Journal of the Korean Institute of Landscape Architecture
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v.32
no.5
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pp.11-22
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2004
A few years ago, many people proposed that a plaza be added to Seoul City Hall. The proposal, however, did not materialize because of traffic confusion. The June 2002 World Cup cheering in front of Seoul City Hall has prodded the public to reconsider the plaza. Even though the exercise failed to gain support, many democratic procedures, opening a Web page and design competitions, and so on were attempted while the design and management of Seoul City Hall Plaza was being deliberated. In the future, the need for proper communication and democratic procedures in the process of making decisions regarding public spaces is expected to increase because of the strengthening of the requirement of participatory and deliberative democracy. An examination of the nature and extent of the communication that has been carried out in relation to the plan to add a plaza to Seoul City Hall will be very helpful in gathering feedback to guide decision-making in regards to the use of other public spaces. Thus, this study has a three-fold purpose. : (1) to examine the theories that may justify the need for public input in relation to decisions made regarding the use of public spaces, and to propose the criteria to be used for the methods of communication (2) to examine the contents and conflicts of communication in relation to the decision made regarding the design and management of Seoul City Hall Plaza and (3) to examine the potential distortion of that communication by analyzing the communication according to the criteria previously proposed. The study method that is used herein is the analysis of articles about the subject matter, which have been posted on the Seoul City Hall Plaza Website and which have been published in newspapers such as the Chosun ilbo, Donga ilbo, the Jungang ilbo, and the Hankyoreh. Diverse article contents are also discussed. As result, there are many differences in the contents and viewpoints of the newspapers that are included in this study. In addition, the related Internet bulletin board has not been used actively, but has contributed to forming public opinion on this issue. Finally, the public demanded to be given acceptable reasons for the results of the design competition, and for the decision to make the grass plaza, which ignores the chosen design in the newspapers or on the Web page. However, their demand was rejected. The communication therefore became distorted and consequently did not become successful in bringing about its intended result.
Park, Sang Kyu;Kang, Man Su;Son, Hee Young;Cho, Sung Hyun
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.11
no.6
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pp.185-194
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2016
Recently, as the popularization of the mobile and the internet, the need of big data technology using a vast amount of data which contains the information has emerged. Big data technology has been used in various fields but use of the public sector is still insufficient. So, this study applies them. This study explores factors influencing silver industry as keywords, graving has effect on the present as well as future society. Results, five variables are 'silver Industry', 'senior citizen who lives alone', 'aging', 'birth' and 'retirement' were searched, and it was confirmed that they are correlated with one another. Results of analyzing the influence of the other four parameters on "Silver Industry", they have an effect significantly. In addition, it proposed the need of the 'providing living space of senior citizen who lives alone', 'childbirth support policy', 'support to vitalize silver startup senior manpower of technology' as an alternative to develop the silver industry. This study provided the theoretical implications that is exploring factors through a quantitative approach using big data and the practical implication is to suggest an alternative.
