socio-interactional features be incorporated into task design. Along this line, this study investigated perceptions of L1 and L2 speakers of English regarding the difficulty of four role-play tasks with differentiated degrees of (dis)preference and imposition. Participants included 33 L1 speakers and 63 Korean L2 speakers at intermediate-level (n = 32) and high-level (n = 31). Results showed that participants’ perceived difficulty matched the design intentions exclusively affected by request size, responsibility for the problem, and persuasion across complex versions of the tasks. Moreover, the linguistic consequences of such factors entailed challenges among L2 speakers. There were also various factors that emerged for task difficulty other than the manipulated task design features, underscoring the importance of participants’ explanatory comments in L2 pragmatics.
The purpose of this study was to investigate the continuity of reading passages of Korean high school English textbooks with the 2015 Revised National Curriculum using Coh-Metrix, a software that analyzes English texts in a range of linguistic features. Twenty-one English textbooks were analyzed: 11 High School English, five High School English I, and five High School English II. Only reading passages in textbooks were analyzed. Coh-Metrix indices related to basic counts, lexical features, syntactic features, cohesion, and readability were analyzed. Results revealed significant differences between High School English and High School English I and II, but no such differences exist between High School English I and II. This study implies that continuity of reading difficulty in terms of lexical, syntactic, and readability characteristics among High School English, English I, and English II textbooks should be considered.
본 연구의 목적은 노인보호전문기관 중간관리자의 업무수행 어려움을 분석하 기 위해 수행되었다. 본 연구를 위해 노인보호전문기관 중간관리자 중 사회복지 전체 경력 10년 이상, 중간관리자 경력 5년 이상인 5인을 선정하여 총 3회 포커 스 그룹 면담을 진행하고 Colaizzi의 현상학적 이론으로 결과를 분석하였다. 연 구 결과, 노인보호전문기관 중간관리자의 업무수행 어려움에 관한 경험들은 175 개의 의미 있는 진술과 8개의 세부 주제, 2개의 주제 묶음이 도출되었다. ‘개인적 측면’에서는, ‘기관장님과 직원 사이에서 역할의 어려움’, ’자신의 감정을 표출하 지 않음‘, ’일과 가정 양립의 불균형‘으로 나타났고, ’조직적 측면‘에서는, ‘책임의 광범위성’, ‘과중한 행정업무 담당’, ’민원인 응대‘, ‘인력 부족‘, ‘직원들의 잦은 이 직’으로 나타났다. 본 연구 결과를 토대로 노인보호전문기관 중간관리자의 업무수행 어려움에 대하여 실제적으로 이들을 이해하고 개입할 수 있는 제도를 모색해 보고 이들을 지원하기 위한 실천적, 정책적인 함의를 조망했다는 데 의의가 있다.
This study investigated if the difficulty of instructional classroom English in primary teacher-guidebooks of English is adequately manipulated by learner-proficiency. Corpora of classroom English were compiled from 20 guidebooks from five publishers, approved following the 2015 Revised National Curriculum of Korea. Extracted materials from grades three and four were compared with those of grades five and six to observe variations in the difficulty. Coh-Metrix, a software application that computes an extensive range of measures on cohesion and language, was used for analyses. With evidence-based assessments on (psycho)linguistic features and patterns of classroom English, we report results both congruent and incongruent with the prospect that the difficulty should increase as learners become more proficient. Overall, although partial difficulty manipulations between the two levels were noted, inconsistent results and invariances were also observed, disclosing much room for improvement of classroom English in the guidebooks. Some implications toward teacher-guidebook development, particularly in its classroom English, are suggested
본 논문에서는 각 사용자에게 적합한 게임의 난이도 조절을 위하여 인간의 생리적 반응을 분석하는 방법을 이용하여 객관적이고 정량적인 사용자 반응을 측정하는 방식을 사용하였다. 생리적 신호 측정 방식 중 인간의 인지와 감정을 계량하는데 적합한 뇌파 신호를 측정하고 기존의 연구에서 사용되었던 지표를 이용해 측정한 신호를 분석하였다. 그리고 기존의 다른 분야에서 사용하던 지표를 게임의 난이도에 적합하게 개선하여 기존의 방식을 그대로 사용한 결과와 비교하여 어떤 개선점을 보이는지 확인하였다. 이를 위해 먼저 피험자의 휴식 상 태에서 나타나는 뇌파를 측정하여 기준이 되는 배경 뇌파로 사용하였다. 테트리스에 두 가지 난이도를 설정하고 각각의 난이도를 진행하는 피험자의 뇌파를 측정하였다. 각 난이도에서 측정한 뇌파와 기준이 되는 배경 뇌파의 차이를 각 난이도를 진행할 때 피험자가 보이는 뇌파 반응의 결과로 간주하였다. 이 결과를 기반으로 지금까지 다양한 분야에서 지표로 삼았던 뇌파의 대역별 주파수 변환 결과를 비교 지표로 사용하는 방식과 좌뇌와 우뇌의 비대칭성을 기반으로 긍정, 부정을 파악하는 지표로 사용하는 방식, 알파파와 베타파의 비례 값을 각성, 이완의 지표로 사용하는 방식으로 분석하였다. 마지막으로 세타파를 기준으로 알파파와의 비례 결과와 베타파와의 비례 결과를 각각 몰입과 긴장의 지표로 이용하여 분석하였다.
