• Title/Summary/Keyword: Digital Paradigm

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A Comparative Study between Vocational Training Using Virtual Reality and Traditional Training: Focusing on Industrial Cranes (가상현실을 활용한 직업훈련과 전통적인 훈련과의 비교연구: 산업용크레인을 중심으로)

  • Seong-Yeon Mun;Hyun-Jung Oh;Sang-Joon Lee
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.529-540
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    • 2024
  • In industrial sites, experiential virtual training contents are partially used to replace high-risk and high-cost training, and virtual training contents development is also becoming active along with the increasing demand for non-face-to-face industries. Existing studies mainly focused on quantitative research through surveys, and only measured the change in users' learning commitment. This study attempted to investigate the effect of the combination of theoretical education and virtual training on the improvement of actual job performance in a dual vocational training environment by conducting an experimental study. This study studied whether the combination of theoretical education and virtual training can improve the performance of vocational training in dual vocational training (comparative work and learning) in which companies and schools participate. The results of pre- and post-evaluation of vocational training using traditional vocational training and virtual training contents were compared with 24 vocational training trainees. As a result of the study, it was demonstrated that the outcome of virtual training education was higher than that of traditional vocational training, and the combination of virtual reality-based education was more effective in theoretical education. This study suggests that the virtual training content presents a new paradigm for industrial safety education, and through the interview results of trainees, it was confirmed that virtual training can lead to a change in attitude toward safety beyond just knowledge transfer. This contributes to the prevention of safety accidents in industrial sites and provides important implications for improving the quality of vocational training.

A digital Audio Watermarking Algorithm using 2D Barcode (2차원 바코드를 이용한 오디오 워터마킹 알고리즘)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.97-107
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    • 2011
  • Nowadays there are a lot of issues about copyright infringement in the Internet world because the digital content on the network can be copied and delivered easily. Indeed the copied version has same quality with the original one. So, copyright owners and content provider want a powerful solution to protect their content. The popular one of the solutions was DRM (digital rights management) that is based on encryption technology and rights control. However, DRM-free service was launched after Steve Jobs who is CEO of Apple proposed a new music service paradigm without DRM, and the DRM is disappeared at the online music market. Even though the online music service decided to not equip the DRM solution, copyright owners and content providers are still searching a solution to protect their content. A solution to replace the DRM technology is digital audio watermarking technology which can embed copyright information into the music. In this paper, the author proposed a new audio watermarking algorithm with two approaches. First, the watermark information is generated by two dimensional barcode which has error correction code. So, the information can be recovered by itself if the errors fall into the range of the error tolerance. The other one is to use chirp sequence of CDMA (code division multiple access). These make the algorithm robust to the several malicious attacks. There are many 2D barcodes. Especially, QR code which is one of the matrix barcodes can express the information and the expression is freer than that of the other matrix barcodes. QR code has the square patterns with double at the three corners and these indicate the boundary of the symbol. This feature of the QR code is proper to express the watermark information. That is, because the QR code is 2D barcodes, nonlinear code and matrix code, it can be modulated to the spread spectrum and can be used for the watermarking algorithm. The proposed algorithm assigns the different spread spectrum sequences to the individual users respectively. In the case that the assigned code sequences are orthogonal, we can identify the watermark information of the individual user from an audio content. The algorithm used the Walsh code as an orthogonal code. The watermark information is rearranged to the 1D sequence from 2D barcode and modulated by the Walsh code. The modulated watermark information is embedded into the DCT (discrete cosine transform) domain of the original audio content. For the performance evaluation, I used 3 audio samples, "Amazing Grace", "Oh! Carol" and "Take me home country roads", The attacks for the robustness test were MP3 compression, echo attack, and sub woofer boost. The MP3 compression was performed by a tool of Cool Edit Pro 2.0. The specification of MP3 was CBR(Constant Bit Rate) 128kbps, 44,100Hz, and stereo. The echo attack had the echo with initial volume 70%, decay 75%, and delay 100msec. The sub woofer boost attack was a modification attack of low frequency part in the Fourier coefficients. The test results showed the proposed algorithm is robust to the attacks. In the MP3 attack, the strength of the watermark information is not affected, and then the watermark can be detected from all of the sample audios. In the sub woofer boost attack, the watermark was detected when the strength is 0.3. Also, in the case of echo attack, the watermark can be identified if the strength is greater and equal than 0.5.

Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

Convergent Approaches to Dance as a Discipline (무용학의 융복합적 접근)

  • Tae, Hyae-Shin;Park, Myung-Sook
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.605-615
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    • 2012
  • Dance studies inherently have a nature of convergence and integration. Meanwhile, dance studies have extended their realm by investigating dance phenomena from many perspectives which art theories cannot explain. However, the previous and current dance studies are inadequate to explain a confluence society which is characterized as techuim, Interaction, freedom and openness according to the digital revolution. Hence, a result of research trend in domestic dance studies, it is found that dance studies have been studied in four perspectives since the early 2000s: first, a triggering the various studiesa of the convergent and integrative dance; second, an attempt to the convergent and integrative program development research; third, the vitalization of the convergent research on dance digital contents; and fourth, a research on the convergent dance art phenomena. These researches have played an important role in boosting a change in the structure and realm expansion of dance studies that are interdisciplinary research enabling a holistic approach to the integration and convergence between scientific technique, skills of dance art and other studies. However, it should be acknowledged that one problem is the current research development plan or/and research program have very little feasibility and practicality except an interdisciplinary research on the dance digital contents. Therefore, it is suggested for the development of dance studies in the age of convergence as follows: first, a dance convergent study integrated in skills and theories of dance and science that would pave the way for an academic foundation leading to a new humanistic model in the age of convergent; and second, a need for a paradigm shift that theories should be deployed in the scene on a commercial scale in order to produce effectiveness of the interdisciplinary and integrative research on dance studies by turning into a behavioristic research phase. third, it needs to changeover from large scale of convergent performance into small scale of convergent performance based on original idea for accumulation of teachnique research and promotion of dance convergent performance.

The Impact of Changes in Social Information Processing Mechanism on Social Consensus Making in the Information Society (정보화사회에 있어서 사회적 정보처리 메커니즘의 변화가 사회적 컨센서스 형성에 미치는 영향에 대한 연구)

  • Jin, Seung-Hye;Kim, Yong-Jin
    • Information Systems Review
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    • v.13 no.3
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    • pp.141-163
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    • 2011
  • The advancement of information technologies including the Internet has affected the way of social information processing as well as brought about the paradigm shift to the information society. Accordingly, it is very important to study the process of social information processing over the digital media through which social information is generated, distributed, and led to social consensus. In this study, we analyze the mechanism of social information processing, identify a process model of social consensus and institutionalization of the results, and finally propose a set of information processing characteristics on the internet media. We deploy the ethnographic approach to analyze the meaning of group behavior in the context of society to analyze two major events which happened in Korean society. The formation process of social consensus is found to consist of 5 steps: suggestion of social issues, selective reflection on public opinion, acceptance of the issues and diffusion, social consensus, and institutionalization and feedback. The key characteristics of information processing in the Internet is grouped into proactive response to an event, the changes in the role of opinion leader, the flexibility of proposal and analysis, greater scalability, relevance to consensus making, institutionalization and interaction. This study contributes to the literature by proposing a process model of social information processing which can be used as the basis for analyzing the social consensus making process from the social network perspective. In addition, this study suggests a new perspective where the utility of the Internet media can be understood from the social information processing so that other disciplines including politics, communications, and management can improve the decision making performance in utilizing the Internet media.

Effects of Brand Image on the Purchasing Attitude of Customer (브랜드이미지가 구매태도에 미치는 영향)

  • Chung, Sui-Rhane;Lee, Jin-Ho
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.59-68
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    • 2005
  • In 20th century, that is the times of mass production with mass consumption, a company supplies standard product by the system of mass production line. Therefore, the company, itself, had to introduce its product quality to the customers. It was the buying criterion of consumer against product. In that period, a company utilized its identity in order to give customers product information such as product value, price and quality, etc. However, as digital technology with the wide-spread of informationalization & technical revolution is developed, products have diversification and customers have better incomes. So, buying method tends to thi purchase of self-satisfaction generally. In the buying criterion of consumerbased on personality & sensibility, a company must offer the buying criterion of product which can appeal the special quality & image of product itself to customers, and it must stop appealing the Cl of company under the condition of mass production by product quality and function. This study tried to focus on the method which can create effective brand and its image that are the buying criterion of new product. Also, this study tried to find the effective relation between economical & social paradigm which is the result of social informationalization with intensive knowledge, and buying determination of customer, And, this study tried to present guideline of effective brand image and brand special Quality that is affected to buying determination of customers together. The model of Positive analysis had two types. The first model studied the mutual relation between economical/social change factors and special quality of brand. And, the second model studied the mutual relation between the cause of special quality of brand and formation of brand image through regression analysis. Therefore, the construction of sensitive brand image for forming brand must be requested. The sensitive brand image is highly related to preference of sensibility, and it must be based on mind identity & visual identity. And, mind identity must have creation of value, satisfaction, combination of community, personal preference, etc. Visual identity must have esthetic order, and originality of molding, etc. Namely, brand image must form the accommodation of era change, personality & sensibility satisfaction, the effectiveness of service, etc., in order to create effective brand image.