This study was carried out to investigate the nutritional education status and the recognition of the importance of elementary school dietitians (N=183) in the Gyeongnam area. The results are summarized as follows. All subjects took part in nutritional education program, but the educational methods were passive, as in the case of “home correspondence”(80.8%) and “bulletin board poster”(16.4%), and the education frequency was very low as in “one time/month”(90.2%). The subjects thought “as an independent subject”(41.5%) and “as a related subjects”(35.1%) were suitable teaching venues for the nutritional education. They were very low in individual counseling (4.5%) for school children because of “lack of opportunity”(42.2%) and “heavy work load”(24.1%). However, most of the subjects wished that nutritional counseling could offered in the future (95.5%). The parents' experience of nutritional education was also low (34.3%). Information sources for nutritional education were mainly the “internet”(53.1%) and “re-educational materials” (25.0%). The available instructional materials included “printed materials”(96.7%), “exhibition bulletin materials” (70.3%) and “electronic materials”(46.4%). The preferred education materials were “exhibitionㆍbulletin materials”(32.2%), “printed materials”(29.2%), and “electronic materials”(27.7%). However, materials they wished to purchase were “electronic materials”(54.5%) and “cubic materials”(26.0%). These results show a difference between the preferred materials and the possessed materials. Most school dietitians (98.4%) recognized the necessity of nutritional education with respect to “good table manners”(42.0%), “correction of food prejudices”(30.3%), and “proper nutrition for growth”(21.0%) Although they had a great interest in nutritional education, they had difficulty in cutting their teaming into practice because of “heavy work load”(30.9%), “lack of a systematic curriculum”(25.2%), and “lack of a educational opportunity”(22.8%). Ninety five percent of subjects wished to have nutrition education taught as an independent subject. They pointed out “kindergarten”(60.0%) and “lower grades in elementary school”(33.9%) as the optimal starting times for nutritional education and “school dietitians”(91.3%) as suitable teachers for these programs. The required topics chosen by the subjects for nutritional education for children were “proper eating habits”(54.2%) and “nutritional problem”(31.5%). The dietitians thought “food prejudices”(44.7%), “rat too much processed and instant foods”(36.5%), and “obesity”(11.8%) were the most common nutritional problems among elementary school children. These results suggest the necessity of solving the nutritional problems in children by developing a nutritional education program. Along with this program, if dietitian assisted programs for parents were developed, the effects of nutritional education could definitely be increased.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.8
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pp.527-535
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2016
In the information systems literature from Korea, there has not been much research on formative constructs. It is crucial to establish a proper relationship between constructs and indicators. In other words, it is fundamental to specify reflective or formative constructs in evaluating performance as closely as possible to reality, and in testing the appropriateness of a proper causal model. One purpose of this study is that, through a comprehensive literature review, reflective and formative indicators are accurately understood, and a proper specification and development methodology is applied to the information system evaluation field. In addition, this study provides a useful guideline for developing formative indicators for performance evaluation of informatization programs. The following activities were undertaken to achieve the aforementioned purposes. First, the basic theories and preceding study models on successful factors of informatization programs and performance evaluations were reviewed, and a comprehensive interdisciplinary literature review was conducted to better understand the formative constructs. Lastly, we provide a construct for performance evaluation of informatization programs and evaluation indicators, as well as guidelines for specifying them. Therefore, by systematically specifying proper constructs, future domestic researchers can develop better constructs for performance evaluation of informatization programs.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.9
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pp.634-642
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2020
With the proliferation of Internet of Things (IoT) devices, using the Linux operating system in various architectures has increased. Also, security threats against Linux-based IoT devices are increasing, and malware variants based on existing malware are constantly appearing. In this paper, we propose a system where the binary data of a visualized Executable and Linkable Format (ELF) file is applied to Local Binary Pattern (LBP) image processing techniques and a median filter to classify malware in a Convolutional Neural Network (CNN). As a result, the original image showed the highest accuracy and F1-score at 98.77%, and reproducibility also showed the highest score at 98.55%. For the median filter, the highest precision was 99.19%, and the lowest false positive rate was 0.008%. Using the LBP technique confirmed that the overall result was lower than putting the original ELF file through the median filter. When the results of putting the original file through image processing techniques were classified by majority, it was confirmed that the accuracy, precision, F1-score, and false positive rate were better than putting the original file through the median filter. In the future, the proposed system will be used to classify malware families or add other image processing techniques to improve the accuracy of majority vote classification. Or maybe we mean "the use of Linux O/S distributions for various architectures has increased" instead? If not, please rephrase as intended.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.9
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pp.536-547
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2020
This study analyzed the correlation between adolescents' smartphone addiction as well as depression, self-esteem, and self-regulation based on QEEG (Quantitative Electroencephalogram) analysis. The study period was from March 19 to July 12, 2019, and the subjects were 76 students at P Middle School in Gyeonggi-do (normal group 47, risk group 29) who filled out a questionnaire and were subjected to quantitative EEG. The data analysis was performed via frequency analysis, independent t-test, correlation analysis, and path analysis of the IBM SPSS Statics 21.0 program. First, smartphone addiction had a positive correlation with depression. Second, smartphone addiction showed a negative correlation with self-esteem and α wave. Third, depression showed a negative correlation with self-esteem, which did not show a significant correlation with self-regulation. Fourth, depression was higher in the risk group than the normal group. For self-esteem, the normal group scored higher than the risk group. Self-regulation showed higher significant differences with the normal group than the risk group. Fifth, for α wave and SMR, the normal group scored higher than the risk group. Sixth, α waves had a negative effect on smartphone addiction. This study is meaningful in that it applied a brain science approach using quantitative analysis for objective evaluation of smartphone addiction.
