• Title/Summary/Keyword: 현대사회

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The proposition of cosine net confidence in association rule mining (연관 규칙 마이닝에서의 코사인 순수 신뢰도의 제안)

  • Park, Hee Chang
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.1
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    • pp.97-106
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    • 2014
  • The development of big data technology was to more accurately predict diversified contemporary society and to more efficiently operate it, and to enable impossible technique in the past. This technology can be utilized in various fields such as the social science, economics, politics, cultural sector, and science technology at the national level. It is a prerequisite to find valuable information by data mining techniques in order to analyze big data. Data mining techniques associated with big data involve text mining, opinion mining, cluster analysis, association rule mining, and so on. The most widely used data mining technique is to explore association rules. This technique has been used to find the relationship between each set of items based on the association thresholds such as support, confidence, lift, similarity measures, etc.This paper proposed cosine net confidence as association thresholds, and checked the conditions of interestingness measure proposed by Piatetsky-Shapiro, and examined various characteristics. The comparative studies with basic confidence and cosine similarity, and cosine net confidence were shown by numerical example. The results showed that cosine net confidence are better than basic confidence and cosine similarity because of the relevant direction.

Study on Converged English-Science Teaching Methods Using the PBL Model in Elementary Schools (PBL 모형을 적용한 초등학교 영어·과학 융합 수업)

  • Park, In-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.78-83
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    • 2020
  • The information and knowledge of modern society in the 2lst century is changing rapidly. Based on this social change, the ministry of education introduced STEAM (Science Technology Engineering Art Music) in 2011 to foster creative convergence talents. Therefore, this study is based on the PBL model that learners participate in the class voluntarily to develop appropriate talents in the 21st century. The combined subjects were English, which is the world's official language, and Science, which is found in almost all the fields with the development of the 4th industrial revolution. As a result, learners could define the problems and solutions during the English class and take part in the group activity actively to obtain the problems and solutions of environmental pollution during the Science class. Through this, learners answered that they had a great understanding of learning (86%), high motivation for learning (100%), improved self-confidence (100%), and improved collaboration and creativity (100%). Unfortunately, this study does not progress actively due to the entrance exams, which still require accurate answers rather than the necessity and effectiveness of convergence education. To foster talents suitable for the present age, more active research should be applied to a range of educational sites.

Enhancing the ICT Policies in Korea: Focusing on the Integration and Mediation of Organization and Function (ICT정책 활성화 방안 연구: 조직과 기능의 통합 및 조정을 중심으로)

  • Yoon, Kwang-Seok;Park, Kyoung-Don
    • Informatization Policy
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    • v.25 no.1
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    • pp.30-59
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    • 2018
  • The ICT policy domain is one of the most important policy domains in terms of national development and continuity. It is primarily because the contemporary society has been continuously developed and changed based upon the advanced information technologies. Recently, the Moon Jae-in Administration reorganized the Ministry of Science and ICT, and transferred a few of the key ICT related functions to other ministries as an attempt to develop the national ICT policies. However, critics in this domain argue that various problems still exist in the ICT policies in Korea. Therefore, the purpose of this research is to verify the empirical validity of the existing problems in the ICT policies in Korea, and develop alternatives to solve those problems. In order to serve the research purpose, this study employs multiple methods; a quantitative method which is a survey involving experts in ICT policies, and a social network analysis involving public officials in ICT related ministries. Research results show that the Korean government needs to enhance its capacity to make adjustments in ICT-related policies as the current decentralized system continuously creates various types of problems. The second possible solution to the problem is to change the national ICT policy system to a centralized one. However, this requires various efforts such as cooperation among ICT related government agencies, separation of ICT policies from science and technology policies, and increased government capacity to implement the ICT policies.

'Solidarity is (Im)Possible!': Abyssal Surface in Yeon Sang-ho's Animated Works ("연대는 (불)가능하다!": 연상호 애니메이션의 '바닥없는 표면')

  • Kwak, Yung Bin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.463-489
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    • 2014
  • Virtually unanimous praise poured over him notwithstanding, critical discussions of Yeon Sang-ho's animation works largely remain amorphous. Except for scattered reviews, no serious work of engagement with his works has yet to exist. In seeking to fill this yawning void, this paper insists his works be treated as oeuvre. By analyzing the two animated features along with his shorts, I will show how radical Yeon's works remain vis-a-vis contemporary Korean society. At their narrative core, his works, I argue, revolve around the problem of solidarity, or lack thereof among the abjected people. In contradistinction to the critical common sense whereby the supposed continuity between the two works is casually bypassed, I insist on the peculiar ways in which both resonate with difference. Further, and perhaps more importantly, I will demonstrate how these otherwise merely thematic concerns are rendered formally in his animated works in terms of what I call "abyssal surface". Despite his allegedly "realistic" style, Yeon's works rather embody the utter lack/excess of trust among the abjected people as animation, i.e., ominously superficial surface beyond whose facade lurks abyssal lack/excess of mutual trust. Precisely in this double sense of the term, i.e., that thematically they touch on the roots of society, and, formally, those of animation as such, Yeon's animation works are radical.

