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A study on the direction and an improvement plan of the youth economics education in the Digital Age (디지털 시대(時代)의 청소년(靑少年) 경제교육(經濟敎育)의 방향(方向)과 개선방안(改善方案)에 관(關)한 연구(硏究))

  • Jo, Yeong-Gwan;Ju, Hyeong-Geun
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 추계학술대회
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    • pp.185-207
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    • 2005
  • 본 논문은 우리나라 청소년들의 경제교육을 좀더 효과적이며 내실 있는 교육방법을 찾는 데에 그 목적을 두고 있다. 이를 위해 세계적 무한경쟁시대(無限競爭時代)에 주역이 되어야 할 우리나라 청소년들에게 어릴 때부터 체계적인 경제 지식과 마인드를 심어줌으로써 미래지향적이고 세계주도적인 인재로 성장할 수 있는 기틀을 잡아주고, 어떻게 교육하는 것이 가장 효과적이며 내실 있는 방법인가를 고찰하였다. 현재 우리나라 초 중 고에서의 경제교육에 관한 현황을 살펴보고, 실태조사를 바탕으로 경제교육의 방향과 활성화에 시사점을 두었으며, 특히 디지털 매스미디어를 중심으로 한 교육방법을 살펴보았다. 연구결과를 바탕으로 디지털 시대의 청소년 경제교육 방향을 제시하면 다음과 같다. 첫째, 청년실업자의 활용이라는 측면에서 청소년경제교육을 직접 지도할 수 있는 전문가를 양성하여야 한다. 정년실업자를 청소년 경제교육에 관한 skill 교육을 통해 전문경제교육자로 양성한 후 현장에 투입하여 활용하는 방안이다. 현재 학교교육에서의 경제교육을 전문적으로 도와줄 수 있는 전문가의 부재를 청년실업자를 바탕으로 정책적, 민간기관의 지원을 바탕으로 자격증을 취득한 전문경제교육자를 현장에서 활용하는 것이다. 둘째, 청소년들의 환경에서 가장 큰 영향력을 행사하는 디지털 매스미디어를 경제교육의 도구로 활용하는 웹 활용교육(WBI)이 되어야 한다. 디지털을 이용한 경제교육의 매력은 매스미디어에 대한 청소년들의 거부감이 없다는데 있다. 그리고 웹 활용 교육(WBI)과 프로그램 개발을 통하여 인터넷과 홈페이지 그리고 다양한 경제교육과 학교 수업에 효율적으로 사용될 수 있다.식품으로서 사료의 위생적인 생산을 가져올 수 있을 것으로 생각된다. 서비스에 대한 인지된 유용성과 UI의 편의성은 사용자 선호에 영향을 미치는 것으로 나타났다. 반면에 정보 품질, 서비스 연계성, 흥미 성, 시스템 품질은 사용자 선호에 영향을 미치지 못하는 것으로 나타났다. 그러나 정보 품질과 시스템 품질의 결과는 유의 수준에서 크게 넘어가지 않는 결과가 나와 반드시 영향을 미치지 못하는 것은 아니라고 조사되었다. 본 연구는 검색 서비스라는 특정 서비스에 대해서 사용자 선호에 영향을 미치는 요인에 대해서 알아보고자 하였다. 이는 학문적인 측면에서 기존의 통합적인 웹사이트 평가에 대한 연구의 확장을 가능케 하였고, 개인사용자 측면에서는 좀더 좋은 정보를 제공하는 검색 서비스에 대한 이해를 높일 수 있는 계기가 되었다고 할 수 있다. did not showed any characterized sign of acute or subacute liver damage or intestine lesion. So it is supposed that there is not any tocixants originated from some molds in fermented Korean domestic Meju which is prepared traditionally in winter.의 배설량은 10배 정도 증가하게 되어 진동만의 오염부하를 가중하게 된다. 진동만은 여름철 빈산소수괴 및 적조가 빈번하게 발생하고 있으므로 미더덕 양식장을 새로이 시설할 경우 오염부하가 가중될 것으로 판단되어, 앞으로 진동만의 양식장 수용능력을 파악하여 적정량의

