• Title/Summary/Keyword: 다중사례연구

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A Design of Narrative Structure for Documenting Environmental Conflicts : Case of Mi-ryang Transmission Towers Construction Conflicts (환경갈등의 기록화를 위한 내러티브 설계 밀양 송전탑 건설 갈등을 사례로)

  • Seol, Moon Won
    • The Korean Journal of Archival Studies
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    • no.42
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    • pp.287-326
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    • 2014
  • Documenting environmental conflicts will be a priority target for documenting localities, because those conflicts are critical events that make intensive 'place experiences' of local residents. This study is to design a narrative structure for documenting conflicts in the process of Transmission Towers Construction in Miryang. This study begins with analysing the characteristics of environmental conflicts, and draws a conflicts documentation model including basic rules, narrative structure and development process. Basic rules are set up as mixed documentation of memory and evidence, application of 'frame', and dynamic description. Based on the rules, this study suggests a dynamic and open narrative framework adopting the metadata model of ISO 23081. This model is applied to documenting Transmission Towers Construction Conflicts in Mi-ryang. The full narrative and 'frame' of the conflicts are set after analysing development and issues of the conflicts, stakeholder, and properties of each conflict problem. Records descriptions are related to the context(each event occurred in the conflicting conditions, mandates, and stakeholder) descriptions to make multiple narratives in digital environments. Event description contains elements for articulating the 'frame' of each party of the conflict. The merits of this model are; i) to accumulate the adequate context information systematically by adopting dynamic narrative model, and ii) to acquire the new items and connect them to related items easily and consistently through multi-entity description. This documentation model of environmental conflicts may support to shape the collective memory of community, and to achieve good governance by managing conflicts in the process of locating non-preferred facilities with due regard to values and perceptions of residents and communities.

A Study on Constructing Theological Thesaurus (신학 시소러스 구축에 관한 연구)

  • Yoo, Yeong-Jun
    • Journal of the Korean Society for information Management
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    • v.27 no.3
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    • pp.207-225
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    • 2010
  • Terms collected from theological dictionaries in English and the Scripture are used in order to construct conceptual relationships of theological thesaurus. Using the terms, equivalence relationships, hierarchical relationships, and associative relationships as the basic relationships in thesaurus are constructed. In equivalence relationships, Hebrew, Greek, and Latin terms are included as descriptors and in hierarchical relationships, generic, instance, whole-part, and polyhierarchical relationships are constructed. Also, there is no big difference in the kinds of conceptual relationships between this theological thesaurus and the thesauri of other subjects. Examples of Biblical Theology are showed. Because Biblical Theology has a strong point to view the Scripture and Protestantism on comprehensive perspective. In this context, one of the main feature in the theological thesaurus is that there are a lot of the allegorical terms. Typology, which is the core structure causes this result.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

