Journal of the Korean Society of Clothing and Textiles
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v.39
no.3
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pp.337-352
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2015
This study selected a case study method conforming to qualitative research in order to analyzed how each type of fashion enterprises uses SNS in-side of fashion marketing based on content the researcher monitored and selected from the Facebook website for each enterprise. The standard to select fashion brands in this study is a graded list made based on ranking 5 analysis sites on social media (Socialbakers, socialDigm, Pulse K, BigFoot9, L2). The researcher sorted and then analyzed 2 brands that have many fan joiners and followers among fashion brands that were ranked top of the graded list, work in Facebook animatedly, and had representativeness in each type (SPA, Sports Brands). The study was conducted from January 2013 to March 2013, and the index of Facebook consisted of 3 kinds of elements (comment, like, and share). Each numerical value was counted to decide the monthly ranking. Content analysis was divided into public relations about brand, public relations about products, and customer participation and activities; consequently, the researcher investigated which content was post conforming to the ranking. The study analyzed the analysis results of each brand derived through the method of study compared to other brands. The results are as follows. In case of SPA brands, the category accounting for high rank in index analysis are public relation events to attract customer attention and products and offering information. The results of the monthly trend about whole post category were also similarly analyzed so the promotion goal that the brand wants to seek in priority coincides with the customer compliance rate. Next, in the case of sports brand, public relations for products offering information, event for arousing customer concern, and participation activities accounted for a high rank in the index analysis and posted the most in the analysis of the monthly trend for whole post category. The researcher came to understand that the direction of content for brands shown through Facebook coincides with customer sympathy.
Journal of The Korean Association For Science Education
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v.24
no.6
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pp.1131-1142
/
2004
This study investigated the factors affecting the procedures of becoming a scientist. Interview was used as a research method for deep understanding of individual career choice procedures. Interviews for individual scientists were conducted for about 60 minutes in their offices and all the interviews were tape-recorded. A total of 34 scientists who received some representative science awards in Korea during 1990 - 2001 were sampled. They were all men. But the interview was conducted with 30 scientists. The investigation was based on the framework that was composed of the following four categories: personal ability, home environment, school environment, and sociocultural environment. And each category had several factors as follows: personal ability consisted of the meta-ability to figure out the aptitude and the self-ability and the achievement; home environment consisted of parents, brothers and sisters, relatives, and hobby; school environment consisted of teachers, friends, club activity; sociocultural environment consisted of event, mass media, social recognition and social prospect. From the analysis of the career choice procedure of the scientists it was appeared that the meta-ability for personal ability, the parental influence particularly by father for home environment, science teacher and professor for school environment, and social prospect for sociocultural environment were important. In conclusion, most of the scientists made an important decision for their future career when they were the 12th grade and 1st year in university, and they considered intrinsic factor such as self-interest and aptitude and extrinsic factor such as social prospect. However intrinsic factor related to science teacher and professor and extrinsic factor related to fathers' advice.
Geronimo, Franz Kevin F.;Maniquiz-Redillas, Marla C.;Hong, Jungsun;Kim, Lee-Hyung
Journal of Korean Society on Water Environment
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v.33
no.1
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pp.1-7
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2017
Bioretention systems, an advance low impact development and green infrastructure approach were currently utilized in different parts of the world because it promotes biodiversity thereby mimicking and preserving the pre-developed state of an area. This study investigated and compared the capability of four bioretention systems to identify factors affecting the hydraulic capabilities and pollutant removal efficiencies of each system. The two bioretention type A referred as Type A-C and Type A-FC were planted with perennials such as Chrysanthemum and Fan columbine, respectively. On the other hand, the two type B bioretention systems referred as Type B-A and Type B-JM were planted with shrub plant species such as Azalea and Japanese Meadowsweet, respectively. Based on the results, TV, infiltration mechanism, filter media depth and plant species were identified as the factors affecting the difference in flow attenuation, retained volume and pollutant removal efficiency of Type A-C, Type A-FC, Type B-A and Type B-JM bioretention systems. The design of bioretention Type B-A and Type B-JM were advantageous considering greater volume retention, groundwater recharge, longer HRT and peak flow attenuation and greater pollutant removal efficiency. On the other hand, the design of bioretention Type A-C and Type A-FC was more appropriate for design considering reduced groundwater contamination.
Journal of Korea Society of Industrial Information Systems
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v.16
no.2
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pp.85-97
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2011
Wireless sensor networks have emerged as one of the key enabling technologies for ubiquitous computing since wireless intelligent sensor nodes connected by short range communication media serve as a smart intermediary between physical objects and people in ubiquitous computing environment. We recognize the wireless sensor network as a massively distributed and deeply embedded system. Such systems require concurrent and asynchronous event handling as a distributed system and resource-consciousness as an embedded system. Since the operating environment and architecture of wireless sensor networks, with the seemingly conflicting requirements, poses unique design challenges and constraints to developers, we propose a very new operating system for sensor nodes based on finite state machine. In this paper, we clarify the design goals reflected from the characteristics of sensor networks, and then present the heart of the design and implementation of a compact and efficient state-driven operating system, SenOS. We describe how SenOS can operate in an extremely resource constrained sensor node while providing the required reactivity and dynamic reconfigurability with low update cost. We also compare our experimental results after executing some benchmark programs on SenOS with those on TinyOS.
