Living Lab is being introduced and applied as an innovation model driven by social entities (residents, users, etc.) and as an innovation place based on local and field. This study analyzed three living lab cases of Bukchon IoT living lab, Seong-Daegol energy transition living lab, and Daejeon Geonneoyu project, which were designated as 'Living Lab' to solve local problems. We analyzed the local problem, the problem solving goal, the role of each participant and the subject, the living lab promotion system, the significance in each case. In addition, the types and characteristics of living labs were elucidated and future development plans were discussed. The result is as follow. First, each case has a tendency to link science technology and ICT with local problem solving though there is a difference between the technologies used. Second, local residents played a leading role in the whole living lab process from problem identification to technical experimentation, diffusion and application. Third, the role of the intermediaries commonly played an important role in the operation of the living lab. Last but not least, each case has different types of living lab. Bukchon IoT living lab being operated as a project by the government / municipality to create a living lab activity-base or to support actors' activities. On the other hand, the Seong-Daegol energy transition living lab and Daejeon Geonneoyu project were conducted by the civil society itself to define problems and explore technologies in order to solve local problems.
Virtual Training is an educational exercise in which the environment or the situation is virtually implemented for specific training and proceed like a real situation. In recent years, the virtual reality technology has developed rapidly, and the demand for experiencing situation that are not directly experienced in the real world is increasing more and more in virtual reality. Particularly, there is an increasing demand of contents for hands-on training and virtual training for equipment training that replaces high-risk and high-cost industry training. The virtual training contents have been developed and utilized for the purpose of technical training. However, it is known that virtual training is more effective when it is used as a supplementary training material or combined with e-learning contents rather than replacing one training course with virtual training contents because purpose and effect are different from general technical training course. In this study, we explored the development method for effective utilization of electrohydraulic servo control process, which is the virtual reality contents developed in 2017 in combination with e-learning contents. In addition, in order to establish a teaching and learning strategy, we actually develop and operate a case studies using virtual training contents. Surveys and case studies are conducted to investigate the effects of teaching and learning strategies applied in the classroom on students and their educational usefulness.
Journal of the Korea Society of Computer and Information
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v.27
no.3
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pp.53-61
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2022
Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.
This study aims to validate the Korean Student Career Construction Inventory, a translated measure of career adaptation responses, with Korean college students. In order to do so, this study examines the relevant factor structure, internal consistency, test-retest reliability, criterion-related validity and measurement invariance between Korean undergraduate and graduate students. An online survey was completed by 294 participants, including the questions from the translated Korean Student Career Construction Inventory, in addition to measures of career adaptability and vocational identity. One hundred twenty five among the initial participants were tested again in three months for the examination of test-retest reliability. The results supported the four-factor structure of 18 items suggested by the original measure, as well as measurement invariance. The internal consistency and test-retest reliability were adequate. The Korean Student Career Construction Inventory was positively correlated with career adaptability, unidimensional vocational identity, and the dimensions of exploration and commitment of multidimensional vocational identity, but negatively with the dimension of reconsideration. The findings indicate that the Korean Student Career Construction Inventory has psychometric properties similar to the original form and can be used for both undergraduate and graduate students.
Journal of the Korean Society of Floral Art and Design
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no.44
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pp.75-100
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2021
The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.6
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pp.63-72
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2017
This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.
The purpose of the study is to analyze the impact of blended learning's external classroom formats and internal teaching strategies, which has been implemented in university classes due to COVID-19, on students' academic achievement and learners' perceptions, as well as to provide insights into the desirable direction of online education. The study was conducted during the 1st semester of 2022 at G University, targeting students taking Calculus I. The experimental group consisted of 117 students, while the control group consisted of 707 students. Blended learning, involving a combination of face-to-face classes, online classes, and mixed teaching methods, was implemented, and academic achievement and learner perceptions were assessed. The research findings indicate that compared to solely online classes, adopting a blended learning approach with online classes before the midterm and face-to-face classes afterwards resulted in a decline in academic achievement. The unprepared and simplistic external format of blended learning was found to be ineffective, however, a blended learning model consisting solely of online classes, incorporating a mix of asynchronous and synchronous instruction, demonstrated positive learner perceptions. Additionally, utilizing technology in the teaching strategies yielded positive outcome.