창업을 위한 대학의 새로운 역할: WoW! Valley Model과 협업체계 구축 방안

  • Kim, Tae-Gyeong;Im, Seon-Hong;Kim, Yeong-Chul
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.40-40
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    • 2017
  • 국내 대학은 연구 및 교육 기관으로서의 중요성과 함께 창업에 기여해야 할 사회적 책무를 지고 있다. 대학이 축적한 각종 지식 성과와 함께 연구와 개발 인프라를 활용하고 대학생 및 대학원생의 창의적 아이디어의 활용 가치를 높여 경제 활성화를 위한 새로운 성장 엔진을 개발해야 한다. 또한 창업연구와 창업지원 사업에 대한 사회적 요구에 맞추어 대학은 창업기능을 구조 혁신의 도구로 삼을 기회를 가지게 되었다는 점도 주목해야 한다. 본 연구는 한국 대학의 창업지원 기관의 역할 정립을 위한 학술적 지식을 되짚어 보고 창업을 중심으로 한 대학의 적극적인 창업지원단 구축 모델에 대한 논의를 담고 있다. 창업교육과 창업지원에 관한 기존의 연구와 2차 통계자료를 기반으로 창업지원 방향에 관한 시사점을 획득하고 대학 혁신을 위한 창업지원 모델인 WoW! Valley Model을 제안한다. 본 모형은 창업지원단의 역할 정립에 도움을 주고 대학 창업지원의 정책 수립의 기초를 제공할 것으로 본다. 국내외 경제 여건의 악화와 글로벌 경제 침체 속에서 창업의 사회적 중요성은 점차 커지고 있다. 이러한 상황에서 대학의 창업 활성화는 시대적 과제라 할 수 있다. 체계적인 창업 지원 정책을 대학이 주도하고 현실 학문적 성격을 강화하는 방향으로 체질을 개선하는 일이 시급하다. 본 연구는 대학의 창업지원단 활동의 새로운 모델을 제시하고 있다. 이미 국내의 많은 대학들이 창업지원을 위한 센터나 지원단을 운영하고 있으며 독자적인 체계를 갖추고 있다. 그러나 창업지원을 중심으로 대학의 기능을 재편하는 등의 혁신 체계로서의 창업지원단 운영 모델은 수립 및 시행된 경우가 드물다. 본 연구는 창업교육과 창업지원에 관한 기존의 연구 성과를 되짚어 보고 국내 대학의 창업지원을 위한 새로운 시각을 제시한다. 창업 지원단의 수립 및 운영 모형에 관한 논의가 절실한 시점에서 본 연구는 연구자와 대학 운영자 및 정책 입안자에게 의미 있는 시사점을 줄 것으로 기대한다. 한편, 본 연구는 개념적 디자인을 제시하는 수준이므로 디자인을 평가하여 새로운 지식을 얻는 등의 후속 과정을 거쳐 보완될 필요가 있다. 다중 사례 연구와 실행 연구(Action Research) 등의 실증 방법을 통해 본 연구의 후속 결과가 요구된다.

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A Qualitative Study on the Staff Supervision at the Community Welfare Center (지역사회복지관 직원 수퍼비전에 관한 질적 연구)

  • Lee, Maria;Lee, Keung-eun;Kim, Do-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.551-561
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    • 2017
  • This study attempts to determine the strategy to improve the quality of staff supervision by exploring the experiences of the staff supervision in community welfare centers. For this purpose, multiple case study was performed by conducting in-depth interviews with 10 supervisors for the analysis data and analyzing the resulting themes. The key subjects from their experience were 'Supervisors recognize and prepare the supervision as Challenge and Aspiration', 'Supervision leaves only chaos and frustration', and 'Inspiration from the supervisor and infinite effort result in fruit'. Based on these results, this study suggests the following practical suggestions for the educational, administrative and supportive functions of Supervision. First, educational functions should be proposed as an extension of supervisor's education opportunities and manuals related to educational growth of supervision. Second, the administrative function should be changed to evaluate social welfare institution's evaluation framework so as to evaluate the supervision internal regulation and supervision according to it and various supervision models should be developed. Third, supportive supervision function that can be encouraged for supervisees should be enhanced. This study was meaningful because it presents specific suggestions for supervisors and supervisee's relation and situation in the community welfare center through the qualitative research method.

Design and Implementation of Workflow Federation Method for Multi-cluster Based Korea Research Data Commons (멀티 클러스터 기반 국가연구데이터커먼즈 간 워크플로우 연계 방안 설계 및 구현)

  • Dasol Kim;Sang-baek Lee;Seong-eun Park;Minhee Cho;Mikyoung Lee;Sa-kwang Song;Hyung-jun Yim
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.100-102
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    • 2023
  • 최근 오픈 사이언스 문화가 확산됨에 따라 오픈 데이터, 오픈 소스 소프트웨어와 같은 공개된 리소스들을 효율적으로 공유 및 활용하기 위한 방법이 주목을 받고 있다. 본 논문에서는 연구 소프트웨어의 재현성을 향상시키기 위한 국가연구데이터커먼즈(KRDC)를 소개하고 다중 KRDC 클러스터 간 워크플로우 연계 방안을 제안한다. 국가연구데이터커먼즈는 연구 소프트웨어와 분석 환경인 인프라를 결합하여 함께 제공하는 서비스로, 멀티 노드 쿠버네티스(kubernetes) 클러스터를 기반으로 동작한다. 따라서, 서로 다른 KRDC 프레임워크에 존재하는 리소스들을 하나의 워크플로우로 연계하는 것은 복잡한 사용자 인증/인가 문제, 보안 상의 문제를 고려하여야 한다. 본 논문에서는 프록시(proxy) 앱을 사용하는 워크플로우 연계 기능을 제안하고, 이를 지원하기 위한 통합 인증, 인가 체계와 연계 방안을 구현한다. 제안하는 방법을 두 개의 KRDC 프레임워크를 대상으로 적용하여 제안 워크플로우 연계 방법의 유효함을 확인한다. 본 논문에서 제안하는 워크플로우 연계 방법과 시나리오는 실제 멀티 클러스터 연계 방안을 구현한 사례로, KRDC 프레임워크 뿐만 아니라 다양한 쿠버네티스 기반 리소스 연계에 활용할 수 있는 우수한 결과로 사료된다.

