Journal of the Korea Society of Computer and Information
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v.23
no.2
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pp.117-123
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2018
This article is to investigate the possibility that project-based classes introducing mobile phones can replace the monotony of traditional classes led by teachers as well as they can encourage students to take active part in the classes to some extent. The students in groups choose a genre for their own video projects (e.g., movie, drama, news, documentary, and commercial) and produce the video contents using a mobile phone for presentation made at the end of a semester. In the sense that the students are allowed to do video-based mobile phone projects, they can work independently outside of class, where time and space are more flexible and students are free from the anxiety of speaking or acting in front of an audience. A mobile phone project consists of around five stages done both in and outside of the classroom. All of these stages can be graded independently, including genre selection, drafting of scripts, peer review and revision, rehearsals, and presentation of the video. Feedback is given to students. After the presentation, students filled out a survey questionnaire sheet devised to analyze students' responses toward preferences and level of difficulty of the project activity. Finally, proposals are made for introduction of a better mobile phone-based project classes.
Journal of the Korea Society of Computer and Information
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v.22
no.6
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pp.33-40
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2017
This article is to investigate the possibility that project-based classes introducing mobile phones can replace the monotony of traditional classes led by teachers as well as they can encourage students to take active part in the classes to some extent. The students in groups choose a genre for their own video projects (e.g., movie, drama, news, documentary, and commercial) and produce the video contents using a mobile phone for presentation made at the end of a semester. In the sense that the students are allowed to do video-based mobile phone projects, they can work independently outside of class, where time and space are more flexible and students are free from the anxiety of speaking or acting in front of an audience. A mobile phone project consists of around five stages done both in and outside of the classroom. All of these stages can be graded independently, including genre selection, drafting of scripts, peer review and revision, rehearsals, and presentation of the video. Feedback is given to students. After the presentation, students filled out a survey questionnaire sheet devised to analyze students' responses toward preferences and level of difficulty of the project activity. Finally, proposals are made for introduction of a better mobile phone-based project classes.
This study aims to develop workwear prototypes by applying a systematic approach considering the characteristics of workwear. A case study was conducted before this study to derive workwear's four characteristics: 'Ergonomic Pattern-Making, Certified Fabric, Specialized Color, and Customized Details.' a prior study proposed the integrated framework combining these characteristics with the FEA model. The new framework identified that these characteristics are considered in terms of functionality, expression, and aesthetics; it can increase workers' satisfaction and meet the market demand without concentrating on only particular aspects. Before prototype production, the requirements for each characteristic of workwear were analyzed through theoretical research of previously published related papers. The study primarily gathered workwear requirements data and sources from consumer satisfaction surveys and investigations into the wearing conditions of work clothes. When considering all aspects of pattern-making, fabric, color, and detail in functionality, 'comfort movement, body protection, improved work efficiency' were identified as necessary. Expressive requirements were fundamental, including 'reflecting the wearer's preferences, expressing a sense of belonging and identity. It was clear that incorporating design elements and applying current trends to the aesthetic requirements of work clothes was necessary. Four prototypes comprised two top and bottom sets and two overalls using these requirements. The framework was used throughout the entire process of planning, producing, and evaluating prototypes, and through this, the results fulfilled the requirements. This study is significant because it produced workwear prototypes using an integrated approach that considered functional, expressive, and aesthetic aspects.
Recently environment-friendly pellet boilers have interests as emissions of greenhouse gases are regulated internationally and energy security becomes more important to oil addicted countries including Republic of Korea. But the Korean market for pellet boilers is on the initial stage due to the high production costs relative to other conventional boilers. Hence the Korean government has supported financially and promoted the pellet boiler business. In this sense, it would contribute market stratergy and effective promotion policy for both of the government and private companies if we can forecast market shares of pellet boilers appropriately. For this purpose, this study surveyed potential consumers' preferences on pellet boilers among various alternatives using a choice experiment reflecting intangible costs. As the market share of new technology increases, intangible costs decline. According to different intangible cost scenarios, we experimented people's preferences on oil, gas, electric, and pellet boilers. A multinomial logit model was employed to estimate coefficient parameters of common attributes for various alternative boilers. Based on the estimates, we forecasted market shares of individual boilers. We found that as intangible costs decline, the market share of pellet boiler increase substantically while market shares of electric and gas boilers decrease dramatically. The market share of oil boiler did not change significantly. Meanwhile, as people are more rich, more educated, and exposed to advertisement on pellet boilers, the likelihood of choosing the pellet boiler increases.
Journal of the Korean Institute of Landscape Architecture
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v.26
no.4
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pp.125-134
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1999
To analyze in detail the cognitive factors in the sense of place in Korea traditional temples and their occurrence and significance, the questionaring was conducted about the actual condition of visitor's using of and preference for Pulkuksa Temple as an object of the investigation. The result from the analysis of the visitors' sense of respective factors forming the image of the temple is as follows: 1. While the male visitors for outnumbered the female, the female visitors are more satisfied with the senses of the temple than male. The younger visitors are larger in number while the older visitors have the more satisfaction. It took the largest number of the visitors at least three hours to come to the temple. The most numerous are the visitors who came to the temple. The most numerous are the visitors who came to the temple by their own cars. The visitors are coming not only from the Kyunsang Provinces but from all over the country and they made a family trip to the temple. 2. 86 people among the questionees replied that the Tower stands best for Pulkuksa temple. The second largest number of the questionees replied that the main sanctuary does. The third largest number of the questionees replied that the natural environment does. 3. The visitors who came to the temple for sightseeing showed their highest preferences for each of the main sanctuary and the tower. The buddhist visitors also showed the same tendency as non Buddhist ones in their preference. 4. On the whole, the space factors such as buildings and scenes which represent Pulkuksa Temple are the towers such as Sukka Tower and Tabo Tower, the sanctuary buildings such as main sanctuary, the natural scenery such as Toham Mountain, and the steps such as Chungwun-Kyo and Paekwun-Kyo. 5. The potential factors to explain the structural characteristics of the scenery in Pulkuksa Temple are revealed to be a factor of overall valuation, of orderliness, of individuality and of comfortableness, through hypothetical. T.V was 54.1% and the orderliness of Sukkatap was highly evaluated in factor score analysis.
