• Title/Summary/Keyword: Tangible space

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A Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases (실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안)

  • Hwa-Su Jin
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.519-528
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    • 2023
  • Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.

A Design Model on Outdoor Space of Elementary School based on Participatory Approach - Case Study on Seoul Don-Am Elementary School - (참여디자인 방법론을 적용한 초등학교 옥외공간 계획모형 - 서울 돈암초등학교를 대상으로 -)

  • Hue, Youn-Sun;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.5
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    • pp.1-11
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    • 2010
  • The outdoor space of an elementary school is the most familiar and most educational area for children. A paradigm shift in education has demanded a new role and direction for these outdoor spaces. The construction of children-friendly spaces, however, lags behind. The child-participatory design process is very meaningful at a time when many outdoor spaces have difficulties in reflecting the varied and specific demands of children. This study realized the necessity for a design that includes a child-participatory design process in construction the outdoor spaces of elementary schools. Through reference study and a theoretical approach of related laws, this study established a child-participatory design process model and applied it to Seoul Don-Am Elementary School. The design process included playing games and providing interesting tools to increase the participation of children in suggesting and presenting their opinions more freely. The design process of this study is described in five steps(eliciting interest in and recognition of the target space, Understanding children's expectations and the expressing thereof, Establishing factors for planning, Visualizing and arranging spaces, and Decision-making and building a final design plan). This process was applied to the planning and design of an outdoor space for Seoul Don-Am Elementary School. In this study, it is clear that the design of the participators and experts have a different purpose. Thus, the process of the design has more meaning than the final product. In addition, it is expected that an improvement in both tangible and intangible designs will be seen. Using a participatory design process, this study successfully improved the facilities and arrangement planning of an outdoor space. At the same time, it also enhanced the interest and participation of children in the process of creating the kind of school they desire. The significance of this study is that it has suggested an effective model to reflect the demands of children, the true users of the outdoor space, and the results were actually applied to elementary school outdoor planning and designing. This study enhanced the awareness of school members in the process of building the school's outdoor space.

Study on the Development and Application of Image Viewer System (Image Viewer System의 개발 및 적용에 관한 고찰)

  • Yang, Oh-Nam;Seo, In-Ki;Hong, Dong-Ki;Kwon, Kyeong-Tae
    • The Journal of Korean Society for Radiation Therapy
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    • v.18 no.2
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    • pp.67-73
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    • 2006
  • Purpose: The number of patients receiving radiotherapy has increased every year and will keep increasing in the future. Therefore, the technique of radiotherapy is developing from day to day, as a result of it, the quantities of image and data used for radiotherapy are also considerably increasing. Therefore, there have been many difficulties in storing, keeping and managing them. Then, we developed and applied this system for improving complicated work process as well as solving these problems with the collaboration Medical Information Team. Materials and Methods: We exported its image at R & V (Record and Verify: Varis vision, Varian, USA) system and planning system after giving some code to be able to access from management system(RO) for department of radiation oncology to PACS. And, we programmed their information by using necessary information among many information included in DICOM head. Results: All images and data generated by our working environment (Simulation CT, L-gram image and internal body structure, DRR, does distribution )were realized at PACS and it became to be possible for clear image to be printed from any computer in department of radiation oncology. Conclusion: It was inevitable to use film during radiotherapy for patients in the past, however, due to the development of this system, film-less system became to be possible. Therefore, the darkroom space and its management cost in relation to the development process disappeared and it became to be unnecessary for spending tangible and intangible financial expense including human resources, time needed for finding film storing space and film and purchasing separate storing equipment for storing images. Finally, we think this system would be very helpful to handle ail complicated processes for radiotherapy and increasing efficiency of overall working conditions.

