• Title/Summary/Keyword: MakerSpace

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A Study on the Information Service and User Activation Plan of Sejong City Library (세종시립도서관의 정보서비스 및 이용자 활성화 방안에 관한 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Oh, Sanghee;Kim, Jeong-Taek;Ro, Ji-Yoon
    • Journal of the Korean Society for information Management
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    • v.37 no.4
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    • pp.27-60
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    • 2020
  • Sejong City Library information services and programs proposed in this study are proposed by combining cases of local representative libraries and overseas libraries. As a feature of the proposal, first, various information services that can be provided by the Sejong City Library are proposed by area, by user, by data type, by media, by partner institution, etc. Second, by reinforcing user programs for each life cycle, various reading programs by age and interest, such as reading discussion, reading experience, and reading events, are provided. Reinforce user-based programs that reflect the characteristics of Sejong City's population, such as adult, child, and family programs. Third, secure and utilize maker space space. Fourth, the reading program developed by the Sejong City Library is promoted and shared in cooperation with local libraries. Fifth, induce participation of local residents in Sejong City, volunteer activities and talent donation. Sixth, propose library information services using library websites and social media, and develop channels for mutual cooperation with users.

Sustainable Digital Fabrication Communities: Focusing on the Comparison of Fablabs in Korea and Japan (지속가능한 디지털 제작 커뮤니티: 한·일간 팹랩 비교를 중심으로)

  • Kim, Yun-Ho;Lee, Myung-Moo
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.44-57
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    • 2022
  • Fablab is a global network of digital fabrication facilities. Fablab is a digital workshop for individual manufacturing. In addition, Fablab is a next-generation digital infrastructure that connects education, training, R&D and production. The Fablab is a facility lab that makes the products you want, and it is a space where users-led products or services are discovered for the community. Furthermore, through various citizen-led projects, it is playing the role of innovation that changes the region and society. In this study, we examine the operating conditions of Fablabs in Korea and Japan (Fablab Seoul, Fablab Busan, Fablab Kamakura and Fablab Kitakagaya). It also explores the business model and sustainable development potential of each fablab. To this end, first, we compare and analyze the use of fablabs in both countries. Second, the purpose of the fablabs of both countries is analyzed. Third, we analyze the business models that the fablabs of both countries are taking for sustainable development through Lean Canvas. Based on the results obtained through case analysis of both countries, we make suggestions for the development of fablabs in Korea.

A Study Analyzing Y Generation Users' Needs for Next Generation Digital Library Service (차세대디지털도서관서비스에 대한 Y세대 이용자의 요구분석 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.29-63
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    • 2014
  • This study attempted to reveal the characteristics of the Y generation, to derive the services of the next generation digital library, and to compare differences between the demands of the baby boom generation and the Y generation to some extent. As a result, first, it is shown that the digital device the Y generation uses the most, was a cell phone or smartphone, followed by desktop PC, notebook PC, and digital camera. Although there were some differences, the Y generation's use ratio of digital devices was substantially similar to the baby boomers'. Second, there was a significant difference between the Y generation and baby boom generation in terms of using digital services. While the Y generation used internet portals the most, the baby boom generation used e-mail service the most. Third, we surveyed the services which the Y generation and baby boom generation require for the next generation digital libraries, by grouping as follows: the cloud service, infinite creative space (maker space), big data, augmented reality, Google Glass, context-aware technologies, semantic services, SNS service, digital textbook service, RFID and QRCode service, library space configuration, a state-of-the-art display technology, and other innovative services. While the most demanded service by the Y generation was big data service, the baby boom generation most demanded digital textbook service.

Silence and Absence: Diaspora in Jang Ryul's Films (침묵과 부재: 장률 영화 속의 디아스포라)

  • Yook, Sang-Hyo
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.163-174
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    • 2009
  • The first Chinese film maker from Korean ethnicity, Jang Ryul is also the first Korean director from Chinese background. As a diaspora himself, he crosses over two countries, trying to look through diaspora viewpoint at diaspora phenomena widely scattered in Northeast Asia. This paper is written in an effort to closely consider his story and style through 3 films, , , and . The main character in is a Korean Chinese woman, Choi Sun Hee, who sells Kimchi in outskirt of a city. is the story about the relationship between Hangai, a Mongolian man who plants trees in deserted prairie and North Korean mother and son in defection from North Korea. treats a group of characters floating around in Iri, the city that was vanished by the explosion 30 years ago. The first thing of the style of Jang Ryul building the diaspora viewpoint is time, crossing the floating space. The second one is the inversion of on-screen space and off-screen space or center and periphery. The third one is the absence of language. Given the fact that discourses about the identity of East Asia flourish these days, his movies, as the fruit of consistent attempt to search for East Asian identity within the filmmaking process, deserve more attentions.

