• Title/Summary/Keyword: 환경 확장

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International Comparison of Decoupling of Greenhouse Gas Emissions in the Steel Industry (철강산업의 온실가스 배출 탈동조화 국제비교)

  • Kim, Dong Koo
    • Environmental and Resource Economics Review
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    • v.31 no.1
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    • pp.113-139
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    • 2022
  • The iron and steel industry is a manufacturing industry with the largest greenhouse gases emissions and has a great ripple effect on the national economy as a core material industry. This study internationally compared the decoupling patterns of greenhouse gases emissions in the iron and steel industry from 1990 to 2019, focusing on Korea, Japan, and Germany. In particular, unlike previous studies that considered only fuel combustion emissions, this study considered all fuel combustion emissions, industrial process emissions, and indirect emissions from the use of electricity and heat. As a result of the analysis, Korea is interpreted as expansive coupling, Japan as decoupling, and Germany as unclear. Therefore, the decoupling path that the Korean iron and steel industry should take should not be in Germany, but in the form of seeking a decoupling method similar to Japan or more effective than Japan. In addition, this study considered the characteristics of the iron and steel industry as much as possible and presented the causes of the decoupling analysis results and implications for the Korean iron and steel industry through comparison with Japan and Germany. In particular, four factors were suggested as factors which has promoted decoupling in Japan: high value-added of Japanese iron and steel products, development of energy efficiency technology in the Japanese iron and steel industry, strategic M&A of the Japanese iron and steel industry, and maintaining competitiveness according to the closed distribution structure of Japanese iron and steel products. The Korean iron and steel industry should also use the case of Japan as a benchmark to further increase added value through quality uprade and product diversification of iron and steel products, while at the same time making efforts to fundamentally reduce greenhouse gas emissions through the development of new technologies.

A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

The Effect of Experiential Aspect of Meaning out on Improvement of Self-esteem and Subjective Well-being (미닝아웃의 체험적 측면이 자아존중감과 주관적 안녕감 향상에 미치는 영향)

  • Jeong, Yun-Hee;Kang, So-Young
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.108-115
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    • 2022
  • Recently, consumers are showing interest in social and environmental issues. In addition, consumers are increasingly participating in meaning-out that give meaning to their consumption and express moral values. However, unlike the spread of meaning-out, existing studies are lacking. This study approaches meaning out, which has become a recent issue, from an experiential point of view, and aims to study how the experiential characteristics of meaning out affect psychological effects such as improvement of self-esteem and subjective well-being. First, we hypothesized that the experience of meaning out(feel, think, act, relate) had an effect on subjective well-being through improvement of self-esteem. We tested the hypothesis on a total of 197 data using the structural equation model. As a result, it was found that three experiences excluding 'feel' have a positive effect on the improvement of self-esteem, and and improved self-esteem had a positive effect on improving subjective well-being. This study expands existing studies and provides practical implications by confirming that meaning out has a positive psychological effect.

Development of Global Fishing Application to Build Big Data on Fish Resources (어자원 빅데이터 구축을 위한 글로벌 낚시 앱 개발)

  • Pi, Su-Young;Lee, Jung-A;Yang, Jae-Hyuck
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.333-341
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    • 2022
  • Despite rapidly increasing demand for fishing, there is a lack of studies and information related to fishing, and there is a limit to obtaining the data on the global distribution of fish resources. Since the existing method of investigating fish resource distribution is designed to collect the fish resource information by visiting the investigation area using a throwing net, it is almost impossible to collect nation-wide data, such as streams, rivers, and seas. In addition, the existing method of measuring the length of fish used a tape measure, but in this study, a FishingTAG's smart measure was developed. When recording a picture using a FishingTAG's smart measure, the length of the fish and the environmental data when the fish was caught are automatically collected, and there is no need to carry a tape measure, so the user's convenience can be increased. With the development of a global fishing application using a FishingTAG's smart measure, first, it is possible to collect fish resource samples in a wide area around the world continuously on a real time basis. Second, it is possible to reduce the enormous cost for collecting fish resource data and to monitor the distribution and expansion of the alien fish species disturbing the ecosystem. Third, by visualizing global fish resource information through the Google Maps, users can obtain the information on fish resources according to their location. Since it provides the fish resource data collected on a real time basis, it is expected to of great help to various studies and the establishment of policies.

