Journal of the Institute of Convergence Signal Processing
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v.14
no.3
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pp.147-153
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2013
Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.
The study was conducted to develop an effective forest resources use models for an alternate use of abandoned quarry by an attitude survey. According to the result of survey, a pessimistic view due to dust, noise pollution, and forest damage was 5% higher than an affirmative view by economic benefits from the development of quarry. The 42% of the respondents preferred the alternate use of abandoned quarry and the 25% of the respondents wanted an art and cultural space. The optimum size of alternate use was 5-10 ha (43%) with the requirement of nearby residents (32%). According to the SWOT analysis for abandoned quarry, the strength factors were an effective use of land, the content development of modern industrial inheritance + cultural and art fusion, attraction for nearby city and visitors, a harmony of beauty landscape and clean environment, and a sustainable increase of domestic and foreign visitors with the 5-day-work week. The opportunity factors were the improvement of traffic networks through KTX and local highway, the creation of the new growth engines with the establishment of artistic creation belts, the providing of unique cultural and art space through grafting of tour and education, the creation of local income through stone processed goods, and the vitalization of local development through eco-city. The weakness factors were a psychological remoteness and backwardness, and the weakness of staying tour infra. The threat factors were a poor financial support for sustainable development in nearby quarry and a modify of legal and institutional system for the alternated use of abandoned quarry. The developed restoration models for the alternate use in abandoned quarry are classified to a sculpture park, a waterfall and lake park, a rock-climbing, a sports park + forest park, a native botanical garden, a culture and art park, a complex park, a water storage site, a water storage site to extinguish forest fire, a geriatric hospital, an agricultural facility, and a school site types etc. The results suggest that the alternate use in the abandoned soil and stone quarry is needed to establish facility use models with consideration of user's preference.
As the Global Age has arrived, the domain of festivals has expanded to fulfill the role of being not only a tourist attraction but of being a factor that determines the image and identity of cities, and the factor of enhancing the brand value of a particular city is being focused upon. The city of Bucheon, which aims to be a culture oriented city, is attempting to utilize the Bucheon International Comics Festival as a cultural asset for the revitalization of the city. This study has as its purpose the development of an evaluation index model on the brand value of the Bucheon International Comics Festival and research being conducted based on the developed evaluation index model on the awareness level of the citizens of Bucheon of the festival. In regards to this, the theoretical background was examined and the index model was developed based on precedent research. Based on this, a survey of 1,000 citizens of Bucheon was conducted in this study. This study conducted a survey targeting 500 persons, dividing them into 2 groups according to whether they participated in the festival. The survey of this study established 9 evaluation categories for the International Comics Festival evaluation index model which consists of demographic research and participation motivation, value of comics, festival brand awareness and association image, perceived product quality and loyalty for the festival, internationality of the festival and urban activation. Each survey question is composed of 5 points scale measurement. As a result of the survey, 'for an education of children' was the highest for the participation motivation, and 'not knowing of the festival information' was the highest for the reason of not having participated. The industrial value was evaluated as the highest among the value of comics by the both two groups, and it was studied that there was perception gap for the festival according to whether they participated in the festival for each survey question. It was revealed that the level of awareness of the Bucheon International Comics Festival was "normal," the "city revitalization" index and the "value of comics" index were relatively high and the "international character of the festival" index was the lowest. Furthermore, it was shown that there were differences in the awareness of the established categories of the developed evaluation index model based on whether or not there was participation in the festival. This study comprehensively organizes these analytical results and derives implications which can be used as data for the criteria of the development of future strategy for the Bucheon International Comics Festival.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.12
no.5
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pp.1-12
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2017
The purpose of this study is to investigate the trends of the start-up research in Korea. To accomplish this, meta-analysis was carried out using text mining methodology by dividing the entrepreneur-related master's and doctoral theses registered in RISS into the first term of entrepreneurship research by 2009 and the second term of entrepreneurship research from 2010. As a result of this study, it can be seen from the three different analysis that the entrepreneurship education and government policy and support are the subject of continuous research topics in the whole period and that the researches on small business start-ups have been studied continuously and conducted more in the second half. In addition, empirical analysis is strengthened in the latter stage of entrepreneurial research. The TF-IDF analysis reveals that many researches on veterans have been carried out in the field of entrepreneurship research, and in the latter period, it was found that many studies related to the elderly were conducted with cultural contents and aging society. In addition, research on brand-related research has been carried out throughout the entire period, and research on venture-related research, characteristics of entrepreneurs, entrepreneurship motivation and start-up strategy have been conducted a lot and female entrepreneurship was also studied. In the latter period, we have emphasized entrepreneurial achievements and found that research on start-ups such as industry-academia cooperation, start-up investment, and social enterprise diversified. This study is meaningful to apply the method which is becoming a recent issue such as text mining and topic analysis to the meta-analysis related to start-up. Future research will need to be undertaken on a variety of more detailed topics related to entrepreneurship.
