KSCE Journal of Civil and Environmental Engineering Research
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v.28
no.2D
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pp.235-242
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2008
Due to the lack of judgement in an information processing on road sign, older drivers usually are having a hard time driving than young group. Furthermore, according to increasing in aging population, older drivers in Korea have been growing much faster. That means research for older drivers' characteristics and the number of guide name for road sign should be needed. In accordance with suggestions, this study was carried out the number of guide names for road sign with a variety of ages from the twenties to the seventies. For the sake of this study, statistical verification was conducted to confirm a change of speed, a reading time and a misreading rate with Driving Simulator and Electrooculogram tool. As the results of study, change of speed in the age range has shown that the higher the proportion of age, the lower the rate of velocity. Also reading time in the age range with regression analysis found that the higher the proportion of age, the higher the rate of reading time by 0.106sec. Finally, a binary logistic model was used to find the main factors. As the results, 4 number of guide names for road sign have been the best of them for older driver. The result of this study verified the importance of ideal guide numbers on road sign for older driver and proved itself to be an effective method to determine the road safety for the road signs.
The conservation and restoration of wetlands are essential tasks for the sustainable development of human society and the environment, providing vital benefits such as biodiversity maintenance, natural disaster mitigation, and climate change alleviation. This study aims to analyze the strategic interactions and interests among various stakeholders using game theory and to provide significant grounds for policy decisions related to wetland restoration and development. In this study, hypothetical scenarios were set up for three types of cities: large, medium, and small. Stakeholders such as governments, development companies, environmental groups, and local residents were identified. Strategic options for each stakeholder were developed, and a payoff matrix was established through discussions among wetland ecology experts. Subsequently, non-cooperative game theory was applied to analyze Nash equilibria and Pareto efficiency. In large cities, strategies of 'Wetland Conservation' and 'Eco-Friendly Development' were found beneficial for all stakeholders. In medium cities, various strategies were identified, while in small cities, 'Eco-Friendly Development' emerged as the optimal solution for all parties involved. The Pareto efficiency analysis revealed how the optimal solutions for wetland management could vary across different city types. The study highlighted the importance of wetland conservation, eco-friendly development, and wetland restoration projects for each city type. Accordingly, policymakers should establish regulations and incentives that harmonize environmental protection and urban development and consider programs that promote community participation. Understanding the roles and strategies of stakeholders and the advantages and disadvantages of each strategy is crucial for making more effective policy decisions.
Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.
The purpose of this research is to examine the self-concept in the cyberspace, self-efficacy, relationship with friends, subjective well-being and academic grade among adolescents who are addicted to Internet and those who are not addicted to Internet. A total of 1,057 adolescents (male=545, female=512), 326 from middle school, 361 from high school, and 370 from special education school, participated in the study. The results are as follows. First, qualitative analysis of the conception of self in the cyberspace indicates that those adolescents addicted to Internet reported that in the cyberspace they have fun, followed by they are the same as in real life, they spend time in cyberspace and they can become an imaginary person. Those adolescents not addicted to Internet reported that in the cyberspace they are the same as in real life, followed by they spend time in cyberspace and they can become an imaginary person. When they play Internet games, majority of adolescents in both groups reported that it is fun, followed by they become engrossed and they become aggressive. Second, those adolescents who are not addicted to Internet had higher scores on self-efficacy than those adolescents who are addicted to Internet, including self-regulatory efficacy for learning, relational efficacy, and resiliency of efficacy. Third, the number of friends and close friends that adolescents who are not addicted to Internet were not significantly different from those adolescents who are addicted to Internet. However, those adolescents who are not addicted to Internet were more likely receive social support from friends and were less likely to be social excluded than those adolescents who are addicted to Internet. Fourth, those adolescents who are not addicted to Internet had significantly higher scores on subjective well-being than those adolescents who are addicted to Internet. Fifth, those adolescents who are not addicted to Internet had significantly higher scores on both subjective and objective academic grade than those adolescents who are addicted to Internet.