Journal of Korean Society for Geospatial Information Science
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v.6
no.1
s.11
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pp.11-17
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1998
Recently, 3D GIS based on 3D geo-processing methodology and Internet environment are emerging issues in GIS fields. To design and implement 3D GIS, the strategic linkage of Java and VRML is first regarded: 3D feature format definition in the passion of conventional GIS including aspatial attributes, 3B feature indexing, 3D analytical operators such as selection, buffering, and Near, Metric operation such as distance measurement and statistical description, and 3D visualization. In 3D feature format definition, the following aspects are implemented: spatial information for 3D primitives extended from 2D primitives, multimedia data, object texture or color of VRML specification. DXF-format GIS layers with additional attributes are converted to 3D feature format and imported into this system. While, 3D analytical operators are realized in the form of 3D buffering with respect to user-defined point, line, polygon, and 3D objects, and 3D Near functions; furthermore, 'Lantern operator' is newly introduced in this 3D GIS. Because this system is implemented by Java applet, any client with Java-enable browser including VRML browser plug-in can utilize the new style of 3D GIS function in the virtual space. Conclusively, we present prototype of WWW-based 3D GIS, and this approach will be contribute to development of core modules on the stage of concept establishment and of real application model in future.
Faced with the era of the IoT (Internet of Things) and smart homes, this study aims to explore the type of information loaded on smart devices that can lead to consumer's efficient energy use. 105 Americans participated in the survey with eight different versions according to two energy consumption levels (Above or Below condition) by four information frames (Finance, security, environment, or health). It was found that frames can make significant differences in consumers' attitudes; (1) Those in the Below condition worried about environments more than those in the Above condition; (2) Finance-framed information in the Above condition was the least effective to increase consumers' energy saving motivation; (3) In the Below condition, those receiving finance and security framed information revealed more environmental concerns than those receiving other types of informations. This study can contribute to the field by providing with basic research findings that smart device developers can refer to in the future. Also, follow-up studies need to be conducted to examine effective messages for Korean energy consumers.
Modern society which human rights and woman's right have been risen is asking for equality treatment of women and men in all sectors of society under sexual equality principle. People say that hidden beneath sexual equality's surface is feminism. Feminism had arisen in the directions that rights and opportunities of women and men are equal. But now, feminism has aimed at woman's right acquisition and realization because men have taken the lead in social activities and political participation historically. This study's purpose is to examine feminism through animation which is image media contents. As everyone knows, media is the glass reflecting the times by reflecting the ideology of the times. In that sense, studying the feministic analysis of research trend in animation which is the representative genre in image media is the meaningful research in understanding the trends of the times. As mentioned above, this study analyzed the and which clearly showed feministic trend. The two animations have the character changes which the objectified women as witch meets the subjective women and the women do a self-directed choice and behavior. Use this to find out the trend of subjective and self-actualizing of Postfeminism in our modern society. Also based on this, this study could predict the changing of feminism arising in the future. This study's limit is that this study is hard to find animation research result related feminism. Symposium related to the feminism animation was held in Korea and there are various interpretation on the internet. This is the next study want even deepening.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
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