• Title/Summary/Keyword: 학제적연구

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management and exploitation of ecological data in lakes and rivers (수생태계의 데이터수집과 활용)

  • KIM, Bomchul
    • Proceedings of the Korean Society for Information Management Conference
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    • 2017.08a
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    • pp.103-103
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    • 2017
  • 생태학 분야에서는 생물의 분포, 변동, 서식환경요인의 변화, 등의 여러 종류의 데이터들이 수집되고 있는데 데이터의 형태가 다양하여 데이터의 관리와 활용형태도 다양하게 나타나고 있다. 근래에 들어 각 종 측정기기들이 개발되면서 생태조사 분야에서도 데이터의 양이 급증하는 시점에 있다. 수생태계 분야에서도 전통적인 생물상조사의 데이터는 크게 증가하지 않고 있지만 자동측정센서가 개발된 항목의 경우에는 데이터가 급증하는 단계에 있다. 수생태계에서 흔히 조사되는 플랑크톤의 군집구조 자료를 보면 하나의 조사대상 시료에서 출현하는 종의 수가 50 종정도에 이르며 각 개체의 종을 육안으로 확인하고 있으므로 종조성조사는 아직 자동화가 어렵다. 그러므로 플랑크톤 자료의 특성은 조사의 시료수(case)는 적고 측정항목(변수 variable)이 많은 특성을 가진다. 반면에 센서가 개발된 수질과 관련된 항목들은 자동측정설비가 확대되고 있어 변수는 적지만 장기간의 time series 들이 수집되고 있다. 녹조현상이 관심을 끌면서 여러 곳에 식물플랑크톤의 양을 측정하는 chlorophyll 센서가 설치되고 있는 것이 대표적인 사례이다. 그 외에 정량화되지 못하는 정성적 자료들도 수집되고 있으며 자료수집방법의 표준화도 미흡한 예가 많이 있고, 자료의 형태가 다양하여 데이터의 관리와 활용을 어렵게 한다. 환경부는 전국의 주요 하천 지점에서 정기적으로 수질을 측정하여 공개하고 있으며, 일부 지점에는 자동수질측정시설을 설치하여 측정의 빈도를 높이고 있다. 하천이나 호수에서 센서를 이용한 고빈도 모니터링은 그 동안 인지하지 못하였던 단기적 생태계 변화에 대해 새로운 정보를 제공하여 연구의 장르를 넓혀 가고 있다. 도시하천에서 산소를 측정한 사례를 보면 강우 시에 일시적으로 산소가 고갈되는 현상이 관찰되며, 부영양한 호수와 하천에서는 주야간 산소의 급격한 변동이 생태계 스트레스 요인으로 작용하고 있음을 알 수 있었다. 식물플랑크톤 센서의 연구에 의해 단기적인 변동이 크게 나타나고 있음이 새로이 밝혀지기도 하였다. 데이터의 수집과 활용도를 높이려는 노력도 이루어지고 있다. 과거에는 개인단위로 이루어지던 연구가 이제는 데이터를 수집하고 공유하는 플랫폼이 만들어 지면서 공동연구가 확대되고 있고, 국제적으로 지역을 초월하는 공동연구도 가능하게 되었다. 국제호수관측망학회(Global Lake Ecological Observatory Network, GLEON)이 그 사례이며 세계 여러 나라의 학자들이 참여하여 국제적으로 데이터를 공유하고 공동연구를 촉진하는 역할을 하고 있다. 생태계데이터의 증가는 생태학자들의 연구역량을 초과하는 데이터의 관리와 활용의 능력을 요구할 것이며 환경 생태 IT 분야의 융합연구의 필요성이 크게 대두되고 있다. 그간 데이터베이스의 구축에는 일부 성과가 있었으나 아직 수집된 데이터의 활용도를 높이고 타분야와의 협력연구 시너지를 확대하려는 노력은 부족하다. 이제는 데이터의 수집과 저장뿐 아니라 데이터의 활용도를 높일 수 있도록 학제적 협력연구를 촉진하는 off-line 모임도 확대할 때이다.

