The Journal of the Convergence on Culture Technology
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v.5
no.3
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pp.101-106
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2019
This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.
The purpose of this study was to investigate science high-school students' creativity and scientific attitude when an integrated science, technology, engineering and mathematics (STEM) project themed 'lighting of quantum dot solution' was applied to them. The subjects were a one team composed of 3 students in the 11th grade desiring to participate in the Korea Science Exhibition. They began with a scientific inquiry related to the physical properties of the QD solution and then gradually showed the process of expansion of their ideas into the integration of engineering, technology, and mathematics. Also, during the process, they showed problem solving ability and scientific attitudes, such as cooperation, endurance, and satisfaction of accomplishment.
Kim, Soo Kyung;Park, Eun Ji;Kim, Chan Jong;Choe, Seung Urn
Journal of The Korean Association For Science Education
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v.36
no.6
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pp.925-934
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2016
For students, astronomy is not only interesting but also difficult to learn. However, there is a limit in learning astronomy in a school science setting since astronomy is vast subject. Fortunately, science museums can be helpful in overcoming this limitation. Experiences in science museum provide something that any descriptions or illustrations cannot give. Therefore, to maximize the educational effect, it is necessary to look at astronomical exhibits regarding the educational aspects and complement them. For these reasons, the purpose of this study is to investigate characteristics of exhibitions related to astronomy and how much the exhibitions reflect the contents of their science curricula. We selected famous science museums in Korea, America, and Japan and analyzed characteristics of their astronomy exhibition. We analyze these characteristics in the aspects of exhibition technology & media, presentation method and activity types. Also, this study figures out how content of exhibitions are connected to school science curriculum. The results are summarized as follows: First, Science Museums of America and Japan utilize interactive exhibits to raise participation. It implies that Science Museum of Korea needs Interactive Exhibits that provide a realistic experience of the universe. Second, the astronomy exhibits reflect some of the learning elements of their science curricula concerned with astronomy. However, these astronomical contents are included selectively and not according to their required curriculum. It means that many students lack the opportunity to study Astronomy in their schools. Therefore, the astronomy museum must reflect learning elements of science curricula concerned with astronomy in the exhibits.
This study references preceding studies to examine the history of paint application techniques using various paints in the past, with the aim to contribute to the long-term preservation of large military cultural heritage assets situated outdoors. To this end, the study compared the findings of preceding research with the findings of an analysis conducted on a H-13 helicopter housed at the War Memorial of Korea. Upon collecting and analyzing samples from three grounded WWII aircraft from above-ground by preceding studies, it was confirmed from each sample that the various chemical properties of chrome ensured the effectiveness of the protective coating. The compound was first tested as a corrosion-inhibiting pigment in the early 1940s and proved its excellent moisture-resistant properties over the course of 80 years, despite the deterioration of the paint layer and long-term exposure to the natural environment. For this reason, it has been widely used as a corrosion inhibitor for aluminum alloys in the aviation industry. In other word, the most widely-used material for preventing corrosion was an organic primer containing chromate. In this study, based on the paint analysis of a H-13 helicopter operated in the Korean War, it was shown that the second layer, consisting of the primer, contains chromium oxide (Cr2O3). In addition, it was estimated that red lead tetraoxide (Pb3O4) was used for the vehicle. Analysis results and data from previous studies can help to confirm the continued effectiveness of corrosion prevention function provided by chromate. Meanwhile, the result of infrared spectroscopy analysis confirmed the use of alkyd resin. In the future, comparisons with a more diverse range of artifacts will allow the identification of changes in the manufacturing technology of paints used to protect alloys from corrosion.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.513-523
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2020
This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.