It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.
Journal of the Korean Society for Library and Information Science
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v.55
no.4
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pp.187-217
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2021
This study investigated the perceptions of librarians about Podcast and YouTube services in libraries. The study was designed by applying the Extended Technology Acceptance Model. Librarian's personal, organizational, and social awareness of library Podcast or YouTube services and the degree of understanding of users and their needs on services were mediated by perceived usefulness or ease of services= and influenced to having intentions and providing the services. First, we investigated the types of Podcast and YouTueb services provided by 39 libraries in Korea. Also, we collected data using an online survey method from 181 librarians and conducted hierarchical multiple regression analysis. Findings showed that libraries are using Podcast and YouTube appropriately considering features and functions of media, mainly for library event information/promotion, library programs, book recommendations, and author (librarian) lectures or interviews. Organizational or social awareness of librarians, i.e., library educational support, human resource supports, librarian recognition, job-related features, and understanding of user perceptions and needs, influenced the intention to provide library services. Also, there was a difference in perceived usefulness and ease of services between librarians who provided Podcast and YouTube services and those who did not. We expect that findings could be used as references to understand and support various aspects of librarians in charge of developing and providing Podcast or YouTube services in libraries.
Kim, Cheol-Su;Lee, Sang-Kuk;Lee, Dong-Myung;Choi, Seok-Won
Journal of Radiation Protection and Research
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v.44
no.3
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pp.118-126
/
2019
Background: Government conducts environmental radioactivity surveillance for verification purpose around nuclear facilities based on the Nuclear Safety Law and issues a surveillance report every year. This study aims to evaluate the short and the long-term fluctuation of radionuclides detected above MDC and their origins using concentration ratios between these radionuclides. Materials and Methods: Sample media for verification surveillance are air, rainwater, groundwater, soil, and milk for terrestrial samples, and seawater, marine sediment, fish, and seaweed for marine samples. Gamma-emitting radionuclides including $^{137}Cs$, $^{90}Sr$, Pu, $^3H$, and $^{14}C$ are evaluated in these samples. Results and Discussion: According to the result of the environmental radioactivity verification surveillance in the vicinity of nuclear power facilities in 2017, the anthropogenic radionuclides were not detected in most of the environmental samples except for the detection of a trace level of $^{137}Cs$, $^{90}Sr$, Pu, and $^{131}I$ in some samples. Radioactivity concentration ratios between the anthropogenic radionuclides ($^{137}Cs/^{90}Sr$, $^{137}Cs/^{239+240}Pu$, $^{90}Sr/^{239+240}Pu$) were similar to those reported in the environmental samples, which were affected by the global fallout of the past nuclear weapon test, and Pu atomic ratios ($^{240}Pu/^{239}Pu$) in the terrestrial sample and marine sample showed significant differences due to the different input pathway and the Pu source. Radioactive iodine ($^{131}I$) was detected at the range of < $5.6-190mBq{\cdot}kg-fresh^{-1}$ in the gulfweed and sea trumpet collected from the area of Kori and Wolsong intake and discharge. A high level of $^3H$ was observed in the air (Sangbong: $0.688{\pm}0.841Bq{\cdot}m^{-3}$) and the precipitation (Meteorology Post: $199{\pm}126Bq{\cdot}L^{-1}$) samples of the Wolsong nuclear power plant (NPP). $^3H$ concentration in the precipitation and pine needle samples showed typical variation pattern with the distance and the wind direction from the stack due to the gaseous release of $^3H$ in Wolsong NPP. Conclusion: Except for the detection of a trace level of $^{137}Cs$, $^{90}Sr$, Pu, and $^{131}I$ in some samples, anthropogenic radionuclides were below MDC in most of the environmental samples. Overall, no unusual radionuclides and abnormal concentration were detected in the 2017's surveillance result for verification. This research will be available in the assessment of environment around nuclear facilities in the event of radioactive material release.
The Journal of the Convergence on Culture Technology
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v.8
no.1
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pp.483-497
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2022
Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.
Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.
The purpose of this study is to analyze the effect of art and culture experience according to art and culture perception on art and culture consumption. Accordingly, the perception expressed through the experiences of consumers was defined as the delivery of art and culture marketing strategies, and the behavior of consumers enjoying art and culture was measured. The research data were analyzed through an online survey. As a result of the analysis, sense, relation had a significant effect on the hedonistic factor, and the act, sense, emotion and relation had significant effects on the other's consciousness, and the behavioral and emotional factors had a significant effect on the intentional factors. The implication from the experience of relationships with others was found to have a negative(-) effect on all factors, which means to be the result of consumers' anxiety in enjoying art due to the pandemic. It is necessary to develop an online business model for consumers who naturally avoid it, and to narrow the gap between online and offline art and culture. Second, it is thought that sponsorship from companies is necessary so that artists who provide art and culture can produce high-quality contents. In the future, if it was studied the relationship between not only consumers who enjoy art and culture, but also suppliers and artists who provide art and culture, it will be able to understand the culture in-depth.
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