Journal of the Korea Academia-Industrial cooperation Society
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v.9
no.3
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pp.664-673
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2008
Recently, the ubiquitous is handled by maximum topic. New knowledge information and ubiquitous computing evolution have promoted new paradigm transfer and grand change. Also, need technology as powerful engineering approached fairly system and educational guidance side examination necessarily to overcome u-Learning base situation and studying obstacle situations. This treatise embodied handiness examination about attention shortage and excess obstacle (Attention Deficit Hyperactivity Disorder, low ADHD) who must solve so as to be square and level being increase trend in primary school using USB (Universal Serial Bus) terminal system that allow fetters to OSGi (Open Service Gateway Initiative). That OSGi base USB terminal system is easy preservation of information, safety of network, cost-cutting and maintenance by various ubiquitous system that server that load many USB terminals and OSGi uses an USB bus of high speed and construct network, there is advantage of concentration elevation and so on of week and ADHD handled in this treatise because early diagnosis and treatment are serious. The confirmed system application that can supplement paper and pens examination's shortcoming and could solve examination's problem which use computer, and help in student guidance through ADHD simpleexamination who utilize OSGi base USB terminal system. Is available by game system that system for human nature examination or intelligence test and general exam explaining and level studying, order style question investigation program, studying system for disabled person, majority that enforce in public in school this study finding does together.
This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.
The Journal of the Convergence on Culture Technology
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v.8
no.2
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pp.83-89
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2022
Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.487-499
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2020
This study aims to planned Elementary Multicultural Education Program for Promoting Self Esteem. To this end, consider the application force of education and teaching system designed to reorganize the ADDIE Model study was carried out in accordance with the analysis, design, development, process evaluation. To this end, analyzing the between self-esteem and group theory related to them and the social identity theory and key concepts to consider in the context of multicultural education programs for elementary self-esteem enhancement identity, prejudice, cooperation and was composed of equality. Four key concepts are sub-elements of self-esteem individuals, homes, schools, set up a detailed learning objectives in accordance with the social and selecting the learning content and organization, which was composed of a total of 16 class periods. Considering the characteristics and interests of the target students, the teaching-learning method was designed to utilize various methods, including games, quizzes, and discussions, and each class was designed to be developed by organizing them into subjects-learning goals-activities(recognition-exploration-clearing). Since in the three-member expert review, modify the content on the basis of opinions and presented the final program. The program planned by this study, further research is required to verify the effectiveness and utilization in the educational field and expects effective multicultural education.
Metaverse combines the real and virtual worlds to create a world where all experiences and activities in the real world are possible even in the virtual world without time and space constraints. Currently, metaverse technology is expanding and converging into the realms of society, economy, and culture. In particular, the MZ generation, the main user base, is engaged in various cultural activities such as games, contents, culture, exhibitions, and performances in the metaverse world. Archives, one of the cultural institutions, should provide a new type of service by fusion of Archival information services with metaverse technology so that the MZ generation can know the value and meaning of archives. This will arouse the interest of the MZ generation, which will naturally increase the awareness of the archives, increase visits and use, and will serve as an opportunity to expand the user base. Therefore, in this study, the concept, type, and characteristics of each service were examined, and the representative metaverse platform for each service was selected and a platform utilization plan suitable for Archival information services such as exhibition, experience, and publicity was proposed. In addition, by using 'Spatial', a blockchain-based social metaverse platform, to directly produce exhibition contents, we want to check the considerations suggested, the production process, and the advantages of the metaverse exhibition.
This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.
Hyoung-Ki Ahn;Seung-Jun Oh;Ho-Yeon Lee;Young-Guy Lee
Journal of Internet of Things and Convergence
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v.9
no.1
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pp.89-95
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2023
In January 2007, the Remains Excavation and Investigation Team of the Ministry of National Defense was established, and full-scale excavation of remains was promoted. Currently, the scope of the excavation is being expanded to Baekma Hill within the DMZ, where fierce battles were fought during the Korean War. Now, many remains and remains are being excavated in Baekma hill. Most are in damaged condition. Therefore, in this study, the original form of the excavated remains was restored using 3D scanning and 3D modeling. This digital restoration method can be an alternative to compensate for the disadvantages of the manual method. Currently, various digital restorations using 3D technology are active in the field of cultural heritage. Digitally restored materials can be used as basic data for digital heritage. Based on this, various contents related to excavation of remains and patriots and veterans can be developed. Furthermore, if digital human restoration is made based on the excavated remains, it will be possible to reproduce the appearance of the dead.
The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.9
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pp.429-442
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2017
This study was performed to investigate and analyze users' needs for m-health based prevention and intervention programs that are intended to improve the awareness of metabolic syndrome and promote health behaviors of college students. A questionnaire survey was conducted to 200 college students of 2 university in D city. Data were analyzed using descriptive statistics, t-tests, chi-square test with the SPSS Version 20.0. The result showed that users wanted customization of prescriptions and accurate measurement of health applications, and provided a positive feedback on information exchange between those who manage their health. The most preferred content was proper exercise methods, and the preferred gamification factors were goal-setting, compensation, and competition. The optimal price for wearable devices was between 10,000 to 50,000 won, and calorie consumption function was also preferred. Although users with experiences of wearable devices and health apps had a higher knowledge score pertaining to metabolic syndrome, there was no significant difference in the overall score. Concerning the health behaviors associated with lifestyles, individuals without the experiences of wearable devices and health apps showed a remarkably lower score. The research has a significance that it investigated and analyzed the contents needed for the development of effective moblie health based prevention and intervention programs targeting the population in their early adulthood. Therefore, based on the findings, we propose a rich and concrete follow-up study on the needs and characteristics of different user types by collecting a population with experiences of wearable devices, and a development of differentiated mobile health based prevention and intervention programs.
Choi-Koh, Sang Sook;Park, Man Goo;Kim, Jeong Hyeon
Communications of Mathematical Education
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v.37
no.1
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pp.85-104
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2023
The purpose of this study is to analyze the types of mathematics journals of elementary school students and to understand how they change in mathematics journals as the grade goes up, and to obtain implications in mathematics education. To this end, 170 of the 222 parish mathematics data submitted to the "Math Journal Contest" were analyzed with the consent of both minors and their parents. As for the framework for analyzing math journal types, 12 types were derived through independent analysis between three researchers. The research results showed that first, the type of math journal written by elementary school students is a variety of journals, such as observation, problem making, concept organization, and review. In addition, as a learning area, it was found that math journal showed a noticeable increase in experimental observation, problem making, and concept journal as the grades progressed, while a small number of idea journal and explanatory journals appeared. However, game (winning) strategy building and types declined. It can be seen that this is evolving from a type that requires activity-oriented or simple descriptions to a type that actively applies mathematical concepts. As such, there are 12-type of math journals, but it is necessary to actively use the teaching materials in writing that can be freely expressed in the school setting.
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