Kim, Jung-Yeon;Park, Sung-Woo;Kang, Byung-Gwon;Son, Chang-Yong;Jung, Bong-Keun
재활복지
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v.20
no.1
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pp.131-150
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2016
This study aims to compare global policies on ICT accessibility and to suggest possible solutions that help to enhance ICT accessibility for socially disadvantaged groups. The results indicated that related laws and standards in Korea are relatively well established than Asian countries' whereas they need improvements when compared to the US or the UK. Particularly, in spite of rapid development in information communication technology industry, incorporating the definition of newly developed technologies into existing laws related to ICT accessibility seemed slow that caused reluctancy of related parties to address accessibility issues the new technologies create. In addition, Korean government seems less effortful to develop policies and standards apart from web and mobile application accessibility. In order to resolve the problems, firstly, the period or process of enacting and amending laws can be shorten. Next, a government affiliated research institute can be established to do research and develop ICT accessibility related to user scenarios so that effective policies and standards could be readily provided. Even though other possible solutions can be suggested, what is more important than that is that any interested parties should sustainably make efforts to provide equal opportunities for the underserved populations.
After being kept in bonded areas and bonded logistics warehouses, the level of information sharing and progress confirmation on the process until the cargo is released is insufficient, resulting in disputes and legal disputes related to unauthorized and illegal delivery of cargo. This study attempted to present the introduction of standard electronic documents as a way to solve problems such as delivery practices raised in the delivery of existing imported cargo and legal disputes related to unauthorized illegal delivery among import-related entities. The service provider who manages the bonded warehouse/logistics center in the hinterland of Busan New Port and the shipper service user who use the service were classified into two groups, and a survey was conducted to analyze the difference in perception between the two groups. As a result of the analysis, both groups judged that the introduction of standard electronic documents was necessary, and showed high expected effects in preventing and reducing erroneous shipments and preventing and improving unauthorized and illegal shipments. Discussions between related organizations, related parties, and subjects are needed first to introduce standard electronic documents of the entry and warehouse management system, and the actual participation of related entities such as service providers and service users will play a very important role in establishing the system.
Journal of the Korean Institute of Landscape Architecture
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v.42
no.1
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pp.104-114
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2014
Nowadays, forests have been recognized as valuable resources for biological diversity and tourism/recreation. Temple forests occupy 1.3% of all the Korean forest and are under weak management although their ecological states are very good. Currently in the Buddhist society, the concern for the Buddhist arboretum has been raised as a good alternative for the practical use of temple forests to secure the sustainability of the temple forests as well as to actively meet the demand of the times for forests. This study aims to suggest establishment measures of Buddhist arboretum. This survey was performed on 105 temple forest managers and 130 laypersons. To summarize the results, the two groups differ in opinion. The temple forest managers more concerned for advertizing Buddhist culture and enhancing the image of the temple, while the laypersons had higher expectations for relaxation and education. However, they are similar in putting more emphasis on the conserving the heritage value of the temple and managing the temple forest. Above all, both groups evaluated the needs higher than the urgency and perceived managing temple forest as the most crucial function of a Buddhist arboretum. They also thought that a Buddhist arboretum should be planned to respond to the ecological characteristics of the temple area as well as to be non-exclusive to its users. Based on the important findings, five suggestions for a Buddhist arboretum were proposed. First, a Buddhist arboretum should be carried forward from a long-term point of view, developing a bond of sympathy between members of Buddhist society as well as conducting promotion and education to the general public. Second, the most significant function of a Buddhist arboretum should be preserving the temple forest, with the emphasis on relaxation and education. Third, in order to provide nonexclusive use, a Buddhist arboretum should provide mixed programs applicable to diverse user groups for high user satisfaction and educational effects. Fourth, the Buddhistic identification could be obtained through variety of plants closely associated with Buddhist culture. Lastly, in the process of collecting plants, it is also crucial to reflect the image of the temple and resource property so as to contribute itself in conservation and management of original temple forests. Thereby all Buddhist Arboretum can be classified into two types; preservation/collection and display/education/rest.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
Kim, Sung Hun;Kim, Tae Kyun;Chun, Keun Churl;Hwang, Jae Sun
Journal of Korean Orthopaedic Sports Medicine
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v.10
no.2
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pp.94-99
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2011
