Journal of the Korean Institute of Landscape Architecture
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v.43
no.6
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pp.62-72
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2015
The objective of this research is to investigate the different aspects in which users positively identify with indoor green walls and the influences that it has on usage behaviors. Under the hypothesis that public space users prefer locations with green walls, the effect on their behavior was observed. After installing indoor green walls, behavioral observations and questionnaires were carried out to analyze green wall preferences. The observation experiment was carried out for a total of 8 days in order to see what influences the preferences for of indoor green walls had on usage behaviors and compare a control group with an experimental group that experienced a green wall. The usage time data were put into an SPSS statistics program and used to run an independent sample t-test. The questionnaire was carried out for two days from March 1st to 2nd 2014 after the observation was completed, and was done by 224 users of the two areas. The results from the experiment are as follows. First, comparisons between the total usage time of seats adjoined to partitions in both the green walled area and the partitioned area showed that there was no preference for indoor green walls. Second, the results appeared to show a higher percentage of women users in the green walled area, compared to the original partitioned area. Third, it showed that partitions and plants did not have any influence on seat choices. Fourth, the questionnaire showed preferences for indoor green walls. Out of the 94 people who sat in the partitioned area, 11.7% answered that they wanted to sit in the green walled area, they couldn't due to the lack of available seats. Furthermore, out of the 130 people who sat in the green walled area, 24.6% said they chose the seat because of their preference for the green wall. Although 64.3% of users of the two areas said that they would choose the green walled area if under the same circumstances, the behavior observation did not reflect this.
Japan is a super-aged society where the proportion of the people aged over 65 is exceeded 20%. Therefore, there are many accidents that occur in long-term care facilities in Japan, and there are many civil litigations. The Japanese court has acknowledged in many cases that the long-term facility is responsible for the damage to the elderly who is injured in the facility. The cases can be divided into ① tumbling down, ② wandering, ③ suffocation, ④ bedsore, and ⑤ accidents among the facility-users. In most cases, the court found that the facility violated its obligation to protect their users. This is not only the case where the manager or the employee of the facility violates the obligation to watch and care for the elderly, but in some cases, the failure to maintain the human and material system itself is recognized. The basis for such judgment is whether the facility can predict the possibility of an accident and whether the facility has taken measures to prevent accidents. Also, the Japanese court recognizes the transfer of burden of proof in order to expedite the victims' rights. However, the liability of the facility for damages should not be so heavy that it would be hesitant to allow a person to enter the facility and make a contract.
The Korean society was forcefully merged with the invasion of Japan in 20th century, and traditional culture of Korea was damaged severely by colonization from Japan. After liberation, Korean society experienced drastic social change with Korean War, and industrial economy and democratic system developed as modernization and democratization occurred. However, Korean traditional culture dissolved more severely as Korean society developed industrial economy and democracy. As criticism of existing Western center of society and the emphasis of cultural identity of non-western regions and third-world, world society preferred exchange of culture of diverse nations and people with each other in advent of postmodernism thoughts in mid-late 20th century. If the cultural identity of Korea was dissolving meanwhile, it was needed to be recovered again. Despite the research in Korean history, language, art, architecture was performed to recover cultural identity of Korea, it did not go in-depth with Korean mythology, for Korean mythology is considered as superstition or savage. Mythology shows subconscious group psychology of people who live in certain specific region. Studying Korean mythology is one of the ways to rediscover cultural identity of Korea. In order for Korean mythology to be known to many people, its stories should be told by media. There were movies, plays, drama, and novels produced based on existing Korean mythology as introduction, then these mythical stories are appear in subculture contents such as recent comics, animation, webtoon, games, and light novels. Then population of game players and webtoon readers increased as dissemination of PC and smart phones, and increasing market scale of subculture contents increased a population of consumers of comics, animation, and light novel. Consumers of sub-culture contents were interested as many of these contents were created, base on Korean mythology. Therefore, this paper is written as research on Korean mythology and its signification in sub-cultural contents which were produced base on Korean mythology.
