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.
Journal of rehabilitation welfare engineering & assistive technology
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v.11
no.2
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pp.91-98
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2017
Background & Object: Basic daily activity screening tool such as the Modified Barthel Index (MBI) has been used commonly in rehabilitation clinic and community based rehabilitation setting. Previous studies have shown the significant relations between the level of daily activities and driving ability on stroke or elderly people. However, there is a lack of studies to investigate the usefulness of MBI on prediction of driving ability for stroke patient. This study was to predict driving abilities of stroke survivor using Korean version Modified Barthel Index (K-MBI). Methods: A sample of 48 patients with stroke in rehabilitation hospital was recruited. All participants were tested level of basic daily activities using K-MBI. The driving ability of participants was tested using virtual reality driving simulator. The predictive validity was calculated of the K-MBI among pass or fail group of driving simulator test using receiver operating characteristics curves. Results: The cut-off score of >86.5 on the K-MBI is proper sensitivity to predict on driving performance ability. Conclusion: This pilot result offers clinical reference to therapists and caregivers for reasoning on driving recommendation period during rehabilitation stage of stroke survivors. Further studies need to identify prediction using real on-road test in a large population group.
In the acquisition program, the conceptual design is the most important step toward specifying the military objectives, establishing requirements and determining future developmental directions, of a target system. However, if both the requirements and directions are incorrectly set due to the lack of development experiences and literature backgrounds in the target systems, such as future ground combat vehicles, it may become a major risk in the future design phases and the entire acquisition program. In order to correct these errors in the future phases, time, effort and cost are required. Therefore, it is necessary to reduce the errors that occur in the initial stages to effectively acquire the future ground combat vehicles. This paper describes the initial design method for verifying the requirements and the developmental directions and estimating the system performance at the conceptual design through the system-level physical modeling and simulation (M&S) and the target system performance analysis. The system-level physical M&S use cutting-edge design tools, model-based designs and geometric-based designs. The system performance estimation is driven from the results of the system-level physical M&S and the specialized system analysis software.
Twitter has been continuously growing since October, 2006. Especially, not only the users and the number of messages have been increasing but also a new concept in social networking called 'micro blogging' has diffused. Within Korea, service such as 'me2day' has already been introduced and the improvement of internet accessibility within mobile devices is expected to expand the 'micro blogs'. In this point, this research is executed to study the new medium, 'micro blog'. To do so, we collected and analyzed Twitter logs of Korean users. Especially, we were curious about the extreme heavy users using Twitter, despite of the linguistic and cultural barrier of the foreign service. Who they are, why and how they use the 'micro blog'. First, we reviewed the general aspect of followers and messages by collecting a certain number of random samples. Using the Lorenz curve we found out that there was the imbalance within the users and based on this phenomenon we deducted an extreme heavy user group. In order to perform further analysis, log analysis was performed on the extreme heavy users. As the result, the users used multiple mobile and desktop 'Twitter' clients. The usage pattern was similar to that of internet usage time but was used during their "micro" time. The users using 'Twitter' not only to spread messages about important information, special events and emotions, but also as a habitual 'chatting tool' to express ordinary personal chats similar to SMS and IM services. In this research, it is proved that 68% of the total messages were ordinary personal chats. Also, with 24% of the total messages were retweets, we were able to find out that virtually connected 'people' and 'relationships' acted as the dominant trigger of their articulation.
Journal of the Korean Institute of Landscape Architecture
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v.45
no.6
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pp.171-184
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2017
The designers pursue the thoughtful and wide thinking through the accumulation of knowledge and cultivation of insights for making use of high-level design philosophy and language. The purpose of this study is to investigate characteristics of concept figuration types based on designer's 'memory' in landscape design. The results of this study are as follows. First, the design idea starts to be based on the language and image memory of the designer. The figuration types are composed of the verbal and visual view which are representative communication means. Second, the verbal concept figuration of landscape design consists of two types. The symbolic language of the title as a design theme can be a 'phrase', and it should have a hierarchial balance between the master and the sub. 'Descriptive shape of conceptual scenario' is a text that expresses the concept narratively in order that the reader virtually experiences designed landscapes. Third, visual concept figuration of landscape design is divided into three types. 'Simple visualization of a diagram' is easily embodied through a simple graphic using symbols, comments, images and key words. 'Concept sketch and shape of core idea' is useful to grasp the core of the idea such as physical element, form attribute of space and spatial relation at the initial phase of the concept. 'A collage and montage that create a new shape with a combination of images' are a collection of materials and images that provide a new perspective. These are tools to depict them in a compressed way after recording landscapes phenomenon.
