Journal of the Economic Geographical Society of Korea
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v.20
no.3
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pp.355-368
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2017
Regarding to Dandong as the gateway city of the Sino-North Korea trade, cultural anthropology characterizes it with a hybridity of four groups with a different combination of ethnic and national identity: Korean Chinese(Chosonjok), South Koreans, North Koreans and Chinese-North Koreans. And, microeconomics views the enterprises in Dandong area have different sizes and types in the Sino-North Korea cross-border trade depending on their owner's ethnic and national identity. However, these researches focuses mainly on the differences between the groups, falling short in showing how the group members utilize their double identities to maintain and prosper their businesses, coping with various and changing situations. This study introduces the concept of 'identity juggling' and applies it to Chosonjok cross-border traders. The results from the in-depth interview and survey indicate they juggles their Korean ethnic identity and Chinese national identity selectively in terms of their bilinguality of the Korean and Chinese, mobility crossing China, South Korea, and North Korea, and prospects on the trade revitalization thanks to potential mitigation of tensions in Korea peninsula.
SEO, Kang-Hyeon;HWANG, Eui-Ho;BAECK, Seung-Hyub;LIM, So-Mang;CHAE, Hyo-Sok
Journal of the Korean Association of Geographic Information Studies
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v.20
no.3
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pp.52-66
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2017
This study aims at designing standard metadata that can be incorporated for advanced utilization of damage prediction maps, and thereby constructing the standard meta-information management prototype system on the basis of the proposed design. Based on the ISO/TC 211 19115 international standard, which is considered as the most widely used standard (as per the results of a domestic and foreign metadata standard survey), the designing process for the standard metadata was established and the metadata was categorized into nine classes. Additionally, based on the output of the standard metadata design process, a standard meta-information management prototype system, capable of checking and downloading meta-property information, was constructed using the JAVASCRIPT language. By incorporating the obtained results, it is possible to maintain the quality of the constructed damage prediction map by establishing a standardized damage prediction map database. Furthermore, disaster response can be actuated through the provision and management of data for effective operation of the proposed damage prediction system.
Journal of rehabilitation welfare engineering & assistive technology
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v.11
no.1
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pp.73-79
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2017
It is difficult to detect the adult hearing loss after the language acquisition because of its slow progression, which can be evaluated voluntarily and actively when the appropriate tools are provided. Smartphones are one of useful tools, and they can utilize surveys and/or applications for hearing screening. This study aims to verify the possibility as a tool discovering delayed acquired hearing losses by comparing the pure tone screening application (app_PTS) which was recently developed by our research team and hearing handciap inventory (HHI). The subjects were 22 people whose age ranges from 10s to 80s. For pure tone averages (PTAs), hearing threshold level was selected the best one in same frequency, in both ears. Sensitivity and specificity of HHI were confirmed based on self awareness of hearing loss and PTAs at 1, 2, 4 kHz. Comparisons of two tests were measured by analyzing simple regression of correlation between PTAs of App_PTS and HHI scores. Sensitivity and specificity were 1.000 in both criteria. There was a statistically significant relationship between the PTAs_4 kHz and HHI (R-square = .951, p = .000). Hearing screening by questionnaire showed high correlation with smart phones based on application. Therefore, it can be useful as a hearing screening tool for individual life cycle using an user-friendly tool.
Journal of The Korean Association of Information Education
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v.9
no.3
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pp.417-438
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2005
The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.
Journal of The Korean Association of Information Education
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v.19
no.1
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pp.149-158
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2015
Programming education plays a very effective role in comprehensively learning problem analysis ability, logical thinking ability, procedural problem solving method, and imaginary problem solving method. Until recently, however, it is not applied to the elementary and the middle school in Korea, which is very different from the other IT centerd countries such as the U.S., etc., where coding class is actively implemented. Fortunately, Korean government recognized this reality and decided to implement programming education as a regular subject in the elementary school from 2017. In this situation, many researchers' programming education model research is urgently required for the students to learn in the elementary and the middle school. This research developed and suggested 17 sessions of programing education model connected with scratch language and sensor board, which is hardware, to be applied to the class of the 5th and 6th graders. As the result of implementing the joint class of 5th and 6th graders during the after-school class based on programming education process suggested to verify the suitability for elementary school programing education, satisfactory achievement was attained by the assessed students. The researcher plans to develop an optimum model proper for the elementary school students' intellectual capacity by more improving programming education model.