The Journal of Korean Association of Computer Education
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v.9
no.3
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pp.97-107
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2006
The deviant behaviors on cyberspace in Korea are increased recently because of the unbalanced development between the social ethics and the technological improvement on information and communication technology. To overcome this, educations on information and communication ethics are executed in school. However most of the educations is to deliver the knowledge on the disfunction of informationization and rules of netiquette without the analysis of the psychological characteristics on the cyberspace. Therefore, educations on information and communication ethics, in which the changes of social behaviors and value attitude are essential, is ineffective by making the students as passive and enervated users. In this research, we developed a teaching-learning model for cultivating consciousness of information and communication ethics by the establishment of ego identity on cyberspace and then proved the effectiveness by the experiment in school. Students can raise their abilities on active dealing with the given situation and context according to this teaching-learning model.
Journal of the Korea Institute of Information and Communication Engineering
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v.20
no.4
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pp.777-785
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2016
IM(Instant Messenger) chatting service can carry user's various information including life style, geographical position, and psychology & crime history and thus forensic analysis on the IM service is desirable. But, forensic analysis for KakaoTalk's chatting service is not well studied yet. For this reason, we study KakaoTalk's forensic analysis focusing on chatting service. This paper first details a general method of IM forensics investigating the previous articles about IM forensics although there are not many articles. Second, we discuss methodologies for IM forensics wherein we present analysis of table structure and method for reconstruction of chatting message. These result in the basic element of forensic tools of KakaoTalk chatting message. Last, we compare artifacts of KakaoTalk with that of WhatsApp. We conclude that these applications are, at least, different in that table structures and the ways to reconstruct chatting messages are not same and therefore digital evidences or artifacts are not same and somewhat distinct.
Purpose As the number of SNS users increases, the importance of SNS advertisement is also increasing. Thus, the purpose of this study is to analyze the effect of factors on effectiveness of SNS advertising, and expand research on users' attitude and behavior intention toward SNS advertising. Design/methodology/approach This study was designed to examine the structural relationships among SNS service attribute, users' cognitive characters, psychological factors, users' attitude and behavior intention toward SNS advertising. Concretely, SNS service attribute was presented as online interactivity, and users' cognitive characters were presented as perceived relevance and perceived intrusiveness. In addition, psychological factors were presented as presence experience and message credibility, users' attitude toward SNS advertising was presented as advertisement attitude and users' behavior intention was presented as WOM. Findings The results showed that online interactivity has a positive effect on presence experience and message credibility, but perceived intrusiveness has a negative effect on presence experience and message credibility. Perceived relevance has a positive effect on presence experience, but does not have significant effect on message credibility. Presence experience and message credibility have positive effects on advertisement attitude and WOM, and advertisement attitude also has a positive effect on WOM. Based on the results from this study, academic and practical implications can be drawn. First, the study extended the scope of research about SNS advertising through focusing on SNS service attribute and SNS users' cognitive characters and identified the relationship between presence experience, message credibility, advertisement attitude and WOM. Second, the results of this research can provide practical guidelines to develop effective advertising strategies for companies which promoting SNS as a marketing tool.
