Korea has a high standard of IT environment to serve exhibit programs through the web with internet propagation and IT technology. However, the web exhibition of public institutions not only seem to introduce off-line exhibitions but also not to invigorate. It is caused by the lack of awareness, the cost of system installation and the lack of professional manpower. In this situation, OMEKA could suggest practical solutions to archives where need their own exhibition through the web. Especially, it would helpful for small record management organizations which are not enough budget and personal. OMEKA is an open source software program for digital collection and contents management. It has an affinity with users unlike traditional archives service programs. It also has been variously used by libraries, museums and schools because of exceptional exhibit functions. In this article, we introduce to the installation of a practical use about OMEKA. Regarding to OMEKA features, we consider it to raise exhibit effects. OMEKA would reduce the cost related to plans of exhibitions because it could display various contents and programs which reflecting characteristics of institutions. In addition, the availability of installation and widespread technological environment would lessen burden of public institutions. Using OMEKA, they would improve service level of public institutions and, make users satisfy. Therefore, they can change the social recognition of public institutions. OMEKA can contribute to various exercises of public records. It is not just the stereotypical system but, serves exhibition and collections with the strategy which each public institution would like to display. After all, it not only to connect to users with producers but also to improve the public image of institutions positively. Then, OMEKA would bring the great result through this interaction between public institutions and users.
Public resistance is an essential factor of the democratization process. Due to this, public resistance has been recognized as an important element in discussing the democratization of China. Recently in China, and a new era of resistance especially the agrarian resistance has been being expanded. This paper identifies trends and characteristics of that. With searching changes in the relationship between the nation and the societies in China, we will check whether democratization can be built from the whole bottom of the nation's ideology or not. It is a paradox of china's economic growth that the peasant uprising increased is a factor to the growth. The farmers' smoldering discontent exploded with rage because rural communities have been forced to sacrifice during the growth. The authoritarian party-state system in China has been faced with the limits in calming the peasant revolt down with the traditional suppression and restriction. Even though the party-state system in China has accepted farmers' dissatisfaction somewhat, and it has tried to improve its image of a benevolent government and pursued buying stability strategy, the gap between urban and rural areas has been expanded in the sustainable economic development and modernization process, therefore the authorities could not soothe the farmers' sense of alienation. Accordingly, the peasant revolt has not flickered out easily, and has been getting uncontrolled across China. Resistance characteristics of Chinese farmers have also changed. In the past, they had been sporadic and indirect ways, whereas in recent years, they have changed into organized and active ways. Of course, it is generally evaluated that the party-state system has sustained a strong social control so far. Buying stability strategy has prevented farmers' complaints from spreading to a threat to its regime, because civil societies in rural areas have still weak foundations from being formed. The party-state system, because of tensions and conflicts, will control the growing powers of civil societies in rural areas with institutionalization of interaction between the nation and the societies, and they will induce street protests to legalized struggle for a while. However, the relationship between the state and the societies has already started new rearrangement, in terms of that the conflicts between the state and rural communities have continued, and the changes of resistance ways.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.6
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pp.26-39
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2016
This research paper explores the process of developing skateboarding spaces in urban parks. Skateboarding is one of the most popular sport activities representative of urban parks. This research paper will analyze the process of introducing skateboarding activities into park spaces and their acceptance by the general public as well as derive meaningful general implications for park space development planning. The research method is a discourse analysis of newspaper articles regarding skateboarding issued between the 1960s and 2010s. These articles are the main resources to show the creation of a skateboarding culture, generation of skate park spaces, and the extinction of these spaces during the research period. The result of this research is as follows. There are reasons that allowed for the creation of skate park spaces in urban parks. First of all, positive associations that people have regarding skateboarding have influenced the park's users and operators' decisions that a park is proper space for skateboarding activities, and the agreement to remodel the park space. Secondly, skate parks became a space for multiple-uses that can be shared with other emerging sports, which resulted in a building boom of skateboarding spaces in urban parks. Thirdly, urban parks and their new culture of active sports became a marketing tool used by local governments to attract new inhabitants to their new towns. On the contrary, there are three main reasons for the deterioration of skate parks. First of all, within parks in which skateboarding activities collided with other park usage, the skate parks disappeared. Secondly, skate parks built specifically for competitive skateboarding events and without consideration of casual skaters disappeared, as these facilities were not sustainable for use in the long term. Thirdly, the golden age of skate park skateboarding did not last long, as skateboarding trends shifted from trick performance to street skating, where skate parks are no longer needed. For this reasons, the exclusive use of park space for skateboarding activities has faded from public interest. The findings of this research suggest how sport activities should be introduced to urban parks. At first, each park's management needs to identify a sport suitable for long-term development, and not only plan for temporal events or follow fleeting trends. Secondly, the park's management systems should reflect a type of sport activity that would not only be popular at the beginning of the spaces development, but also take into consideration how these activities will change over time. Lastly, in cases where there are conflicts between sport activities and other activities in urban parks, attempts should be made to suggest feasible solutions other than the liquidation of sport spaces. This study explains the development process of sport spaces offered in urban parks, by thorough research of the process of acceptance of skateboarding activities in current urban park systems. This conclusion also indicates further areas for research with the purpose of understanding general best practices in urban parks sport space planning.
