• Title/Summary/Keyword: 대학발전

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Research Trends in Occupational Therapy Intervention for Children in Korea (국내 작업치료의 아동 중재 연구 동향)

  • Choi, Yeon-Woo;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.20 no.1
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    • pp.55-72
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    • 2022
  • Objective : The purpose of this study was to identify the status and trends of Korean child occupational therapy intervention studies according to the International Classification of Functioning, Disability, and Health, Children and Youth Version (ICF-CY). Methods : In this research, 47 studies on occupational therapy interventions for children that were published between January 2017 and December 2021 in the Journal of Occupational Therapy, registered in the Korea Citation Index, and analyzed the classification of the study type and evidence level to understand the trends. Moreover, intervention objectives and approaches were analyzed on the basis of the ICF-CY. Results : The outcomes of the analysis of the articles published in the Journal of Occupational Therapy were as follows: (1) Level IV was the highest evidence level (53.19%). (2) Among the studies, most (53.7%) included school-age children as subjects. Autism spectrum disorders and developmental delays were the most common diagnoses (14.8%). (3) As for the purpose of intervention according to ICF-CY, activity and participation factors were the most common (48.94%), and a sensory approach was frequently used. Conclusion : This study reviewed articles on occupational therapies for children that were published in the Journal of Occupational Therapy to understand the trends in occupational therapy interventions for children in South Korea. For the development of occupational therapies for children in the future, more qualitative research types and studies on various intervention approaches are needed.

Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

Film Production Using Artificial Intelligence with a Focus on Visual Effects (인공지능을 이용한 영화제작 : 시각효과를 중심으로)

  • Yoo, Tae-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.53-62
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    • 2021
  • After the first to present projected moving pictures to audiences, the film industry has been reshaping along with technological advancements. Through the full-scale introduction of visual effects-oriented post-production and digital technologies in the film-making process, the film industry has not only undergone significant changes in the production, but is also embracing the cutting edge technologies broadly and expanding the scope of industry. Not long after the change to digital cinema, the concept of artificial intelligence, first known at the Dartmouth summer research project in 1956, before the digitalization of film, is expected to bring about a big transformation in the film industry once again. Large volume of clear digital data from digital film-making makes easy to apply recent artificial intelligence technologies represented by machine learning and deep learning. The use of artificial intelligence techniques is prominent around major visual effects studios due to automate many laborious, time-consuming tasks currently performed by artists. This study aims to predict how artificial intelligence technology will change the film industry in the future through analysis of visual effects production cases using artificial intelligence technology as a production tool and to discuss the industrial potential of artificial intelligence as visual effects technology.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

Exploring Differences in the Way of Dealing with Social Relationships in Metaverse and Reality according to Social Inclinations and Behavioral Aspect (사회적 성향과 행동 양상에 따른 현실과 메타버스 내 관계 맺기에 대한 태도 차이 탐구)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.375-387
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    • 2022
  • During the pandemic, social distancing continued for a long period of time, and as a result, this situation raised the possibility of the online space as a place for serious social relationships. In particular, metaverse platforms are adding to the reality of virtual space by expanding their functions so that users can provide various online events and have a variety of new experiences. This study attempted to examine the social relationship between reality and the metaverse according to social inclinations and behavior patterns. As a result of this study, the group with a high sense of inferiority in their usual relationship and the group with low satisfaction with their usual social interaction felt high discomfort at a similar level in both real and metaverse relationships. The group with the opposite inclination felt more uncomfortable in the metaverse relationship than in reality. In addition, whether the behavior patterns in the metaverse and in reality were different or same did not significantly affect the difference in attidudes between the metaverse and reality. In the case of group with different behavior patterns, however, if they were satisfied with how they look in the metaverse, their intimacy with social relationships was also high. This results implicate that we need to make an special effort for the development of social relationships in the metaverse era.