This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.2
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pp.164-172
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2018
This paper examines the relevance of pre-production and storytelling in big data analysis and, focusing on JTBC's Man to Man series, looks at how the drama's storytelling should be structured. In this study, we conducted text mining on blogs focused on a particular topic to read the viewer's thoughts on pre-produced dramas and on 67 blogs written about Pre-Production Dramas from 2016.12.15 to 2017.12.15. Also, we conducted sentiment analysis about the Man to Man series, which is not only a pre-production drama, but also has storytelling issues. The blog text extraction and text mining were analyzed using the OutWit Hub and the R, and the tools.provided by social metrics were used to make sentiment analyses of the larger data. Sentiment analysis revealed that the viewers of the Man to Man series did not agree with the romance between Kim Sul-woo and Cha Do-ha, due to the lack of reality in the female characters. Therefore, it was concluded that it is crucial to increase the reality of the characters in order to increase the audience's empathy. These studies will continue to be necessary, because they will form the basis for digitally driven storytelling studies and will provide valuable materials for conducting predictions and instructions in the cultural content industry.
Journal of the Korean association of regional geographers
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v.19
no.3
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pp.476-493
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2013
Geoturism has been discussed from multiple perspectives in geomorphology and geology as well as tourism domain since 2000. As of May 2013, 172 academic papers and reports on Geoturism have been published in domestic journals. Themes of these researches can be categorized into 6 topics: resource development (i.e. natural resource development, cultural resource development, development of geopark), conservation and management, geoturist, local resident participation and public relations marketing, political approaches. Resource development among those topics has been treated the most: development and utilization of important geomorphological and geological landscape resources, storytelling development about cultual resources, contents development for geopark. On the whole, it is significant that geotourism is actively discussed in geography domain such as geomorphology rather than in geology domain. Up to date, those topics have also been treated only in certain academic areas. In the future researches, efforts for the balance among those topics and creating new themes from various research areas is necessary. Moreover, community networking among locals-municipalities-academia is also necessary to increase local participants.
After 19th century of Chosun Dynasty Gilsnagmunja-do such as longevity, good fortune, health, well-being which was explosively prevalent and Hyojemunja-do which was panoramically decorated with eight characters of filial piety, fraternal devotion, loyalty, trust, courtesy, commitment, integrity and humility for enlightment of the public under the name of political ideology are consistency or same origin in traditional concept of Orient. Therefore, in view of Western standard, they are showing an illustration and a photograph of characters in design. There are some differences in way of expressions. They were considerably popular not only in Chosun Dynasty but in China, Japan and Vietnam where belong to the cultural territory of chinese characters. Though, Hyojemunja-do which was built-up in the late period of Chosun Dynasty and developed fro chinese mode is a very peculiar iconography and mode of Chosun Dynasty. Hyojemunja-do is also classified from Chinese Nianhua designed for supply of Conficianism ethics or Folk Painting designed for practical use in chinese cultural territory. In the late period of 19th century, Hyojemunja-do which was re-built with creative modeling has been developed in peculiar mode in the province of Kyunggi, Kangwon(Kwan dong region), Kwanseo region, Jeju island and Namdo region by the diversified level of painters.
Journal of the Korean Society for Library and Information Science
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v.55
no.4
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pp.245-266
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2021
In this study, in order to practice the social inclusion of libraries, the related policies currently announced in the 3rd Comprehensive Library Development Plan were examined, and the current status of tasks promoted by central administrative agencies and metropolitan and provincial libraries was examined based on these policies. As a result, first, in terms of active information welfare realization, various programs and services are being implemented to bridge the knowledge and information gap, but it seems that the scope of the target should be expanded in the future, cooperation with related organizations, and infrastructure improvement. Second, in terms of expanding the openness of the space, the expansion of the open space as an open space and the application of universal design are being performed. In the future, it seems that the scope of universal design application should be expanded in consideration of budget investment for continuous space reconstruction and diversity of users. Third, in terms of linking services across boundaries, services and programs are provided to infants and toddlers, children, women, the elderly, the underprivileged, job seekers, and multicultural families. In the future, it seems that the improvement of the service system for the expansion of inclusive services in libraries should precede, and cooperation between related ministries should be made to provide differentiated services. Finally, it is expected that future policy-making tasks for social inclusion should be considered not only for books, programs, and spaces, but also for librarians' education, establishment of cooperative networks with related organizations, and marketing for services and programs.
Journal of the Korean Society for information Management
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v.38
no.1
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pp.53-69
/
2021
This study aims to understand the research landscape of South Korea using the data of 2020 Google Scholar Metrics. To achieve the goal, we constructed and analyzed four types of networks including the university collaboration network, the keyword co-occurrence network, the journal citation network, and the discipline citation network. Through the analysis of the university collaboration network, we found major universities such as Seoul National University, Keimyung University, and Sungkyunkwan University that have led collaborative research. Job related keywords such as job change intention and job satisfaction have been frequently studied with other keywords. Through the analysis of the journal citation network, we found multiple journals such as The Journal of the Korea Contents Association, Korean Journal of Sociology, and Korean Journal of Culture and Social Issues that have been widely cited by the other journals and influenced them. Finally, Education, Business administration, and Social welfare were identified as the top influential disciplines that have influenced other disciplines through the knowledge diffusion. The study is the first of its kind to use the data of Google Scholar Metrics and conduct a stepwise network analysis (e.g., keyword, journal, and discipline) to broadly understand the research landscape of South Korea. Our results can be used by government agencies and universities to develop effective strategies of promoting university collaboration and interdisciplinary research.
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