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Entity Authentication Scheme for Secure WEB of Things Applications (안전한 WEB of Things 응용을 위한 개체 인증 기술)

  • Park, Jiye;Kang, Namhi
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제38B권5호
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    • pp.394-400
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    • 2013
  • WoT (Web of Things) was proposed to realize intelligent thing to thing communications using WEB standard technology. It is difficult to adapt security protocols suited for existing Internet communications into WoT directly because WoT includes LLN(Low-power, Lossy Network) and resource constrained sensor devices. Recently, IETF standard group propose to use DTLS protocol for supporting security services in WoT environments. However, DTLS protocol is not an efficient solution for supporting end to end security in WoT since it introduces complex handshaking procedures and high communication overheads. We, therefore, divide WoT environment into two areas- one is DTLS enabled area and the other is an area using lightweight security scheme in order to improve them. Then we propose a mutual authentication scheme and a session key distribution scheme for the second area. The proposed system utilizes a smart device as a mobile gateway and WoT proxy. In the proposed authentication scheme, we modify the ISO 9798 standard to reduce both communication overhead and computing time of cryptographic primitives. In addition, our scheme is able to defend against replay attacks, spoofing attacks, select plaintext/ciphertext attacks, and DoS attacks, etc.

Effects of Reference Price Advertisements by Service Reputation (서비스 명성에 따른 준거가격광고 효과)

  • Park, Min-Sook;Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • 제8권9호
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    • pp.124-132
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    • 2008
  • Price is an important marketing issue in current competitive environment characterized by various distribution channels such as economic circumstance and the Internet. Many companies, for their best profits, use a price discrimination strategy such as price discount that reinforces consumer's purchasing behavior and they employ advertising strategy by presenting reference price with information of price discount in advertisements. Accordingly, many research verifies the advertising effects of presented reference price in advertisements, this study tries to expand the existing study area which is limited on reference price of product by examining the its effects on service area. It also aims to verify the effects of reference price advertisements by the level of service reputation. For this experiment, a factorial design with service reputation and presented method of reference pricewas used. The result of this study is that attitude toward price and use intention on presented reference price in service advertisements are higher than not presented it. In the case of high service reputation, advertising effect on presented reference price in service advertisements are greater than presented price discount rates in service advertisements. And in the case of low service reputation, advertising effects can be much greater by just presented reference price in service advertisements. Therefore, in service advertisements, strategic views on presented methods of reference price by the level of service reputation are essentially needed.

Trend Analysis of Hazard Substances in/on Agricultural Products Reported by Press (언론에 보도된 농산물 중 유해물질 동향 분석)

  • Lee, Je-Bong;Moon, Byeng-Chul;Jin, Yong-Duk;Kwon, Hye-Young;Im, Geon-Jae;Hong, Moo-Ki;Kang, Kyu-Young
    • The Korean Journal of Pesticide Science
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    • 제15권4호
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    • pp.434-440
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    • 2011
  • In order to establish the guidance of management and safe use hazard substance, trend analysis of hazard substance in/on agricultural products reported by press for 5 years (2005-2009) was performed. Data for the analysis collected from the articles about hazard substances from web portals, newspapers and so on. The mostly detected harmful factors in/on agricultural products were pesticides residue and heavy metals by the reports by press for last 5 years. The number of detected pesticides was slightly increased from 14 to 34 through the passage of time but the number of cases reported by press was not increased. On the other hand, the number of accidents and reports related to heavy metals were highly increased from 3 to 13 and 42 to 112, respectively. 65 pesticides including chlorpyrifos were detected in domestic agricultural products for the 5 years. Frequently detected pesticides were chlorpyrifos, endosulfan, carbendazim, azoxystrobin, and procymidone. Pesticide residues were repeatedly detected on green vegetables such as a green perilla leaf, a lettuce, a leek, and spinach among crops.

