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An Analysis of the Status of National Research and Development Projects in Records Management (기록관리 분야 국가연구개발사업 현황 분석)

  • Hoemyeong Jeong;Soonhee Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.4
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    • pp.137-157
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    • 2023
  • The scale of research and development (R&D) investment is increasing to strengthen national competitiveness through technological innovation, leading to an increased interest in investment efficiency. In records management, the National Archives of Korea has been leading the national research and development project since 2008. Accordingly, this study analyzed R&D projects in records management regarding implementing organization, performance or outcomes, and subjects, targeting 111 National Archives of Korea contract research projects from 2008 to 2022. The analysis showed that small and medium-sized enterprises (SMEs) were the most likely to conduct research, the majority of the research outcomes were academic publications, and there were some discrepancies between the reported performance in research and the actual performance. In terms of research subjects, the most common type of records are paper or print documents, establishing an electronic management system among the National Archives' works. In terms of the frequency of keywords in the records management process and research projects, it was found that research was mainly conducted on "preservation." Meanwhile, only 10 cases, or 9% of the 111 projects, were found to be relevant in terms of utilizing big data and developing intelligent technologies related to digital transformation. Therefore, the effectiveness of the R&D project must be improved through follow-up management of the results even after the research project is completed. In addition, in terms of research topics, it was identified that aside from "preservation," studies focusing on "transfer," "classification," "evaluation," and "collection," as well as research that responds to digital transformation, are needed.

Research Trends in Neonatal Simulation Practice Education of Nursing Students (간호대학생의 신생아 시뮬레이션 실습교육 연구동향(2011년~2023년))

  • Sung Hee Choi;Sang Hee Kim;Sun Hui Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.215-224
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    • 2024
  • The purpose of this study was to examine research trends related to neonatal simulation practice education of domestic nursing students. It was a descriptive research study. For literature collection, a total of 17 journals were selected as a result of a search using ('Newborn Simulation') AND ('Nursing Student' OR 'Nursing College Student' OR 'Student Nurse') in 6 domestic electronic databases. The research results showed that it started with 7 journals from 2011 to 2015 and decreased slightly to 5 journals from 2016 to 2020 and 5 journals from 2021 to 2023. The research design was mostly quantitative with a total of 16 journals(94%). Among them, there were 15 intervention journals(88%), 1 descriptive research journals(6%), and 1 mixed method journals(6%). The key topics in simulation practice were high-risk newborns with 9 journals(52%), respiratory distress syndrome in neonatal intensive care units appeared with 3 journals(18%), neonatal care with 3 journals(18%), normal newborn care with 1 journal(6%), and neonatal emergency airway care with 1 journals(6%). The main outcome variables were clinical performance, accounting for 5 journals(19.2%), followed by practice satisfaction 3 journals(11.5%). clinical competency and practice satisfaction were found to have significant positive effects. In conclusion, various research methods are required, such as expansion of nursing students' neonatal simulation practice education, repeated research, and qualitative research.

A Study on the Effects of Learning Organization Characteristics on Librarians' Innovative Work Behavior in Public Libraries (공공도서관의 학습조직 특성이 사서의 혁신행동에 미치는 영향 연구)

  • Hyunkyung Song
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.487-508
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    • 2024
  • This study aims to empirically analyze the effects of the learning organization characteristics in public libraries on the innovative work behavior of librarians. In this analysis, 113 librarians from 15 public libraries in the Seoul Metropolitan Area of South Korea were surveyed to investigate the learning organization characteristics of libraries and innovative work behavior. Through a multiple regression analysis of learning organization characteristics and innovative work behavior, it was found that, among the sub-factors of learning organization characteristics, creating continuous learning opportunities and creating systems to capture and share learning had a positive effect on idea realization among the sub-factors of innovative work behavior. From this, it was interpreted that public libraries should increase financial and non-financial support for librarians to learn and also that libraries should create various systems such as electronic bulletin boards and meetings in which librarians can share their learning. Moreover, the sub-factors of learning organization characteristics were found to have no effect on idea generation and idea promotion among the sub-factors of innovative work behavior, which indicated that it will be necessary to identify the organization characteristics that affect idea generation and idea promotion. This study is significant in that it identified the sub-factors of learning organization characteristics that promote the innovative work behavior of public library librarians.

Potentially toxic Pseudo-nitzschia species in Tongyeong coastal waters, Korea (통영 연안의 잠재독성 Pseudo-nitzschia 출현종)