The mold industry in Japan, an advanced country in the mold industry, is also at a point of great change. The main causes are the Ukraine crisis and the collapse of the global supply chain (parts supply chain) caused by COVID-19. In addition, the prices of overseas products are rising sharply due to rapid exchange rate fluctuations (decrease in the value of the yen). Until now, Japan's monotsukuri industry has been actively pursuing overseas expansion, riding the trend of globalization. However, the trend began to rapidly reverse, and now the monotsukuri industry that had expanded overseas is showing a tendency to return to Japan. Another factor of change is the change in the automobile industry, which is the most demanded product in the mold industry. As the automobile industry evolves from gasoline cars to electric cars, the number of parts that make up a car will drastically decrease. This trend is expected to increase the demand for small-scale production of a variety of products in the mold industry, and furthermore, it is expected that short delivery times will be required in parts development. As in Korea, the production population working in the mold industry is rapidly decreasing in Japan as well. Even if you add up the total population working in manufacturing in Japan, it only accounts for about 15%. Even in Japan, it is judged that it will be difficult to sustain the monotsukuri industry with this small production population. Therefore, since improvement in production efficiency cannot be expected with the same manual dexterity as before, the mold industry is also demanding the development of mold technology at a different level than before to increase productivity. In this paper, I would like to introduce new Japanese mold technology collected through attending the Intermold exhibition. This is an example of applying a dedicated pin (Gastos) to a mold to prevent an increase in internal pressure during plastic injection molding, and a deep drawing press molding technology with an inherent hydraulic function.
The purpose of this study was to explore the nine components of computational thinking (CT) practices and their operational definitions from the view of science education and to develop a CT practice framework that is going to be used as a planning and assessing tool for CT practice, as it is required for students to equip with in order to become creative problem solvers in $21^{st}$ century. We employed this framework into the earlier developed STEAM programs to see how it was valid and reliable. We first reviewed theoretical articles about CT from computer science and technology education field. We then proposed 9 components of CT as defined in technology education but modified operational definitions in each component from the perspective of science education. This preliminary CTPF (computational thinking practice framework) from the viewpoint of science education consisting of 9 components including data collection, data analysis, data representation, decomposing, abstraction, algorithm and procedures, automation, simulation, and parallelization. We discussed each component with operational definition to check if those components were useful in and applicable for science programs. We employed this CTPF into two different topics of STEAM programs to see if those components were observable with operational definitions. The profile of CT components within the selected STEAM programs for this study showed one sequential spectrum covering from data collection to simulation as the grade level went higher. The first three data related CT components were dominating at elementary level, all components of CT except parallelization were found at middle school level, and finally more frequencies in every component of CT except parallelization were also found at high school level than middle school level. On the basis of the result of CT usage in STEAM programs, we included 'generalization' in CTPF of science education instead of 'parallelization' which was not found. The implication about teacher education was made based on the CTPF in terms of science education.
The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.
Journal of the Korean Society of Environmental Restoration Technology
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v.17
no.6
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pp.73-91
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2014
Recently the countries breeding bears such as China and Vietnam are promoting a policy that gives relief to wild animals through agreement with AAF and WSPA. Currently our country has lacking breeding space for the increased number of bred bears due to the prohibition of bear import and export from joining the CITES in 1992. There needs to be a place that treats, protects accepts breed bears in the terms of animal welfare. The bear park was hoped to be designed as a means to give relief to bears and promote harmony with the local society, and is made of parking area, waiting area, visitors center, treatment research management facilities, restaurants, food warehouse, food store, bear museum, sanitation facilities, gondola, plaza, rehabilitation area for wild animals, outdoor exhibition center, direct indirect experience area of wild animals, resting facilities and areas, photo zones, bear playground, bear experiencing facilities, fences, information facilities, tree protection facilities and more. The design can be used as a reference in examining alternative measures following the future change in breeding policy as a bear park example which reflected the ecology of a bear in the term of animal welfare.
From 2004 to 2005, the stem rot of Disporum sessile D. $D_{ON}$ caused by Sclerotium rolfsii occurred spoyadieally in an herbs exhibition farm of Hamyang, Gyeongsangnam-do Agricultural Research and Extension Services, Korea. The typical symptom is water-soaking, dark brown on the stem and rotting, wilting. The infected plants were mostly died. White mycelial mats were spread over lesions, and then sclerotia were formed on stems and near soil line. The sclerotia were globoid in shape, 1$\sim$3 mm in size and white to brown in color, The optimum temperature and sclerotia on PDA was 30$^{\circ}C$ and the hyphal width was $3{\sim}10{\mu]m$. The typical clamp connections were observed in the hyphae of the fungus grown on PDA. Pathogenicity of the causal organism was proved on D. sessile according to Koch's postulate. On the basis of mycological characteristics and pathogenicity to host plants, this fungus was identified as Sclerotium rolfsii Saccardo. This is the first report on the stem rot of D. sessile caused by S. rolfsii in Korea.
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