An automated note generation system has been designed that improves the disadvantages of creating notes in music using BMS programs. In this paper, using FFT algorithm, the sound scale was extracted through frequency analysis of audio file and converted to color information. This was used to create automatic notes and balance the game in the rhythm game. In the case of non-complexed music such as children's songs, sound extraction was possible, but music such as K-pop, which had complex voices mixed, lacked accuracy. In this paper, the existing research on the relationship between pitch and color was objectively quantified and the system was designed to determine the balance and difficulty of the game based on the synesthesia felt by human.
“일대일로” 이니셔티브가 지속적으로 발전하고 있으며 이로 인해 많은 외국인들 이 중국어와 중국문화 대한 큰 관심을 가지고 있다. “일대일로” 배경하에 외국인을 대상으로 한 중국어교육(즉 대외중국어교육)이 활성화 되는 반면, 대외중국어 교육 수준 재고를 위한 많은 연구가 필요하다. 특히 사자성어는 중국어 실력을 판단하는 하나의 중요한 측정도구이고 사자성어의 난이도를 측정할 수 있으면 중국어능력 평가시 많은 도움을 줄 수 있다. 하지만 기존 연구는 대외중국어교육 중 사자성어의 난이도 측정에 대한 언급조차 없었다. 본 논문은 대외중국어교육시 가장 많이 쓰이는 대강(权威大纲) 5세트, 고급단계 종합교재(高级阶段综合教材) 4세트, 그리고 “국내외 대외중국어교재 데이터베이스(国内对外汉语教材语料库)”에서 나타난 사자 성어를 CLL데이터베이스의 사자성어과 사용빈도(使用频次) 및 피복률(覆盖率)등 치수로 비교하였다. 그리고 HSK 동태작문데이터베이스 (动态作文语料库)의 편차률 과 비교한 결과로 900개의 사자성어를 지정하였다. 이어서 이 900개 사자성어로 질과 양적인 연구를 통해 3가지 난이도로 구분하였다. 또한 이를 외국인 학생 대상으로 층별교습법(分层教学法, hierarchical teaching)을 통해 교습하여 실증연구하 였다. 연구결과로 사자성어 난이도를 측정하여 층별 교습 시 효과가 더욱 좋다고 나타났고, 학생도 빠르게 사자성어를 습득할 수 있다는 결론도 도출하였다.
The purpose of this study was to develop a standardized job description for dietitians using the DACUM technique. To examine the validity of job description through DACUM, dietitians were surveyed relative to importance, performance, and difficulty. The survey was conducted April 1-30, 2014. A total of 217 questionnaires were used in the analysis. The final developed job description for dietitians included six duties, 38 tasks, and 210 task elements. DACUM’s findings include six duties: nutrition management, food service operation management, hygiene safety management, community food and nutrition program management, organization management, and professionalism strengthening. There were 5.1 points regarding importance, 4.1 points regarding performance, 4.9 points regarding difficulty, and statistically significant differences (p<0.001). Dietitians responded that ‘nutrition management’ and ‘hygiene safety management’ were the most important. ‘Hygiene and safety management’ showed the highest performance, and ‘community food and nutrition program management’ and ‘professionalism strengthening'' showed the highest difficulty. Thus, it is considered that the job analysis results can be used to evaluate and improve the subjects’ training program. Dietitians’ jobs are subject to various environmental changes, such as demographic changes, health care system changes, and the development of the food industry, and thus, should be reviewed and analyzed periodically.