Machine learning techniques utilizing neural networks have been employed in various fields such as disease gene discovery and diagnosis, drug development, and prediction of drug-induced liver injury. Disease features can be investigated by molecular information of DNA. In this study, we developed a neural network to predict the length of DNA and the number of DNA species in mixture solution which are representative molecular information of DNA. In order to address the time-consuming limitations of gel electrophoresis as conventional analysis, we analyzed the dynamic data of a microfluidic concentrating device. The dynamic data were reconstructed into a spatiotemporal map, which reduced the computational cost required for training and prediction. We employed a convolutional neural network to enhance the accuracy to analyze the spatiotemporal map. As a result, we successfully performed single DNA length prediction as single-variable regression, simultaneous prediction of multiple DNA lengths as multivariable regression, and prediction of the number of DNA species in mixture as binary classification. Additionally, based on the composition of training data, we proposed a solution to resolve the problem of prediction bias. By utilizing this study, it would be effectively performed that medical diagnosis using optical measurement such as liquid biopsy of cell-free DNA, cancer diagnosis, etc.
Purpose: Food environmental factors related to food insecurity affect household food intake in several socio-ecological aspects. This study explores the relationship between food environment factors and food insecurity in households with married immigrant women. Methods: From November 2018 to February 2020, a survey was conducted enrolling 249 married immigrant women residing in the metropolitan areas of South Korea. In the final analysis, 229 subjects were divided into 2 groups classified as food security (n = 154) and food insecurity (n = 75), as assessed by the score of food security. Three aspects of food environments were measured: built·natural, political·economic, and socio-cultural Results: Food environments were significantly different between food security and food insecurity groups, as follows: the number of foods market and their distance from the home and food status for the last week at home in the built·natural domain; monthly cost of food purchase and experience for food assistance in the political·economic domain; total score of social support, parenting, and cooking skills in the socio-cultural domain. A stepwise multivariate linear regression model showed a negative association between the food insecurity score with social support from family and food inventory status in the last week. After adjusting for confounders, a positive association was obtained between the experience of a food support program. The final regression model explains about 30% of the relationship obtained in the three food environment domains and food insecurity (p < 0.001). Conclusion: Not only economic factors, which are common determinants of household food insecurity, but socio-cultural factors such as social support also affect household food insecurity. Therefore, plans for implementing a food assistance program to improve food insecurity for households with immigrant women should consider financial support as well as other comprehensive aspects, including socio-cultural domain such as social support from family and community.
Journal of the Korean Institute of Landscape Architecture
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v.52
no.2
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pp.64-78
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2024
Storytelling is a communication technique to express and convey the story using various media, where the audience accepts the story, reinterprets the topic and interacts with the storyteller. It was assumed that the user's significance and awareness about the storytelling technique applied to historical theme parks would have an impact on the satisfaction of using the theme park and intention to revisit. In this study, it was purposed to derive the structural factors of spatial storytelling in historical theme parks, and to understand the impact of user's awareness and constituent factors on user responses. Based on previous researches, the structural factors of spatial storytelling in historical theme parks were derived related to theme, experientiality, unusualness, educationalness, unity, expressiveness, interactivity, and interest, and for which the users' awareness was surveyed. The survey was conducted targeting the users of Samguk Yusa Theme Park located in Gunwi-gun, Gyeongsangbuk-do, where the collected data was analyzed using EXCEL2020 and SPSS 21.0 statistical programs, and the results are as follows: First, the spatial storytelling technique applied as a conveying method of the theme of Samguk Yusa Theme Park affects users' satisfaction and intention to revisit, and most respondents responded that the storytelling was significant. Second, it showed that the significance of unusualness and educationalness among the awareness of significance of the spatial storytelling constituent factors of Samguk Yusa Theme Park has a significant impact on user's satisfaction, and the significance of unusualness, interactivity, educationalness, and interest has a significant impact on intention to revisit. Third, it showed that the awareness of interest, theme, and unity has a significant impact on user's satisfaction depending on the user's awareness of spatial storytelling constituent factors of Samguk Yusa Theme Park, and the awareness of interactivity and experientiality has a significant impact on intention to revisit. This study is meaningful in quantitative analysis and interpretation of the influence of storytelling on user's response to historical theme parks by the exploratory analysis of characteristic factors and spatial storytelling constituent factors on historical theme parks and deriving the structural factors of spatial storytelling in historical theme parks.
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