Journal of The Korean Association For Science Education
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v.34
no.5
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pp.479-490
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2014
The purpose of this study is to develop an argument-based modeling strategy, utilizing writing and argumentation for communication in science education. We need to support students and teachers who have difficulty in modeling in science education, this strategy focuses on development of four kinds of factors as follows: First, awareness of problems, recognizing in association with problems by observing several problematic situations. Second is science concept structuralization suggesting enough science concepts by organization for scientific explanation. The third is claim-evidence appropriateness that suggests appropriate representation as evidence for assertions. Last, the use of various representations and multimodal representations that converts and integrates these representations in evidence suggestion. For the development of these four factors, this study organized three stages. 'Recognition process' for understanding of multimodal representations, and 'Interpretation process' for understanding of activity according to multimodal representations, 'Application process' for understanding of modeling through argumentation. This application process has been done with eight stages of 'Asking questions or problems - Planning experiment - Investigation through observation on experiment - Analyzing and interpreting data - Constructing pre-model - Presenting model - Expressing model using multimodal representations - Evaluating model - Revising model'. After this application process, students could have opportunity to form scientific knowledge by making their own model as scientific explanation system for the phenomenon of the natural world they observed during a series of courses of modeling.
The Journal of the Korea institute of electronic communication sciences
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v.12
no.5
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pp.859-864
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2017
IoT is a new emerging technology to lead the $4^{th}$ industry renovation and has been widely used in industry and home to increase the quality of human being. In this paper, IoT based face detection and recognition system for a smart elevator is developed. Haar cascade classifier is used in a face detection system and a proposed PCA algorithm written in Python in the face recognition system is implemented to reduce the execution time and calculates the eigenfaces. SVM or Euclidean metric is used to recognize the faces detected in the face detection system. The proposed system runs on RaspberryPi 3. 200 sample images in ORL face database are used for training and 200 samples for testing. The simulation results show that the recognition rate is over 93% for PP+EU and over 96% for PP+SVM. The execution times of the proposed PCA and the conventional PCA are 0.11sec and 1.1sec respectively, so the proposed PCA is much faster than the conventional one. The proposed system can be suitable for an elevator monitoring system, real time home security system, etc.
The Journal of Korean society of community based occupational therapy
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v.4
no.1
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pp.59-73
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2014
Objective : The purpose of this study is to understand Lived Experience of Suffering for family of victim with Sewol-ho ferry accident and to suggest the necessity of mental health occupational therapy regarding of psychological trauma of family of victim. Methods : This study was applied with Parse's Human becoming research method to recognize experience pain for 5 objects losing family with with Sewol-ho ferry accident. According to Parse's research mothod, secondary data, documentary video about experience pain of family of victim with Sewol-ho ferry accident was selected and analyzed. Results : Three core concept for lived experience of suffering of family with victim with Sewol-ho ferry accident as below statements. 1. Despair and sadness losing family, 2. Impotent feeling and guilty conscience breaking down daily life, 3. Seeking relief from suffering for remaining family. Although there were extreme impotent feeling of losing family with Sewol-ho ferry accident, structural conversion presented as process with denial reality which do not want to accept a death in the family and standing for remaining family. The conceptual integration was expressed to powering from valuing and languaging to connection-separation, revealing-concealingl. Conclusion : Family of victim with Sewol-ho ferry accident is losing meaning of life the goal of life with impotent feeling, despair and depression. It is urgently needed for mental health occupational therapy program to restore disruptive everyday activity and participation in community by developing occupational therapy program through meaningful occupation to family of victim.
The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.
Corporate design activities have expanded from being exclusive and passive responsibilities to active participation in planning, marketing, technology and corporate brand image differentiation for successful business. Thus the communications between designers and other functions come to include critical decision making, information sharing, and objective reasoning. Given that design activities now have to involve various functions in product development, the styling-related design process, which is still developed by designer's intuition and experience, poses as an obstacle not just between various functions involved, but even within the design function. To overcome this obstacle and to lead more effective design decision process, a means for product form development assessment and management is necessary. This research proposes a foundation for managing and assessing product form based on the hypothesis and demonstration of discovering a system of formative factor and order a product form expresses that can be shared as an objective and logical system. As a result of this demonstration, the form as a unique visual expression and the factors related to the form and its co-relationship are examined. The factors are called formative parameters and the system is named as the product form alignment method. Based on the logic derived from the system, the process for developing an image that aligns with the predefined goal is explained. The method defines a balance between a designer's intuitive creativity and the extracted logic, which can act as a basis for designers to share design language among themselves and for communication between design and other functions. Based on this system, designers are able to align design work with the set goal, and focus and limit the range of form development, which is anticipated to result in lead-time reduction and minimizing unnecessary obstacles and mistakes.
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