Effect of IT Education on On-Line Social Relationship of Older Adults (정보화 교육이 노인의 온라인 사회관계에 미치는 영향)

  • Yoon, Hyunsook;Lee, Othelia;Beum, Kyoungah;Gim, Yeongja
    • The Journal of the Korea Contents Association
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    • 제15권5호
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    • pp.283-294
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    • 2015
  • The study examines the effect of IT education on on-line social relationship of older adults. The study group composed of 114 older adults who received IT education (computer class, internet class, and smart-phone class) at two community welfare centers in Seoul. In order to compare the effect of IT education of the study group, the control group who did not receive any IT education was recruited (N = 30). Social Capital Scale was used to measure on-line social relationship. The on-line social relationship was composed of social bonding type and social bridging type. Results showed that the study group significantly higher scores than did the control group on three subscales (emotional support, access to scare or limited resources, and out-group antagonism) of social bonding type except one subscale (ability to mobilize solidarity). With regard to social bridging type of social relationship, the study group significantly higher scores that did the control group on all four subscales (outward looking, contact with a broad rage of people, a view of oneself as part of a broader group, and diffuse reciprocity with a broader community). The findings highlight the importance of IT education for older adults to expand and increase social bonding and social bridging of social relationship.

Data Processing Architecture for Cloud and Big Data Services in Terms of Cost Saving (비용절감 측면에서 클라우드, 빅데이터 서비스를 위한 대용량 데이터 처리 아키텍쳐)

  • Lee, Byoung-Yup;Park, Jae-Yeol;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • 제15권5호
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    • pp.570-581
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    • 2015
  • In recent years, many institutions predict that cloud services and big data will be popular IT trends in the near future. A number of leading IT vendors are focusing on practical solutions and services for cloud and big data. In addition, cloud has the advantage of unrestricted in selecting resources for business model based on a variety of internet-based technologies which is the reason that provisioning and virtualization technologies for active resource expansion has been attracting attention as a leading technology above all the other technologies. Big data took data prediction model to another level by providing the base for the analysis of unstructured data that could not have been analyzed in the past. Since what cloud services and big data have in common is the services and analysis based on mass amount of data, efficient operation and designing of mass data has become a critical issue from the early stage of development. Thus, in this paper, I would like to establish data processing architecture based on technological requirements of mass data for cloud and big data services. Particularly, I would like to introduce requirements that must be met in order for distributed file system to engage in cloud computing, and efficient compression technology requirements of mass data for big data and cloud computing in terms of cost-saving, as well as technological requirements of open-source-based system such as Hadoop eco system distributed file system and memory database that are available in cloud computing.

Creative Project and Reward Based Crowdfunding:Determinants of Success (창의적 프로젝트와 후원형 크라우드펀딩: 성공요인)

  • Chun, Hesuk
    • The Journal of the Korea Contents Association
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    • 제15권5호
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    • pp.560-569
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    • 2015
  • Crowd funding is the method of raising money for a project, companies from a large group of people via the Internet, in return for future products or equity. Kickstarter is the largest and most successful crowdfunding site where creative projects raise reward based funding. Drawing on dataset of 80,267 projects with combined funding over $1.3b from 8.1m people, this paper suggest that backer select project based on their preference on the project, instead profitability of the project. It suggests that well-established platform and big size of network increases the chance of success of the project due to a ripple effect and blockbuster effects. Clear communication about the project's idea and goal is highly correlated with success. Regular communication on the project site, such as by constant progress updates, helps the success of the project. Equity-based crowdfunding is emerging as an innovative means of raising capital for businesses, so it has been receiving a lot of attention and expectation from the government and the market. The findings of this paper and others will help to get some understanding and insight into equity-based crowdfunding. However, Kickstarter differs from equity-based crowdfunding in the goals of the backers. Kickstarter's backers are not investors, they are contributors. To understand equity-based crowdfunding, the subject will need further study.

