In this study, 1 have analyzed the state of the use of information technology by the at-risk children who are residing in Husan metropolitan area. The ultimate goal of this study is to help ensure the healthy development of the children and improve the quality of their lives in this information-oriented society. For this research, 1 surveyed 183 children living in an institution or a low-income family in Busan metropolitan area. The survey questionnaire was designed to obtain information on the respondents, socio-demographic characteristics, computer-related conditions of the immediate and social environments, patterns of computer and Internet use, their experience and degree of so called, Net-generation syndrome, Internet addiction disorder, changes in social and familial life caused by Internet use, and exposure to pornographic materials. The results show that 95.9 % of at-risk children in Husan own a computer, 60.9 % of those computers being Pentium Ⅲ. A majority of the children (74.9 %) are connected to Internet at a high-speed, using such devices as LAN, ADSL or cables. About seventy-six percent of the children have used a PC and Internet less than two years. In other words, a majority of them have not used those for a long period of time. The main results of the research are summarized in the following: There is a significant difference among at-risk children in terms of experiences in computer and Internet use according to their grade levels. There is a gender difference in the amount of time spent on computer and Internet. Boys spend more time every week on computer and Internet than girls do. There is a significant difference in the pattern of computer and Internet use, according to the type of their risk, and grade level. The so-called 'Net Generation Syndrome' is not serious in this group. A majority of the at-risk children think that Internet is more interesting than TV. They hardly shop on Internet, and they don think the advertisements on Internet are a serious problem. Also, unlike many people assumptions, their desire to communicate through on-line chatting was very low. They do not tend to buy computer game programs, and Internet Addiction Disorder was not pronounced among them. The at-risk children rarely had an exposure to pornographic materials in the cyber space. However, the exposure was more frequent for institutionalized children than children in low-income families. These results point to a need for a policy to improve the welfare of at-risk children and guarantee their right to information.
The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.
Recently, 3D stereoscopic video and HTTP adaptive streaming technologies have received a lot of attention from relevant industrial fields and markets in terms of multimedia contents and delivery services, respectively. It is expected that promising and marketable service models can be created by means of these noticeable two technologies. However, current standard specifications do not provide a method for organized connection between those two technologies. 3D stereoscopic video services are weighted in broadcasting and storage services that are only available under environments in which the network bandwidth is guaranteed or free. Also, HTTP adaptive streaming technologies only provide plain 3D service methods that are dependent on particular Codec. Therefore, this paper proposes 3D video delivery format for HTTP adaptive streaming service which enables stable and seamless display for various stereoscopic video sequences over internet networks. The proposed technology is designed on the basis of Stereoscopic Video Application Format which is a service-oriented standard specification for storing stereoscopic video sequences. Also, this delivery format is directly applicable over DASH that is the representative standard technology for HTTP adaptive streaming services. The delivery format proposed in this paper has been submitted to MPEG and it has been accepted as a working draft, thus it expected to pave the way for practical industrialization in relevant fields from now on.
To mass-product useful biopolymer films, chitosan/gelatin blend films were prepared by solution casting method. Effect of mixing ratio, tensile strength(TS), elongation(${\Delta}E$) at break, total color difference(E), water vapor permeability(WVP) and oxygen permeability(OP) on chitosan/gelatin blend films properties were investigated. TS, ${\Delta}E$, E, WVP and OP values of chitosan/gelatin blend films were 43.43-38.30 MPa, 9.02-15.09%, 1.28-3.81, $0.8420-0.9673ng{\cdot}m/m^2{\cdot}s{\cdot}Pa$ and $1.5472{\times}10^{-7}-1.5424{\times}10^{-7}mL{\cdot}{\mu}m/m^2{\cdot}s{\cdot}Pa$, respectively. TS of the blend films decreased, while E and E of the blend films increased with increasing chitosan content. WVP and OP of the blend films did not show any significant relationship with mixing ratio and thickness of the blend films. OP of the blend films were lower than those of low density polyethylene and oriented polypropylene.
Trusses are widely used for wooden houses in the areas where wood construction in generalized for residential housings such as North America, Australian, New Zealand. In Korea, joist and rafter system is generally used because of the production cost, transportation cost and lack of experience required for truss manufacturing. In this study, roof trusses and flat trusses were manufactured by using oriented strand board (OSB) gusset plates for field assembly and tested under bending load to obtain the allowable loads. The allowable load and the actual load of 6m span roof trusses were 10.60 kN and 5.26 kN, respectively, which is regarded to be sufficient for use in construction. The allowable load and the actual load of 6m span floor flat trusses were 7.18 kN and 7.43 kN, respectively. For flat trusses, the allowable load is slightly lower than the actual load but the difference in very small, and it is thought that flat trusses can be used for construction by applying small change of structures and members.