A case study on Urban Regeneration utilizing Community Cinema from Japan: Focused on Fukaya Cinema (일본 커뮤니티 시네마를 활용한 도시재생 사례 연구 - 후카야 시네마(深谷シネマ)를 중심으로 -)

  • Park, Dong-Ho
    • Korean Association of Arts Management
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    • no.49
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    • pp.149-176
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    • 2019
  • It is a known fact that the spread of multiplexes has contributed to movie industry flourish and extending public rights for enjoying movies. However, in terms of Urban Discourse, Multiplexes centered in new downtown have given rise to Doughnut Phenomena in old downtown. It is especially regrettable that the local theaters which have been symbolic cultural spaces storing the 'memory of life' of local communities are disappearing due to a recession of business zone in old downtown. Japan has long been worked in various activities spotlighting on movie/image contents as the major means of creative urban regeneration. Among them, the 'Community Cinema' has made a contribution to regional revitalization by improving movie screening environment of the local community through renewal of local theaters and further creating related culture and industry in the local area. In this study, I focus on 'Fukaya Cinema' which started from NPO(Non-Profit Organization) and reused a closed industrial facility to a movie theater in cooperation with local TMO(Town Management Organization). Fukaya Cinema, which operates in the form of a business community, plays important roles as the core cultural facility in the local community and is regarded as a significant case showing a possibility of urban regeneration using movie/image contents. I investigate the specific founding process and activities of Fukaya Cinema and intend to derive the implications from that. Through this, I aim to provide the basic urban regeneration data utilizing movie/media contents.

The Urban Regeneration Project of Abu Dhabi and the Building of Guggenheim: Issues and Tasks (아부다비의 도시재생 프로젝트와 구겐하임 분관 건립 계획: 쟁점과 과제)

  • Park, Sojung;Kwon, Cheeyun
    • Korean Association of Arts Management
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    • no.49
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    • pp.117-147
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    • 2019
  • Many cities are utilizing their cultural capital as a means for urban regeneration and tourist attraction. Museums form an essential component in these culture-based urban regeneration efforts, the Guggenheim Bilbao being a frequently cited example of success. The United Arab Emirates (UAE) has benchmarked the Bilbao case study as they were looking for alternative income-generating industries in the post-oil era, embarking on a city-building project on the Saadiyat Island where resorts and cultural institutions of massive scale are being constructed. The Louvre Abu Dhabi and the Guggenheim Abu Dhabi were pursued under this scheme, aiming at attracting tourism and elevating their status in the region as a cultural capital. This study examines the political, economic, and cultural background behind the Saadiyat city project and the pending issues behind the construction of the Guggenheim Abu Dhabi. This study purports that besides funding and an ambitious plan, social and cultural developments in the region over time will be essential for a successful localization of a Western brand museum in the region.

A Study on the user attributes for acquisition of information by analyzing the durability of real-time issues (실시간 이슈의 지속성 분석을 통한 사용자 정보 습득에 대한 특성과 패턴에 대한 연구)

  • Oh, Junyep;Lee, Seungkyu;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.299-314
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    • 2017
  • Technological advances in media have expanded users' consciousness. At the same time, users have changed from passive into active voice by interacting media. The emergence of mobile made different structures and contents compared to the past. Especially, Korean culture of mobile converted original media channels to contents in a category. Plus, the usage structure of internet of this time converges in massive portal sites. It is because that the structure has aspect of emitting through remediation in the sites. Also, Korean massive portal sites have provided specific service named 'real-time issues'. This is not only the unique way of offering information that exists in Korea but also high usability of getting issues. We therefore considered the meaning of durability of real-time issues in the view of journalism, compared original media channels. Then, this paper identified the user attributes for acquisition of information following ways using informal and formal data from Korean massive portal sites named 'Daum' and 'Naver'.