Kim, Dong-Hyeon;Chon, Jung-Whan;Kim, Hyun-Sook;Kim, Hong-Seok;Song, Kwang-Young;Kim, Soo-Ki;Jeong, Dong-Gwan;Seo, Kun-Ho
Journal of Dairy Science and Biotechnology
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v.33
no.1
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pp.35-46
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2015
Recently, much attention has been paid to the development of a value-added food category containing probiotics so as to improve human health and prevent diseases. Among various foods, the health benefits of milk and dairy products are known to humanity, and could be attributed to the bioactive components present in milk. In fermented milk products, the health benefits could be due to suitable modulation activities produced by the action of probiotic bacteria. Besides the modification of various milk components, probiotics might also act directly as preventive and therapeutic agents against some severe diseases. Probiotics promote health via their positive effects on the immune response, stimulation of natural immunity, and modulation of the production of antimicrobial peptides, cytokines, and so on. Whey proteins, a byproduct of cheese production could also have anticarcinogenic, immunostimulatory, antimicrobial, and health-promoting activities such as improving insulin sensitivity and reducing fat deposition. Therefore, milk and dairy products containing probiotics could provide various opportunities in the field of functional foods. Additionally, these functional foods may be important in the human diet and may help improve human health and prevent diseases.
This paper examined the construction techniques of the earthen fortifications in the Hanseong Period of Baekje Kingdom, which has been researched most frequently among the Three Kingdoms. The construction processes of the Earthen Fortifications were reviewed and dividing into 'selection of location and construction of the base', 'construction of the wall', and 'finish, extension and repair'. The results show that various techniques were mobilized for building these earthen fortifications. Techniques which were adequate for the topography were utilized for reinforcing the base, and several other techniques were used for constructing the wall. In particular, techniques for wall construction may be clearly divided into those of the fill(盛土) and panchuk(版築) techniques. The fill method has been assumed since the 2000s to have been more efficient than the panchuk technique. This method never uses the structure of the panchuk technique and is characterized by a complex soil layer line, an alternate fill, use of 'earth mound(土堤)'/'clay clod(土塊)', and junctions of oval fill units. The fill method allows us to understand active technological sharing and application among the embankment structures in the period of the Three Kingdoms. The panchuk technique is used to construct a wall using a stamped earthen structure. This technique is divided into types B1 and B2 according to the height, scale, and extension method of the structure. Type B1 precedes B2, which was introduced in the late Hanseong Period. Staring with the Pungnap Earthen Fortification in Seoul, the panchuk technique seems to have spread throughout South Korea. The techniques of the fill and panchuk techniques coexisted at the time when they appeared, but panchuk earthen fortifications gradually dominated. Both techniques have completely different methods for the soil layers, and they have opposite orders of construction. Accordingly, it is assumed that both have different technical systems. The construction techniques of the earthen fortifications began from the Hanseong Period of Baekje Kingdom and were handed down and developed until the Woongjin-Sabi Periods. In the process, it seems that there existed active interactions with other nations. Recently, since studies of the earthen fortifications have been increasing mainly in the southern areas, it is expected that comparative analysis with neighboring countries will be done intensively.
