• Title/Summary/Keyword: Basic Concept

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Approach for the Flow Analysis of Changing Central-place function and Basic demand between The Central City and Small town (유량적 접근을 통한 지역거점도시와 읍면소재지의 중심기능 및 기초수요변화 - 공주시와 유구읍의 1995-2009년 소매점 및 접객업소 변화를 중심으로 -)

  • Kim, Jungtae
    • Journal of Korean Society of Rural Planning
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    • v.18 no.4
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    • pp.45-60
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    • 2012
  • The purpose of this study is to approach for the flow analysis of changing central-place functions and basic demands between the central city and the small town. Under the rural society progressed, this study examines how the small town changes in the relation to the central city. The subject of study is based on changes in demand for retail and hospitality. The small town is providing basic demands and urban services primary for the rural in the settlement system. Because of the rural depopulation and the aging of society, Retail and hospitality in the rural is reducing of the facility followed. But the majority of related researches are stocks approach. These studies are useful to find out the characteristic of small town, but is difficult to consider the influence of the central city. In this situation after this study using the function index is set up a concept model, it examines for the basis of changes in demand for the small town. The result of the analysis is that the changes of retail and hospitality are more severe in the more small town than in the central city. Whereas the small town with a population decline is consistent with the reduced number of branches, Population growth in the central city is reduced to the number of the Number of branches. The central-place function has been strengthened in the central city. While the younger generation, recreation, etc. related retail are disappearing rapidly, the mainstream of small town is grocery, home improvement, restaurants.

A Study on the Curriculum Development for the Trade in Services (서비스무역 커리큘럼 개발에 관한 연구)

  • PARK, Kwang-So
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.69
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    • pp.741-762
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    • 2016
  • The importance of trade in services has been increasing day by day, but the research on it is insufficient so far in terms of basic information, statistics, influence, industrialization and so on. To foster of professional trader in services, we need curriculums, textbooks and training centers like academy or college in advance. We have well developed curriculums for trade in goods since 1960's in Korea, so we can transfer the trade in goods' curriculum to trade in services. There are some differences between trade in goods and trade in services basically, but we can borrow a lot of idea from trade in goods in terms of basic framework like international economics, international business and international commercial transactions. This study propose the basic framework for trade in services' curriculum. First, trade in services economics handle the basic concept, statistics, characteristics, theories etc. Second, trade in services business treat the global companies to expand their business to global market, so characteristics of service companies, marketing plan and strategies and so on. Third, international commercial transaction of trade in services concentrate for procedures and contracts in terms of formation, implementation and finish of contract. Finally, Services industries can be a future strategic industry to any contries, so there are some national and corporates' strategy for expanding their business. This study acts on the initial idea for curriculums of trade in services, so I am looking forward to many criticism and development from another researchers to develop the model curriculums and textbook for education of specialized trader in services.

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The Composition of Teacher Curriculum based on Maker Education Perception of Early Childhood Teachers (유아교사의 메이커 교육 인식에 기초한 교사 교육과정 구성 방향)

  • Lee, YoungMi
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.605-616
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    • 2020
  • The purpose of this study is to investigate the teacher's perception of maker education and to suggest the direction of teacher education curriculum for maker education in order to explore the possibility of applying maker education to early childhood education. To this end, a survey was conducted on the perception of maker education for preschool teachers. As a result of the data analysis, the perception of the concept, meaning, and educational environment of maker education were low, while the effectiveness, importance, value, continuous application and development of maker education were highly recognized and the necessity of maker teacher education and the educational environment was suggested. Based on the survey results, the teacher curriculum composition was classified into basic and advanced courses. The basic course included basic contents to understand maker education and maker space. The advanced course included information on how to use various tools, materials and digital media, how to conduct and evaluate maker education to apply maker education. The teacher curriculum composition for maker education can suggest basic directions for developing teacher education programs and strengthening the digital teaching competency of teachers in the future.

