Journal of the Korean Institute of Landscape Architecture
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v.49
no.6
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pp.80-92
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2021
Mount Tai, with an elevation of 1,532 meters, has a reputation as 'The Most Revered of the Five Sacred Mountains(五嶽獨尊)', despite not being the highest mountain in China. The literati of the past dynasties created a multitude of works based on the landscape of Mount Tai. Traditional literature is a part of national culture that directly reflects the national characteristics and styles, and is an important part of humanities, which can be linked to landscapes. The purpose of this study is to investigate the landscape elements and characteristics of Mount Tai by analyzing the landscape types and elements and the Kernel Density, Mean Center and Standard Deviational Ellipse of the landscape elements appearing in the representative poems of traditional literature. The research results of this study are summarized as follows. First, Mount Tai is a scenic spot dominated by human activities, different from the natural landscape of prior research related to scenic spots. Second, among the landscape elements of Mount Tai, the importance of "sunrise", "cyan", "towering" and "majestic", "Divine Dragon" is confirmed, symbolizing the hope, brightness, vitality, national stability and prosperity represented by Mount Tai, which can explain the leadership position of Mount Tai. Third, it can be found from the poems about Mount Tai that various landscape elements were embodied in belief (the behavior of gods or emperors) in the Pre-Qin, Sui and Tang dynasties, while in modern times, landscape elements are shown by action (climbing and looking far into distance), so it can be said that the landscape elements have changed from belief landscapes to experience landscapes. Fourth, the spatial distribution of landscape elements in the past dynasties was widely distributed in the Daiding(岱頂). Approaching the modern times, the mean center moved from south outside of Mount Tai to the summit of Mount Tai, and the spatial distribution changed from a widely scattered distribution to narrow linear distribution centered on Mount Tai. The present study is of great significance to provide key factors or spaces for future landscape protection and restoration of Mount Tai.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.2
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pp.37-51
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2016
Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.9
no.6
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pp.231-244
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2014
Domestic recessions, business restructurings, voluntary resignations and youth unemployment crises have fueled competition in the start-up market, and business start-up is increasingly incited as a means to make a living under circumstances. However, ill-prepared business start-ups result in bankruptcy. Profound knowledge and skills are required for successful start-up. A successful entrepreneur of a business is often not born but made. The purpose of this study was to examine the success factors of successful venture entrepreneurs in an effort to make some suggestions on entrepreneurship education. After the characteristics of the selected successful venture entrepreneurs were analyzed, 18 items were selected as their success factors, and the following six things were presented as what should be taken into account in relation to the competency of a successful entrepreneur: First, achievement-needs characteristics and goal-oriented characteristics that belong to the characteristics of entrepreneurs could be educationally taken advantage of in entrepreneurship education. Second, achievement-needs characteristics are an educational element of the preparatory stage, and goal-oriented characteristics are an educational element for business administration after starting a business. Third, hands-on experience is mandatory since learning by experience is quite important for entrepreneurs. Fourth, entrepreneurship education is more effective when it targets the younger generations. Fifth, the kind of educational support that is to assess the entrepreneurship of prospective entrepreneurs to help them improve their overall entrepreneurship is required. Finally, entrepreneurship education should be offered by a person with experience of setting up a business so that he or she could inform learners of their practical experience and knowhow.
The purpose of this study is to observe the effects of road facilities that have adopted digital media such as total road facility called L.E.D media pole installed on U-street, Gangnam-gu on the pedestrians' satisfaction. Through the study, we would like to improve the brand competitiveness, increase the revisiting decision factors and suggest the fundamental development direction for the digital media road facilities on the typical pedestrian road, Gangnam street. The three factors from the studies came out to be spatial component, design component, and functional component. In order to analyze the factors, the pedestrians' behaviors were observed through a direct survey which provided 35 reserved factors. Also, the preliminary factors derived through survey questionnaires were revised by experts which compressed the result into 20 factors. The result of the regression analisis states that the 'Factor of the spatial component' is the statistically significant factor among the five elicited factors of the effect of the media pole on the pedestrian satisfaction. U-street's media pole provides the comfortable and various contents and application methods and will provide the new perspective on the purpose of pedestrians by new experience that is based on digital technology.
Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.
Journal of the Institute of Electronics and Information Engineers
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v.53
no.12
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pp.161-168
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2016
Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.
Journal of the Institute of Electronics Engineers of Korea CI
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v.48
no.1
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pp.17-25
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2011
At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.
Journal of the Korea Academia-Industrial cooperation Society
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v.14
no.6
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pp.2639-2644
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2013
The renewal cycle, which newly decorates stores, has been shortened, as the marketing competition between telecommunication companies has been extended to the stores, due to the rapid increase of mobile phone users and fast replacement cycle of products. The store renewal made by major telecommunication companies, including signboard, has been pushed in order for telecommunication companies to give strong impression about their own brand identity to consumers. Consumers want stores not only to sell cheap and high quality products but also to provide customer experience, by which customers can feel store, product and service and accept them. Especially, since the competition between telecommunication companies is getting tough, it is the current trend that the number of stores is increasing much, and telecommunication companies are recently renewing their stores, with the concept of SI(Store Identity), which changes store image into the incorporated image including interior and exterior, rather than just replacing CI(Corporate Identity), when they renew stores. It can be said that SI(Store Identity) is an important factor, by which companies consistently design visual factors such as interior and sign, and then apply them to the interior and exterior of the stores, and thereby give good store image to consumers, and ultimately have great effect on the increase of sales volume. This kind of activity can be image-controlled by companies' Identity Management, and it can be a very important factor in terms of marketing. In this study, it has an objective to compare and analyze SI of domestic telecommunication companies and foreign telecommunication companies, and then suggest effective SI direction.
The purpose of this study is to interpret the evaluation structure of auditory images about streetscapes in urban area on the basis of the semantic view of soundscapes. Using the caption evaluation method. which is a new method, from 2001 to 2005, a total of 45 college students participated in a fieldwork to find out the images of sounds while walking on the main streets of Namwon city. It was able get various data which include elements, features, impressions, and preferences about auditory scene. In Namwon city, the elements of the formation of auditory images are classified into natural sound and artificial sound which include machinery sounds, community sounds. and signal sounds. Also, the features of the auditory scene are classified by kind of sound, behavior, condition, character, relationship of circumference and image. Finally, the impression of auditory scene is classified into three categories, which are the emotions of humans, atmosphere of the streets, and the characteristics of the sound itself. From the relationship between auditory scene and estimation, the elements, features and impressions of auditory scene consist of the items which are positive, neutral, and negative images. Also, it was able to grasp the characteristics of auditory image of place or space through the evaluation model of streetscapes in Namwon city.
The purpose of this study is to examine the level and effectiveness of youth entrepreneurship and to analyze the relationship between entrepreneurship level and career change perceptions, And suggested ways of mutual cooperation and cooperation for activating entrepreneurship education and career education. The research hypothesis is the effect of entrepreneurship on career recognition, the mediating effect of program satisfaction on entrepreneurship and career awareness, and the difference in entrepreneurship change before and after participation in the program First, all factors such as innovativeness, risk sensitivity, entrepreneurship, autonomy, achievement desire, etc., Which are components of entrepreneurship, have positive influence on career recognition. Second, the mediating effect of program satisfaction on entrepreneurship and career recognition has positive effects on innovativeness, enthusiasm, autonomy and achievement desire. However, the risk sensitivity was not significant. Third, as a result of analyzing the difference of change before and after entrepreneurship education, all components of entrepreneurship were analyzed as positive (+). Considering these findings, it is necessary to improve the current method and content of entrepreneurship education to focus on student participation and experience. Second, it is necessary to coordinate and manage entrepreneurship education councils in government ministries with various stakeholders. Third, it is expected that future-oriented education will be possible if software education, entrepreneurship education and career education are integrated and operated in preparation for the fourth industrial revolution.
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