The purpose of this study is to closely analyze the case of blended-learning in order to provide a diverse and flexible learning environment while maintaining the nature of face-to-face classes, and to identify the learning environment that supports blended-learning in each class step and the educational experience of students. The experience and satisfaction of blended learning were investigated in various ways: course evaluation, LMS activity evaluation, and questionnaire before and after the class. As a result, the blended-learning is better than the traditional face-to-face classes, in providing real-time feedback, opportunities for various interactions, and textual conversations, anytime and anywhere. In addition, as a result of the preliminary survey, as a measure to solve the opinion that concentration was reduced due to problems such as networks and felt uncomfortable in the communication part, the theory and lectures of the design practice class were conducted non-face-to-face. The individual Q&A and feedback were conducted face-to-face and non-face-to-face. As a result of the follow-up survey, it was found that concentration and efficiency could be improved. This opens up possibilities for active use of the online environment in design practice classes.
Diagrams have been deeply and widely used for supporting effective communication relating to design information and knowledge in most design fields. The results show that their role expands to "developmental design material" increasing the principle and method of design process. It's recent trend that Digital-Diagrams are aggressively used in multimedia design fields such as web contents, interactive movies and DVD Titles in order to support user's information understanding more effectively and to stimulate user's participation in information acquiring process. This study aims to clarify the essence of digital diagram corresponding to infographic material in multimedia design and application of multimedia contents development process . This study purpose leads to argue the substance of Digital-Diagrams as one of infographic types and identity of Digital-Diagrams which is relatively compared to existing Diagrams. Eventually, this study examines the application issues of Digital-Diagrams in multimedia design process. Regarding the identity of Digital-Diagrams, they are functionally utilized depending on hypertext based on language forms and interactivity based on graphical forms as core attributes. Therefore, they semantically enlarge user s information understanding by segmenting hierarchy of information expression and rather support user s acquisition of information control ability. Relating to multimedia design process, Digital-Diagrams are used by information designers and navigation designers as method for ‘modeling for realization based on information acquisition support for information-users. Especially, the study results show that the applications of Digital-Diagrams are performed for information representing methods for information designers and embodiment of useful functional factors of interface for navigation designersgation designers.
The service that has been recognized as both a non-productive activity and auxiliary activity of manufacturing have become the driving force of the customers' demand with the 'service' itself. The service base is expanding and evolving rapidly. It is important to look at changes in service concepts to understand service systems. Because the service system itself has a cyclic nature based on the concept of service, it can help in the study and the "how" of service by looking at changing the system according to the evolution of the service concept. The ability to organize and utilize relationships is considered to be an important factor for managers in the service economy era. However, the attention of corporate is focused on their internal capabilities and they are familiar with external resources (knowledge and competence of customers). In this case study for each type of service, we analyzed the activities of interacting service providers-consumers in service relationship, and constructed a new service system model emphasizing intangible value and long-term outcome. This study is worth re-examining the role of customers in today's service economy era and actively utilizing a new service model for business performance.
Journal of The Korean Association For Science Education
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v.40
no.6
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pp.595-609
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2020
The purpose of this study is to analyze the experiences of teachers who participated in the development of online science class videos in the context of covid-19, their perception of online science class, and the characteristics of the online science class content developed by teachers. A survey and interviews were conducted with ten elementary school teachers who made online science class videos themselves. Also the characteristics of the online science class were investigated by analyzing the online science class video produced by the participants. As a result, participants in the study recognized the lack of production time, difficulty in filming and editing, concerns over misconceptions, the problem of solving copyrights for existing materials, and the burden of external disclosure. Although it was a teacher who had experience producing online science class video contents, no research participants actively answered the merits of online science class. On the other hand, the study participants cited that the shortcomings of online science classes were that students had fewer opportunities for inquiry and lack of communication or interaction. In particular, these shortcomings were thought to have a great influence on the quality of online science classes, especially in making inquiry classes difficult. Some teachers took a negative view that online science classes could not completely replace face-to-face classes. However, if multiple teachers are presented with supplementary teaching activities that complement the content-based online teaching method, the method of combining online science classes and face-to-face classes is not. Through the analysis of the contents of the online science class, the introduction and arrangement steps of the online science class were similar to the process of the face-to-face science class, but the inquiry step and the conceptual explanation step showed a big difference from the face-to-face science class.
The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.
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