Design takes concrete form from the things which are not yet exist to the molded reality. Creation of value which is accompanied by the rational value could be possible only through the searching examination of the basic concept. All designs are under circumstances because the results and the character of the problems are different under the given conditions and circumstances which are the characteristic of the design. The aim of this study is searching for the differential design conce- pt which is the most appropriate and reasonable in the basic design process in which the phase of the analysis, synthesis and evaluation of the problem. First of all the pursuit value of the times and the change of the view point of value of the product design. How the pursuit value of times were searched and analyzed. Analyze the successful product design realization of the typical trend of the modern design which are 3-2. function-focused design, 3-3. emotion-centered design, 3-4. image communicative design through the metaphor, 3-5. environmental affinity design. On the base of the case analysis how to apply the differential design concept which is coming as a trend in the future society which are sustainable developing society was examined closely. The outcome through the analysis of the success cases are as follows, \circled1 the value of the spirit of the times should be emphasized as the design image, \circled2 environmental appropriateness should be taken into consideration as the first primary factor, \circled3 the realization of value of the fulfillment of differential consumer's needs, \circled4 lead to prolong the life cycle of the product, \circled5 promote the sustaining growth of enterprise, \circled6 user-centered product value should be the first consideration. \circled7 It is necessary to overcome the cultural andinguistic barriers and to reflect the metaphor which people remember well. \circled8 The application of human's true character should be decided beforehand. It is the commonness of values of times and customs. \circled9 The differentiated design concept which meets our mental satisfaction, not material one, will be required. In addition to this the creative and differentiated design concepts which are accompanied by the good design factor under the base of product could achieve the emotional consensus from the consumers. That is, the value of all designs should be estimated by the base of the humanism ' The human beings are the barometer of all things".ngs".uot;.
Lim, Joon Beom;Lee, Soo Beom;Joo, Sung Kab;Shin, Joon Soo
KSCE Journal of Civil and Environmental Engineering Research
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v.33
no.5
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pp.2049-2056
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2013
With the advance in information communication, the information age has come, and desire of human being in increasing. In this circumstance, the necessity for design for building of superhighways is arising to improve the mobility in the field of transportation, too. This study was conducted to analyze if driver can drive at a design speed on a superhighway with a design speed exceeding 120km/h. For this study, it was experimented if the running speed that makes a driver feel anxious, increased, when road alignment and standard improved, due to the differences of design speed. For the experiment, 30 subjects were asked to attach brain wave analyzers to bodies. Then, this study compared powers of ${\beta}$ waves generated, when they felt anxious, driving on the roads with different design speeds, and driving virtually through a simulator. Here, Kangbyeonbukro (90km/h), Jayuro(100km/h), Joongang Expressway(110km/h), and Seohaean Expressway(120km/h) were selected as experimental sections. While drivers drove on the Kangbyeonbukro and Jayuro at a speed of 80km/h - 130km/h, on the Joongang Expressway at a speed of 100km/h - 150km/h, and Seohaean Expressway at a speed of 110km/h - 180km/h, powers of anxiety EEGs(electroencephalogram) were compared, and during the simulation driving at the same speed of 110km/h - 180km/h, powers of anxiety EEGs were compared and analyzed. Moreover, the speed when anxiety EEGs increased, was statistically verified through paired t-test. As the result, the speed when anxiety EEGs increased during the simulation driving was nearly 30km/h higher than when they increased during the actual driving on the expressways, and anxiety EEGs increased at the same speed, when subjects drove on the roads with a design speed of 90km/h and 100km/h. It means that there were small differences in road alignment and standard. However, the running speed to make drivers feel anxious was increased at both roads with a design speed of 110km/h and 120km/h. It implies that drivers can drive at a higher speed, as road alignment and standard improve.
The functions and roles in the various fields of modern society are changing into the unified and multiplex structure, which is simultaneous and virtual communication environments beyond physical space and time, by the digital IT technology. The urban traffic system is also being intellectualized in order to solve urban traffic problems and convenient services by using digital IT technology. The bus, which is the one of the most common public transportation, are suffering in the decrease of bus service quality and the bus passengers rate because of the development of other public transportation systems such as the subway and electric railway and by rapidly increasing private cars. By recognizing these problems, many domestic and overseas cities are promoting to introduce the Bus Information System (BIS) to improve service quality of buses through the intelligent traffic system. According to the construction of this new information system called the Bus Information System (BIS), the new bus stop configuration system and design plans are being required to solve the existing bus stop information system. Therefore, this research was conducted to suggest an effective BIS configuration system plan and synthetic design goals based on the investigation the problems of the information system and the BIS configuration system for Busan city. Also, this research are conducted the below actions as follows: First, the literature survey was conducted, such as theoretical documents on the bus stop and the Bus Information System(BIS), Also, the design trend of the BIS was examined through domestic and overseas BIS cases studies. Scondly, the problems related to the information system in Busan city bus stops were investigated to investigate the present state and problems of the Bus Information System (BIS). Finally, as a result of this research, the effective BIS configuration system plan and design approach methods of bus stops were proposed for by Busan city based on the above investigation results.