An Analysis on Characteristics of Ancient Indonesian Textiles (I) - Focus on Period, Religion, Region, and Color of the 'Sacred Cloths' -

  • Langi, Kezia-Clarissa;Park, Shinmi
    • Journal of the Korean Society of Costume
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    • v.66 no.6
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    • pp.67-78
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    • 2016
  • Research on ancient Indonesian 'sacred cloths' is essential since it shows a different perspective into Indonesian identity. Based on its function, the 'sacred cloths' are either made as a medium for religious ceremonies or as a medium for the living and the dead. The consuetude of preparing and creating the 'sacred cloths' are done to achieve the finest 'sacred cloths' worthy to be presented to God. The research aims to analyze the characteristics of ancient Indonesian textiles and to focus on the 'sacred cloths.' The research is divided into two parts, and this paper is the first part. The paper analyzes the characteristics of ancient Indonesian textiles by focusing on the period, religion, region, and color of the 'sacred cloths.' The subsequent research analyzes the characteristics of ancient Indonesian textiles by focusing on the techniques and the patterns of the 'sacred cloths.' In this first part of the main research, the analysis reveals that animism developed in various ways in Indonesia from 500 BC to AD 1800. It was also as kingdoms of Buddhist, Hinduism, and Islam. The changes of religion may differ according to its region. Indonesian regions are divided into six big regions that produce textiles. These islands are Sumatra, Borneo, Java, Celebes, Nusa Tenggara, and Bali. By space and time, the colors of Indonesian textiles represent the ideology of one religion. Indonesia produces primary colors of red, yellow, and blue(RYB). The colors are produced by extracting leaves of Indigo, Indian Mulberry root shell, Sappanwood's branches, Candlenut fruit, Turmeric root, and Mangosteen rind. Indonesia is a religious country, therefore the meaning of creating each 'sacred cloth' shows piety of the maker and the wearer.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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A Spatial Multicriteria Analysis Approach to Urban Quality of Life Assessment (공간적 다기준평가 기법을 이용한 도시의 삶의 질 분석)

  • Jun, Byong-Woon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.11 no.4
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    • pp.122-138
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    • 2008
  • A pixel-based approach to urban quality of life assessment can be regarded as a spatial decision problem under the condition of complexity because it searches the urban space for evidence of hot spots of quality of life based on multiple and differentially weighted evaluation criteria. Such an assessment involves inappropriate scaling of several incommensurate criteria, much unstructured subjectivity in the decision maker's judgment, and the large data handling in a raster GIS environment. There is a need for identifying alternative approaches to tackle the ill-structured problem in urban quality of life assessment. In this context, this research proposes and implements a spatial multicriteria analysis approach to evaluate urban quality of life in a raster GIS environment. The implementation of this methodology is illustrated with a case study of the Atlanta metropolitan area. Results indicate that the proposed methodology may provide an alternative approach for evaluating the quality of life in an urban environment.

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The Antifibrotic Effects of D-penicillamine in Liver Fibrosis Animal (간섬유화 동물에서 D-페니실라민의 항섬유화 효과 검색)

