• Title/Summary/Keyword: 문화어

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Keyword Analysis of Research on Consumption of Children and Adolescents Using Text Mining (텍스트마이닝을 활용한 아동, 청소년 대상 소비관련 연구 키워드 분석)

  • Jin, Hyun-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.1-13
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    • 2021
  • The purpose of this study is to identify trends and potential themes of research on consumption of children and adolescents for 20 years by analyzing keywords. The keywords of 869 studies on consumption of children and adolescents published in journals listed in Korean Citation Index were analyzed using text mining techniques. The most frequent keywords were found in the order of youth, youth consumers, consumer education, conspicuous consumption, consumption behavior, and character. As a result of analyzing the frequency of keywords by dividing into five-year periods, it was confirmed that the frequency of consumer education was significantly higher betwn 2006 and 2010. Research on ethical consumption has been active since 2011, and research has been conducted on various topics instead of without a prominent keyword during the most recent 5-year period. Looking at the keywords based on the TF-IDF, the keywords related to the environment and the Internet were the main keywords between 2001 and 2005. From 2006 to 2010, the TF-IDF values of media use, advertisement education, and Internet items were high. From 2011 to 2015, fair trade, green growth, green consumption, North Korean defector youths, social media, and from 2016 to 2020, text mining, sustainable development education, maker education, and the 2015 revised curriculum appeared as important themes. As a result of topic modeling, eight topics were derived: consumer education, mass media/peer culture, rational consumption, Hallyu/cultural industry, consumer competency, economic education, teaching and learning method, and eco-friendly/ethical consumption. As a result of network analysis, it was found that conspicuous consumption and consumer education are important topics in consumption research of children and adolescents.

Analysis of Differences in Muscle Activity according to Badminton Stroke Movements (배드민턴 스트로크 동작에 따른 근활성도 차이 분석)

  • Kim Hwi-Tae;Kim Ki-Hong;Jeong Huan-Jong;Kim Byung-Kwan
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.519-524
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    • 2023
  • The purpose of this study is to construct basic data for efficient technical training by investigating the difference in muscle activity during badminton technical movements involving jump motions similar to game situations. Seven male badminton players were randomly assigned to perform smash, drop, and clear techniques, and electromyograms were measured during the implementation of three technical movements. Measured EMG was calculated by RMS and one-way ANOVA was performed. The muscle activity of the smashing motion did not show any significant difference according to the site. In drop motion, activity of PM in the upper extremity muscles was lower than that of BC and ECR, and FCR activity was lower than that of EC. The activity of ECR was higher than that of PM and FCR. The activity of ES in trunk muscles was lower than that of RF and GM. RF activity of lower extremity muscles was higher than that of ES and BF. In clear motion, the activity of TC in upper extremity muscle was higher than FCR. The activity of ES in trunk muscles was lower than that of BF. RF activity of lower extremity muscles was higher than that of BF, and BF activity was lower than that of RF and GM. The activity of GM was higher than that of BF. As for muscle activity according to badminton skills, smash and drop motions were higher than clear motions in FCR, and clear motions were higher than smash and drop motions in RA. In conclusion, it is considered that muscle activity during the badminton game is different according to the characteristics of each skill, and FCR can affect the smash and drop, and RA can affect the clear motion.

Chinese-Korean Cultural Map, the First Step to Asian Electronic Cultural Map (아시아전자문화지도의 첫걸음, 조선족문화지도)

  • Kim, Dong-Hun;Moon, Hyun-Joo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.377-381
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    • 2008
  • Chinease-Korean Cultural Map, which is an electronic cultural map that shows Chinese-Korean culture on maps, is planned as the first step to development Asian Electronic Cultural Map. Chinese-Korean have their unique cultural characteristics same as other small tribes. Small tribes shows same typical cultural characteristics of Asian, and that characteristics are very important factors for understanding the whole Asian culture. This paper proposes a logical and standardized development methodology for construction of Electronic Cultural Map. The methodology consists of 6 steps; information analysis, keyword extraction, keyword clustering, map element extraction, prototype design, and map development. We used and evaluated the methodology during prototype design and development steps for the optimal functions. To generate the base maps for Chinese-Korean Cultural Map, we use Google Earth and KML(Keyhole Markup Language) for standardized and easy development.

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A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

Scientific Analysis and Conservation Treatment on the Buddhist Scriptures of Paper Relics Excavated from Sum Tolgoi, Mongolia (몽골 숨 톨고이 출토 지류 유물의 과학적 분석 및 보존처리)

