• Title/Summary/Keyword: Character education

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Fourteen new species of Allobathynella Morimoto and Miura, 1957 from South Korea: with a redescription of A. coreana Morimoto, 1970 (Crustacea, Bathynellacea, Parabathynellidae)

  • Park, Jong-Geun;Cho, Joo-Lae
    • Journal of Species Research
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    • v.5 no.1
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    • pp.49-156
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    • 2016
  • Fourteen new species and A. coreana Morimoto, 1970 of Allobathynella Morimoto and Miura, 1957 are (re-)described and illustrated from the Korean Penninsula. Comparison of the external morphology of these species and two previously known species, A. japonica Morimoto and Miura, 1957 and A. shinjongieei Park and Cho, 2008 enables us to amend the generic diagnosis. A 7-segmented antennule turns out to be inconsistent character due to A. wonjuensis sp. nov., which has a 6-segmented antennule. On the other hand, the exopodal distal segment of thoracopods I-VII with a tiny terminal knob and with outer seta covered by long and strong barbs is proved to be a autapomorphic character of the genus. The 14 new species belong to the mirabilis-group and display more or less similar morphology. However, they differ from A. coreana, A. japonica and A. shinjongieei and from each other not only in quantitative but also in qualitative characters. These differences are summarized in tables. The species inhabit hyporheic zones of rivers and each appears to be highly endemic to a given tributary, having a range limit less than 100 km.

The research about game storytelling list -Based on 4 core elements of game- (게임 스토리텔링 리스트에 관한 연구 - 게임의 4요소를 중심으로 -)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.13-24
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    • 2009
  • The research about methodology to educate professional storytellers should be done very actively. As many people became interested in digital storytelling lately, many theoretical researches about game storytelling are being made in varied aspects. However, systematic methodology to educate game storytellers still remains in theoretic level, so that we can hardly find the outputs brought by the fusion of practical and theoretical knowledges. In this paper, I made a list of 4 core e1ements(character, event, world view, interactive factors of game) which construct the narratives of games to elevate the quality of practical game storytelling. The goal of this research is to complete the practical information list in detail, in order to deliver storytellers' creative ideas precisely to the game designers in every parts.

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A Study on the Complex type & Space Character of Japanese Community Mixed-support Facility (일본 공동체복합지원시설의 복합화 유형과 공간에 관한 연구)

  • Kim, Su-Mi;Kim, Moon-Duck;Seo, Su-Mi
    • Journal of the Korean housing association
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    • v.20 no.2
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    • pp.11-18
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    • 2009
  • After 2004, as the community mixed-support facility in Japan was admitted as a private business of public facilities based on the Special Law for Urban Regeneration, the community mixed-support facilities in Japan are developed into various types with the view of the urban regeneration and urban renewal, more different point of view, and a tendency of establishment of the community facility has been considerably changed for the past twenty years. The reasons of the change are the social demand for the reformation of facility and the modification of subsidy constitution according to the establishment of equal facility. Some examples of that are the construction of lifelong education community and the change into a equivalent society between male and female and the adjusting to the aging and the welfare society and the social situation of more consumption recently, and in order to emerge from former building system, new facilities related to the contents are being expanded. The complex of the community mixed-support facility has an advantage in that it supplies the services for the complex of the community mixed-support facility, constitutes the communal character and the sense of solidarity among residents and can lead the development of region through the exchange of regional information. Through the Japanese community mixed-support facility which has many cases of it, this study would recognize the suggestion, the feature of it and examine the complex types.

The Study on Job Satisfaction of the Employee in the Long-term Mental Health Care Facilities (우리나라 정신요양시설 종사자의 직무 만족도에 관한 연구)

  • Chae Eun Hee;Lee Hyo Young
    • Journal of Korean Public Health Nursing
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    • v.18 no.1
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    • pp.27-38
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    • 2004
  • The purpose of this study was to improve job satisfaction and welfare of the employees in the long-term mental health care facilities. This study was conducted to examine the job satisfaction of 102 employees in the long-term mental health care facilities. Data were collected through education programmes held in Seoul National Hospital at June, 1. The job satisfaction of employees is $2.60\pm0.40$ in total average score. The job satisfaction in the physical environment item is the highest score, $2.76\pm0.62$. The peer relation item value is the lowest, $2.00\pm0.45$. 2. In the case of consideration of job satisfaction by general characteristics, there was no differences in job satisfaction. According to the job satisfaction by types of licences, by the director's efforts, there was significant differences. Comparing to other employees, the employees who doesn't have any licence were more satisfied. Also the director's efforts was significant variable to improve job satisfaction. 3. The total satisfaction level was influenced by the variables of working condition (0.738), welfare (0.728), allowance(0.714), pride(0.701). The total satisfaction level showed positive correlation of this variables. 2002. The questionnaires included items about general character. facility character. and job satisfaction items of employees. The results of this study were summarized as follows.