Purpose: As the number of people enjoying skiing and snowboarding which are two popular winter sports has been increasing, wearing helmet during doing these sports has been needed for safety. The rates of head or face injury have decreased after using helmet. However the effect that wearing helmet has on cervical damage is not yet to be known. So through this research we intend to be helpful in developing effective program and safety equipment. Materials and Methods: During two seasons from December 2009 to march 2011, cased 658 cervical injuries within 14538 admittance in medical center of major resort due to skiing and snow-boarding injuries. For survey and research model, one year before the research year conducted a pilot study. Admittance were 432 male and 226 female, advanced 273 and 385 novice. We divided them into two groups depending on wearing helmet, measured cervical damage ratio and injury mechanism, and researched the severity of damage and diagnosed injury. Each group used SPSS 12.0 (SPSS Inc., Chicago, IL, USA) to process data statistically. Results: The number of patients was 312 in skier and 346 in snow boarder. Patients wearing helmet were 146 in skier and 127 in snow boarder. Classification of each injuries were confirmed as 292 cases of simple sprain, 359 bruising, 6 cervical fractures and 1 case of dislocation. Classification of injury mechanisms were 287 of human collision, 212 material collision, 108 of slip down by oneself, 39 of falling and 12 cases of etc. In cases wearing helmet ski 78/ snow board 70 were simple sprain, ski 64/ snowboard 68 were shown as bruising, ski 1/ snow board 2 had cervical fracture or dislocation. The ratio of cervical sprain increased in cases of wearing helmet compared to non-wearing cases and there was a statistical significance (p<0.001). The ratio of cervical contusion increased significantly in non-wearing helmet user (p<0.05). However, there was no significant increase in fracture and dislocation compared between helmet user and non-user (p> 0.05). Conclusion: In this study, wearing helmet had no relation to additional cervical injury occurrence or severity among skiers and snow boarders. The ratio of cervical sprain increased significantly in helmet user with person to person accident. However, the cervical contusion decreased. On this ground, further biomechanical studies are required and modified helmet will be necessary.
Smartphone users hit over eighty-five percentage of Korean populations and personal private items and various information are stored in each user's smartphone. There are so many cases to propagate malicious codes or spywares for the purpose of catching illegally these kinds of information and earning pecuniary gains. Thus, need of information security is outstanding for using smartphone but also user's security perception is important. In this paper, we investigate about how information security affects smartphone operating system choices by users. For statistical analysis, the online survey with questionnaires for users of smartphones is conducted and effective 218 subjects are collected. We test hypotheses via communalities analysis using factor analysis, reliability analysis, independent sample t-test, and linear regression analysis by IBM SPSS statistical package. As a result, it is found that hardware environment influences on perceived ease of use. Brand power affects both perceived usefulness and perceived ease of use and degree of personal risk-accepting influences on perception of smartphone spy-ware risk. In addition, it is found that perceived usefulness, perceived ease of use, degree of personal risk-accepting, and spy-ware risk of smartphone influence significantly on intention to purchase smartphone. However, results of independent sample t-test for each operating system users of Android or iOS do not present statistically significant differences among two OS user groups. In addition, each result of OS user group testing for hypotheses is different from the results of total sample testing. These results can give important suggestions to organizations and managers related to smartphone ecology and contribute to the sphere of information systems (IS) study through a new perspective.
Journal of the Korean Institute of Landscape Architecture
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v.49
no.2
/
pp.89-100
/
2021
This study evaluated the degree of interaction between the people and the environment using perceived naturalness measure. The seventh-grade index of Hemeroby was divided into subclasses of land cover according to degrees of human influence. The grade was standardized for each indicator to evaluate the current state of urban parks in Seoul by applying probability density function and weight. User evaluation was conducted on six distinctive parks selected. In the results, three implications were found between spatial evaluation according to the perceived naturalness. First, park users evaluated highly for the spaces such as broad-leaved forest, coniferous forest and mixed forest evaluated highly in the Hemeroby grade index. Park users generally recognized that various types of trees in the area had high naturalness. The density of trees is one of the factors in perceived naturalness. Second, water spaces were highly evaluated for naturalness in the Hemeroby grade index. However, the perceived naturalness of water spaces such as inland wetlands, pond and reservoir evaluated in various ways depending on environmental conditions around the park. Third, perceived naturalness is easily evaluated through vertical landscape elements such as trees rather than horizontal landscapes such as grassland. The perceived naturalness is similar to the naturalness evaluation using land cover. However the study found the perceived naturalness for a specific space was different from the Hemeroby index. Perceived naturalness by the user includes the content that the individual sees, hears, and experiences. Park users are usually structuring naturalness through evaluating the value of urban green spaces based on personal perception. Therefore there is no absolute standard criterion for evaluating the naturalness of urban green spaces. A deeper study is needed that considers user bundles or user groups with conflicting interests on the perceived naturalness in urban parks. These studies will be essential data on the direction of naturalness urban park service should provide.
