KIM, Ji Yeon;SHIM, Jae Chul;KIM, Gyu Tae;KIM, Yoo Hyang
Journal of Science and Technology Studies
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v.20
no.1
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pp.39-85
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2020
With the development of information technology, fake news is becoming a serious social problem. Individual measures to manage the problem, such as fact-checking by the media, legal regulation, or technical solutions, have not been successful. The flood of fake news has undermined not only trust in the media but also the general credibility of social institutions, and is even threatening the foundations of democracy. This is why one cannot leave fake news unchecked, though it is certainly a difficult task to accomplish. The problem of fake news is not about simply judging its veracity, as no news is completely fake or unquestionably real and there is much uncertainty. Therefore, managing fake news does not mean removing them completely. Nor can the problem be left to individuals' capacity for rational judgment. Recurring fake news can easily disrupt individual decision making, which raises the need for socio-technical measures and multidisciplinary collaboration. In this study, we introduce a new public online platform for fake news management, which incorporates a multidimensional and multidisciplinary approach based on citizen science. Our proposed platform will fundamentally redesign the existing process for collecting and analyzing fake news and engaging with user reactions. People in various fields would be able to participate in and contribute to this platform by mobilizing their own expertise and capability.
WEB or Internet has given mankind an unprecedented experience in indefinite sharing of online content by original means of digitalized information, but it comes to face an empirical issue of unreasonable informational superfluity as well as a practical issue of collapsed dot.com bubble economy in 2001. Instead, a latest networking concept called 'WEB 2.0' or 'Semantic WEB' becomes embodied as a new approach to entities such as end users and content. The concept of WEB 2.0 for creating a platform on the basis of openness and collaboration has made such a technological setting that we can effectively resolve and manage unreasonable data maintenance and interface inherent in Creative Group Thinking System (CGTS), a WEB-based computer-aided idea generation system developed in 2003. Concerning decreased usability and difficulties with data maintenance due to certain issues of CGTS as a part of WEB R&D platform, such as complex display composition and inefficient data processing system, this study seeks to simplify and streamline data structure by means of AJAX and DOM as WEB2.0-based technologies, and integrate interface structure of WEB platform to focus on end users, so that it can improve interface of conventional CGTS for the purpose of realizing end user's participation through improving usability.
This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.
From 2010, new keyword of so-called devising theatre in the Korean performing arts scene has emerged. The backdrop is the antipathy to the hierarchical creative environment, the search for a language that can reflect increasingly complex societies, and the influx of new performances from abroad. Of course, devising theatre can be realized in a wide variety of forms in the actual field, so it cannot be defined as one methodology. But commonly all these various forms of the attempts aim to create a democratic relationship among participants, and process-centered breakthrough in the hierarchy of creative materials such as texts, sounds. light and human body. In 2017, Creative VaQi seeks to find new keyword called 'Reality of Division in Korean Peninsula' and to develop it into performance languages experimenting inter-disciplinary devising methodology. The company conducted a walking trip alongside the division line(300km) and tried to achieve the landscape and traces of division. After the walking, they created a specific form and performing contents called "Walking Holiday" out of their experiences. In this thesis, I will analyze the whole process of the devising "Walking Holiday" and examine what kind of result it led to. Furthermore, I, as the director of "Walking Holiday" will continue to discuss new possibilities and limitations of devising theatre methods that the company tries and aim at this time.
The purpose of this study was to determine the effects of simulation-based practice and clinical practice on nursing students' critical thinking disposition and nursing process confidence. This study is a quasi-experimental design using the non-equivalent control group pretest-posttest only design, targeting 103, 4th grade(51=control group, 52=experimental group) in the Department of Nursing at D University. The collected data were analyzed using the SPSS/WIN 23.0 program, and the main research results are as follows. Students who experienced simulation-based practice showed significant improvement in critical thinking tendencies(t=-3.28, p=.001) compared to those who experienced clinical practice. There was no significant difference in nursing process confidence (t=-1.78, p=.079), but it was significantly higher in actual application, collaborative contsistency, and nursing contsistency. As a result, There were no significant difference in some, but it was contfirmed that simulation-based practice improved the critical thinking disposition and nursing process confidence in of nursing students. In addition to clinical practice, it is considered necessary to study simulation-based practice using repetitive practice and standardized patients in a free simulation practice environment.