Journal of the Korean Institute of Landscape Architecture
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v.16
no.1
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pp.1-12
/
1988
^x This study was executed to measure the user's psychological carrying capacity in the National Park Campsite in the district of Temple Ku- Ryong as a model of analysis, which is made socio - psychological approach. The results are as follows ; 1. Since this Place hart a beautiful scenery and some cultural assets prosperties and lies near the metroplitan area, 67.5% of the user come from the district, such as Seoul, Inchon, Kyong - Ki Do, and the purpose of camping is to appease their stress and to promote friendly relationship one another. 2. Since most of the campers(86%) didn't recognize the injury of the natural environment, the enlightment movement and the public information for the protection of natural environment are urgent. And they thought that the good campsite is located near the stream(43.6%) or a quiet place(33.4%). 3. As the space per a man increase, the degree of their satisfactions showed the tendency to increase. The user's satisfaction were analyzed by three statistic methods, correlation, multiple regression and factor analysis. Affecting factors to the user's psychology by the varimax varimax rotated factor analysis were classified physical arts ecological satisfaction. 4. The carrying capacity of the campsite by the degree of psychological satisfaction of the user was measured. The result was that the proper space for one user campsite was 35m$^2$ 5. The 58% of the informants said that they root disturbed by the overcrowding in the campsite. But most of the users thought that it was not good to control the number of the users. And the 67.3% of the respondents answered that the best method was that we control the number of the users by order of arrival if we have to control it.
To investigate the trends in environmental education research of foreign countries, the paper published in the Journal of Environmental Education from 1984 to 1992 were analyzed. Major results of this study are as follows: 1. Total number of the paper analyzed was 178 and the average numbers of paper published per year were similar. 2. Researchers' majors were various. 3. The major targets of the researches in environmental education were school students. 4. Questionnaire was used in many researches and the main area of researches was strategy for environmental education. 5. Major type of research was survey and the main area of researches was strategy for environmental education. 6. The affective domain was highly concerned in environmental education researches.
Journal of Korea Society of Industrial Information Systems
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v.26
no.5
/
pp.95-111
/
2021
This paper is a study to check the flow of how addiction to media services has been studied from a long-term perspective, and to identify variables that can be the basis for future addiction research. Researchers noted the addiction of media services in adolescents in particular, and identified a combination of factors depending on the background of the times. Addiction variables were largely aggregated into four properties: adolescent properties, personal properties, media properties, and media-dependent properties. Addiction variables belonging to the attribute were influenced by major media and divided into four periods. During the study period, the frequency of variables was most related to personal attributes, followed by media attributes, adolescent attributes, and media-dependent attributes. Also Individual attribute variables gradually shifted from object-relationship to individual psychological factors. Variants in media attributes were influenced by the introduction and spread of new media. Variations in adolescent and media-dependent attributes have been weak in studies that observe teenagers' motivations for media use or are related to addiction, and no papers have been published since 2020. Although addiction research on media services is important in terms of industry, there has been an emphasis on social aspects, based on the results of this study, we hope to continue to study the variables of service users who can be used in terms of industry.
Journal of the Korean Institute of Landscape Architecture
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v.39
no.3
/
pp.51-63
/
2011
The purpose of this study is to create a landscape image that considers the selection of techniques that can enhance landscape reproduction in streetscape evaluation using 3 dimensional simulations and to evaluate ways to verify similarities and the psychological changes on the part of users by season. In the comparison of technique, the Low(apply normal map) technique was selected for the natural representation of trees in a near and middle view and the Plane technique was selected for the distant view. As the result of the verification, all indicators of physical similarity were evaluated over 4.50 points and most indicators of psychological similarity were found to have no difference except for indicators of 'disordered orderly' and 'dirty - clean'. According to the results of analyzing the landscape simulation by season, images of 'bright', 'beautiful', and 'static', etc., were evaluated high for the spring streetscape. The images of 'open', 'refresh', and 'animate' appeared high in summer and images of 'warm' and 'dark' were found to be high in fall. On the other hand, all images were evaluated as low except for the 'orderly' image. In the preference of streetscape by season, summer and spring were highly preferred at 5.01 and 4.98 with winter as the lowest at 3.48. As the results of the analysis of preference factor, the spring streetscape was found to be a major influence in preference by 0.540 in 'aesthetics'. In the case of summer, 'order' was found to be high at 0.417 while influences in preference included 'variety' and 'aesthetics' in fall and 'variety', 'aesthetics', and 'order' in winter. A determination of suitable spatial planning using a comparative analysis of various city streets will be enabled through the methods of this study.
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