• Title/Summary/Keyword: 차이의 세계

Search Result 1,057, Processing Time 0.024 seconds

Analysis of Informatics Curriculum in Germany(Bayern) (독일 바이에른 주의 정보 교육과정 분석)

  • Choi, HeeJeong;Lee, WonGyu;Kim, JaMee
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.1
    • /
    • pp.1-10
    • /
    • 2019
  • With the advent of the age of the 4th Industrial Revolution, countries around the world are reinforcing informatics education to cope with changing society. The purpose of this study is to analyze the trends in German informatics education through the analysis of the German informatics curriculum, and provide implications for the informatics education of Korea. The analysis of German informatics education focused on the contents and changes of the informatics education of Bayern, which can be said to be the center of German education. As a result of this analysis, first, elementary education approaches 'informatics' from the viewpoint of integrated curriculums. Second, secondary education provides education that makes it possible to experience theory and practice by securing sufficient credit hours. Third, they reflected informatics subjects in entrance examinations, and sufficiently ensured links to higher education. This analysis confirmed that systematic informatics education requires many credit hours from elementary education, and links with secondary and higher education must be taken into consideration.

William Faulkner's Sanctuary: The Original Text as a Matrix (윌리엄 포크너의 『성역: 오리지널 텍스트』: 매트릭스의 역할)

  • Jeong, Hyun-Sook
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.8
    • /
    • pp.233-242
    • /
    • 2019
  • The purpose of this study is to compare a supposedly "pot boiler", Sanctuary and Sanctuary: The Original Text and examine the fact that Horace Benbow in The Original Text is a more complicated and many-sided character who has suppressed desire, Oedipus complex, sense of guilt for a long time, until he came to confront Temple-Popeye case. Since literary narration means unconscious procedure, Horace's incestuous love for his step daughter and Oedipal relation reveals Faulkner's own psychology. In this sense, The Original Text serves as a matrix of many of Faulkner's major novels in terms of themes, characters, and the relationship between past and present. Among these novels are The Sound and the Fury, As I Lay Dying, and Flags in the Dust. Faulkner, while writing about his own world creating Yoknapatawpha County, tries to portray characters with artistic value through whom he wanted to express the deep anxiety and turmoil of the 1920s. Starting with Horace Benbow, Quentin Compson, Darl Bundren and young Bayard Sartoris can be doubling through his major works, conveying author's profound despair in the context of modern world.

Performance Analysis of High School Boys' 2 Person Kayak 1000 Meter Sprint at the 99th National Sports Festival (99회 전국체전 남자 고등부 카약 2인승 1000m 경기력 분석)

  • Sohn, Jee-Hoon
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.8
    • /
    • pp.277-282
    • /
    • 2019
  • This study was conducted to compare the lap time of high school boys' K-2 1000m final at the $99^{th}$ National Sports Festival with the lap time of the World Championship final held in 2018 and to find an optimal pacing strategy to enhance the performance. The high school boys' average final record was 242.89 seconds, and the top international's 199.58 seconds. There was 43 seconds difference in records and by lap-time it were 9, 12, 9, and 13 seconds behind every 250m. World Championship players used the Super Fast-Even Pacing-Even Pacing-Spurt strategy. The $1^{st}$ to $3^{rd}$ ranked high school boys used Slow-Fast-Super Slow-Super Fast strategy, and $4^{th}$ to $9^{th}$ ranked boys used Fast-Slow-Fast-Slow strategy. The high school boys need to modify their pacing strategies to achieve world-class performance.

A study on Customized Foreign Language Learning Contents Construction (사용자 맞춤형 외국어학습 콘텐츠 구성을 위한 연구)

  • Kim, Gui-Jung;Yi, Jae-Il
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.189-194
    • /
    • 2019
  • This paper is a study on the methodology of making customized contents according to user 's tendency through the development of learning contents utilizing IT. A variety of learners around the world use mobile devices and mobile learning contents to conduct their learning activities in various fields, and foreign language learning is one of the typical mobile learning areas. Foreign language learning contents suggested in this study is constructed based on the learner's verbal and text information in accordance with the user's vocal tendency. It is necessary to find out a suitable method to translate the user's native language text into the target language and make it into user friendly content.

Comparative Analysis of Three Dragon-man Nicknames Used by Kim Junghee (김정희가 사용한 명호 세 용정의 비교 분석)

  • Choi, Joon-Ho
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.10
    • /
    • pp.94-100
    • /
    • 2019
  • This study presents the superiority of his calligraphy by analyzing the use, meaning, and calligraphy of nickname three dragon-man(yong-jeong) written by Kim Junghee before and after exile in Jeju Island. Based on the basic structure of the three dragon-man, the relationship between the times, the context, and the characters was studied. Through this change process, the difference of art engineering with other works was analyzed. Kim Junghee intentionally went through a difficult situation by using a nickname with a dragon. He wrote different meanings, uses, and typefaces of the nickname three dragon-man, depending on the circumstances. Finally, Kim Junghee used 'three dragon-man' to King Heonjong and Monk Choui to express his feelings and intentions. His writing was excellent in art engineering and unique in the world. All were found to be supported by his epigraphy insights. The results of this study will be a new methodology for analyzing the meaning of nicknames of ordinary artists.

Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite (성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.1
    • /
    • pp.71-76
    • /
    • 2020
  • A battle royale game is a multiplayer video game genre that blends the survival and exploration with last-man-standing gameplay. The genre has been hot in recent years and the 'Player Unknown's Battleground' produced by Korean enterprise PUBG had been the hottest during 2017 and the first half of 2018. However, a similar battle royale game 'Fortnite' became the game of the year in 2018 and the Player Unknown's Battleground sustains the predominance only in Korea and China. In this paper, we investigate the game structure of those two games on combat, survival, farming and charging elements, We also conduct a user survey on what might be the weak point of the Player Unknown's Battleground and why they choose Fornite among users played both but currently play Fortnite. The result shows that the Player Unknown's Battleground sustains the advantage on battle elements but creative charging policy and the efficient survival elements are the reasons of choosing Fortnite between the two.

Correlation between Disease Occurrences and Microbial Community Structure by Application of Organic Materials in Pepper (유기농자재 사용에 따른 고추 병해 발생과 토양 미생물상 구조의 상관관계)

  • Cho, Gyeongjun;Kim, Seong-Hyeon;Lee, Yong-Bok;Kwak, Youn-Sig
    • Research in Plant Disease
    • /
    • v.26 no.4
    • /
    • pp.202-209
    • /
    • 2020
  • Organic farming is necessary to sustainable agriculture, preserve biodiversity and continued growth the sector in agriculture. In organic farming, reduced usage of chemical agents that adversely affect human health and environment, employing amino acids and oil cake fertilizer, plant extracts, and microbial agents are used to provide safe agricultural products to consumers. To investigation microbiome structure, we proceeded on the pepper plant with difference fertilizers and treatments in organic agriculture for three years. The microbial communities were analyzed by the next generation sequencing approach. Difference soil microbiota communities were discovered base on organic fertilizer agents. Occurrences of virus and anthracnose diseases had a low incidence in conventional farming, whereas bacteria wilt disease had a low incidence in microbial agents treated plots. Microbe agents, which applied in soil, were detected in the microbial community and the funding suggested the applied microbes successfully colonized in the organic farming environment.

A Comparative Study on Selecting a Plant Location: Focusing on Korean and Chinese Corporation (기업의 생산입지선정에 관한 비교연구: 한국과 중국 기업사례를 중심으로)

  • Zhang, Dong-Zhe;Yonn, Min-Suk;Kim, Jong Soon
    • International Area Studies Review
    • /
    • v.14 no.2
    • /
    • pp.205-227
    • /
    • 2010
  • Where should a plant or service facility be located? The decision is crucial since the capital investment in land, factory construction, and facility is enormous. Once a firm has sunk a large sum of money into a factory, it lives with the decision for a long time. In this age of global markets and global production, this is a key decision problem for contemporary manufacturing and/or service. Using data from Korean and Chinese managers and the AHP (Analytic Hierarchy Process), this paper did study on the actual condition for identifying the differences of opinion between the two group's(Shanghai and Shenyang managers) in how to make decisions on the location problems. Since this study was carried out during recent global economy recession, and the limitation of the collected questionnaires, it is hard to avoid the possibility for those managers to show different view from their ordinary times. Nevertheless, this paper will provide managers with useful informations on successful facility location in China.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.22 no.2
    • /
    • pp.225-238
    • /
    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

Different Effects of Price Discounts on Game Purchase: Comparison between Single and Multi-Games (소비자들의 게임 이용에 가격할인이 미치는 영향; 싱글게임과 멀티게임 비교)

  • Choi, Kang-Jun;Hwang, Ji-Hyeon;Lee, Jae-Young
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.561-571
    • /
    • 2021
  • As the game industry grows, the companies are promoting price discounts to increase game sales and profits. Consumers generally feel guilt when they are purchasing games. Previous studies argue that consumers feel less guilty and justify their consumption more easily when they are purchasing hedonic products at discounted price. In this study, we argue that there are different types of games; multi-game where consumers socialize each other and single games not supporting socializing. In the multi-game, consumers make social relationship which can provide substantial benefits. Since multi-games are promoting consumers' socializing expected to have those benefits. Although most of game consumptions bring a sense of guilty feeling, purchasing multi-game may not cause guilt much because the benefits of socializing justify the consumption. To support my hypothesis, we collect the data from global game platform Steam to analyze the relationship between price promotion and number of consumers. As a result, price promotion has significantly different relationship between multi-and single game. The results of this study suggest several managerial implications.