Journal of Korea Entertainment Industry Association
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v.13
no.2
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pp.1-12
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2019
Based on the capabilities of smartphone cameras which have developed rapidly in recent decades, coupled with and the global market penetration rate, it will study the possibility of various international exchanges through smartphone filmmaking. This aims to achieve a civilian-oriented cultural exchange, instead of simply providing capital-oriented exchanges and film production education. The Smartphone Film Workshop was held as an auxiliary event of the Korea-Vietnam Film Festival, which ran from November 17 to 22, 2017. The three-day workshop, which took place within the festival period, drew attention for its international collaboration project between Korean film directors and Vietnamese film students. The researcher conducted practical-based research while participating as a mentor at this workshop. A step-by-step approach to the entire process of production and post-production was administered, including workshop team composition, scenario, and pre-production in Korea such as shooting equipment, schedule, completion of local works, and screening. Through an analysis of exchange cases at international workshops, we will use trial and error as ways to improve and consider the results of cultural exchanges and the effects of future expectations. Taking this empirical case study into account, we anticipate more active international exchanges through the smartphone workshops.
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.169-179
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2023
The purpose of this study is to suggest the direction of secondary school career education in a lifelong learning society. In that direction, first, it is necessary to strengthen teacher capacity and develop professionalism. Second, career education programs need to be improved and diversified. Third, it is necessary to strengthen collaboration and communication with career education experts as a way to strengthen cooperation and connection outside the school. Fourth, it is necessary to support online career education through improvement of career information network. Fifth, there are policy support and institutional improvement plans. Sixth, it is necessary to expand the subject of career education to the entire life. To this end, career education in secondary school is designed to flexibly cope with changes, overcome crises and turn them into opportunities, and provide experiences to solve problems. Comprehensive support for individually customized career education from a lifelong perspective that manages the degree is needed. Second, it is necessary to expand field-oriented career and job experience to provide sufficient job-related experience and support mentoring by field experts. Third, it is necessary to establish a career education network where schools, education offices, and local communities work together. Fourth, retraining of career counseling teachers is also necessary to support the strengthening of career education capacity of all teachers.
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.
Journal of The Korean Association For Science Education
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v.38
no.3
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pp.343-354
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2018
In this study, the first experience of the whole research process of a novice scientist (student A) who participated in the Undergraduate Research Program (URP) was analyzed. The data were collected through observation, interviews, and document analysis with the cultural historical activity theory being used as a theoretical lens. At the beginning of novice's research, the mentor guided him in setting a research goal and provided mediating artifacts. Student A formed a research team based on the vertical relationship without a shared mental model. Two major contradictions occurred and they were the sources of changes of student A's activity system. The first contradiction was between the mentor's educational philosophy and the mentee's educational needs, which was resolved in a way that student A asked and used the mentor's network to obtain his needs about task-specific details. The second contradiction arose because the team members wanted horizontal relationship while student A wanted to stick to the vertical relationship. After student A accepted the opinions of the team members, they cooperatively changed the division of labor in the activity system. Student A decided to become a scientist and not a physics teacher, even if his major is physics education after finishing his URP research process. His URP experience also created and expanded his network in the academic field, and his negative attitude toward collaboration changed positively. Through the analysis of the structure and changes in the activity system of URP research, implications for instructional method and support system of the apprenticeship can be obtained.
Journal of the Korea Institute of Information and Communication Engineering
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v.15
no.6
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pp.1369-1380
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2011
Most existing mobile distance learning systems are asynchronous ones that allow students to download lecture video and presentation material. However, there are a few synchronous real-time mobile distance learning systems that support slide, annotation, feedback from student, and lecture video and audio at the same time. These live mobile distance learning systems have an advantage of supporting real-time interaction between students and a lecturer thereby making students understand the lecture better. But, they also have a disadvantage in the sense that they don't allow students to experience the past lecture. This problem can be solved by recording and replaying lecture session. So far, there are few mobile distance learning systems that support session recording and replay. This paper presents a synchronous mobile distance learning system that supports video and audio, slide with annotation, and real-time feedback from students, as well as session recording and replay, which is not supported by the existing mobile distance learning systems. The evaluation of the system among students shows that 61.3% of them were satisfied while 3.2% weren't.
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