Exploring the Competitiveness for Sustainable Growth of Well-known Local Products : Ancient Capital Gyeongju Bread and Waxy Barley Bread Case Study (지역 특산품의 지속 성장을 위한 경쟁력 고찰 : 고도 경주빵과 찰보리빵 사례연구)

  • Heo, Jeong-Mee;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.15-26
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    • 2020
  • Local product is the key driver of regional economic growth. Despite abundant attention - there remains to examine about sustainable growth of local products. While previous studies have focused on local product brand and tourism effects, we need to know more about other way or mind-set that upgrade local product quality in local circumstances. This research topic's goal is to provide an academic implication to discuss sustainable growth and local product developments in Gyeongju bread and waxy barley bread from succession and entrepreneurship view with practical lesson for fostering local products. In-depth case study conducted within ancient capital Gyeongju bread and waxy barley bread provided combined evidence that craftsmanship and entrepreneurship is vital to the sustainable growth of local bread. Our study suggests that how succession is deployed serves as a key engine for the craftsmanship and entrepreneurial mind of local product business ownership.

The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.

Alternatives to Improving the Curriculum of Teacher Training Institutions to Enhance Future Responsiveness (미래 대응력 제고를 위한 교원양성기관의 교육과정 개선 방안)

  • Shin, Min-Hye;Kim, Seung-Yong
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.447-454
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    • 2022
  • The purpose of this study was to strengthen the practicality of preliminary teachers in preparation for future education, to respond to structural changes in the teacher training system due to a decrease in the school-age population, and to seek a future-oriented direction for the curriculum of teacher training institutions. To this end, we analyzed the competency diagnosis items of the teacher training institutes in the 5th cycle from 2019 to 2020, and based on the proposal for the development plan for the teacher training system announced by the Ministry of Education in July 2021 and the contents of the 4 discussions, content was presented. The results were as follows. First, to nurture creative and convergence-type talents, teacher training institutions need to develop multi-curricular competency and reorganize the curriculum into a future-oriented curriculum. Second, in order to foster the competence of teachers and preliminary teachers in teacher training institutions, it is essential to strengthen the competence of teachers through the introduction of the metaverse, general teaching methods, and ICT-using teaching methods. Third, teachers' training institutions will introduce and strengthen the 'education practice teacher homeroom system' to strengthen school field-oriented practical competencies, 'dedicated mentor-mentee' centered on seniors and juniors, 'monitoring system' led by university professors, and 'probationary teacher system'

Dynamic Numerical Modeling of Subsea Railway Tunnel Based on Geotechnical Conditions and Seismic Waves (지반조건과 지진파를 고려한 해저철도 터널의 동적 수치 모델링)

  • Kwak, Chang-Won;Yoo, Mintaek
    • Journal of the Korean Geotechnical Society
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    • v.38 no.11
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    • pp.69-86
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    • 2022
  • The railway is widely used to transport passengers and freight due to its punctuality and large transport capacity. The recent remarkable development in construction technology enables various subsea railway tunnels for continent-continent or continent-island connectivity. In Korea, design and construction experience is primarily based on the successful completion of the Boryeong subsea tunnel (2021) and the Gadeok subsea tunnel (2010). However, frequent earthquakes with diverse magnitudes, globally induced and continuously increased the awareness of seismic risks and the frequency of domestic earthquakes. The effect of an earthquake on the subsea tunnel is very complicated. However, ground conditions and seismic waves are considered the main factors. This study simulated four ground types of 3-dimensional numerical models, such as soil, rock, composite, and fractured zone, to analyze the effect of ground type and seismic wave. A virtual subsea railway shield tunnel considering external water pressure was modeled. Further, three different seismic waves with long-term, short-term, and both periods were studied. The dynamic analyses by finite difference method were performed to investigate the displacement and stress characteristics. Consequently, the long-term period wave exhibited a predominant lateral displacement response in soil and the short-term period wave in rock. The artificial wave, which had both periodic characteristics, demonstrated predominant in the fractured zone. The effect of an earthquake is more noticeable in the stress of the tunnel segment than in displacement because of confining effect of ground and structural elements in the shield tunnel.