  • Bae, Su Bin;Yang, Min Jeong;Kwon, Yun Mi;Yoo, Ji Hyun;Jeong, Hee Won
    • Journal of Conservation Science
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    • v.37 no.6
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    • pp.723-737
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    • 2021
  • This study analyzed the composition and structure of materials with Buddhist paper scriptures excavated from architectural sites in 'Sum Tolgoi' of the 17th century and carried out conservation treatment base on the result of the analysis. The scriptures were covered in dust and foreign sub stances, and were so crumpled that it was impossible to identify the form. The damage, loss, and discoloration have been identified. Buddhist scriptures written in Tibetan used indigo and ink sticks on paper as a result of UV-Vis analysis, and ink sticks as black character materials from scriptures written ancient Mongolian. SEM-EDS and Micro-XRF analyses revealed that the outlines were drawn with red lines using a mix of Minium (Pb3O4) and Cinnabar (HgS), or Cinnabar (HgS) alone, and the contents of the scriptures were written with silver paint. Silver chloride (AgCl) and Calcium (Ca) were identified in the silver paint component of the characters, while Calcium and Orpiment (As2S3) were identified in the yellow lines. Concerning the paper ground, Buddhist scriptures written in ancient Mongolian were characterized by herbal plant fiber and bast fiber, and those written in Tibetan, by bast fiber. Radiocarbon dating indicates that the paper for the scriptures was produced between the 15th and 17th centuries. Conservation treatment of the scriptures was carried out based on the experiment on the production of pre-coated paper and how to coat that to prevent the second damage due to the deformation and fragility of the excavated paper. The scriptures were preserved and mounted, and a neutral box was made to identify the contents of the scriptures recorded on both sides after the treatment. This conservation treatment is the result of a study that applied new conservation treatment materials and methods according to the principle of conservation treatment reversibility.

A study on the improvements in Dublin Core (Dublin Core 형식의 개선점에 관한 연구)

  • 강유정
    • Proceedings of the Korean Society for Information Management Conference
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    • 1999.08a
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    • pp.241-244
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    • 1999
  • 현재 인터넷자원은 분산된 네비게이션환경에서 배포되고 있다. 이러한 분산된 정보자원을 통합할 수 있는 표준형식으로 Dublin Core가 성장하기 위해서는 기술내용뿐만 아니라, 기술방법을 정의하여 작성된 레코드의 일관성을 확보하여야 한다. 그리고 더 나아가 다언어문화와 자원의 유형에 상관없이 통합 기술할 수 있는 보다 세련된 메타데이터 형식으로 발전시켜야 한다.

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비즈니스인사이드 - 어도비, 크리에이티브 클라우드 국내 출시

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.12 no.4
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    • pp.90-91
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    • 2013
  • 한국어도비시스템즈(대표 지준영, www.Adobe.com/kr)는 지난 3월 11일 기자간담회를 열고, 어도비 크리에이티브 클라우드의 한국 출시를 발표했다. 어도비 크리에이티브 클라우드는 클라우드 서비스 형태로 어도비가 제공하는 모든 솔루션과 애플리케이션을 제공하는 것으로, 개인 멤버십을 기반으로 데스크톱 툴과 함께 출판 및 파일 공유를 위한 온라인 서비스, 즉각적인 기능 업데이트 및 업그레이드 서비스 등을 제공한다.

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포커스 - 미래 전망하는 빅데이터·메가트렌드

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.13 no.8
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    • pp.78-81
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    • 2014
  • 정보통신산업과 조우한 지식정보산업의 기술변화가 숨가쁘게 이뤄지고 있다. 이와 함께 기술적 트렌드를 반영하는 유행어도 수시로 바뀌고 있다. 2000년대 초까지는 인터넷이 폭풍처럼 몰아치더니 이후에는 클러스터, 유비쿼터스 컴퓨팅, 유틸리티 컴퓨팅 등이 이를 대변했다. 얼마 전까지는 클라우드가 유행처럼 번지더니 최근에는 빅데이터가 '뜨고' 있다. 지식과 정보를 다루는 인쇄산업의 입장에서 관심이 가는 측면도 있지만, 도대체 얼마나 관련이 있는지 감이 잡히질 않는다. 하지만 메가트렌드의 한 요소라면 분명 짚고 넘어갈 필요가 있다.

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테마기획 - 가족기업 경영 성공 비법

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.12 no.5
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    • pp.48-57
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    • 2013
  • 인쇄사는 가족기업의 형태로 운영되는 경우가 매우 많다. 그렇다고 우리나라 인쇄사만 영세하고 가내수공업 같아 가족기업의 형태로 운영되는 경우가 많을 것이라고 생각하면 오산이다. 우리나라보다 훨씬 bah가 큰 미국의 인쇄사도 90% 이상이 가족기업이고, 심지어는 포츈지 선정 500e 기업의 37%가 가족기업에 해당된다는 통계도 있다. 이처럼 가족기업은 생각보다 훨씬 다양한 모습으로 산업계에 뿌리 내리고 있으며, 매우 우수한 경영성과를 올리고 있다.

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비즈니스 인사이드 - 2013 어도비 디지털 퍼블리싱 솔루션 세미나

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.12 no.5
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    • pp.89-89
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    • 2013
  • 한국어도비시스템즈(대표 지준영, www.Adobe.com/kr)는 지난 4월 21일 서울시 중구 페럼타워 페럼홀에서 약 250영의 업계 관계자들이 모인 가운데, 어도비가 제공하는 디지털 퍼블리싱 솔루션의 최신 기술과 국내외 업계 트렌드 및 어도비 디지털 퍼블리싱 솔루션 도입 성공 사례를 소개하는 '2013 어도비 디지털 퍼블리싱 솔루션 세미나'를 개최했다.

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