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A study on the Convergence of Culture and Technology Contents of Traditional Old Capital, Kyoto - Focused on the Lake Biwa Canal - (전통 고도(古都) 교토(京都)의 문화기술 융합 콘텐츠 연구 - 비와코(琵琶湖) 운하를 중심으로 -)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.16
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    • pp.157-169
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    • 2014
  • Lake Biwa Canal was a dream project that reminds us the passion and innovation of Kyoto Citizens more than water supply. It is a modernization project combining engineering knowledge and scientific technology, which started transportation by ship through big-scale civil construction as well as supplying electricity as the first waterpower plant in Japan, and it overcame the physiographic limit through adopting unique method of waterway transportation. Lake Biwa Canal, which has tangible and intangible culture heritage value as the traditional space of Kyoto, the Old Capital of 1200 years, conceives a cultural meaning that is connected through various mutual relation as well as scientific technologic factor. Lake Biwa Canal is not only the function for supplying water to gardens and temples of Kyoto region, but it is also a cultural fruit that is formed by complex causal relationship of various contents such as geographical and environmental background, the phases of the times, local development policy, political circumstances and religions. This study is aimed at interpreting the value of Lake Biwa Canal multilaterally by the convergence of cultural and technological aspects through the view of the world which the age tried to pursue, focusing on the construction of Lake Biwa Canal which was accomplished in the process of promoting the modernization of Kyoto.

Landscape Design Proposal for Gangbuk Large Park (강북 대형공원 기본계획)

  • Kim, Do-Kyong;Choi, Won-Man;Hong, Hyoung-Soon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.4
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    • pp.1-14
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    • 2008
  • Although the Dreamland site was the only flat amusement park in the northern part of Seoul, the site lost its function as a regional park due to aging and, therefore, was no longer in use. The site is surrounded by currently existing high dense low-story housing blocks and proposed new towns. A renovation plan for Dreamland was raised by the City of Seoul to enhance the quality of the urban environment in the northern part of Seoul. This study articulates the design concepts and strategies of the prizewinning work of the International Design Competition for Gangbuk Large Park. The three key points can be summarized as follows: First, this design proposal tried to find a new possibility for a large mountain park in an urban areas. These days, mountain parks are used limitedly as ordinary living spaces for activities such as a walking, hiking, and physical training. New strategies were sought to reconstruct the sentiment with which our ancestors enjoyed the mountains. Second, this proposal tried to make Dreamland a socially self-sufficient park. We designed a park which generates self-energy and which communicates with the city, not a park which only exists as a green island in a city. Lastly, rain fed paddy fields, a typical Korean vernacular landscape, was a tangible space which represented people's life-styles harmonizing with the nature. Rain fed paddy fields is a design motif which puts the three surrounding mountains together with the site. It is expected that the new design will works as a noted place.

Effects of Regional Creativity Factors on Regional Growths (지역창조화 요인이 지역 성장에 미치는 영향)

  • Ma, Yoon-Joo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.228-237
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    • 2018
  • The purpose of this study is to develop an index to measure regional creativity factors from previous research, as well as to empirically analyze the relationship between regional creativity and regional growth. We conduct panel analysis on the balanced panel data of regional creativity in fifteen Korean cities and provinces during 2008-2012. The result of hypothesis testing are as follows: First, amongst factors of regional creativity, sub-factors such as creative personnel and intangible asset (of the basic asset factor), creative enterprise (of the economic agent factor), and convergence and creative industries (of the core industry factor) showed significant influential relationships with GRDP (Gross Regional Domestic Product) as positive. Concerning the systemization factor, all sub-factors showed no significant relationship with GRDP. Second, amongst the factors, creative personnel (of the basic asset factor), start-up and entrepreneurship (of the systemization factor), creative enterprise (of the economic agent factor), the regional space factor, and convergence industry (of the core industry factor) showed significant positive relationships with employment rate. However, tangible and intangible creative asset (of the basic asset factor), convergence management and administration (of the systemization factor), Large/middle/small enterprises and central government/municipalities (of the economic agent factor), and creative industry (of the core industry factor) showed no significant relationship with employment rate. The results of this study will provide insight into the current situation for regional creativity, and review the process and short and long term performance. In addition, it will be a basic means to lead the central government's policy of strengthening local autonomy and decentralization.

A STUDY IF PERSONALITY STRUCTURE AND HIERARCHY OF NEEDS IN COLLEGIATE NURSING STUDENTS (간호대학생의 욕구구조에 관한 일 연구)