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Nature and Prospect of Complexity Paradigm (복잡계 패러다임의 특성과 전망)

  • Kim Mun-Cho
    • Journal of Science and Technology Studies
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    • v.3 no.2 s.6
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    • pp.1-27
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    • 2003
  • Complexity paradigm is a scientific amalgam that aims to unite a range of theoretical perspectives and research agendas across natural and social sciences. Proponents of complexity paradigm lay claims to an increasing number of areas of study, including artificial life, interpersonal networks, internal/international patterning of organizations, mapping of cyberspace, etc. All of those can be subsumed under the title, 'complexity turn.' Owing to the idea of open system, complexity paradigm has developed a number of new concepts/themes/perspectives that help to account for the complex mechanism of living and non-living creatures. A complex system comprises a number of properties such as disequilibrium, nonlinearity, dissipative structure, self-organization fractal geometry, autopoiesis, coevolution. Following a brief introduction to theoretical development, those properties are succinctly discussed. The complexity turn has provided a wealth of insights that enable to analyze system operations of any kind. It contributes a lot to illuminating the working of social system as well. The most remarkable attempt may be Niklas Luhmann's 'neofunctional system theory.' Merits and shortcomings of complexity paradigm were examined and its future prospect were assessed with the conclusion that complexity paradigm would continue to be useful both as effective transdisciplinary framework and powerful analytical tool.

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Christian Education and Collective Responsibility for Climate Change (기후변화에 대한 '집합적 책임'과 기독교교육)

  • Lee, Inmee
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.155-179
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    • 2022
  • This study aims to apply Hannah Arendt's concept of 'collective responsibility' to the Christian education on environmental issues around the world, focusing on climate change. This study prepares the concept of 'collective responsibility' and the concept of 'collective guilt' and emphasizes the fact that the current climate change problem should be seen as a political task rather than a task of personal ethics. According to Arendt's theory, Christian education activities applying 'collective responsibility' for climate change can become action. This study has four suggestions for Christian learning to understand and recognize climate change. First, presenting and justifying the anxiety and anger toward climate change in the classroom. Second, transcending self-interest (egocentrism) through "Common Sense (enlarged mentality)" in Kantian terms. Third, building education communities through 'citizen participatory education,' running communication, and conversation. Fourth, encouraging experience and practice in every education community with "faith expressing itself through love (Gal 5:6)." Then, to be sure, this refers to not only love of neighbor in Christianity but also political friendship (philia politikē). The academic significance of this study is that it is the first interdisciplinary research paper in Korea which dealt with Arendt's political theory in relation to Christian education. Although it claims to be a theoretical work that applies Arendt's political theory from a systematic theological perspective to Christian education, the author is proud that it is accompanied by practical elements that can be actualized in the education field.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

Fusion research method for the Korean traditional Folksong ('융합' 중심의 민요연구방법론 모색)

  • Kwon, Oh-Kyung
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.525-547
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    • 2016
  • The purpose of this study starts searching a new method for preservation, succession, and research of folksongs in the situation that the function and transmission of folksongs are transformed or disappear by being behind modernization. Also, trying to develop a new method of study of folksongs along with a new view of them, I put fusion in the heart of the study. Fusion means a structural change in the middle of the process of combination from more than two things. Moreover, in order to practice the fusion method of study consilience in a view of study is necessary. The interdisciplinary study beings in accepting differences between academics as long as the differences have a meaningful value disassemble and differentiation are repeated. That is, fusion means rebirth through disassemble. According to this logic, we need to disassemble the folksongs for fusion study of folksongs, research the structure and component of folksongs in a new view and understand each part of the wholeness of folksongs. On top of that, we need to try combine the parts with anything else or interpret them with consilience. In this study, I researched the previous example in the fusion or integration of folksongs and Korean classic poetry in the time of enlightenment of Korea. In addition, I studied the way of fusion folksongs as culturology, bio-sociology, and sympathy. Looking back folksongs in a variety of view, we can realize folksongs are disassembled or differentiated at the same time they reborn and are interpreted in a new view.