To ensure a user-centered treatment environment, hospital construction needs an approach that is not centered on functional aspects such as efficiency or economic feasibility but on the consideration of needs as reflected in user psychology and behavior. Patients who are physically and psychologically vulnerable experience psychological pressure when they are placed in an unfamiliar environment. Most of existing studies however focus on the evaluation of the physical environment, without paying attention to the psychological or behavioral approach to anxiety and stress that patients may experience in a special environment that a hospital may be to them. This study examines general hospital inpatients to understand the usage of major space available and their satisfaction with privacy. This study provides useful primary information needed for the user-centered design of general hospital for improved patient health and welfare. For the purpose of the study, literature review, site investigation, and survey were conducted. Major functional space and privacy in general hospitals were studied, and the site investigation was performed to identify the plans and their status. Survey was also performed to understand the usage of functional space and satisfaction with such space usage as well as satisfaction with privacy. The findings were as follows: (1) Space usage was rated as average in general. It was found that patients used their rooms and lobby on a daily basis. By age, the usage was highest in the group in their 40s; the usage was relatively lower in the groups in their 30s or younger. (2) Space satisfaction was above average, indicating that patients were fairly satisfied. Satisfaction was highest in the lobby space designed with distinct features. By case, satisfaction was highest in Case B, characterized by its wide horizontal space in the rural settings. (3) Satisfaction with privacy in hospital was average, indicating that the demand for privacy was relatively higher but what patients receive in return was lower than their expectation. It was also found that satisfaction with privacy was a crucial element that affected the overall satisfaction with hospital.
Kim, Young-Il;Ryoo, In-Tae;Shim, Cheul;Lee, Sang-Bae
The Journal of Korean Institute of Communications and Information Sciences
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v.18
no.12
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pp.1870-1883
/
1993
In this paper, in order to build up the User Network Interface based on ATM, a study on traffic control techniques which should be performed by main function groups-B 75,5 NT2, LEX-is discussed. The structure of B-NT2 which is the most important function group In the User Network Interface is defined in quite a simple manner in addition, the functional blocks of LEX are defined in a similar manner as those of B NT2. It is possible to distribute total traffic control functions by using the similarities between B-NT2 and LEX and by allocating virtual path identifiers fixedly according to the characteristics of the traffics. For the traffic control techniques of ATM, relations among Connection Admtsslon Control, Usage Parameter Control and Bandwidth Allocation Control are defined and Multi Rule Base structure to realize optimal control functions according to the characteristics of the source traffics is proposed. And the Real-time Variable Window algorithmsimply designed to be suitable for the Multi Rule Base architecture is also proposed. The performances of the proposed algorithm are analyzed through the computer simulation by generating on-off source traffic in a virtual system that has the form of the proposed hardware. The analyzed results show that the distributed control is possible and that the implementation of the proposed architecture and algorithm is possible.
Modern design has to be satisfied to user in various social class. Therefore a study of lifestyle is vary important as a basic of design. The logical starting point to grasp the user's needs is begun by consumer analysis. There are many methods of consumer analysis, In them, the study of lifestyle is extremely much used for understanding consumer who is classified with groups. Basic education of design have to teach knowledge and ability which is to be a groundwork for designer. The study of lifestyle is not a purpose itself but one of theoretical knowledge which is requested for design. By induding practical techniques and theory, theory can be achieved through practical techniques and the meaning of theory itself could be recalled. The value of this study is in the suggestion which is the way of approach to research and to study for oneself, by introduce the study through conceptual approach for lifestyle into basic design educational program. For the study of lifestyle, let students have the theoretical knowledge which is concept of lifestyle, modern social form, consumer culture, the way of using lifestyle and theorizing lifestyle, etc, And after, let students make teams for the study of lifestyle for oneself. Every team creates the subject and studies lifestyle of each social dass by the practical way such as Inquiry, observation and interview etc. As a result they have to make a report after the form of paper and let them have a presentation in each team. Students can understand lifestyle through this process not only theoretical but also practical and can be earned an ability for apply to business.
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