Discovering abstract structure of unmet needs and hidden needs in familiar use environment - Analysis of Smartphone users' behavior data (일상적 사용 환경에서의 잠재니즈, 은폐니즈의 추상구조 발견 - 스마트폰 사용자의 행동데이터 수집 및 해석)

  • Shin, Sung Won;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.169-184
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    • 2017
  • There is a lot of needs that are not expressed as much as the expressed needs in familiar products and services that are used in daily life such as a smartphone. Finding the 'Inconveniences in familiar use' make it possible to create opportunities for value expanding in the existing products and service area. There are a lot of related works, which have studied the definition of hidden needs and the methods to find it. But, they are making it difficult to address the hidden needs in the cases of familiar use due to focus on the new product or service developing typically. In this study, we try to redefine the hidden needs in the daily familiarity and approach it in the new way to find out. Because of the users' unability to express what they want and the complexity of needs which can not be explained clearly, we can not approach it as the quantitative issue. For this reason, the basic data type selected as the user behavior data excluding all description is the screen-shot of the smartphone. We try to apply the integrated rules and patterns to the individual data using the qualitative coding techniques to overcome the limitations of qualitative analysis based on unstructured data. From this process, We can not only extract meaningful clues which can make to understand the hidden needs but also identify the possibility as a way to discover hidden needs through the review of relevance to actual market trends. The process of finding hidden needs is not easy to systemize in itself, but we expect the possibility to be conducted a reference frame for finding hidden needs of other further studies.

A Study on the Type and Sense of Place of the Lighting Design of Urban Public Space (도시 공공공간 조명디자인 유형과 장소성에 관한 연구)

  • Ma, Dong Qing;Yoon, Ji Young
    • Korea Science and Art Forum
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    • v.27
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    • pp.101-114
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    • 2017
  • Based on the relationship between urban public space, urban lighting and the sense of place, this paper aims to analyze the lighting environment types with the sense of place and their characteristics. First, with the theory study as the research foundation, it extracts six spatial factors of public space lighting design and then analyzes 12 relevant cases on the basis. Finally, it divides the 12 cases into four types, Basic types, Storytelling, Interactive and Multi-Media and analyzes the core design factor and characteristics of various types. The results show that: first, functionality, sustainability and aesthetics are the basic factors to realize the urban public space lighting places. Second, the six cases of "Storytelling" show that the theme of specific areas, namely the exploration of "story" is conducive for lighting design to form clear and definite environment recognition. Third, for "Interactive" and "Multi-Media", the intervention of new media technology and new lighting way has made the wide expansion of urban lighting design connotation and extension. The research results show that strengthening the urban location performance by the lighting design could improve the city image, which provides the basis for the development of urban public space lighting design.

Development of an IMU-based Wearable Ankle Device for Military Motion Recognition (군사 동작 인식을 위한 IMU 기반 발목형 웨어러블 디바이스 개발)

  • Byeongjun Jang;Jeonghoun Cho;Dohyeon Kim;Kyeong-Won Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.23-34
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    • 2023
  • Wearable technology for military applications has received considerable attention as a means of personal status check and monitoring. Among many, an implementation to recognize specific motion states of a human is promising in that allows active management of troops by immediately collecting the operational status and movement status of individual soldiers. In this study, as an extension of military wearable application research, a new ankle wearable device is proposed that can glean the information of a soldier on the battlefield on which action he/she takes in which environment. Presuming a virtual situation, the soldier's upper limbs are easily exposed to uncertainties about circumstances. Therefore, a sensing module is attached to the ankle of the soldier that may always interact with the ground. The obtained data comprises 3-axis accelerations and 3-axis rotational velocities, which cannot be interpreted by hand-made algorithms. In this study, to discern the behavioral characteristics of a human using these dynamic data, a data-driven model is introduced; four features extracted from sliced data (minimum, maximum, mean, and standard deviation) are utilized as an input of the model to learn and classify eight primary military movements (Sitting, Standing, Walking, Running, Ascending, Descending, Low Crawl, and High Crawl). As a result, the proposed device could recognize a movement status of a solider with 95.16% accuracy in an arbitrary test situation. This research is meaningful since an effective way of motion recognition has been introduced that can be furtherly extended to various military applications by incorporating wearable technology and artificial intelligence.