Journal of the Korean Institute of Landscape Architecture
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v.52
no.1
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pp.71-86
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2024
Despite the increasing importance of urban parks' ecological functions in dealing with the climate crisis, ecological parks are not clearly defined in Korea's legal system. Numerous ecological parks created nationwide cannot be systematically designated and managed due to various legal bases and varying management authorities. It is important to clarify the legal status of ecological parks in order to lead the ecological paradigm shift of urban parks and to improve the natural park system for a comprehensive and integrated approach to protect the national ecosystem. To this end, related laws were analyzed to identify problems and to draw directions for legislative improvement. Through the literature review of relevant laws, acts, and ordinances, six major directions for improvement were suggested based on the analysis of problems. First, the legal status of ecological parks in the administrative dichotomy of the current park system is ambiguous, and ecological parks should be clarified through the revision of park-related laws. Second, an ecological park can be defined as a sustainable park created and managed in an ecological manner, promoting the protection and restoration of the ecosystem, conservation, and promotion of biodiversity, and balancing nature observation, ecological learning, and leisure activities. Third, the role of the state and local governments should be systematically revised to lead to a new park planning and management model through new governance. Fourth, since the characteristics of ecological parks are affected by individual laws, the possibility of overlapping ecological parks for other uses should be allowed. Fifth, detailed guidelines and standard ordinances need to be enacted to meet the goals, principles, and facilities of ecological parks. Lastly, along with the revision of the laws, ordinances by local governments also need to be more concrete. This study, which tracks various legal realities related to ecological parks, can contribute to policymaking that can systematize the foundation for the creation of ecological parks to preserve nationwide ecosystems and provide citizens with opportunities to experience and learn about nature.
Middle-school students (158 boys and 199 girls) and their mothers were asked about nutritional attitudes, nutritional knowledge, dietary habits, and food intake using a questionnaire to examine whether nutritional knowledge and dietary behaviors of mothers affected their children's dietary habits. Nutritional attitude scores (total, 15 points) and nutritional knowledge scores (total, 20 points) of girls were 11.24 and 16.13 points, respectively, which were significantly higher than 10.47 and 15.43 points for boys. Generally, mothers received higher points than their children for all scores surveyed, but the results were not significantly different between boys' mothers and girls' mothers. The mean nutrient adequacy ratio (MAR) was calculated from dietary nutrient intakes to assess overall quality of meals. The results showed that girls had a higher MAR than that of boys (0.89 vs. 0.86, p < 0.01). Relationships among variables were examined by Pearson's correlation coefficient within children and between children and their mothers. Significant positive correlations were observed between nutritional attitudes and knowledge in both boys and girls. In girls, positive correlations between nutritional attitudes and dietary habits, nutritional knowledge and dietary habits, and dietary habits and MAR were also sig-nificant. In boys, only dietary habits and MAR were correlated with those of their mothers. Nutritional attitudes, dietary habits, and the MAR of girls' mothers were significantly correlated with nutritional attitude, dietary habits and the MAR of girls. The results indicate that the influence of mothers on dietary behaviors of children was greater in girls than that in boys, suggesting that a gender-specific nutrition education program is needed for middle school students.
Our nation, of which the term of dispatching troops is winded up at the end of this year, is facing presidential election time including the nuclear security summit meeting in March, opening of EXPO in May, and the general election. Hence, the possibility to select our nation at the strategy forming public opinion of military withdrawal through Taliban's terror is high. It coincides with public affair strategy of Taliban terror and learning effect by the past cases. If the possibility of terror threat of Taliban along with this is summarized, the period of threat will concentrate on and be heightened in the first half when the nuclear security summit meeting and EXPO open in our nation, and target and method have high possibility of collision terror of bomb carrying vehicle and suicide bomb on national government organizations or American facilities, and etc, and possibility of kidnapping on our people such as oversea tourists, missionaries, and so on. Terror groups joining the criminal act is to use Islam illegal aliens who already acquire base in our nation or entry maneuver of specialized terrorists connected to Al-Qaeda. Pretext of such terror is withdrawal of our military and western allies stationed in Afghanistan. Therefore, publicity terror of Taliban against our people living overseas and security measure of international events such as the world nuclear security summit meeting, Yeosu EXPO, and etc in the first half of this year should be thoroughly prepared, domestic illegal aliens' movement should be comprehended, and measure blocking international terrorists' relating to Taliban infiltration into our nation should be sought for. Also, there is need of early announcement of government's political will on our military stationed in Afghanistan.
In this study, the illustrations in the 27 middle school science textbooks developed under the 2009 Revised National Curriculum were analyzed in the aspect of gender-role stereotype, and the results were compared with those of the 2007 Revised National Curriculum. The results of the analyses revealed that male pupils in the illustrations appeared more frequently than female pupils at all grades, and that the gender gap of pupils appeared in the illustrations slightly increased in comparison with those of the precedent curriculum. Similar to those of the precedent curriculum, the gender gap in other activities were particularly large regardless of publishers. In the illustrations of adults, the frequencies of male outnumbered female, and highly gender biased compared with those of pupils to mean that gender bias in the illustrations of adults were not improved at all. While the ratio of female was high in house works, that of male was high in outdoor activities regardless of publishers. The gender gap in outdoor activities increased in comparison with that of the precedent curriculum. Most occupations illustrated were male-dominated, and the majority of scientists were portrayed as male.