Information wave of 21th century industrial society being undergone a change to knowledge post-industrial society new sense of values and life require. Also, computer is interacting, and adapts spontaneously in current enemy these age by important means on information-oriented society that change rapidly and computer-aided education is essential to improve country competitive power. Grasp computer education actual conditions of vocational high school for positivity that is industrial technology that IT base knowledge information-oriented society requires in this research hereupon, and though students' profession preference wishes to supply pabulum in course education presenting improvement direction of more efficient computer-aided education through investigation, there is the purpose. In present school curriculum, satisfaction about computer connection education responded that have interest much very appeared in general high. Also, computer connection profession preference was expose that research results keep in step and prefers most Information Communication Technology (ICT) field and multi media field that is embossed newly in post-industrial society.
The Journal of the Korea institute of electronic communication sciences
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v.7
no.2
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pp.439-445
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2012
IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.
This study explores the daily life patterns and housing adjustment behaviors of low-income Korean elderly immigrants residing in affordable housing in the Chicago metropolitan area. Utilizing an intercultural perspective, the study focuses on identifying the immigrants' their cultural attributes of daily living and coping responses to residential misfits. These housing adjustment behaviors are classified into five modes consisting of residential mobility, structural adaptation, residential alteration, normative adaptation, and behavioral adaptation. Two-hour in-depth interviews with open-ended questions were conducted with 138 participants from 15 affordable housing complexes. Collected information includes demographic data, immigration experiences and cultural identity, daily life patterns, as well as housing evaluation and housing adjustment behaviors. The study results indicate that many research participants maintained their cultural attributes of daily living accumulated from past experiences (i.e. mostly based upon Korean cultural contexts), but also made adjustments as they complied with their aging body and new living conditions. This also reflects that immigrants' cultural needs are not limited to the use of language and ethnic goods, but are also embedded deeply in their daily life patterns to influence one's uses of the dwellings in a broader sense. All five modes of housing adjustment behaviors were observed with research participants within their residential settings. More importantly, normative and behavioral adaptations along with residential alterations occurred more simultaneously rather than sequentially when the respondents perceived discrepancy between oneself (i.e. including one's attributes, needs, and preferences) and his/her dwelling.
This study examines and analyzes a variety of apartment roof style for 147 apartment complexes built in the Gwangju metropolitan city in order to determine the style that is most preferred. The results of this study are as follows. Most of apartment houses built in the Gwangju metropolitan city are 11 to 15 stories followed by apartments that have less than 5 stories, with fewer apartments that have 16 to 20 stories. According to roof styles, the eyebrow roof A type is the most common, followed by the plane roof A type, the sloped roof B type and the sloped roof C type, while 2/3 of all roof types have either an eyebrow roof A type or a plane roof A type. Using images of these roof types to determine those that are preferred, the decorative roof C type is most preferred, followed by the sloped roof B and C types. According to recognition of adjective pairs, decorative roof C type showed a higher recognition for the categories of unique, decorative, three dimensional and novel, the sloped roof B type showed a higher recognition for the categories of three dimensional, decorative and structured while the sloped roof C type showed a higher recognition in the decorative, novel, varied and three dimensional categories. In the correlations between image preference and recognition scale of roof styles of apartment houses, decorative roof C type showed a significant correlation between adjective pairs with the calm image, the sloped roof B type with the intimate image, while the sloped roof C type showed a correlation between static and ordered with the easy image. Therefore, for the design of future apartment roofs, decorative roof C type requires more consideration of visual aspects that are related to a sense of unity, while further morphological factors needs to be adopted with sloped roof B and C types.
This study was done for the proposal for improvement for junior sportswear which is substitutable as uniforms in the form of elementary school and physical education uniforms by analyzing detailed features through investigation. Accordingly, we developed a prototype design for physical education uniforms as a symbol of the school to enhance the aesthetic and functional satisfaction. The results are as follows. When we developed physical education uniforms, we put activity on our first priority while taking the improvement in both aesthetic and functional aspects into consideration. In addition, we tried to make sure the uniforms reflect the refined and trendy elements to meet students needs to satisfy their aesthetic sense in dress. Reflecting the improvement proposals and preferences of the students, six different prototype designs were developed and evaluated on the basis of two concepts of "new basic" and "trendy". The highest ranking, the physical education uniforms design 1 is based on new basic concept and characterized with slim fit considering activity which will be worn as fall/winter physical education uniforms. Design 1 uses ottoman functional knit as a fabric material which is not only students favorite but also good in both flexibility and warmth. Top with style of high-neckline collar and full open zip-up is simplified with the incision lines and detail. It is a set-in sleeve design in which blue and yellow collars signifying school color are properly placed along with the incision lines in harmony.
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