A Study on Partnerships in the Development of Parks in UK (영국(英國) 공원개발에 있어서의 파트너십에 관한 연구)

  • Kim, Yun-Geum;Roe, Maggie
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.2 s.121
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    • pp.1-12
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    • 2007
  • 근래 한국에서도 대표적 공공공간인 공원의 조성 및 관리와 관련하여 파트너십에 대한 관심이 일고 있다. 주민들이 만들어가는 공원, 다양한 힘의 역학구조 속에서 공공성 유지, 지속 가능한 사회 구현에 도움이 될 것이라는 전망 때문이다. 이에 본 연구에서는 추후 한국에서의 실천과 제도정비에 도움이 될 수 있도록, 영국에서는 어떻게 정책적으로 파트너쉽을 유도하는지 그리고 커뮤니티는 이를 어떻게 수용하여 자신들의 사례를 만들어 가는가를 살펴보았다. 사례연구에 있어서는 질적 연구방법을 택했으며, 분석보다는 사례가 갖는 내러티브(narratives)를 다층적으로 서술하는데 초점을 두었다. 이것은 거대 내러티브가 사라지고 있는 현대 사회에서 일반적 원칙보다는 개별 사례의 구체성을 밝히는 것이 보다 중요하다는 일부 사회학 연구자들의 견해를 수용한 것이다. 더욱이, 주민참여 관련 사례는 지역특성과 주민의 영향을 많이 받기 때문에 이러한 연구방법이 유용할 것이다. 더불어, 이러한 방식은 자못 추상적 이해에 그칠 외국 사례를 보다 구체적으로 이해하는데 적합할 것이다. 연구결과에 있어, 먼저 영국에서는 지방의제21(LA21)이 지방정부의 서비스에 대한 근본적 태도와 체계를 바꾸는데 기여했다는 것을 알 수 있었다. 일례로, 뉴캐슬(Newcastle upon Tyne)시는 직접 서비스를 제공하기 보다는 주민들의 참여를 촉진하고 도와주는 방향으로 역할을 전환하고 있었다. 그리고 다양한 자금지원체계는 직접적으로 파트너십을 독려하고 있었다. 영국 뉴캐슬(Newcastle upon Tyne) 웨이브리 파크(Waverley Park) 사례를 살펴본 바에 따르면, 파트너십에 대한 지방정부의 태도가 성공적 파트너십에 있어 중요한 요소임을 확인할 수 있었다. 이 사례에서는 프렌즈그룹 이외, 커뮤니티 외부의 비영리 단체가 참여하지 않았는데, 이는 지방정부가 적극적으로 주민들의 참여를 촉구하고 도왔기 때문이다. 이외, 커뮤니티의 구성원과 공무원들의 개인적 역할도 중요하다는 것을 알 수 있었다. 중앙정부는 단지 자금뿐만이 아니라 다양한 사례에서 축적한 정보를 커뮤니티에 지원하고 전 과정을 모니터링 하고 있었는데, 간접적 참여라고 할 수 있다. 앞에서 언급했듯이, 본 연구는 영국에서의 파트너십과 관련된 제도, 그리고 제도가 구체적 현실에서 작동되면서 나타나는 특수성을 살펴보는 데 주력했다. 그런데 사례 연구에서 발견한 특수성을 한국에서의 시사점으로 명시하는 것은 한계가 있을 수 있다. 그래서 시사점은, 제도적 차원에서 한국과 영국을 비교하여 간략하게 제시했다. 첫째, 지방의제 21의 수용 방식이다. 한국의 지방정부 또한 지방의제 21을 실천하기 위해 협의회 등을 설치하였지만 행정 시스템을 전반적으로 변화시키고 있는 영국과는 차이점이 있다. 둘째, 공원과 녹지에 대한 지원금이 제공될 때, 지역주민의 동의를 요구하는 것은 커뮤니티의 참여를 독려하고 주인의식을 갖도록 하는데 효과적이라는 것도 시사점이 될 수 있다. 한국에서도 녹색복권 등 세원 이외의 자금이 공원 및 녹지 공간에 투입되고 있으나 주민들이 직접 이를 이용하도록 되어 있지는 않다. 즉, 커뮤니티의 참여와 관련되어 쓰이고 있지는 않다. 세 번째는, 커뮤니티와 공원과의 관계로 공원 설계와 관리에 있어서 영국에서는 커뮤니티가 직접 고객(client)으로서 역할을 하고 있었다. 한국에서도 계획 및 설계 과정에 주민을 참여시키는 경우가 있으나 의견청취 정도에 머물고 있고, 몇몇 시민단체를 중심으로 시민들이 직접 공원 관리에 참여하는 경우도 있으나 운동(movement)차원에 머물고 있을 뿐 이를 위한 제도적, 법적 토대가 구축되어 있지는 않다.

