A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.
The purpose of this research was to collect and select the theses and articles of the STEAM education in domestic and to analyze a research status by the review, then to suggest a direction of the further research in technology education. The objects of this research were the theses and articles of the STEAM education in domestic published from January 2007 to June 2016. I collected the theses and articles by using the search engine of the Korean Academic Information Service, the Korea Education and Research Information Service, the National Assembly Digital Library, and finally selected 821 theses and articles for the objects. I analyzed the theses and articles by verifying their subjects, abstracts and contents, and applied the analysis framework developed in advance. I used the frequency analysis, the cross analysis to analyze the datas statistically. Also, I used SPSS 18.0 program. Drawing on the finding of this research, major conclusions of this research were as follows. First, the researches of the STEAM education in domestic had been studied numerously from 2012 to 2015, but it has been decreased since 2016. Second, the researches of the STEAM education in domestic have been studied numerously for the development of the educational program and the instructional source. Third, the research objects of the STEAM education in domestic have been studied numerously for elementary school, middle school and high school in a row. Forth, the researches of the STEAM education in domestic have been focused numerously on a science. Fifth, the researches of the STEAM education in domestic have been concerned mainly about the creativity effect among other educational effects.
With the development of media technology, UCC actively working through the medium of the Net, the Internet space, which can influence politics instead of TV is drawing attention as the new leading media. As the one-sided media influence of TV is dwindling in the times of the Internet, the hegemony of the media is rapidly changing into UCC marked by two-way interaction. Especially, UCC has the characteristic that it has changed the people performing a role as the receptor of the media into the agent of enormous political influence as well as the freshness specific to its contents. This study was intended to investigate the types of diverse political influences of UCC in political practice as well as daily politics with a focus on the fact that it can newly project the world led by the media and their changes and exercise strong power in changing the society. Therefore, it attempted to investigate the political influence and ripple effect that UCC can exert by attempting to analyze what political influence UCC can exercise at diverse political situations including election. As a result, UCC led to four situations such as incentive-exploding type, issue-leading type, dispersion-switching type, direction-obeying type. This can be said to lead to the positive effect at the political field, such as implementing direct democracy through digital technology.
Graphene, called the "dream material" is drawing attention as a groundbreaking new material that will lead the era of the 4th Industrial Revolution. Graphene has high strength, excellent electrical and thermal conductivity, excellent optical permeability, and excellent gas barrier properties. In this paper, as the South Korean government recently announced Green New Deal and Digital New Deal policy, we analyze graphene technology, which is also attracting attention for its application to Corona 19 biosensor, to understand its national R&D trend and knowledge structure, and to explore the possibility of its application. Firstly, 4,054 cases of national R&D project information for the last 10 years are collected from the National Science & Technology Information Service(NTIS) to analyze the trend of graphene-related R&D. Besides, projects classified as green technology are analyzed concerning the government's Green New Deal policy. Secondly, text mining analysis is conducted by collecting 500 recent graphene-related articles from e-newspapers. According to the analysis, the field with the largest number of projects was found to be high-efficiency secondary battery technology, and the proportion of total research funds was also the highest. It is expected that South Korea will lead the development of graphene technology in the future to become a world leader in diverse industries including electric vehicles, cellular phone batteries, next-generation semiconductors, 5G, and biosensors.
In the current knowledge society, mobile devices have become a useful tool for performing work. In the context of COVID-19 which has made digital transformation inevitable, the importance of mobile work behaviors - performing work tasks through mobile devices - is further highlighted. Drawing from the behavioral immune system theory and cognitive appraisal theory of emotions, this study proposes that individual workers' concern about getting infected by COVID-19 will be negatively related to job satisfaction but positively related to mobile work behaviors. We further propose that leaders' communality and agency trait will be positively related to both job satisfaction and the increase of mobile work behaviors. Analyses of a matched dataset comprising survey data and mobile application usage data from 407 workers showed that their leaders' agency and communality were significantly related to the workers' job satisfaction. However, their mobile productivity was significantly related only to the communality of their leaders. The results of this study will provide useful theoretical and practical implications for researchers and managers who aim to understand and promote the technology adoption and knowledge productivity of workers in a pandemic situation.
Journal of the Korea Society of Computer and Information
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v.27
no.3
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pp.53-61
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2022
Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.
International Journal of Computer Science & Network Security
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v.22
no.5
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pp.79-88
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2022
Modern production requires production staff who have design competence, experience and skills to work in various types of work integrated into professional activities. Possession of digital design methods significantly expands the opportunities for professional activities of qualified workers. The purpose of our study was to study the impact of pedagogical conditions on the formation of design competence of future qualified workers in a group work. We have identified a set of pedagogical conditions that promote the development of professionally oriented artistic and technical creativity of workers in the conditions of curricular and extracurricular activities, which include motivational-target, procedural-semantic, organizational-technological, and subject-oriented. It is shown that the formation of design competence is determined by motivational, informational-active and reflection criteria, which are aimed at motivational-value, cognitive, operational-active, creative, social and emotional components of this competence. The methodology of the research is highlighted, which includes the use of the following methods: determination of the personality's motivational sphere in order to identify strong and weak motives of students activity; multiple intelligence to identify students talents in the direction of practical intelligence, which is important for design competence; determining the level of creative activity to identify manifestations of students creative abilities; identifying the type of students innovative thinking in order to develop motivation for success; factor-criterion model, developed on the basis of a qualimetric approach, which is used to identify the level of design competence formation in accordance with its components. The results of the study showed that the creation of separate pedagogical conditions in the institution of vocational education and training (VET) had a positive impact on the development of design competence, which shows the potential of artistic and technical design in the development of professional creativity of future qualified workers taking into account the environmental approach.
Journal of the Korean Society of Floral Art and Design
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no.41
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pp.45-59
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2019
The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.
Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.
The objectives of this study are to analyze the changes of geo-surface topography in the Siwha embankment and the Ahsan city area by the image processing of Landsat Thematic Mapper data, and to estimate the reclaimed amount of the exposed tidal flat in the Siwha area using the GIS. False color composite, Tasseled cap, NVDI(normalized difference vegetation index), and supervised classification techniques were used to analyze the distribution of sediments and the aspect of topographical variations caused by artificial human actions. The total amount of the exposed tidal flat was estimated on the basis of the database snch as aerial photography, hydrographic chart, geological map, and scheme drawing in the Siwha area. The possible excavation regions for a seawall were predicted analyzing the supervised classification image of Landsat TM data. Tasseled cap images were used to observe the distribution of sediments. The difference of the NDVI images between spring and summer seasons indicates that deciduous and coniferous forests were distributed over the whole areas. The total fill-volume of the exposed Siwha tidal flat and the fill-volume of the construction planning seawall were calculated as $581,485,354\textrm{m}^3{\;}and{\;}3,387,360\textrm{m}^3$, respectively, from the digital terrain analysis. Daebu Island, Sunkam Island, and the part of Songsan-myeon were chosen as the cut area to make the seawall, and their cut-volumes were estimated as $5,229,576\textrm{m}^3,{\;}79,227,072\textrm{m}^3,{\;}and{\;}47,026,008\textrm{m}^3$, respectively. Therefore, the cut-volume of Daebu Island alone among three areas was sufficient to make the seawall.
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