KSCE Journal of Civil and Environmental Engineering Research
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v.39
no.1
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pp.73-80
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2019
Traffic Safety and efficient Road Traffic Policy of Traffic management came into effect over the certain size of the road like main road. Comparatively, Safety for Living street is deteriorated. Especially, Vehicle are usually priority to the life-zone street, even though Safety for the Passengers are essential to the life-zone street in the residential area. Improvement for the Living street has not been achieved In this study, To suggest Intersection Notifications standard of installation in Living Street, We execute on-site survey in priority to Gwangju Metropolitan City. Furthermore, After We suggest experimental value for the Intersection Notifications' standard of installation Prediction model in the Living street, Intersection Notifications compare & veritfy experimental value to the installation point's value to suggest the standard of installation in the living street. As a result, We can prevent frequent traffic accident in the Living Street. Furthermore, We are judged by installation of intersection Notifications considering stability and convenience to the passengers who are using the living street.
Journal of Korea Entertainment Industry Association
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v.14
no.7
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pp.421-427
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2020
The aim of this study was to examine the impacts of pre-briefing using structured video simulations in the pre-hospital trauma care simulation-based education on simulation immersion, simulation confidence, and simulation satisfaction. For both the experimental group and the control group, orientations were conducted on the simulation environment. Subsequently, the experimental group watched a video of about 8 minutes, similar to the scenario situation, in which the goal and result of the training were presented. The control group, on the other hand, conducted a classical way of orientation related to the scenario during the same time period. In addition, the experimental group and the control group underwent simulation practice in the same situation for 12 minutes, and debriefing was performed for 40 minutes by the same research assistant. Afterwards, we measured the simulation immersion, confidence, and satisfaction of the participants. Data were analyzed using χ2 and independent t-test using the SPSS 22.0 program. It was found that the experimental group that conducted the pre-briefing using video had higher immersion and confidence than the control group. On the other hand, satisfaction was not significantly different between the two groups. The results indicate that pre-briefing using structured video was an effective educational method to increase simulation immersion and simulation confidence.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.4
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pp.195-205
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2021
As Coronavirus disease 2019 (COVID-19) became a pandemic, most nursing departments in Korea implemented online non-face-to-face practices rather than the existing practice method. This study was a qualitative study that analyzed the reflection diaries written by participants to understand what they experienced in the online non-face-to-face adult nursing practice process. The online non-face-to-face adult nursing practice was 90 hours for two credits and nine hours per day for a total of 10 days. This online practice consisted of computer-based simulation practice, computer-based nursing skills practice, video and educational material production, real-time online quiz, online lecture video, and discussion. As a result of analyzing the reflection diary, six categories, 13 subcategories, and 33 codes were derived. The six categories were 'Experience of various situations', 'Experience of new study', 'Fulfillment for the clinical practice', 'Building relations with professors', 'Fear of being a pre-nurse', and 'Ambivalence for the non-face-to-face practice'. These results are significant in that in the post-corona era, adult nursing practice was conducted as a non-face-to-face practice rather than a clinical practice institution, and various educational methods were operated. This study is expected to provide important basic data for the development and operation of non-face-to-face adult nursing practice.
Up until about ten years ago, the use of typography played only an auxiliary role on broadcast television programs, primarily by transmitting information in order to facilitate a basic understanding of content. Recently, however, kinetic typography has become an important component in broadcast production. In fact, kinetic typography has developed into a visual language and a means of artistic expression, one that is increasingly used in the production of entertainment programs on television. This paper analyzes six aspects of kinetic typography: manner of development, location, intent, expressive techniques, color and font selection. Particular attention is placed on their use in three highly rated television entertainment programs: "2 Days & 1 Night", "Running Man", and "Infinite Challenge". The development way consists of the technique : starts off with cut and ends with cut. While, other techniques show conversation and situation representation using Z axis : zoom-in, zoom-out in , X axis : pan in <2 Days & 1 Night>. and Y axis : tilt in . Typographic design elements, expression technique, color, font are shown up according to the feature of each program. The resulting analysis suggests new ways for motion arts designers and the broadcast media to use kinetic typography in the development of television programs.
The purpose of this study was to evaluate the effects of personality virtue education program using visual media for college students. This program was run in parallel with "Educational Psychology" lecture from August 30th through December 4th, 2015. The subjects of study were 348 freshmen of nursing department in J college. The methodology of this study was nonequivalent pretest-posttest control group experimental design. The researcher carried out pretest for experimental group and control group both before program execution by KEDI Personality Inventory and repeated the test afterwards to measure the effects of the program. The data analysis was implemented by SPSS 22.0. The ANCOVA was used to verify the hypothesis. The result showed that all personality virtues(self-respect, integrity, consideration communication, responsibility, etiquette, self-control, honesty courage, wisdom, justice, citizenship) scores were improved significantly after the program. In conclusion, virtue-centered personality education can make students realize and internalize the value of virtues and have motivation and will to act, when they empathized with visual media on the various situation and learned repeatedly in integrated curriculum.
