• Title/Summary/Keyword: 션

Search Result 1,135, Processing Time 0.027 seconds

A Data Migration Model and Case Study for Building Management System of Science and Technology Contents (과학기술정보콘텐츠 통합관리시스템 구축을 위한 데이터 마이그레이션 모델 수립 및 적용 사례)

  • Shin, Sung-Ho;Lee, Min-Ho;Lee, Won-Goo;Yoon, Hwa-Mook;Sung, Won-Kyung;Kim, Kwang-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.11
    • /
    • pp.123-135
    • /
    • 2011
  • The domestic market of database in Korea is estimated to be over 3.663 trillion won. The data migration is getting to be more important along with the continuous growth of the database industry. g-CRM and private recommending function are examples of the service that can be given through coupling among customer database, product database, geographic information database, and others. The core infrastructure is also the database which is integrated, perfect, and reliable. There are not enough researches on efficient way of data migration and integrating process and investigation of migrated data though trends of database in IT environment as above. In connection with this issue, we have made a model for data migration on scientific and technological contents and suggest the result of data migration process adapting that model. In addition, we verified migration's exhaustiveness, migration's consistency, and migration's coherence for investigation of migrated data and database. From the result, we conclude data migration based on proper model has a significant influence on the database consistency and the data values correctness and is essential to maintain high qualified database.

Displacement of Early Business Entrants in a Gentrified Commercial Area: Survival Rates Compared to Those of Late Arrivers (상업젠트리피케이션에 따른 기존 상인의 이탈: 후기 진입 상인과의 생존율 변화 비교)

  • Cheon, SangHyun;Kim, Jieun
    • Land and Housing Review
    • /
    • v.13 no.2
    • /
    • pp.91-115
    • /
    • 2022
  • This study examines changes in business survival rates in a gentrified commercial district by comparing early movers with late entrants. Using the Hongik University Commerical District, or Hongdae, as a case study, we adopt discrete-time survival analysis to compare survival rates between businesses established before 2000 (early movers) and ones established after 2000 (late arrivers). We compare the business survival patterns in a gentrified commercial district (experimental group) to non-gentrified commercial districts (control group) in Mapogu. We examine a survival-rate difference between early movers and late arrivers by different industrial categories. We finally examine a survival-rate gap between franchise and non-franchised businesses. The results show that the early movers have lower survival rates than the late arrivers in the gentrified Hongdae area, whereas there is no significant difference in survival rates between the early movers and the late arrivers in Mapogu. The early movers in daily-life-supporting businesses in Mapogu have even higher survival rates than the late-arrivers. In addition, franchised businesses have higher survival rates than non-franchised stores both in Hongdae and Mapogu. The results provide statistical and comprehensive evidence of the displacement of early movers at a more rapid pace in gentrified areas than non-gentrified aveas, which has been an anecdotal narrative.

Opportunity or Threat?: Case Study of an Arts Entrepreneur Responding to Gentrification (위협인가 기회인가? 젠트리피케이션에 대응하는 예술기업가 연구 - 문래문화살롱 사례를 중심으로 -)

  • Lee, JooEun;Na, Hea Young;Chang, WoongJo
    • Korean Association of Arts Management
    • /
    • no.50
    • /
    • pp.147-175
    • /
    • 2019
  • Gentrification is the process by which a working class or other disadvantaged area of a city changes into a middle class residential or commercial district. Gentrification, which has received much attention in arts management in recent years as part of a concern with urban regeneration, carries a generally negative connotation. In this paper, we interrogate this negative view of gentrification to explore ways arts entrepreneurship can convert the perceived threat of gentrification into opportunity. To this end, we examine the Mullae Cultural Salon in the gentrifying district of the Mullae Creative Village. Through a literature review of gentrification and arts entrepreneurship, we propose seven elements of art entrepreneurs responding to gentrification as an analytic framework for research. Our findings indicate that arts entrepreneurs were able to extend the maturity phase of gentrification and thus enhance the cultural and artistic value of the region for other artists and arts entrepreneurs.