Basic Concepts and Detailed Dimensions of Food Security and Related Indicators for Policy Development and Evaluation (식품보장 기준선 마련을 위한 기본 개념과 세부 영역 설정 및 관련 지표 탐색)

  • Park, Sohyun;Hwang, Ji-Yun;Shim, Jae Eun;Kim, Kirang
    • Korean Journal of Community Nutrition
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    • v.26 no.6
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    • pp.429-440
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    • 2021
  • Objectives: Standardized guidelines and reference points for a food security policy are necessary to guarantee that basic social safety nets work properly. Therefore, this study aimed to explore the basic concepts and detailed dimensions of food security, including the potential relevant indicators, and sought to establish standardized well-being baselines. Methods: A literature review and 14 expert roundtable discussions were carried out to analyze and extract the key concepts of food security. After determining these concepts and detailed dimensions of food security, a conceptual framework was modeled. Then, indicators for each local government that could be monitored and evaluated for each sub-area were suggested. Results: The concept of food security was defined as follows: Individuals should be provided with sufficient, safe, and quality food, which should be accessible to the community and available for use to achieve health and well-being. In addition, food security should be ensured sustainably in a changing environment. Four dimensions were suggested while conceptualizing food security. First, sufficient food, which means sufficient food supply in quantity, quality, and safety. Second, equitable food which includes creating environments in which high-quality and safe food can be purchased at an appropriate price and can be provided regardless of the socioeconomic gap. Third, healthy food which should be provided to promote people's health and happiness through the eco-friendly consumption of food. Fourth, sustainable food, which can be supplied in a sustainable manner and as part of an eco-friendly food system that considers the conservation of natural environments. Conclusions: The basic concepts and detailed areas of food security including the potential indicators proposed in this study, may be useful for developing and implementing various policies and programs to support food and nutrition security in the future.

Python Basic Programming Curriculum for Non-majors and Development Analysis of Evaluation Problems (비전공자를 위한 파이썬 기초 프로그래밍 커리큘럼과 평가문제 개발분석)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.75-83
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    • 2022
  • Most of the courses that teach the Python programming language are liberal arts courses that all students in general universities must complete. Through this, non-major students who have learned the basic programming process based on computational thinking are strengthening their convergence capabilities to apply SW in various major fields. In the previous research results, various evaluation methods for understanding the concept of computational thinking and writing code were suggested. However, there are no examples of evaluation problems, so it is difficult to apply them in actual course operation. Accordingly, in this paper, a Python basic programming curriculum that can be applied as a liberal arts subject for non-majors is proposed according to the ADDIE model. In addition, the case of evaluation problems for each Python element according to the proposed detailed curriculum was divided into 1st and 2nd phases and suggested. Finally, the validity of the proposed evaluation problem was analyzed based on the evaluation scores of non-major students calculated in the course to which this evaluation problem case was applied. It was confirmed that the proposed evaluation problem case was applied as a real-time online non-face-to-face evaluation method to effectively evaluate the programming competency of non-major students.

A Basic Experimental Study on Vibration Power Generator for A Green Traffic Network (녹색교통망을 위한 진동력 발전 기초 실험연구)

  • Jo, Byung-Wan;Lee, Yun-Sung;Kim, Young-Ji;Park, Jung-Hoon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.6D
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    • pp.675-683
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    • 2009
  • A Basic experimental study for the development of vibration-power generation system from the vibration energy of urban infrastructure, such as a railroad, highway, and bridges, was carried out to harvest electricity from moving vehicles. Starting with the proposal of vibration power generator which converts vibration energy to an electric power by using self-induction technology, the research explains the basic concept of self-induction technology and the dynamic characteristics of a ibration power generator. Also, in order to analyze the correlation of an electromotive force from vibration power generator which depends on external force and vibration speeds, many indoor experiments with various variables were achieved. Based on the experimental results, a vibration power generator system's ability were analyzed. With those results, basic data of vibration power generator system to acquire the maximum available power was confirmed.

Constructing a Knowledge Graph for Improving Quality and Interlinking Basic Information of Cultural and Artistic Institutions (문화예술기관 기본정보의 품질개선과 연계를 위한 지식그래프 구축)

  • Euntaek Seon;Haklae Kim
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.329-349
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    • 2023
  • With the rapid development of information and communication technology, the speed of data production has increased rapidly, and this is represented by the concept of big data. Discussions on quality and reliability are also underway for big data whose data scale has rapidly increased in a short period of time. On the other hand, small data is minimal data of excellent quality and means data necessary for a specific problem situation. In the field of culture and arts, data of various types and topics exist, and research using big data technology is being conducted. However, research on whether basic information about culture and arts institutions is accurately provided and utilized is insufficient. The basic information of an institution can be an essential basis used in most big data analysis and becomes a starting point for identifying an institution. This study collected data dealing with the basic information of culture and arts institutions to define common metadata and constructed small data in the form of a knowledge graph linking institutions around common metadata. This can be a way to explore the types and characteristics of culture and arts institutions in an integrated way.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Study on their Health Promotion Behavior Influenced by Primary School Students' Self-concept (초등학생의 자아개념이 건강증진행위에 미치는 영향)