Journal of the Korean Society of Fisheries and Ocean Technology
/
v.36
no.1
/
pp.54-59
/
2000
This paper presents a control system that uses a fuzzy algorithm in controlling the depth of a model midwater trawl net, and experimental results carried out in the circulating water channel by using a model trawl winch system.The fuzzy controller calculates the length of the warp to be changed, based on the depth error between the desired depth and actual depth of the model trawl net and the ratio of change in the depth error. The error and the error change are calculated every sampling time. Then the control input, i.e. desirable length of the warp, is determined by inference from the linguistic control rules which an experienced captain or navigator uses in controlling the depth of the trawl winch controller and the length of the warp is changed. Two kinds of fuzzy control rules were tested, one was obtained from the actual operations used by a skilled skipper or navigator, and the other was a modified from the former by considering the hydrodynamic characteristics of the model trawl system.Two kinds of fuzzy control were tested, one was obtained fro the actual operations used by a skilled skipper or navigator, and the other was a modified from the former by considering the hydrodynamic characteristics of the model trawl system.The results of these model experiments indicate that the proposed fuzzy controllers rapidly follow the desired depth without steady-state error although the desired depth was given in one step, and show robustness properties against changes in the parameters such as the change of the towing sped. Especially, a modified rule shows smaller depth fluctuations and faster setting times than those obtained by a field oriented rule.
The evolution of computing environments caused various dharges in our society. The change cj instruction media is one of these effects. WWW using network techndogy is regarded as a pov.powerful tool for rerrote instruction. The methods of utilizing network technologies in design instrudion and design process rould be diversified comparing with those of other general instruction. Computer graphics has been regarded as a very use!u design tool for its accuracy and rapidty. Network can help us to do creative work using cornplter graphics. The merits of this technology are sharing resources and rraking it easy to roIlaborate. Recent cxxnputer graphics instruction has some defects in oontents and methods. The oontents have a weak relationship with other industrial design subjects. From above, the purpose of this thesis is to use computer graphics and netv.urk technology for supporting basic design instruction. Virtual gallery using WWW can be a cyberspare v.tlere the evaluation of results and the exchange of information take plare. This tool makes it easier to oomrunicate and oollaborate with dassmates. A casestudy-Composition with basic objectswas exea.rted by individual for distributed asynchronous rmde. The results of this thesis are summarized for four factors. Rrst, it was easy to transform idea. Serond, student-oriented working was performed. Third, interaction among students was activated. Fourth, not only final results, but also midterm results was oonsidered for evaluation. These methods also have problems as rerent instruction methods, but it rould be used as a instruction tool to compensate for existing instruction methods.
While science museums, whose functions consist traditionally in collecting, preserving, researching, and displaying science-related objects, present scientific knowledge, figures, or tools in the historical context, science centers give more emphases on science education by exposing interactive exhibits to their visitors. However, neither objects-oriented exhibits nor hands-on technologies can provide museum visitors with the full insight into modem science in terms of its complicated relationships to politics, economy, culture, art, risk, and environment. This paper argues that for the 21st century we need to establish a new kind of science museum through the critical examination of its previous kinds - science museums and science centers. In the first part of this paper, the history of the first and second generations of science museums, including their recent trends in science centers, in the West will be elaborated. Secondly, the development of national science museums in Korea will be discussed specifically for the understanding of Korean science museums. The next part of this paper will seek for the possibilities of the third generation of science museums through three examples, which show interdisciplinary, contextual, and institutional approaches to change science museums or science centers. Fourthly, the social function of science museums as 'forum' will be discussed in relation to promoting public 'participation' of science as well as public 'understanding' of science. As a conclusion, some practical suggestions and conceptual guidelines will be proposed for the future Korean national science museum.
A number of organizations have had big interests in studies concerning leadership and not only academia but also psychological areas do also. Until now, leadership has been accentuated by managers or team leaders especially. Recently, however, the concept of self-leadership directing one's own activities through self-control or self-management is being focused on in practices and in academia. This study is to investigate the influence between self-leadership strategies as predictors and learning performance in IT classes as dependents variables mediated by attitude of attendance focused on the social science students in two universities (Korea(116 samples) and India(36 samples)). And this research tried to compare difference between two university students. As a result of empirical analysis, Korean learners making an effort by themselves show a tendency to think constructively. Namely, even though the level of difficulty may be high, by positive self-talk, respondents usually make an effort to get high academic performance. In case of Indian respondents, students who are in behavior-oriented show higher academic performance. Research results can give us direction of task-taking attitudes in firms or learning attitudes in teaching organizations and implications to human resource managers who are in charge of improving learning performance or productivity.
The digital economy has created a new platform-based business model and raised the issue of the international taxation system in line with rapid economic development. Voices of fair taxation have also grown due to tax breaks to countries with low tax rates, problems caused by the gap between traditional and digital companies, and problems of business-oriented taxation systems. As a result, the international movement to lay the foundation for the international taxation system based on the business model suitable for the digital economy has become active. The stances of foreign organizations and countries are different, and the necessity of domestic policy introduction is increasing when cooperation at the international level is needed. This study was conducted to analyze the policy network and to help decision making. The results of the study showed that there were differences among domestic stakeholders depending on the actors. The EU suggested SDP in the long term, Digital Service Tax in the short term, and OECD suggested SEP in the long term. It was found that a careful approach to decision making and an in-depth study of the policy process are necessary.
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