본 연구는 LED 조명의 조도와 과제 난이도가 장기기억에 미치는 영향을 검증하기 위해 실시된 연구이다. 본 연구의 조도는 400 lx와 1,000 lx 조건으로 처치하였으며, 과제 난이도는 4단어 학습(쉬운 과제)과 7단어 학습(어려운 과제)으로 설정하였다. 그리고 학습한 과제의 기억률을 종속변인으로 사용하였다. 본 연구에 참여한 실험참가자는 총 64명이며, 각 조건 당 16명의 참가자가 할당되었다. 연구결과 상대적으로 어두운 400 lx 조건이 68.49%로 1,000 lx 조건의 56.03% 보다 기억률이 높은 것으로 나타났다. 아울러 쉬운 과제 조건이 67.97%의 기억률을 보여 56.55%의 어려운 과제에 비해 기억률이 더 좋은 것으로 나타났다. 그러나 조도와 과제 난이도의 상호작용효과는 통계적으로 유의미성이 나타나지 않았다. 본 연구를 통해 상대적으로 어두운 조건에서 장기기억이 효과적일 수 있음을 재검증하였고, 아울러 장기기억은 요커스-도드슨 법칙을 따르지 않을 수 있음을 간접적으로 탐색하였다.
이제는 모바일 마켓순위에서 많은 게임이 높은 점유율을 차지하지만 점유율을 오랫동안 유지 하는 것은 쉽지 않다. 게이머를 끌어당기는 중요한 요소는 게임 재미(Game Fun)이고, 게임을 재미있게 만드는 가장 중요한 요소는 게임 난이도이다. 하지만 게임 난이도를 디자인하는 것은 매우 어려운 일이다.
본 논문은 두 개의 연속적인 컨볼루셔널 레이어를 사용한 컨볼루셔널 신경망과 SVM 분류기를 이용하여 게임 시 플레이어의 얼굴 표정을 실시간으로 검출하고 판단한다. 실험 결론은 CNN을 이용한 표정 시스템은 게임 play-time 및 score를 늘릴 수 있고, 게임 재미를 증진시키기에 도와 준다고 증명하였다.
Purpose: This study aimed to evaluate differences in nursing performance of nursing college students following simulator training or video-based training for patients with respiratory distress. Methods: The study used a two-group post-intervention design. The simulator group was trained using a high-fidelity simulator and the video group with a best practices video. Nursing ability was evaluated by video recording participants during a dyspnea simulation exercise. The collected data was analyzed with a t-test using SPSS 21. Results: The simulator group showed lower scores than the video group in the preparation (t = -4.60, p < .001) and nursing intervention (t = -2.41, p = .033) categories. Conclusion: Video training is effective for simulation education in cases of dyspnea.
The DQMS (Defence Quality Management System) is a certification system that manages participating companies to improve the quality of munitions. Since Korean Defense Specification (KDS) for DQMS certification that was established by adding military requirements based on the ISO quality standard, many companies complain that they should pay too much effort into the preparation process. However, it is hard to find helpful information on the preparation process because we have been only interested in the effect of DQMS acquisition. The purpose of this paper is to provide helpful information to companies preparing for DQMS certification. We surveyed the degree of difficulty and importance of the DQMS requirements from the companies with certification experience, and performed IDA (Importance-Difficulty analysis) by dividing the companies into the main contractor and the subcontractor. The result of IDA shows that there is a different recognition to the DQMS certification between main-contracting and sub-contracting companies. Subcontractor has more difficulties than main contractor in preparing the DQMS certification. In addition, we are able to identify the difficult and important requirements in the preparation process to the DQMS certification. Both main contractor and subcontractor have difficulty to the requirements related to configuration or validation such as ‘customer controls configuration’, ‘configuration review shall be implemented’ and ‘design and development validation documentation.’ The requirements related to customers are important to main contractor but the subcontractor regards difficult requirements as important ones. The result of this paper would be helpful to both the company preparing for DQMS and the munitions quality assurance agency.