A Study on the Essential Information to Collect Disaster Sites for Effective Disaster Management : Focused on Jecheon Sports Center Fire case (효율적인 재난 상황관리를 위한 재난현장 필수정보 연구: 제천 스포츠 센터 화재사건을 중심으로)

  • Cho, Jung-Yun;Song, Ju-Il;Jang, Moon-Yup;Jang, Cho-Rok
    • Journal of the Society of Disaster Information
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    • v.16 no.1
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    • pp.70-78
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    • 2020
  • Purpose: When a disaster occurs, information is collected and sent indiscriminately to the disaster safety situation room, making it difficult to make quick and correct decisions. Therefore, in this study, both the field response team and the situation room attempted to derive the essential information elements for disaster management so that they can identify and respond optimally. Method: In this study, the actual disaster response process was first identified based on the case of large-scale fire disasters in multi-dense facilities. Afterwards, essential information on disaster management was obtained by analyzing the standard manual for large-scale fire crisis management in multi-dense facilities and the fire situation report form prepared at the time of disaster. Result: The Essential information on disaster management was divided into four stages: situation reception·reporting·transmission, total response·regional emergency rescue control group·regional disaster safety task force, operation stage of central emergency rescue control group·central disaster safety task force, and recovery stage. Since then, the information to be collected at each stage and the information relevant to core tasks are presented. Conclusion: The Essential information on disaster management thus obtained can serve as a guide for the person who collects information on site to collect information efficiently. In addition, it is expected that the situation room in charge of disaster response decision-making will receive only the information necessary for decision making, so that it is possible to make a quick situation decision and more efficient disaster situation management.

A Study on the Creative, Conceptual Using of Digital Technique (디지털 기법의 창조적, 개념적 활용의 유형에 관한 사례 연구 - 공간디자인 프로세스를 중심으로 -)

  • 박영태
    • Korean Institute of Interior Design Journal
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    • no.28
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    • pp.158-166
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    • 2001
  • e-revolution makes a lot of changes in the methodology all over the world. That is, the theory of real time showing helps people to access audio and visual wherever and whenever they are. In the pst computers were considered as only tools which could make us work easily. However, the meaning of computer is changing with e-revolution nowadays. Computers are not just computers as they were; they have done a lot of things which we thought impossible and they will do in the future as well. This new wave encourages people who are teaching the design to use computers whatever they do. For example, instead of using pencil and a drafting board, most people in the design field work with monitors, mouse and plotter. Therefore, most people who are in the design field need to have the ability of computer skills. They have to use computers not only in their class but also in their office. However, if we use computers for visual presenting in the class, it will not be enough to catch the e-revolution. That is, we should work with computers in the creative and conceptual design such as the using of the design information and the applying digital techniques in the early stage of the work. The purpose of this study is to show how to work with computers in the spacial design process especially th using of the DIS(Design Information System) and the applying digital techniques in the early stage of the work.

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A Study on Data Modeling Techniques for Control Requirements of SPICE Reference Model (SPICE 참조모델 요구사항을 지원하는 데이터 모델링 기법에 관한 연구)

  • Chung Kyu-Jang
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.1-6
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    • 2004
  • there needs a new Geographic information system development Technology of the abstraction, encapsulation, modulation and hierarchy using Graphic representation of object modeling Technique. The method is based on composite object of Graphic data with the hierarchy concepts and abstraction of Graphic information in order to improve data abstraction of the graphic data file and described concept of multiple inheritance and classification that supports a wide variety of graphic class such as mesh unit, layer. segment and so on. in simple case of software development using SPICE model and object modeling techniques. this thesis suggested object representation of Graphic data which can reduce software development life cycle and the cost of software maintenance.

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