Journal of The Korean Association For Science Education
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v.41
no.1
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pp.59-70
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2021
Ability to make informed decisions by critically evaluating media information on socioscientific issues (SSI) is one of the crucial elements of scientific literacy that citizens should obtain. This study aims to investigate how middle school students evaluated media information about socioscientific issues (SSI) when they faced two different types of information (i.e., numerical and empathic information). To achieve the aim, 96 middle school students responded to the questionnaires asking them to evaluate reliability and persuasiveness of SSI media information. The questionnaires consisted of two sets of newspaper articles on each SSI (pro-numerical/empathic, against-numerical/empathic). After reading the articles, the students evaluated reliability and persuasiveness of each article and wrote the reasons for their evaluation. The results were as follows: First, the students believed that news articles with numerical information were more reliable than the ones with empathic information in all SSI contexts. They tended to trust scientific evidence and data from numerical information, and real cases, societal problems, expressions, and values from empathic information. In addition, they evaluated their reliability based on the logic of information, accuracy of information, breadth and depth of data, and quantity and quality of sources both numerical and empathic information. Second, in case of evaluating persuasiveness of the articles, they focused more on the values that information contained, richness and logicality of the information, rather than the types of information, regardless of the type of information.
As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.
Although having only become a unified nation in latter 19th century, Germany saw a movement centered on intellectuals to find culture via mental revolution after experiencing much confusion amidst rapid urbanization and materialism. Having expressed as they are such psychological states as anger, sorrow, repression, etc., which arise in reality, by remaining faithful to instinctive sensibility, the form naturally becomes distorted or exaggerated and continues on the tradition of romanticism of a powerful, dark, and introverted atmosphere. Having been discontinued after being branded as 'decadent art' by the Nazis of Fascism, expressionist art has returned in latter 20th century mainly centered on Germany, and this merits our attention. While neo expressionists actively use various objets and media, they metaphorically express hope about Germany's culture and society by again placing on the screen figures, myths, and symbols using rough brush touch, rich colors, etc., which past expressionists enjoyed using to represent the inner world of humans. As such, by examining expressionism, which can be seen as the origin of neo expressionism, we will discover the context in which these people conform to Germany's traditional romanticism and how they inherited and developed it.
Recently, machine learning technology has had a significant impact on society, particularly in the medical, manufacturing, marketing, finance, broadcasting, and agricultural aspects of human lives. In this paper, we study how to apply machine learning techniques to foods, which have the greatest influence on the human survival. In the field of Smart Farm, which integrates the Internet of Things (IoT) technology into agriculture, we focus on optimizing the crop growth environment by monitoring the growth environment in real time. KT Smart Farm Solution 2.0 has adopted machine learning to optimize temperature and humidity in the greenhouse. Most existing smart farm businesses mainly focus on controlling the growth environment and improving productivity. On the other hand, in this study, we are studying how to apply machine learning with respect to harvest time so that we will be able to harvest fruits of the highest quality and ship them at an excellent cost. In order to apply machine learning techniques to the field of smart farms, it is important to acquire abundant voluminous data. Therefore, to apply accurate machine learning technology, it is necessary to continuously collect large data. Therefore, the color, value, internal temperature, and moisture of greenhouse-grown fruits are collected and secured in real time using color, weight, and temperature/humidity sensors. The proposed FPSML provides an architecture that can be used repeatedly for a similar fruit crop. It allows for a more accurate harvest time as massive data is accumulated continuously.
Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.
SK Telecom has already constructed GIMS system as the base common framework of LBS/GIS service system based on OGC(OpenGIS Consortium)'s international standard for the first mobile vector map service in 2002, But as service content appears more complex, renovation has been needed to satisfy multi-purpose, multi-function and maximum efficiency as requirements have been increased. This research is for preparation ion of GML3-based platform to upgrade service from GML2 based GIMS system. And with this, it will be possible for variety of application services to provide location and geographic data easily and freely. In GML 3.0, it has been selected animation, event handling, resource for style mapping, topology specification for 3D and telematics services for mobile LBS multimedia service. And the schema and transfer protocol has been developed and organized to optimize data transfer to MS(Mobile Stat ion) Upgrade to GML 3.0-based GIMS system has provided innovative framework in the view of not only construction but also service which has been implemented and applied to previous research and system. Also GIMS channel interface has been implemented to simplify access to GIMS system, and service component of GIMS internals, WFS and WMS, has gotten enhanded and expanded function.
Journal of the Korea Academia-Industrial cooperation Society
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v.11
no.3
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pp.931-942
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2010
A home network provides users with a variety of information services. The kind and quality of the services can be substantially enhanced by utilizing a variety of data from sensors. However, home networks currently limit their potential by focusing on providing multimedia services rather than services utilizing sensor data. Outdoor electronics are frequently made in a form that emphasizes only certain limited functions in contrast to home appliances. Thus, sensors with one or two functions rather than many can be used in outdoor systems and their use will be more economical than using sensor nodes indoors with more complex home appliances. In this study, we chose to work with motion sensors as they have many potential uses, and we selected a parking lot control system with to use the motion sensors. This parking lot control system was implemented and applied as part of a home network. For this purpose, we defined and implemented a protocol to manage the network in a ubiquitous sensor network environment for the wireless home network in this study. Although a network management system in a Ubiquitous Sensor Network (USN) related to this study is being advanced for other projects, the protocol interface and message system have not yet been clearly defined for use in a general purpose network or in an extension into heterogeneous kinds of networks, communication support, etc. Therefore, USN network management should be conducted for management of faults, composition, power, and applications. To verify the performance of the protocol interface designed in this study, we designed and implemented the necessary units (sensor nodes, sensor gateway, and server) for each network section and, with them, proved the validity of this study.
In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.8
no.5
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pp.303-314
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2018
In the past few years, government agencies and corporations have succumbed to stealthy, tailored cyberattacks designed to exploit vulnerabilities, disrupt operations and steal valuable information. Security Information and Event Management (SIEM) is useful tool for cyberattacks. SIEM solutions are available in the market but they are too expensive and difficult to use. Then we implemented basic SIEM functions to research and development for future security solutions. We focus on collection, aggregation and analysis of real-time logs from host. This tool allows parsing and search of log data for forensics. Beyond just log management it uses intrusion detection and prioritize of security events inform and support alerting to user. We select Elastic Stack to process and visualization of these security informations. Elastic Stack is a very useful tool for finding information from large data, identifying correlations and creating rich visualizations for monitoring. We suggested using vulnerability check results on our SIEM. We have attacked to the host and got real time user activity for monitoring, alerting and security auditing based this security information management.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.5
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pp.83-92
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2017
Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.
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