Park, Sang-Hyun;Yeon, Seung-Jun;Kim, Dong-Ho;Kim, Sang-Wook
Information Systems Review
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v.7
no.2
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pp.101-115
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2005
IT companies make a lot of effort to share and utilize the experiences of their members and transform them into organizational knowledge as a competitive core. However they face a dilemma in that they have to spend time and financial resources to perform activities around knowledge management for the long-term gains, while carrying at field-work for making short-term profits. As an initial attempt to tackle this managerial problem, this paper tries to investigate the mechanism of knowledge management in a small IT company in Korea with a synthetic view-point using system dynamics simulation model. It depicts the dynamic behaviors of knowledge management and presents some findings of political leverage. Although this model has to be further replenished, the scheme for the dynamism of knowledge management and the findings presented in the paper could be useful for the decision makers, especially of knowledge-intensive organizations.
This study is a methodological study analyzing the results of applying capstone design to nursing education. Among the nursing college students who completed the fundamental nursing subject, the students who agreed to participate in the research were composed of the project team and proceeded as team activities. It was conducted through knowledge - team composition - topic selection / analysis - design / development - simulation - evaluation / feedback process starting from knowledge learned through fundamental nursing class. The research period was from January 1, 2015 to October 30, 2015 for 6 months. BBS (Bed Sore Socks) was developed for the prevention of pressure ulcers, and BBS was applied for seven days to randomly selected patients in the long term care facility. The incidence and pressure ulcer risk scores were assessed. The results of the pilot study showed that the intervention group had an effect on the incidence of pressure ulcer ($x^2=.40$, p = .500) and the pressure ulcer risk score (z = -.45, p = .690), but it was not statistically significant. Capstone design was trailed in the field of nursing education and produced the bed sore socks. In the nursing education, not many capstone design trails appeared yet, this study might be the first trail in the field of nursing, and it could be challenging for expanding of nursing education.
Recently, many researchers have developed applications for automated contract and negotiation using agent technologies on electronic commerce. Especially, they have tried to study negotiation mechanism applying agent instead of buyers and sellers. Traditional researches, however, often had limitations. In the researches of automated negotiation, the agents had to negotiate with the other agents for a simple negotiation issue because the mechanisms were naive. In the researches of negotiation by user interaction, the agents did not have supported the procedures and methodologies for making the automated negotiation but only supported the users by providing communication environment during the negotiation process by users. In this paper, we propose efficient negotiation model using the modified negotiation model of the game theory. In the proposed model, the agents negotiate automatically with the partner agent and make good benefits by the strategic method during the negotiation process. Each agent makes negotiation issues with user's requirements and exchanges its suggestion alternatively in each step of the negotiation process. The agent evaluates degree of satisfaction for the opposite's suggestion and uses it in the next step of suggestion. To find out the negotiation strategies of opposite side, the agent uses teaming by weights of issues. As a result, the agent improves each own benefits for the contract and reduces the unbalance of its benefits through the proposed negotiation mechanism. We implement the negotiating agents according to the proposed mechanism and prove the efficiency of the proposed model by various experimentation.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.11
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pp.305-313
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2019
Recently, spatial information is being constructed actively based on the images obtained by drones. Because occlusion areas occur due to buildings as well as many obstacles, such as trees, pedestrians, and banners in the urban areas, an efficient way to resolve the problem is necessary. Instead of the traditional way, which replaces the occlusion area with other images obtained at different positions, various models based on deep learning were examined and compared. A comparison of a type of feature descriptor, HOG, to the machine learning-based SVM, deep learning-based DNN, CNN, and RNN showed that the CNN is used broadly to detect and classify objects. Until now, many studies have focused on the development and application of models so that it is impossible to select an optimal model. On the other hand, the upgrade of a deep learning-based detection and classification technique is expected because many researchers have attempted to upgrade the accuracy of the model as well as reduce the computation time. In that case, the procedures for generating spatial information will be changed to detect the occlusion area and replace it with simulated images automatically, and the efficiency of time, cost, and workforce will also be improved.
Using theories of sectoral innovation system and supply chain management, this paper examines the status quo of Korean IT SoC industry's innovation system by comparing it with Taiwanese one. Taiwan IT SoC industry has accomplished a rapid growth on the basis of government policies that foster domestic firms after the establishment of Hsinchu Science Park. Cooperative networks between foundries firms and fablesses have been formed within the supply chain in this process. Therefore, Taiwan industry has possessed the possibility of the coevolution in sectoral innovation system. However, Korean IT SoC industry has failed to form cooperative networks, because of weak networks between related firms. In other words, there exists an interaction failure, which is a kind of the system failure, and it means a lack of linkage between actors as a result of insufficient use of complementarities and interactive learning. Therefore, Korean industry has little possibility of the coevolution in sectoral innovation system. The cooperative networks between actors are prerequisite towards evolution of innovation system of Korean IT SoC industry. Above all, the cooperative networks between fablesses and system companies need to be strengthened within the supply chain.
This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.
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