Journal of the Korean association of regional geographers
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v.15
no.5
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pp.671-687
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2009
This paper aims to link the development strategy of a local government(Guri-si, Kyunggi-do) to a spatial decision support system that is in the early stages of implementation and testing. Spatial Decision for a local governmental authority typically involves multiple stakeholders. To any specific regional problem, stakeholders often have various levels of knowledge and experiences about it, that yield conflicting views. In this point of view, the enhanced access to information can bring the decision process to solve the problem throughout more public participation. Recently, Urban development study was required to improve the decision making of public participation form. This study aim to investigate an analysis local government of Guri-si, can be supported as the suggestion of decision making system. Guri-si has been argued that it would improve citizen's life quality intent theme 'by historical tourism in general dimension' promote region identity, environment friendly and transportational strength, by reflecting various plan of urban development and it executed strategy. There are increasing interest in citizen participation and practical using of policy decision making to respond to uncertain environment and systematic exploration of local government. Focused on the contents of public participation decision making, it is important to investigate how to analysis urban development strategy and geographic information relationship for useful. The paper concludes with a discussion of current issues encountered during development and implementation of spatial decision making(or support) system for the local administrative authority.
Recently old stone walls were designated as registered cultural properties that meant an extension of categories about cultural properties from a spot area to whole area. Moreover given the changing situation of residential pattern, which is due to rapid social change, this designation can be seen as a significant measure to keep as intact as possible traditional landscapes in agricultural and fishing villages. In this paper, I analyze the symbol system and meaning of old stone walls and attempt to pick out the cultural elements which are related to them. These days we have made efforts to various aspects for which make traditional cultural resources into cultural contents. But many studies had done before emphasized aspects for beauty only. Especially existing studies about an old stone wall was mainly focused on architectural interpretation and tourist route. So we need to build a plot around oral research and need a creative approach for sharing with tourists. Cultural contents combine the original form, potential and capabilities with media by detecting original form of culture and finding out the worth and meaning. In this paper examined the probability of using by investigating a stone wall in Sang-hak Village that is related with recovering of places to live in contemporary society and finding cultural contents. I suggest more creative ways to make cultural properties into tourist resources by considering the possibilities of place marketing using storytelling, based on an analysis of data gathered.
Journal of Korea Entertainment Industry Association
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v.14
no.6
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pp.61-76
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2020
As the media environment changes rapidly, the size of the online advertising market is growing rapidly. However, consumer's trustfulness in online advertising is much lower than that of old media, and there is also a phenomenon of advertising avoidance. Thus, in this study, advertising skepticism, advertising appeals, involvement, and FCB Grid theory were used to provide Youtube and advertisers with implications for advertising strategies. It was intended to provide a way to lower consumer advertising avoidance. As a result of Research 1, consumers with high advertising avoidance showed low advertising attitudes, brand attitudes, and attitudes toward products. In addition, there was no difference in gender, and when the frequency of online video viewing decreased and the age increased, advertising avoidance increased. Research 2 shows that consumers with high levels of advertising skepticism showed a high level of advertising attitude when the level of involvement was low and transformational appeal was high. In the FCB Grid model, consumers with high levels of advertising skepticism are found to be suitable for transformational appeal advertising. These results mean that Youtube and advertisers should think important about advertising skepticism, which is the cause of advertising avoidance, and that consumers with high levels of advertising skepticism should be presented with advertisements suitable for each type of product in the online advertising market.
Journal of Korea Entertainment Industry Association
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v.15
no.4
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pp.55-72
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2021
This study aims to research the influences of the discrimination of internet media and one-person media environment, especially, the one-person media creators leading the mobile media that could be accessed and viewed anywhere, on the user attitude and continuous subscription intention. Especially, this study aimed to understand the current situation of one-person media market represented as YouTube, to explore the relationship and ecology between each subject and elements composing the media market, and also to understand the mediating effects of the characteristics of YouTube creators on the relation between contents involvement and user attitude, and the relation between user attitude and subscription intention, and the mediating effects of contents involvement on the relation between characteristics of creators and user attitude. As research methods, first, for the theoretical establishment, this study collected, conducted, and organized the published domestic/foreign theses/journal papers. For the objective validity and verification of the established research model, a survey was conducted targeting adult men and women currently watching YouTube, and then the empirical analysis was performed through the final effective samples. And the results of this study are as follows. First, the playfulness and reliability on the relation between characteristics of creators and contents involvement were not significant while the professionalism was significant. Second, the professionalism on the relation between characteristics of creators and user attitude was not significant while the playfulness and reliability were significant. Third, the relation between contents involvement and user attitude was significant. Fourth, the relation between user attitude and subscription intention was also significant. Also, in the results of verifying the mediating effects of contents involvement, the contents involvement completely mediated the relation between characteristics(playfulness, reliability, and professionalism) of creators and user attitude. And in the conclusion, this study presented the implications and suggestions for further researches in the future.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.22
no.1
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pp.153-161
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2022
The current National Curriculum clearly states that students should utilize digital information as a core competency. With ICT-based non-face-to-face learning has become commonplace, that ability has become as basic and essential as the competency to read and write in traditional education. Therefore, this work analyzed the characteristics of ICT utilization learning in the social studies curriculum of elementary school to cultivate basic abilities and skills for learners' future, and these discussed from the perspective of digital literacy. The results are as follows. First, the ICT utilization learning could be found in most units for the subject, but most of them were just the searching material and the watching video. Second, when approached from the perspective of digital literacy, the main activities were the 'access' in the lowest level. Third, the higher levels such as 'understand' and 'create' were few activities. This result gave the task of reflecting on the ICT education so far. Rather than just focusing on increasing the frequency of the ICT using, it is necessary to improve the quality of students' activities in ICT learning for progressing digital literacy. For the students' skills of utilizing digital information could be developed differently depending on the type of ICT learning activity.
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