• Title/Summary/Keyword: 4.19 Revolution

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The Effect of Rearing Knowledge on Rearing Satisfaction in Companion Animals (반려동물의 양육지식이 양육만족도에 미치는 영향)

  • Kim, Seok-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.333-337
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    • 2021
  • Companion animals are physically, mentally, and socially beneficial to humans, giving us great comfort in living in the Corona19 (COVID-19) era. It is also an era of the Fourth Industrial Revolution, featuring the convergence of information and communication technology. Korea, which is facing a super-aged society, has the highest suicide rate among OECD countries, and companion animals that are effective in emotional stability can be the answer. This study is about companion animals that are effective in stabilizing the emotions of the elderly, one of the major problems in the Republic of Korea, which is about to solve in a super-aged society with more than 20 percent of the elderly aged 65 or older, needs to solve. The impact of knowledge of raising companion animals on the satisfaction level of the elderly was investigated through the management and awareness of infectious diseases. Although the level of care of companion animals had a very significant (p<0.001) effect on the satisfaction of the companion animals, the recognition of infectious diseases has no statistical significance (p>0.05). Raising companion animals with knowledge of rearing increases the satisfaction level and can lead to a happier life. While personal learning is important, it is also believed that supporting education will be necessary as a policy consideration.

Design and Implementation of IoT based Low cost, Effective Learning Mechanism for Empowering STEM Education in India

  • Simmi Chawla;Parul Tomar;Sapna Gambhir
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.163-169
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    • 2024
  • India is a developing nation and has come with comprehensive way in modernizing its reducing poverty, economy and rising living standards for an outsized fragment of its residents. The STEM (Science, Technology, Engineering, and Mathematics) education plays an important role in it. STEM is an educational curriculum that emphasis on the subjects of "science, technology, engineering, and mathematics". In traditional education scenario, these subjects are taught independently, but according to the educational philosophy of STEM that teaches these subjects together in project-based lessons. STEM helps the students in his holistic development. Youth unemployment is the biggest concern due to lack of adequate skills. There is a huge skill gap behind jobless engineers and the question arises how we can prepare engineers for a better tomorrow? Now a day's Industry 4.0 is a new fourth industrial revolution which is an intelligent networking of machines and processes for industry through ICT. It is based upon the usage of cyber-physical systems and Internet of Things (IoT). Industrial revolution does not influence only production but also educational system as well. IoT in academics is a new revolution to the Internet technology, which introduced "Smartness" in the entire IT infrastructure. To improve socio-economic status of the India students must equipped with 21st century digital skills and Universities, colleges must provide individual learning kits to their students which can help them in enhancing their productivity and learning outcomes. The major goal of this paper is to present a low cost, effective learning mechanism for STEM implementation using Raspberry Pi 3+ model (Single board computer) and Node Red open source visual programming tool which is developed by IBM for wiring hardware devices together. These tools are broadly used to provide hands on experience on IoT fundamentals during teaching and learning. This paper elaborates the appropriateness and the practicality of these concepts via an example by implementing a user interface (UI) and Dashboard in Node-RED where dashboard palette is used for demonstration with switch, slider, gauge and Raspberry pi palette is used to connect with GPIO pins present on Raspberry pi board. An LED light is connected with a GPIO pin as an output pin. In this experiment, it is shown that the Node-Red dashboard is accessing on Raspberry pi and via Smartphone as well. In the final step results are shown in an elaborate manner. Conversely, inadequate Programming skills in students are the biggest challenge because without good programming skills there would be no pioneers in engineering, robotics and other areas. Coding plays an important role to increase the level of knowledge on a wide scale and to encourage the interest of students in coding. Today Python language which is Open source and most demanding languages in the industry in order to know data science and algorithms, understanding computer science would not be possible without science, technology, engineering and math. In this paper a small experiment is also done with an LED light via writing source code in python. These tiny experiments are really helpful to encourage the students and give play way to learn these advance technologies. The cost estimation is presented in tabular form for per learning kit provided to the students for Hands on experiments. Some Popular In addition, some Open source tools for experimenting with IoT Technology are described. Students can enrich their knowledge by doing lots of experiments with these freely available software's and this low cost hardware in labs or learning kits provided to them.