An Analysis of Students' Interest in High School 'Science' in View of the 2009 Revised Curriculum (2009 개정 교육과정 고등학교 '과학'에 대한 학생의 흥미 분석)

  • Kim, Hong-Jeong;Lee, Jin-Woo;Im, Sungmin
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.17-29
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    • 2013
  • High school 'science' in the 2009 revised curriculum in Korea was developed for the purpose of enhancing students' scientific literacy needed for citizenship in a democratic society. For this analysis, 'science' includes a variety of scientific topics from the origin of the universe to the birth of life, and the relationship between technology and modern society. It aims to make students understand the process of scientific inquiry and foster interest and curiosity about science. On the other hand, interest has been studied as a psychological construct to affect academic achievement and career selection of students. In this study, the authors investigated students' interest in high school 'science' in view of the 2009 revised curriculum. To carry this out, a survey tool was developed according to previous research, with 997 high school students' responses analyzed with descriptive statistics and factor analysis. The result showed that the students' interest in high school 'science' in view of the 2009 revised curriculum can be interpreted into three dimensions such as motivation, activity, and topic, which has several sub-dimensions. Students' interest in motivation dimension was higher than in activity or topic dimension, while the average value was slightly higher than the middle value. They showed different distribution of interest by gender and job orientation, especially in activity and topic dimensions. From this study, the authors can infer the multi-dimensional property of students' interest in high school 'Science' and the different distribution of interest by dimensions.

Cultural Change and Regional Development in the age of Glocalization: Focused on Cultural Contents (글로컬라이제이션 시대의 문화변동과 지역발전: 문화콘텐츠를 중심으로)

  • Lee, Byung-Min;Lee, Won-Ho
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.2
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    • pp.215-230
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    • 2014
  • This study aim to do observation to 1) Trajectory of cognitive-cultural economy growth with regional historical context, 2) Spatial, cultural and social change caused by cognitive-culture economy growth, and 3) Draw the meaning of the change in glocalizational view. They said that 'Creativity' has been related with spatial, economical, cultural and social change and it leads to new economical system, what we call 'Cognitive-cultural economy'. It is the important event which is to affect economic geography and local development greatly. New cultural changes are characterized by variations from abstract discourse to concrete reality and show the emphasis on real project specific in the region. Further more, possibility of local development in the glocalization found in the specific form of cultural content, for example, Korean Wave. New media environment changes that include SNS function not only interact each other in space but also expand the scope of local units and cultural content to the world. In order to enhance the further development of local content, it will require conjunction with space and specific region, variety of organic link between the principal participants, and building infrastructure for future development.

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Study on the Public Library Space Guideline of Integrated Measurement and Management System (공공도서관의 공간구성체계 표준모델에 관한 연구)

  • Kong, Soon-Ku;Kim, Hyeong-Seok;Lee, Sung-Geun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.4
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    • pp.49-66
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    • 2010
  • The development of modern science and technology has a tremendous impact on culture and communication. Therefore a library that typically serves to collect, arrange and provide information is required to perform more diversified roles to stay abreast with changing modern society. Recent surge in demand for public library construction or remodeling is expected, but we still are in an actual condition that there is no model about the library spatial operation which considers the type and a service size of library. the purpose of this study is to examine the conditions for the rational and systematic spatial management of public library in today`s changing information society, to make a case study on the state of spatial management, and to suggest the efficient rearrangement of spatial component as a solution. In this study, for rapid assembly and remodeling business plan of the library can be referred to, we should do following things for the development of a standard model which has a rational space operations that correspond to the library features and services size. Firstly, analyze the space configuration of our nation's public libraries. Secondly, collect and analyze the libraries' spatial configuration in our nation and at abroad. Thirdly, define the next stretch of public library buildings by their types and develop a reasonable model as to the spatial configuration and present it.

Design of cultural products for the promotion of Korean cultural image - Focuseed on application by traditional Korean patterns - (한국적 문화이미지 고양.확대를 위한 문화상품 개발 - 전통문양의 활용을 중심으로 -)

  • 박현택
    • Archives of design research
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    • v.11 no.2
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    • pp.203-213
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    • 1998
  • The forthcoming twenty-first century is at the mercy of information and culture. A quality of humanlife is under the control of a cultural level. A nation's creative culture and a cultural level represent all things about the nation; and a national image, as a whole result of culture, is enormously influential. This new era of culturalism gives us a significant responsibility for getting ready for the late industrial society by practically harmonizing rationality of modem culture with conception of traditional culture. Industrializing culture and culturalizing industry will be the most important strategy for existence in these days of borderless international competitiveness. Cultural products which is containing a nation's own culture can not only enhance the national image, but also become high value-added industry. While general products are developed for the purpose of convenient and practical use, cultural products are created with the intention of informing international society about a nation or a region. In order to confront with a global market system and a change of cultural environment, it is necessary to create a proper design with cultural inheritance for modem likes and senses, to produce the design on a commercial scale, and to strengthen its competitiveness on international markets. In order that a commodity is born, distributed throughout markets, and delivered to a final consumer, it is essential to understand complicated process such as development, distribution and marketing of products and to systematize each part. Although we should not neglect any part, a political and systemical plan or a distributional and marketing idea will be beside the point in this article. This article presents importance of traditional patterns as a Korean cultural image, and it shows the process of designing and developing products in order for traditional patterns to be utilized for products effectively. I expect that concrete activation and systematization for those works can be carried out successively.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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