This study examined the reading passages of the National Assessment of Educational Achievement (NAEA) and middle school English textbooks in terms of their readability and lexical difficulty. The readability was measured by using Flesch-Kincaid Grade Level Index, while their lexical difficulty was measured in terms of STTR (standardized type-token ratio), frequency of tokens per type, and vocabulary frequency levels by using VocabProfile and Oxford WordSmith Tools 7.0. The results showed that there was a gap between the readability of the English textbooks and that of the NAEA conducted from 2012 to 2014, while the readability between the English textbooks and that of the 2015 NAEA reached a comparable level. However, the textbooks from one publisher showed substantively lower readability than those from the other publishers and the NAEA. Secondly, regarding vocabulary frequency levels, the words in 1K and 2K accounted for more than 90% of the textbooks and the NAEA, while the NAEA had a higher STTR and lower frequency of tokens per type than the textbooks. It suggests that the NAEA employed more various words with less repetition than the textbooks. Pedagogical implications are discussed.
As mobile devices are becoming ubiquitous, more users encompassing different are groups are enjoying mobile games. There are two types of mobile games – games mandating a certain type of learning and games not requiring any sophisticated learning such as casual games. In this paper, we first define th the degree of learning and compare the acceptance of these two types of mobile games on two different ages groups, i.e., 2~30 age group and 40~50 age group. For this experiment, we recruited 20 users, 10 users per each group, and each participant responds to our survey after playing 15 games with different degrees of difficulty. Our survey results show that 1) both age groups are more engaged in popular games, 2) 20~50 age group is less engaged in brain-teasing games and social network games, 3) both age groups feel difficult as more learning is required, and 4) 20~30 age group quickly learns new games if those are similar to the games they played before.
This study examines the difficulty of reading text in elementary school English textbooks. Four elementary school English textbook series published by three publishers were evaluated by Word Critical Factor (WCF). WCF considers cognitive demands for word recognition; it assesses the match of linguistic content in the text with the phonetically regular and high-frequency words that are associated with particular stages of reading development. For the analysis, all of the words that appeared in the reading and writing sections from four elementary school English textbooks were analyzed by two criteria, that is, the ratio of high frequency words and phonetically regular words among 100 running words, and the number of unique words in each textbook. The results showed that all four textbooks’ difficulty levels were very high considering the learner’s reading ability. This was due to the textbooks having a low repetition of words and also the complicated vowel patterns that were above the reading abilities of students. All of these factors combined are what have caused the difficulties presented in English textbooks. In conclusion, although the reading text introduces a variety of genres and activities for the development of reading skills, most reading text could not assist the reader’s cognitive processing.
The objective of this study was to identify the phenotypic relationships among calving difficulty, calf birth weight and gestation length of Holstein dairy cattle under the environment of Korea. A total of 1,834 calving records collected by Dairy Science Division of National Institute of Animal Science, RDA from 2000 to 2014 was analyzed. General linear multivariate models for calving difficulty scores (CD: 1=no assistance, 2=minor assistance, 3=two to three persons assisted, 4=more than three persons assisted, 5=cesarean section), calf body weight at birth (BW), and gestation length (GL) included fixed effects of year and season (spring, summer, autumn, winter) of births (YS), sex of calves, and parity. For GL and BW, all three fixed effects (YS, sex of calves, parity) were significant (p<0.05). For CD, the effects of YS and sex of calves were significant (p<0.05). Bull calves were born with heavier BW by 3.18 kg, with greater CD by 0.18 point and with longer GL by 0.6 days than heifer calves. The least squares mean of BW was the heaviest at the third parity (44.1 kg) compared to those at the first, the second and the fourth parities or later (41.3-41.9 kg). The least squares mean CD at the first parity was 1.74 point, which was higher than CD at the second and later parities (about 1.68 points). Phenotypic correlation (partial residual correlation) between GL and BW was 0.36. But those between GL and CD and between BW and CD were -0.03 and 0.04, almost zeros. To conclude, we observed higher incidence of calving difficulty in the first calving than in the later ones. Further investigation on the relationships between calf’s birth weight and calving difficulty is needed