An Efficient Location Based Service based on Mobile Augmented Reality applying Street Data extracted from Digital Map (도로 데이터를 활용한 모바일 증강현실 기반의 효율적인 위치기반 서비스)

  • Lee, Jeong Hwan;Jang, Yong Hee;Kwon, Yong Jin
    • Spatial Information Research
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    • 제21권4호
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    • pp.63-70
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    • 2013
  • With the increasing use of high-performance mobile devices such as smartphones, users have been able to connect to the Internet anywhere, anytime, so that Location Based Services(LBSes) have been popular among the users in order to obtain personalized information associated with their locations. The services have advanced to provide the information realistically and intuitively by adopting Augmented Reality(AR) technology, where the technology utilizes various sensors embedded in the mobile devices. However, the services have inherent problems due to the small screen size of the mobile devices and the complexity of the real world environment. Overlapping contents on a small screen and user's possible movement should be taken into consideration in displaying the icons on objects that block user's environment such as trees and buildings. The problems mainly happen when the services use only user's location and sensor data to calculate the position of the displayed information. In order to solve the problems, this paper proposes a method that applies street data extracted from a digital map. The method uses the street data as well as the location and direction data to determine contents that are placed on both sides of a virtual street which augments the real street. With scrolling the virtual street, which means a virtual movement, some information far away from the location of the user can be identified without user's actual movement. Also the proposed method is implemented for region "Aenigol", and the efficiency and usefulness of the method is verified.

Effect of Psychological Variables on Decision-making Time in the Online Centipede Game (온라인 지네 게임으로 알아본 심리적 변인이 의사결정 시간에 미치는 영향)

  • Kim, Bora;Kwon, Young-Mi
    • Journal of Digital Convergence
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    • 제15권12호
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    • pp.169-185
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    • 2017
  • Given that nowadays things get very fast due to the pervasive use of the Internet and mobile devices, decision-making time can be an important variable in the online economic decisions. Although in experimental and behavioral economics, measures like scores or earnings are usually preferred, this study argues that the time variable can be dealt with as a new decision outcome. Thus, by selecting some psychological factors presumably impactful in the online context (i.e., incidental emotions, psychological distances, and individual's impulsivity), this study tested their effect on decision time in the online centipede game. As a result, the mean decision time in the game was longer (1) in the happiness condition than in the anger condition and (2) in the friend condition than in the stranger condition. The people with attention difficulties spent a short time in the decision and the people who dislike complex problems spent a short time in explaining their decision. This study can contribute to the field as it used the decision time as the dependent variable and it tested the effect of psychological factors in the context of online decision-making. Future studies can be conducted in other online decision situations or by considering other psychological variables.

QoS-Guaranteed IP Mobility Management For Fast Moving Vehicles Using Multiple Tunnels (멀티 터널링을 이용한 고속 차량에서 QoS 보장 IP 이동성 관리 방법)

  • Chun, Seung-Man;Nah, Jae-Wook;Park, Jong-Tae
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • 제48권11호
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    • pp.44-52
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    • 2011
  • In this article, we present a QoS-guaranteed IP mobility management scheme of Internet service for fast moving vehicles with multiple wireless network interfaces. The idea of the proposed mechanism consists of two things. One is that new wireless connections are established to available wireless channels whenever the measured data rate at the vehicle equipped with mobile gateway drops below to the required data rate of the user requirement. The other is that parallel distribution packet tunnels between an access router and the mobile gateway are dynamically constructed using multiple wireless network interfaces in order to guarantee the required data rate during the mobile gateway's movement. By doing these methods, the required data rate of the mobile gateway can be preserved while eliminating the possible delay and packet loss during handover operation, thus resulting in the guaranteed QoS. The architecture of the IETF standard HMIPv6 has been extended to realize the proposed scheme, and detailed algorithms for the extension of HMIPv6 has been designed. Finally, simulation has been done for performance evaluation, and the simulation results show that the proposed mechanism demonstrates guaranteed QoS during the handover with regard to the handover delay, packet loss and throughput.