  • Kim, Gi-Yeong;Yun, Gi-Jung;Mun, Hyeong-Bae
    • YAKHAK HOEJI
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    • v.40 no.5
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    • pp.550-557
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    • 1996
  • One of therapeutics in liver disease (morbus wilson) is D-penicillamin (D-pen: D-3-mercapto-valin). Especially the cross-linking of collagen molecules could be inhibited by D-pe n in extracellular space. In this study we investigated the antifibrotic effects of D-pen in rats that were induced the liver fibrosis by bile duct ligation and scission (BDL/S). Rats were treated for 4 weeks with D-pen after BDL/S operation or sham operation. The balance between fibrogenesis-marker (PNIIIP) and the fibrolysis-maker (PNIVP) were observed in sera by RIA (radioimmunoassay), and the parameter of collagen deposition in liver tissue (hydroxyproline: HYP) was measured by colorimetry. The weight of liver in BDL/S operated group was increased significantly in compared with sham operation group (15.2g${\pm}$1.1, vs 11.9g${\pm}$3.9: p<0.005, p<0.05). The rats group treated by D-pen showed the lower level of PNIIIP (6.7ng/ml${\pm}$1.5, vs 9.5ng/ml${\pm}$2.8) and the higher value of PIVCP (14.0ng/ml${\pm}$1.9, vs 7.9ng/ml${\pm}$1.5) in sera that compared to untreated rats. The content of HYP was decreased by 141% in BDL/S with D-pen treated group than that of it in BDL/S group. No correlation was revealed between collagen parameters in sera and HYP in liver tissue of BDL/S operated and D-pen treated rats. The group treated with D-pen showed the lower value of clinical biochemistry parameters (GOT: glutamate oxalacetate transaminase, Total-Bilirubin) in compared with only BDL/S operated rats, but the value of GPT (glutamate pyruvate transaminase) and Alkaline phosphatase in two BDL/S groups was nearly same. In the histological finding, we observed mild bile duct proliferation, weak inflammation and fibrosis in BDL/S with D-pen treated group, but BDL/S operated group showed the formation of septum (island of hepatocytes), massive bile duct proliferation. This result represents that the BDL/S operation induces liver fibrosis (cirrhosis) in 4 weeks, and D-pen inhibits the synthesis of collagen weakly and stimulates the degradation of collagen in the extracellular space. We conclude that the monitoring of PNIIIP, PIVCP in sera is useful parameter for screening of antifibrotic effect, and D-pen delay the liver fibrosis.

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Development and Evaluation of the PBL Teaching/Learning Process Plan of 'Housing Culture and Practical Space Use' for Home Economics in Middle School (중학교 가정과 문제 중심 '주생활 문화와 주거 공간 활용' 교수·학습 과정안 개발과 평가)

  • Cho, Jiwon;Cho, Jaesoon
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.59-76
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    • 2020
  • The purpose of this study was to develop and evaluate the teaching/learning process plan of 'housing culture and practical space use' for home economics in middle school according to the problem based learning(PBL) model. The plan consisting of 4-lessons has been developed and implemented following the steps of ADDIE model. Various activity materials (4 scenarios, 6 individual activity sheets, 10 reading texts, and 5 working resources) and visual materials (4 sets of ppt and 4 moving pictures) as well as questionnaire were developed for the 4-session lessons. The plans were implemented to a single class of 21 junior students at H middle school in rural area, Kyeongnam, from 1st to 12th of April, 2019. Students highly enjoyed and were satisfied with the whole 4-lessons in aspects such as understanding of the contents, adequacy of materials and activities, and usefulness in one's own daily life. Additionally, they have more actively participated in the lessons than usual and even interested in learning more of such lessons. Students also reported that they highly accomplished the goal of each lesson as well as overall objectives. They showed interest in the major part of PBL lesson such as scenario and group activities. And they engaged themselves in drawing the share housing space plan with '5D planner' web program which they described as the best part of the lessons. The teaching/learning process plan developed in this study may be used as a theme of maker education, which is emerging these days. It can be concluded that the PBL teaching/learning process plans for 'housing values and practical space use' would contribute to improving students' attitude on living with others and ability to manage one's individual life.

Development of Indoor Navigation System based on the Augmented Reality in Subway Station (증강현실 기반 지하철 역사의 보행안내 시스템)

  • KIM, Wongil;LIM, Guk hyun;KIM, Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.43-55
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    • 2019
  • Smart phone based navigation applications are very useful in everyday life. Cost-effective and user friendly navigation can be provided to the user by many applications available in market. Using the Smart phone these navigation applications provide accurate navigation for outdoor locations. But providing an accurate navigation underground space such as subway station is still a challenge. It is hence more convenient and appropriate for mobility services if the visitors could simply view the guidance of the subway station on their mobile phone, wherever and whenever it is needed. This study develops a algorithm for indoor navigation with the help of Augmented Reality(AR) and QR marker code from the entrance to the train platform for users. This indoor navigation uses AR and QR maker codes for two purposes: to provide the user link to the subway station location and to provide the current guidance details to the user. This Smart phone algorithm that uses a smart phone optical tool to decode the QR marker to determine the location information and provide guidance to the AR without indoor Maps. This algorithm also provides a module to guide mobility vulnerable to the Barrier Free route to destination.