Portal Dosimetry was verified using EPID to secure the clinical application and reliability of the existing research dose evaluation. The dose distribution of Geant4 was compared with the measured value by 360° rotational irradiation with a 2.5 cm cone for stereotactic brain surgery. To confirm the dose distribution of patients with brain metastasis, the dose distribution investigated by inserting a Gafchromic EBT film into the parietal phantom and the dose distribution obtained from the parietal phantom using VMAT are compared and applied to actual patients. As a result of the analysis, it was confirmed that the accuracy of the beam center and the center of the couch coincide accurately with an error within 1mm as a result of QA through a pin ball. In addition, it was confirmed that the EBT3 film has excellent linearity in the range of 0 to 10 Gy according to various dose irradiation. In the same setting as the two cervical phantoms, we confirm that the implementation and simulation results calculations of dose calculations based on Geant4 using photon beams match the experimental data within the treatment planning volume (PTV). Therefore, volume modulated arc treatment (VMAT) 360° rotational irradiation was performed, and the result of iso-dose distribution analysis by rotational irradiation confirmed that it is appropriate to include a virtual tumor.
This study analyzed the content of use Tendency and addiction according to smartphone use of targeting radiological Technologist working in Gyeongnam area. The tool used as the data for the study is a survey. From April 21 to May 31, 2019, a total of 330 questionnaires were distributed to radiological Technologist working at medical institutions in Gyeongnam, and 300 copies suitable for the study were SPSS/PC Ver 18.0 program for Analysis was performed using. The factors of the study subject's tendency to use smartphone were communication, information, leisure, and convenience. As for the addiction factors, a total of 37 questions were analyzed, including daily living disorder, virtual world orientation, tolerance, and withdrawal. Smartphone-related characteristics were set as monthly average fee, usage time, and SNS usage time, and technical statistics, t-test, ANOVA, correlation and regression analysis were performed. The radiological Technologist tendency to use smartphones was 3.10±.55 points, which was average, and smartphone addiction was 2.34±.62 points, which was lower than the average. It was found that there was a significant correlation between the radiological Technologist Tendency to use smartphone and addiction. The effect of radiological Technologist tendency to use smartphone on addiction it was found to account for 10.8%. Through this study, it can be said that it is important to analyze the addiction factors according to the tendency use smartphone of radiological Technologist and to prepare a desirable plan for smartphone use.
The purpose of this study was to investigate the types of questions raised by pre-service elementary teachers when planning a science class utilizing smart technology and the characteristics of their lesson plans. For this purpose, lesson plans and questions written by the 96 pre-service teachers were collected. The results of this study can be summarized as follows: (1) Pre-service teachers used simulation apps, information offering apps, clicker evaluation apps, astronomical observation apps. Simulation apps and clicker evaluation apps were used the most in the introduction stage of the class, simulation apps in the development stage, and clicker evaluation apps in the finishing stage. (2) In the lesson plans, the activities that elementary school students use smart technology showed more than those used by teachers, and its characteristics were more prominent in the development stage of the class. (3) As for the content type of smart technology, experience type was the highest, followed by tool type and resource type. In comparison, there were relatively few interaction support types and learning opportunity extensions. (4) There were many cases in which pre-service teachers replaced elementary school students with virtual experiences using experience type instead of providing opportunities to experiment or experience directly. (5) Pre-service teachers asked various questions while planning science class utilizing smart technology, and a total of 25 question types appeared in 7 categories.
Safety education delivered to construction workers in a lecture manner has limitations in concentration and immersion, so delivery power and interest are low. In order to improve unstable behavior through education and prevent safety accidents, it is necessary to change the paradigm to hands-on education. Purpose: Experiential safety education aims to contribute to preventing accidents for construction workers by quickly recognizing risks, improving emergency response skills, and verifying the effectiveness of pre- and post-learning. Method: Based on a survey of workers who experienced the same work environment as the actual construction site, an opinion survey on the pre- and post-safety experience education and a variable measurement tool were planned, and a research hypothesis was established. Results: The Bayesian theory and MC simulation analysis were used to analyze the structural equation model, and the change in construction worker behavior was confirmed through the intended safety (A), non-experiential education in the sub-area of anxiety (B), average, standard deviation, and minimum and maximum values. Conclusion: The effect of education and industrial accidents are reduced only when construction workers are motivated to participate.
In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.
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