  • 최계영
    • Journal of Korean Academy of Nursing
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    • v.4 no.1
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    • pp.38-49
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    • 1974
  • Presently, the performance level of the college student has received a great deal of attention, particularly in the area of professional education. The problem of under achievement, especially in areas dealing with science and technology, has gone through considerable investigation by numerous Psychologists and Educators. Thus for, however, they have not been successful in determining conclusively the non-intellectual factors involved. The maladjustment problem of these students has been a thorn in the side of nursing education for some time. This topic has been discussed among nursing educators without any tangible results. Furthermore, the fact that the number of students who withdraw from nursing education programs before graduation has increased. This represents a major problem for nursing education. This problem area had increased attention drawn to it on October 1957, when Russia successfully launched to first satellite "Sputnik" into space. Various studies seem to indicate that factors related to over achievement and under.achievement can be found in the motivation of the students. This study is aimed at testing 3 hypotheses which hopefully will lead to a better understanding of the learning activities of nursing students and to determine some of their nonintellectually personality traits. Hypothesis I: learning activities in nursing students and persona1ity are correlated, there will be significant differences in personality need structures between 4 classes of nursing collegiate students. Sub-hypothesis: There will also be significant differences in the degree of student satisfaction in her major subject. Hypothesis I: If there is a special personality need structure which is required for the clinical learning activity in general, then there will be significant differences between the personality need structures of under-achievers and overachiever. Hypothesis II : If each clinical nursing subject requires different personality need structures, then there will be differences in personality need structure between the different clinical groups Methodology: 1. Tool: A Korean translation and correction of the Edwards Personal Preference Schedule of U.S.A. was used. 2. Subject and Test Method: Subjects were nursing students at Yonsei University, who enrolled for Fall semester of 1971. The Researcher herself executed the test for the test for the class as a group, and the absent students were tested indidually. Out of 307 students, 293 students (95.4%) were reported. 3. Statistical treatment: The mean and standard deviation for each of the 15 personality need variables were computed and the value of T-test was obtained to determine the differences in the personality need structures between each group. Results: 1, For the first hypothesis, the personality need structures between each of the 4 classes and the reported degree of satisfaction in major subject showed significant differences. Therefore the hypothesis I was accepted. 2. The comparison of personality need structure of under-achievers and over-achievers in clinical fields showed significant differences. Thus hypothesis II was accepted. 3. Personality need structure between clinical subject groups showed significant differences therefore the 3rd hypothesis was accepted.

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Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Fostering Entrepreneurship by Maker Education: A Case Study in an Higher Education (메이커 교육(Maker Education)을 통한 기업가정신 함양:대학교 사례연구)

  • Kang, In-Ae;Kim, Yang-Soo;Yoon, Hyea-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.253-264
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    • 2017
  • The advent of the $4^{th}$ industrial Revolution requires entrepreneurship to the student as one able to produce creative solutions of complex problems embedded in society with active engagement. Maker Education indicates a new educational approach in which students produce a tangible output as a concrete solution to their problems, experiencing spirits of productive failure, sharing and openness with others during the process due to its educational values and effects which are well-matched with entrepreneurship. This study, in this context, aimed to verify the effect of the maker education in the sense of cultivating entrepreneurship: For this purpose, this study conducted a case study of Maker Education to 56 university students during 7 weeks (14 hours) in K university. The results based upon data analysis collected from reflective journals and interviews showed attitude change of the students in terms of entrepreneurship characterized as self-directedness, risk-taking, and creativity. For more active practices of Maker Education in higher education, both instructors' role as the facilitator, and easily and freely accessible Maker Space should be considered.

An Empirical Study on Users' Resistance against the Smart work: Based on the Organization's Innovative Characteristics and the User Characteristics (조직의 혁신성과 사용자 특성이 스마트워크 사용자 저항에 미치는 영향)

  • Oh, Seung Hun;Chae, Myungsin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.191-200
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    • 2017
  • Smart work is an alternative form to enable seamless business collaboration without time and space limitations using ICT. However, smart work implementation has not produced tangible achievements and sometimes has resulted in failure. This study examined users' resistance against smart work, which is regarded as one of the most important elements for the successful implementation of smart work. The study classified elements which cause users' resistance into the work's innovative characteristics and the user characteristics based on the model of innovation resistance. It also set the degree of freedom in spatial and temporal dimension as moderating factors. This empirical research results showed that low work efficiency, unfavorable evaluation methods, and high degree of satisfaction in the way of working affected smart work users' resistance. In addition, temporal freedom had a moderating effect on the relationship between users' characteristics and their resistance. On the contrary, spatial freedom affected the relationship between their works' innovative characteristics and their resistance. The study results suggest that organizations need to set up business processes and evaluation methods first to adopt Smart work successfully.