Analysis on the Effect of the Urban Park Development on Change of Urban Spatial Structures - Focused on Gentrification around Seoul Forestry Park in Seongdong-gu - (도시공원 조성이 도시공간구조 변화에 미치는 영향 분석 - 성동구 서울숲 젠트리피케이션 현상을 중심으로 -)

  • Moon, Seung-Woon;Kim, Euijune;Ku, Jin-Hyuk
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.2
    • /
    • pp.76-88
    • /
    • 2017
  • The urban park plays important roles in protecting the urban landscape and improving citizens' health, recreation, and the emotional life. Above and beyond these roles, the urban park is expected to rearrange urban spatial structures as a kind of urban system. The purpose of this paper is to identify empirically to change urban spatial structures by construction of the urban park. This study regards gentrification around the urban park as a process to change urban spatial structures. The gentrification means the regeneration and upgrading of deteriorated urban property by the middle class or commercial developers. The site of case analysis is the Seoul Forestry Park in Sungdong-gu, Seoul. The Seoul Forestry Park is regarded as a representative urban park of Seoul, and caused gentrification around park after the 2005 opening. This study operationally defines the gentrification index and the accessibility index from an urban park and offers an empirical analysis of relation among the urban park, the gentrification and urban spatial structure in a statistic district which is the minimum unit of Korean statistic data in 2000, 2005, and 2010, using Difference-in-Difference method and linear probability model. The results of this empirical study show that the Seoul Forestry Park changes urban spatial structures by gentrification. It reverses a trend of migration of gentrifiers before and after construction of the Seoul Forestry Park. It suggests urban park construction as an alternative method for urban regeneration by inducing the middle class into the inner city of Seoul.

3.0시대 건강수명 120세를 위하여 3 - 휴가철 '방콕'족의 건강 실천 플랜

  • Lee, Eun-Jeong
    • 건강소식
    • /
    • v.38 no.7
    • /
    • pp.14-15
    • /
    • 2014
  • 넉넉지 않은 주머니 사정이나 아무것도 하지 않고 그저 쉬고 싶다는 등의 이유로 집에서 휴가를 보내는 이들이 적지 않다. 이른바 '스테이케이션(stay+vacation)'이다. 그런데 집이라고 너무 제멋대로 지내다 보면 자칫 생활 리듬을 잃고 휴식은커녕 몸과 마음이 더 지칠 수 있다. 스테이케이션을 건강하게 보낼 수 있도록 계획하고 실천해보자.

  • PDF

How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services (게이미피게이션은 어떻게 학생들을 움직이는가: 학습시간 관리서비스 분석을 통한 심리적 반엔트로피와 밈에 관한 연구)

  • Shin, Jongcheon;Yoon, Joonsung
    • Journal of Korea Game Society
    • /
    • v.17 no.1
    • /
    • pp.27-40
    • /
    • 2017
  • This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.

Semiconductor wafer exhaust moisture displacement unit (반도체 웨이퍼 공정 배기가스 수분제어장치)

  • Chan, Danny;Kim, Jonghae
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.8
    • /
    • pp.5541-5549
    • /
    • 2015
  • This paper introduces a safer and more power efficient heater by using induction heating, to apply to the semiconductor wafer fabrication exhaust gas cleaning system. The exhaust gas cleaning system is currently made with filament heater that generates an endothermic reaction of N2 gas for the removal of moisture. Induction theory, through the bases of theoretical optimization and electronic implementation, is applied in the design of the induction heater specifically for the semiconductor wafer exhaust system. The new induction heating design provides a solution to the issues with the current energy inefficient, unreliable, and unsafe design. A robust and calibrated design of the induction heater is used to optimize the energy consumption. Optimization is based on the calibrated ZVS induction circuit design specified by the resonant frequency of the exhaust pipe. The fail-safe energy limiter embedded in the system uses a voltage regulator through the feedback of the MOSFET control, which allows the system performance to operate within the specification of the N2 Heater unit. A specification and performance comparison from current conventional filament heater is made with the calibrated induction heater design for numerical analysis and the proof of a better design.

A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.161-182
    • /
    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

An Analysis of Index for Gentrification occurred in Urban Regeneration Projects (도시재생사업에서 젠트리피케이션 발생 요인 분석)

  • Lee, Jeong-Dong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.10
    • /
    • pp.187-194
    • /
    • 2019
  • The purpose of this study was to review the Gentrification and Development Index in terms of domestic and foreign gentrification. Based on the important indicators of the Gentrification index through previous research, the four evaluation areas were divided into structure and subject, production and consumption, supply and demand, and capital and culture. Looking at the importance of each area, the production and consumption aspects were highest as the important index of the occurrence of gentrification, followed in order by the supply and demand, the structure and subject, and the capital and culture order. From the detailed factors, the report revealed the changes in sales to structure and subject matter, increases in franchises to production and consumption, rises in rent to supply and demand, and transient population to capital and culture to be important items. In addition, an analysis of the gentrification occurrence indicators in urban regeneration project areas revealed high weight in terms of production and consumption, supply, and demand, including the increased franchises, one-person start-ups, higher rents and higher real estate values. In other words, the occurrence of gentrification in urban regeneration areas produces the largest portion of the increases in franchises and rent. Therefore, step-by-step measures are needed through monitoring.