  • Park, Jong-Gyu;Kim, Eung-Kwon;Lim, Weol-Ae
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.14 no.3
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    • pp.163-170
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    • 2009
  • Several species of the genus Pseudo-nitzschia produce the neurotoxin domoic acid (DA) known to be responsible for amnesic shellfish poisoning. In spite of the potentially toxic effects on marine ecosystem, even the representative Pseudo-nitzschia species occurring in Korean coastal waters have not been clearly reported. Plankton samples from several outer coastal sites of Tongyeong were collected fortnightly from May to November 2008 and the presence of diatoms of the genus Pseudo-nitzschia was examined using light and scanning electron microscopy. Thirteen species were observed, including P. americana, P. brasiliana, P. caciantha, P. calliantha, P. cuspidata, P. delicatissima, P. micropora, P. multiseries, P. multistriata, P. pseudodelicatissima, P. pungens, P. subfraudulenta, and P. subpacifica. The number of Pseudo-nitzschia species observed were only four in May, which was minimum during this survey, and then gradually increased attaining maximum, twelve, in September. After September it began to decrease again and got to five in November. Of these, P. americana, P. brasiliana, P. caciantha, P. calliantha, P. micropora, and P, pseudodelicatissima are new records for the Korean coastal waters and P. calliantha, P. cuspidata, P. delicatissima, P multiseries, P. multistriata, and P. pungens have been reported as DA producers around the world, but the potential toxicity of these species was not ascertained in Tongyeong area.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

A Comparative Study on the Design Element in Traditional Palaces Korea, China and Japan (한 중 일 의장 문화 비교 연구 - 궁궐전출을 중심으로 -)

  • Lee, Hyun-Jung;Park, Young-Soon;Choi, Ji-Young;Hwang, Jung-Ah
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.277-286
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    • 2005
  • The purpose of this study is to ascertain the design element in traditional palaces of Korea, China and Japan. It takes threesteps to proceed this study. Firstly, it needs to be established the analysis framework from the documents. In second step, the design elements - the form, the material, the pattern and the color - should be collected and investigated through the observation of the actual traditional palaces the Changduckung, the Forbidden City, the Nijo castle. The third step is the analysis of the results of the investigation of the design elements from step two. To sum up similarities and dissimilarities among the design element in traditional palaces of Korea, China and Japan is as the following It is to be noticed that the mainly common characteristics of the artistic design are 'naturalism', 'harmonious ideas' and 'confucianism'. But the representation style of the design element is differed from the country. : The typical features of China are symmetry, glassy surface by artificial process, the meandered curve, the magnificent pattern and the constrable color. In Japan, the mathematical asymmetry, made-up rough surface by artificial skill, decorativepattern with abbreviation and achromatic color are important feature of the design element. While the major features of Korean design element are asymmetrical balance with nature, rough surface by natural process, moderate pattern and harmonious color.

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A Study on Fast Iris Detection for Iris Recognition in Mobile Phone (휴대폰에서의 홍채인식을 위한 고속 홍채검출에 관한 연구)

  • Park Hyun-Ae;Park Kang-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.2 s.308
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    • pp.19-29
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    • 2006
  • As the security of personal information is becoming more important in mobile phones, we are starting to apply iris recognition technology to these devices. In conventional iris recognition, magnified iris images are required. For that, it has been necessary to use large magnified zoom & focus lens camera to capture images, but due to the requirement about low size and cost of mobile phones, the zoom & focus lens are difficult to be used. However, with rapid developments and multimedia convergence trends in mobile phones, more and more companies have built mega-pixel cameras into their mobile phones. These devices make it possible to capture a magnified iris image without zoom & focus lens. Although facial images are captured far away from the user using a mega-pixel camera, the captured iris region possesses sufficient pixel information for iris recognition. However, in this case, the eye region should be detected for accurate iris recognition in facial images. So, we propose a new fast iris detection method, which is appropriate for mobile phones based on corneal specular reflection. To detect specular reflection robustly, we propose the theoretical background of estimating the size and brightness of specular reflection based on eye, camera and illuminator models. In addition, we use the successive On/Off scheme of the illuminator to detect the optical/motion blurring and sunlight effect on input image. Experimental results show that total processing time(detecting iris region) is on average 65ms on a Samsung SCH-S2300 (with 150MHz ARM 9 CPU) mobile phone. The rate of correct iris detection is 99% (about indoor images) and 98.5% (about outdoor images).

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Records Management and Archives in Korea : Its Development and Prospects (한국 기록관리행정의 변천과 전망)