Journal of the Korean Society of Earth Science Education
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v.15
no.2
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pp.235-248
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2022
With the changes in the future educational environment, such as the rapid decline of the school-age population and the expansion of students' choice of curriculum, changes are also required in PCK, the expertise of science teachers. In other words, the categories constituting the existing 'consensus-PCK' and the characteristics of 'science PCK' are not fixed, so more categories and characteristics can be added. The purpose of this study is to explore the potential area of science PCK required to cope with changes in the future educational environment in the form of 'Family Resemblance Science PCK (Family Resemblance-PCK, hereafter)' through Wittgenstein's family resemblance approach. For this purpose, in-depth interviews were conducted with three focus groups. In the focus group in-depth interview, participants discussed how the science PCK required for science teachers in future schools in 2030-2045 will change due to changes in the future society and educational environment. Qualitative analysis was performed based on the in-depth interview, and semantic network analysis was performed on the in-depth interview text to analyze the characteristics of 'Family Resemblance-PCK' differentiated from the existing 'consensus-PCK'. In results, the characteristics of Family Resemblance-PCK, which are newly requested along with changes in role expectations of science teachers, were examined by PCK area. As a result of semantic network analysis of Family Resemblance-PCK, it was found that Family Resemblance-PCK expands its boundaries from the existing consensus-PCK, which is the starting point, and new PCK elements were added. Looking at the aspects of Family Resemblance-PCK, [AI-Convergence Knowledge-Contents-Digital], [Community-Network-Human Resources-Relationships], [Technology-Exploration-Virtual Reality-Research], [Self-Directed Learning-Collaboration-Community], etc., form a distinct network cluster, and it is expected that future science teacher expertise will be formed and strengthened around these PCK areas. Based on the research results, changes in the professionalism of science teachers in future schools and countermeasures were proposed as a conclusion.
Faith education focuses on 'changing the direction of life' that pursues the life of Christ. This is possible only when the message of the Bible is embodied in life, not by accumulating biblical knowledge. Today, however, faith education does not allow biblical messages to be embodied in life. This is the result of focusing on knowing the Bible itself, instead of guiding the faith education to meet the Bible and the experience of human life. Church education emphasized the inner faith of individuals rather than changes in life and practice, preparing for the afterlife, and mostly for the training and quantitative growth of the church. As a result, in the COVID-19 era, Protestants showed an immature appearance that only cared about the safety of the church, and social trust in Protestants was lost. Therefore, faith education should educate what life of the Bible and the experiences of the learner will meet and respond to God in order for the Bible's message to be realized in life. I tried to find out how to prepare for this faith education in detail. So I would like to look at "The preparation process for religious classes related to experience" compiled by the German Protestant Lutheran Bavarian Presbyterian Church and present tasks for application to the Korean Church. Preparation for experience-related religious classes consists of five courses. It is a personal meeting, a theological orientation, a pedagogical orientation, a pedagogical decision, and a summary of the progress plan. The main purpose of this process is to learn how biblical believers interpreted their experiences in life from the perspective of faith and tried to overcome the problem. Faith education related to experience deals with the essence of faith education, not one of the Bible teaching methods. Although the field of education is in the social change of expanding from the real world to the virtual world, the essential nature of faith education cannot change. Therefore, research and application of faith education related to experience in Korean churches will help the biblical message to be embodied in Christian life.
The purpose of this article is to elucidate why the motif of time travel is repeated in the science fiction narrative by examining the functions of this motif in the SF movie series of Star Trek in its narrative and non-narrative aspects. Star Trek IV: The Voyage Home (1986) aims to attract the audience's interest in the story through the use of plausible time travel in the form of the slingshot effect which causes the spacecraft to fly at very fast speeds around an astronomical object. The movie also touches upon the predestination paradox that arises from a change of history in which it describes a formula of transparent aluminum that did not exist at the time. The film also serves as an evocation of the ideology of ecology by including humpback whales in the central narrative and responding to the real issue of the whale protection movement of the times. Star Track VIII: First Contact (1996) intends to interest the audience in the narrative with the warp drive, a virtual device that enables travel at speeds faster than that of light and a signature visual of Star Trek, at the time of its birth through time travel. The film emphasizes the continuation of peaceful efforts by warning the destruction of humanity that nuclear war can bring. It tackles with the view of pacifism and idealism by stressing the importance of cooperation between countries in the real world by making the audience anticipate the creation of the United Federation of Planets through encounters with the extraterrestrial. Star Trek: The Beginning (2009) improves interest through the idea of time travel to the past, this time using a black hole and the parallel universe created thereby. The parallel universe functions as a reboot, allowing a new story to be created on an alternate timeline while maintaining the original storyline. In addition, this film repeats the themes pacifism and idealism shown in the 1996 film through the confrontation between Spock (and the Starfleet) and Nero, the destruction of the Vulcan and the Romulus, and the cooperation of humans and Vulcans. Eventually, time travel in three Star Trek films has the function of maximizing the audience's interest in the story and allowing it to develop freely as a narrative tool. It also functions as an ideal solution for commenting on current problems in the non-narrative aspect. The significance of this paper is to stress the possibility that the motif of time travel in SF narrative will evolve as it continues to repeat in different forms as mentioned above.
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