  • Lee, Deog-Weon;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.1 no.2
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    • pp.29-48
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    • 2000
  • This study was designed to diagnose the correlations between health promotion behavior and primary school students' demographic characteristics and their self-concept, and also this study was aimed at representing the basic data of proper instruction method and school health program with the respective to primary school students' health promotion behavior through the above things. For this, author selected as 5th, 6th graders, 400 persons at 5 elementary schools located on Kyonggi province. This data utilized ANOVA, multiple regression analysis and correlation analysis by SPSS program. The findings of this study were as follows; First, there showed meaningful differences concerning their health promotion behavior according to students' demographic traits. There were a birth date, living standard, domestic environments etc. as a factors which influenced on their health promotion behavior. With this, from ex-past-facto verification for these variable factors, as their birth date was faster, living standard was higher, domestic environments was better, as their health promotion behavior was more promotive. Second, students' health promotion behavior marked 3.61 among total 5 paint with the respective to its fulfillment degree, their self-concept marked 3.45 among total 5 paint. Their mental health promotion behavior marked 3.71 with the respective to inferior category of health promotion behavior, which was the highest score. In the other hands, their physical health promotion behavior marked 3.71, social health promotion behavior marked 3.45. contrary the disease prevention, first-aid & safety, oral health, health & nutrition(P>.05). Third, there show meaningful difference, in the level of p-value <.001 with the respective to the correlations between primary school students' health promotion behavior and their self-concept, more their self-concept was positive, more their more their whole health promotion behavior(r=.479), the fulfillment degree of physical health promotion behavior(r=.384), mental health promotion behavior(r=.543), social health promotion behavior(r=.372) were high. Fourth, with the respective to the results of difference verification concerning their fulfillment degree of health promotion behavior according to the upper, middle, inferior group of self-concept, there showed statistically meaningful difference, in the level of p-value<.001. In the long run, more their self-concept was positive, more their whole health promotion behavior was high. With this, from the results of $Scheff\acute{e}$ verification, there showed meaning differences among the upper and middle group, upper and inferior group, middle and inferior group. Fifth, self-concept played the role as the most important prognostic factor with the respective to primary school students' health promotion behavior(23.0%), in the other hands, there showed positive weight of 24.0% concerning the fulfillment of whole health promotion behavior by domestic environments(1.0%). From the above results, primary school students' the fulfillment degree of health promotion behavior didn't reach to middle or inferior level. In the other hands, there showed positive effects in the correlations between self-concept and the fulfillment degree of health promotion behavior, and also high self-concept group was much positive considering inferior group in the fulfillment degree of health promotion behavior. Accordingly, more their self-concept was positive, more their fulfillment degree of health promotion behavior was effective. Eventually, in the future, there have to make an efforts to develope positive, substantial programs through their self-concept enhancement etc. in the adequate planning or operation for primary school students' health education and school health program.

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Structural Homology Design Using Equality Constraints (등제한조건 함수를 이용한 구조물의 호몰로지 설계)

  • Lee, Gwon-Hui;Park, Gyeong-Jin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.20 no.3
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    • pp.872-881
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    • 1996
  • The concept of homology design has been devised for the application to large telescope structure by S.v.Hoerner. It is defined that the deformation of a structure shall be called homologous, if a given geometrical relation holds, for a given number of structural points, before, during, and after the deformation. Recently, the need of homology design in the structural design has been increase due to the required precision in the structure. Some researchers have utilized the theory on the structural design with finite element method in the late 1980s In the present investigation, a simple method using geometrical equality constraints is suggested to gain homologous deformation. The previous method is improved in that the decomposition of FEM eqation, which is very expensive, is not necessary. The basic formulations of the homology design with the optimization concept are described and several practical examples are solved to verify the usefulness and validity. Especially, a back-up structure of a satellite antenna is designed by the suggested method. The results are compared with those of existing researches.