  • Nam, Hyo-Chai
    • Journal of Korean Society of Archives and Records Management
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    • v.1 no.1
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    • pp.19-35
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    • 2001
  • After almost one century of discontinuity in the archival tradition of Chosun dynasty, Korea entered the new age of records and archival management by legislating and executing the basic laws (The Records and Archives Management of Public Agencies Ad of 1999). Annals of Chosun dynasty recorded major historical facts of the five hundred years of national affairs. The Annals are major accomplishment in human history and rare in the world. It was possible because the Annals were composed of collected, selected and complied records of primary sources written and compiled by generations of historians, As important public records are needed to be preserved in original forms in modern archives, we had to develop and establish a modern archival system to appraise and select important national records for archival preservation. However, the colonialization of Korea deprived us of the opportunity to do the task, and our fine archival tradition was not succeeded. A centralized archival system began to develop since the establishment of GARS under the Ministry of Government Administration in 1969. GARS built a modem repository in Pusan in 1984 succeeding to the tradition of History Archives of Chosun dynasty. In 1998, GARS moved its headquarter to Taejon Government Complex and acquired state-of-the-art audio visual archives preservation facilities. From 1996, GARS introduced an automated archival management system to remedy the manual registration and management system complementing the preservation microfilming. Digitization of the holdings was the key project to provided the digital images of archives to users. To do this, the GARS purchased new computer/server systems and developed application softwares. Parallel to this direction, GARS drastically renovated its manpower composition toward a high level of professionalization by recruiting more archivists with historical and library science backgrounds. Conservators and computer system operators were also recruited. The new archival laws has been in effect from January 1, 2000. The new laws made following new changes in the field of records and archival administration in Korea. First, the laws regulate the records and archives of all public agencies including the Legislature, the Judiciary, the Administration, the constitutional institutions, Army, Navy, Air Force, and National Intelligence Service. A nation-wide unified records and archives management system became available. Second, public archives and records centers are to be established according to the level of the agency; a central archives at national level, special archives for the National Assembly and the Judiciary, local government archives for metropolitan cities and provinces, records center or special records center for administrative agencies. A records manager will be responsible for the records management of each administrative divisions. Third, the records in the public agencies are registered in the computer system as they are produced. Therefore, the records are traceable and will be searched or retrieved easily through internet or computer network. Fourth, qualified records managers and archivists who are professionally trained in the field of records management and archival science will be assigned mandatorily to guarantee the professional management of records and archives. Fifth, the illegal treatment of public records and archives constitutes a punishable crime. In the future, the public records find archival management will develop along with Korean government's 'Electronic Government Project.' Following changes are in prospect. First, public agencies will digitize paper records, audio-visual records, and publications as well as electronic documents, thus promoting administrative efficiency and productivity. Second, the National Assembly already established its Special Archives. The judiciary and the National Intelligence Service will follow it. More archives will be established at city and provincial levels. Third, the more our society develop into a knowledge-based information society, the more the records management function will become one of the important national government functions. As more universities, academic associations, and civil societies participate in promoting archival awareness and in establishing archival science, and more people realize the importance of the records and archives management up to the level of national public campaign, the records and archival management in Korea will develop significantly distinguishable from present practice.

A Study on the Palsapum (八賜品, Eight-Bestowed Things), Treasure No. 440, in Tong-Yong Shrine to the Loyal Dead in Korea (보물 제440호 통영 충렬사 팔사품(八賜品) 연구)

  • Jang, Kyung-hee
    • Journal of Korean Historical Folklife
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    • no.46
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    • pp.195-237
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    • 2014
  • Palsapum are ornaments to reveal the purpose of commander of three naval forces as well as symbols to remember the greatness of admiral Yi, Sun-Shin. In 1966, ther were designated as a treasure No. 440 based on their value; however, they have not received attention from academia because they are relics from China. This study compares and analyzes the document, paintings, and relevant references from Korea and China focusing on Palsapum, understands their formal characteristics, and examines their historical value such as years and location of creation. As a result, the study determines five of them are original, but three of them were newly created by the later generations. The five, Dodogin (都督印, Commander's seal)·Yeongpae (令牌, Commander's tablet)·Gwido (鬼刀, Replica of the devil sword)·Chamdo (斬刀, Replica of the decapitation swor d)·and Gognapal (bugle) were created by Ming Dynasty before 1598, and delivered by the hands of General Chen Lin. The other three, Dokjeongi (督戰 旗, Battle flag)·Hongsoryeonggi (紅小令旗, Commander's flag)·and Namsoryeonggi (藍小令旗, Commander's flag), were created in 19th century by Joseon Dynasty. After analysis on the former relics, the study determines that they are not official relics with the dignity of Ming Dynasty but personal relics with regional characteristics; in other words, Palsamun are not the royal gifts from Emperor Shenzong to Admiral Yi, Sun-Shin. but personal momentoes left by General Chen Lin in the Tongjeyoung to celebrate the admiral. The names, variety, numbers, and appurtenances of Palsapum have been changed with time as follows. First, the scholars of Jeseon in 17the century only focused on Dodogin. It was certainly created in Ming Dynasty; however, it was a personal stamp, so considered to be not from the emperor but from General Chen Lin. Second, Palsapum was called Palsamul and consisted of 14 pieces of 8 kinds in 18the century, ; it is confirmed on the 「Dosul(圖說, stories with pictures of」 『Yi Chungmugong Literary Collection』 The sizes of five relics including Dodogin are similar to the records, but their patterns and shapes are exotic, or cannot be found in Joseon. Thus, they reflect the regional characteristics of Guangdong province. Third, they were called Palsapum, and consisted on 15 pieces of 8 kinds in 19th century; it is confirmed on , a sixteen-fold folding screen drawn by Shin, Gwan-Ho in 1861. The stamp box, tablet bag, and three flags were newly created to engrave Joseon style letters and patterns on damageable materials such as leather and cloth. The relics easy to be destroyed have been renewed even after 19th century. Last, there are many misunderstandings about Palsapum by governmental indifference and improper management of records even though they were designated as a treasure in very early times. Thus, authorities should be concerned with Palsapum to provide the measures for stable maintenance of the relics; this will let people remember not only the history of cooperation between Korea and China to stop the Japanese ambition, but also Admiral Yi, Sun-Shin and General Chen Lin to bring victory in Japanese invasions of Korea.