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The Crisis of Painting and Its Response (회화의 위기, 회화의 대안)

  • Bhak, Young-Taik
    • The Journal of Art Theory & Practice
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    • no.2
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    • pp.7-26
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    • 2004
  • Since the 20th century, it was often announced that a painting was dead, but it is still alive. Even in the epoch of recently increasing virtuality, painting is still appealing, consistently pursed by many with a thirst. Thus, it is said that the mission of a picture is to maintain its reality without being trapped in virtuality. In the history of Western painting spanning over several hundreds of years the myriad of techniques and styles have emerged, going though a huge variety of changes: namely, its not possible any longer to find the new ways of expression in painting. Hence, painters today feel that it becomes more gradually difficult for them to execute something. In the midst of swiftly changing, diversely evolving trends of contemporary art, the painters incessantly pose a question why they go on working on painting, and seek to find its answer. Why the painters still try to say something about painting? Is that because they consider it the quintessence of fine arts or think that it is in no way possible or meaningful to comment on fine arts without relying on painting? If then, is there any avenue of escape for the painting? The question of the 'crisis of painting' is still raised, when reviewing the rapidly changing conditions of inventing artworks. That is also why the recent works failed to offer a conceptually unified, universally shared perspective of painting. Moreover, painting is left to shrink comparatively with the pervasive existence of videos and installations briskly employing digital images and technologies in their creations. Whats more problematic is the fact that there is a growing sense of crisis not only in the sphere of painting hut also in the entire realm of art. As the organizers and curators of big-scale exhibitions and art projects tend to exploit their space spectacularly, focusing primarily on their abilities to control the space, there is a pervasive notion amongst them that painting is a medium that is not properly to suit such purposes and requests. Today, the death of painting is, in fact, the death of modernist painting, which assumed a central role in the history of art for a considerable amount of time, rather than the death of painting itself. Employing a new paradigm of invention, a picture is now entering a new domain which is perhaps unknown to us. Moving beyond the stereotypical concepts of painting, physical property and flatness, pictures today reveal the introduction of time and space and the penetration of new media such as installation, photography, video and the Internet. Despite such trends, the dexterity and tactile capability of painters is still to be considered significant in the future. The renewal of painting is made in an entirely unexpected manner and place.

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Pharmaceutical Care Services of Community Pharmacies in Korea Through the Review of Literature (문헌자료 고찰을 통한 우리나라 약국서비스 시행 현황)

  • Sohn, Hyun Soon;Kim, Hyojung;Park, Hyekyung;Han, Nayoung;Oh, Jung Mi;Ji, Eunhee
    • Korean Journal of Clinical Pharmacy
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    • v.25 no.1
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    • pp.18-26
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    • 2015
  • Background: The recent change in pharmaceutical education system following the paradigm shift to patient-oriented pharmacy service requires an in-depth discussion to reorganize a future direction and establish a basis for maximizing social values of community pharmacy service. Objective: This study was conducted to review the current status of community pharmacy service provision in Korea based on published literatures. Methods: The electronic databases of National Digital Science Library and Electronic National Assembly Library were used to search the journal articles and dissertation papers. A search term "community pharmacy" was used and the published period was limited to papers published after year 2001, when the legal separation of prescribing and dispensing was implemented. Relevant study reports were also searched manually. Information about pharmacy service provision and study outcomes were retrieved from the selected papers, and classified by predefined individual service scope. Results: A total 33 papers reporting services provided by community pharmacies were selected (journal article 11, dissertation paper 17, and study report 5). Pharmacy services identified in these papers could be classified into prescription dispensing service, pharmaceutical care service, self medication service, other products service, and health promotion service. Twenty papers reported prescription dispensing services, three papers reported pharmaceutical care service, and only two papers reported health promotion service. Current community pharmacy services are highly dependent on prescription drugs while expanded services such as pharmaceutical care and health promotion are peripheral. Most prevalent research topic was medication counseling service (18 papers), reflecting that community pharmacists generally consider it to be the most important and fundamental service. Overall, current pharmacy services are very limited and focus on prescription dispensing service. Conclusion: At this point of time requiring expansion and quality improvement of community pharmacy services, we suggest further lively discussion to strengthen pharmacist's functional identity and set conditions for providing socially expected services.

The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.51-58
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    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.

Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.