Analyzing Global National Scientific Funds for Korea National R&D planning: In Case of Coronaviruses (국가 융합 R&D 기획을 위한 글로벌 연구개발 과제 정보의 활용연구: 코로나 바이러스 연구를 중심으로)

  • Lee, Doyeon;Heo, Yoseob;Kim, Keunhwan
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.95-108
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    • 2020
  • A coronavirus disease 2019 (COVID-19) is a new global health problem. The Korean government is pursuing to gain its future growth engines and promoting short-term economic stimulation by investing in research and development (R&D) to improve national technological capabilities that can respond to the spread of the global epidemic. It is required to need knowledge information to establish the direction of future national planning thru understanding the status quo of R&D investment in terms of research fields. Four corona-related R&D fields were drawn on the basis of analyzing major nations' R&D funding data (USA, EU etc.) and two differentiated R&D fields were added through comparative analysis with domestic R&D projects. Domestic and foreign research organization-the research title-the scale of the research funding-the project period were presented in terms of the suggested 6(7 details) R&D research fields. Meanwhile R&D projects that have featured in the convergence of interdisciplinary were provided. This study proved the excellence of coronavirus detection and on-site diagnostic capabilities that are currently globally highlighted by deriving differentiated research fields from the domestic competitive advantage fields related to corona viruses and also suggested intensive investment research fields.

Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

A Study on Recent Research Trend in Management of Technology Using Keywords Network Analysis (키워드 네트워크 분석을 통해 살펴본 기술경영의 최근 연구동향)

  • Kho, Jaechang;Cho, Kuentae;Cho, Yoonho
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.101-123
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    • 2013
  • Recently due to the advancements of science and information technology, the socio-economic business areas are changing from the industrial economy to a knowledge economy. Furthermore, companies need to do creation of new value through continuous innovation, development of core competencies and technologies, and technological convergence. Therefore, the identification of major trends in technology research and the interdisciplinary knowledge-based prediction of integrated technologies and promising techniques are required for firms to gain and sustain competitive advantage and future growth engines. The aim of this paper is to understand the recent research trend in management of technology (MOT) and to foresee promising technologies with deep knowledge for both technology and business. Furthermore, this study intends to give a clear way to find new technical value for constant innovation and to capture core technology and technology convergence. Bibliometrics is a metrical analysis to understand literature's characteristics. Traditional bibliometrics has its limitation not to understand relationship between trend in technology management and technology itself, since it focuses on quantitative indices such as quotation frequency. To overcome this issue, the network focused bibliometrics has been used instead of traditional one. The network focused bibliometrics mainly uses "Co-citation" and "Co-word" analysis. In this study, a keywords network analysis, one of social network analysis, is performed to analyze recent research trend in MOT. For the analysis, we collected keywords from research papers published in international journals related MOT between 2002 and 2011, constructed a keyword network, and then conducted the keywords network analysis. Over the past 40 years, the studies in social network have attempted to understand the social interactions through the network structure represented by connection patterns. In other words, social network analysis has been used to explain the structures and behaviors of various social formations such as teams, organizations, and industries. In general, the social network analysis uses data as a form of matrix. In our context, the matrix depicts the relations between rows as papers and columns as keywords, where the relations are represented as binary. Even though there are no direct relations between papers who have been published, the relations between papers can be derived artificially as in the paper-keyword matrix, in which each cell has 1 for including or 0 for not including. For example, a keywords network can be configured in a way to connect the papers which have included one or more same keywords. After constructing a keywords network, we analyzed frequency of keywords, structural characteristics of keywords network, preferential attachment and growth of new keywords, component, and centrality. The results of this study are as follows. First, a paper has 4.574 keywords on the average. 90% of keywords were used three or less times for past 10 years and about 75% of keywords appeared only one time. Second, the keyword network in MOT is a small world network and a scale free network in which a small number of keywords have a tendency to become a monopoly. Third, the gap between the rich (with more edges) and the poor (with fewer edges) in the network is getting bigger as time goes on. Fourth, most of newly entering keywords become poor nodes within about 2~3 years. Finally, keywords with high degree centrality, betweenness centrality, and closeness centrality are "Innovation," "R&D," "Patent," "Forecast," "Technology transfer," "Technology," and "SME". The results of analysis will help researchers identify major trends in MOT research and then seek a new research topic. We hope that the result of the analysis will help researchers of MOT identify major trends in technology research, and utilize as useful reference information when they seek consilience with other fields of study and select a new research topic.

Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.