Innovation in Giorgetto Giugiaro's Automobile Design (Giorgetto Giugiaro의 자동차디자인의 혁신성)

  • Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.383-394
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    • 2006
  • In 2005, Giorgetto Giugiaro unveiled the Ferrari GG50 at the 50th anniversary celebration of his design career. Beginning his career at the age of 17, he is a master designer who has achieved design revolution by uniting creativity, design methodology, and technology. He has been awarded a number of international prizes for his exquisite achievements and reputation for car design. Carrozzeria of ITAL DESIGN, founded by Giugiaro, is a company whose ideas combine cutting-edge technology and high quality craftsmanship. Beginning in car design, ITAL DESIGN achieved a positive reputation internationally and, since 1999, has expanded even more rapidly under its new name, ITAL DESIGN-GIUGIARO. The owner of 12 affiliates worldwide, all service systems are buyer-oriented, ensuring the highest level of technical consulting. Beginning with the 1971 Alfa Romeo Alfasud, the 1st major project, more than 100 cars have been designed in the past 35 years, leading to the production or in million cars by major motor companies around the world. Giugiaro has focused on practical performance as well as external beauty in his car design, the best of which enter the mass market. With his philosophy of "I want to be the 1st customer of my design" Giugiaro design invites customer participation and input to meet their needs and demands. Free from the routine, typical image, Giugiaro design has raised the bar for creativity and thinking beyond traditional values and ideologies.

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Faces of the Face

  • Choi, Jeongho
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.251-256
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    • 2017
  • The most important environment of human being is the human being itself. So we have been sensitive to the appearance of ours and others at the same time. This writing aims for locating origins of the face and discerning differences [1] between the face of humans and those of other animals [2]. The face assumes a substantial significance not merely as a body function, but, above all, a means of expressions and features being looked at. The face is an important means of communication to humans as social animals. Knowledges about the various faces of the face are useful to become a efficient specialist as an extensive generalist because the face is a regular patron to the plastic surgery. The face in Korean consists of two elements of eol (the soul or the mind) and gul a residing place). When Wittgenstein says "the face is the soul of the body," his semantics corresponds to the Korean meaning. The meaning of the face in Korean is summed up in five ways. (1) the head or the front of the face with the eye, the nose and the mouth, (2) reputation or honor, (3) the general description of the psychological state, such as "the face of sadness", (4) a figure person representing a particular area, such as "Sun Dong-yul is the face of the Korean baseball community," (5) the primary imagery of the things and the event, such as "He is the face of the 4.19 Revolution." As such, the word "face", referring to a body part, extends its usages in a wide variety of contexts. What image do you convoke when you think of a person? With rare exceptions, you are most likely to invoke the face of the person. The face has come to be a byword for one's reputation or honor, and a pronoun for an expression of the essence of the thing and the event. This is presumably true of other languages. That is because human beings are equipped with the universal rule of language. A comprehensive understanding of the face is a must for cosmetic surgeons whose main responsibility is to sculpt and repair the face (Fig. 1).

Roles of Trust in Technology Acceptance of Augmented Reality (증강현실(AR) 기술 수용에 있어서 신뢰성의 역할)

  • Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.2 no.2
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    • pp.1-19
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    • 2019
  • Various studies have been conducted on factors influencing the adoption of new technologies. In particular, the factors influencing customers' acceptance of new technologies that emerged along with the arrival of the 4th Industrial Revolution. Theoretical models are mainly based on the technology acceptance model (TAM) or Extended Unified Theory of Acceptance and Use of Technology : UTAUT2). However, there are no trust variables in these models. In this study, we added trust variable and tested augmented reality(AR). Three types - trust as an independent variable, as a mediating variable, and as a moderating variable - were analyzed statistically. As a result, trust was most explanatory when viewed as a mediating variable between independent variables and intention to use. In theory, it has been shown that trust acts as a mediating effect. In practice, trust is most important in accepting new technologies, so it is important to prioritize trust.

Research on Stock price prediction system based on BLSTM (BLSTM을 이용한 주가 예측 시스템 연구)

  • Hong, Sunghyuck
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.19-24
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    • 2020
  • Artificial intelligence technology, which is the core of the 4th industrial revolution, is making intelligent judgments through deep learning techniques and machine learning that it is impossible to predict if it is applied to stock prediction beyond human capabilities. In US fund management companies, artificial intelligence is replacing the role of stock market analyst, and research in this field is actively underway. In this study, we use BLSTM to reduce errors that occur in unidirectional prediction of the existing LSTM method, reduce errors in predictions by predicting in both directions, and macroscopic indicators that affect stock prices, namely, economic growth rate, economic indicators, interest rate, analyze the trade balance, exchange rate, and volume of currency. To help stock investment by accurately predicting the target price of stocks by analyzing the PBR, BPS, and ROE of individual stocks after analyzing macro-indicators, and by analyzing the purchase and sale quantities of foreigners, institutions, pension funds, etc., which have the most influence on stock prices.

Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

A Study on the Choice Factors of Online Freight Marketplace (화물운송 마켓플레이스 선택요인에 관한 연구)

  • Hyun-Min Oh;Hyang-Sook Lee
    • Korea Trade Review
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    • v.46 no.4
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    • pp.189-204
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    • 2021
  • The fourth industrial revolution is affecting the industry as a whole, and the current logistics industry is coexisting with crises and opportunities. As part of overcoming this situation, the online platformization of the logistics market has recently been rapidly taking place, and the growth of e-commerce around developed countries has emerged as a demand for flexible freight services that can send and receive cargo anywhere and anytime at appropriate cost. However, the logistics industry has not been able to change rapidly in line with the demands of the market as it is immersed in traditional transportation transactions. Thus, the digital transformation of the freight market has become urgent to address problems such as uncertainty over traditionally closed and conservative freight market transaction processes and the lack of reliability caused by information asymmetry. Therefore, innovative domestic and foreign companies are attempting to establish a new way of transporting cargo, especially a marketplace way of connecting suppliers and consumers. Current status analysis and case studies were conducted through existing literature surveys, and prior research on freight market place selection factors was previewed, and the selection factors were stratified into five upper and 19 lower factors. Through this study, it is expected that improvements for sustainable growth of freight marketplace companies will be derived and that it will be a basic study of establishing management strategies through marketplace operation and quality control. In addition, it is deemed that the priority of customer requirements can be actively accepted, providing an opportunity to actively respond and strengthen corporate competitiveness.

Study on the Midwater Trawl Available in the Korean Waters - III (한국근해에 있어서의 중층트로올의 연구 - III)

  • 이병기
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.23 no.1
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    • pp.1-5
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    • 1987
  • The authors carried out an experiment to determine the vertical opening of the midwater trawl, which is the same used in the former experiment in this series of studies. To determine the vertical opening of otter board and front weight, three fish finders were used. A 200 KHz fish finder set on board the research vessel was used to sound the depth of water. A transmitter of 50 KHz fish finder was set through the shoe plate of otter board to determine the height of otter board from the sea bed, and a transmitter of another 50 KHz fish finder was set downwardly on the net pendant right before the front weight to determine the height of weight from the sea bed. The depth of otter board and weight were calculated by subtract the height of those from the depth of water, respectively. To determine the vertical opening of mouth, a transmitter of net recorder was set on the head rope and the vertical opening of that to ground rope was directly read on the recording paper. The results obtained can be summarized as follows: 1. The rate of the depth of otter board to the length of warp was in the range of 0.44 to 0.25, and the depth was linearly shoaled about 5m per 0.1m/sec of the towing speed or per 20rpm of the main engine. The rate of the observed depth to the calculated depth of otter board was in the range of 0.92 to 0.080 with a decreasing tendancy in accordance with the increase of towing speed. 2. The depth of head rope was 2 to 3m deeper than that of otter board, and the vertical opening of net mouth was in the range of 22 to 19m, with a decreasing tendancy in accordance with the increase of towing speed, 3. The difference of depth between front weight and otter board was about 20m and 22m respectively in the length of warp 100m and 150m without distinct change in accordance with the towing speed. The depth of front weight was 2 to 3m shallower than that of ground rope. 4. The changing range of depth of head rope according to the revolution of main engine was about 4m per 20rpm.

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Development and Validation of Artificial Intelligence Education on the Environmental Education Based on Unplugged (언플러그드 기반 환경교육 주제 인공지능교육 프로그램 개발 및 타당성 검증)

  • Song, Jeongbeom
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.847-857
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    • 2021
  • Recently, domestic schools are increasingly interested in environmental education related to COVID-19 and the severe climate crisis, as well as artificial intelligence education related to the 4th industrial revolution that is rapidly approaching us. In particular, AI education is highly likely to be applied to 5th to 6th graders of elementary school, so measures related to connection with 1st to 4th graders are needed. There are many students who are not proficient in computers in the lower grades of elementary school, so there may be many restrictions in using the currently used teaching aids. Therefore, this study tried to develop an artificial intelligence education program for the lower grades of elementary school to secure the linkage of artificial intelligence education. The theme of the program was developed based on the topic of environmental education, which has recently increased in interest. As for the educational method, considering the developmental stage of the lower grades of elementary school, the STEAM education method was used, which was fused with various subjects and unplugged using play and games without a computer. of the program. For validity verification, Lawshe (1975)'s content validity ratio (CVR) calculation formula was used. The verification results were analyzed to be suitable for the purpose of development of all programs. In the future, it is necessary to measure the degree of effectiveness by applying the program proposed in this study to the lower grades of elementary school.