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An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.109-116
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    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.

Interactive chinese Character Distance Learning System on the WWW (WWW에서 대화형 원격 한자학습 시스템)

  • Gang, Jong-Gyu;Park, Sang-U;Kim, Hyeon-Suk;Kim, Gye-Hwan;Jin, Seong-Il
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.698-708
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    • 1997
  • To construct distance learing servers and provide their service using the WWW(World Wide Web), it is necessary that we use a real-time processing mehtod rather than the processing after downloading method for multimedia data transmission and their processing.To fulfill such requirements, we developed a real-time processing muduloe for distance education which can process multimedia data in AVI and WAV formats in distrbuted eviroments.We in turn developede a real-time WWW server that can provide real-time services of hypertxt and motion poctures data in temsw of adding the real-time porcessing modute to the MuX framework and intergarting them with WWW. We frnally developed as distance lerming system for real-time interactive chinese character learming, bassed on the results from the pre-vious steps.

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A Study on space organization of the SeongBo(聖寶)Museum's of The Buddhist Temple (사찰 성보박물관의 공간구성에 관한 연구)

  • Park, Hyun-Jeong;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.205-212
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    • 2007
  • It is a world wide tread for museums to become specialized museums emphasizing their characteristics, but Seongbo museums(museums that preserve Buddhist artifacts) are more general and show no specialization or characterization. The purpose of this study is to emphasize the special character of the Seongbo museum which manages and maintains sacred Buddhist cultural artifacts, and to understand the architectural characteristics of the building distribution and interior composition to implement a more systematic spatial composition plan. For our analysis we selected 6 currently operating museums as our subjects, and analyzed the characteristics of their spatial composition through their plans including the plot plans and ground plans. As a result, we found that most of them were small scale museums, and that the character and rank of each building changed according to its positioning. In terms of areas, the museums consisted of exhibition areas, storage areas, maintenance areas, and other miscellaneous areas and were lacking areas for research and education. It is necessary for these museums to possess facilities for managing these cultural artifacts as well as adequate exhibition and storage spaces. Seongbo museums, which are connected with Buddhist temples, must possess differentiated preservation and maintenance methods unlike museums dealing with artifacts that need only be preserved, and must have an area plan suitable to the characteristics of the various artifacts near and around the temple so as to help build our Buddhist cultural heritage in a systematic and continuous matter.

Motion-Based User Authentication for Enhanced Metaverse Security (메타버스 보안 강화를 위한 동작 기반 사용자 인증)

  • Seonggyu Park;Gwonsang Ryu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.493-503
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    • 2024
  • This paper addresses the issue of continuous user authentication within the metaverse environment. Recently, the metaverse plays a vital role in personal interaction, entertainment, education, and business, bringing forth significant security concerns. Particularly, vulnerabilities related to user identity verification have emerged as a major issue. This research proposes a novel method to verify identities by analyzing users' character movements in the metaverse through a pose estimation model. This method uses only video data for authentication, allowing flexibility in limited environments, and investigates how character movements contribute to user identification through various experiments. Furthermore, it explores the potential for extending this approach to other digital platforms. This research is expected to significantly contribute to enhancing security and innovating user identity verification methods in the metaverse environment.

Group Creativity and Creative Environment by Gender of University Students (대학생의 성별에 따른 집단창의성과 창의적 환경)

  • Lew, Kyoung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8416-8423
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    • 2015
  • The purpose of this study was to find out early childhood teachers' personality and analysis on the status and awareness of character education for early childhood education by grouping according to level of personality. The results show that there was significantly difference career and age. While early childhood teachers sympathize importance and need of personality education, absence of methods for practice is obstacle. A high level personality group notices that respect for early children' life, humanity and virtue of relationship is importance virtue. Therefore they consider respecting people as aim of personality education and recognize that they need to teach right values through whole area as education contents. A low level personality group notices that performance of their duty and manners of early children is needed virtue. They consider manners education as aim and content of personality education also recognize guiding with connecting home teaching is desirable. Early childhood teachers recognize that ambiguity of personality education's aim and contents, a gap between reality and ideals and absence of teachers' personality is difficulty of personality education.

The Study for the Education of Cartoon & Animation and Copyright in College (만화애니메이션 저작권교육을 위한 대학교육 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.13
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    • pp.1-12
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    • 2008
  • We can make the foundation of culture and contents solid with a mental altitude to make out and protect copyright. It'll be the basis of the cultivating student, the next generation in this field who are majoring in animation, comics and characters now. It will give them a good environment to learn more about copyright and motivate surroundings. With this kind of education, We can make and protect works better. This thesis is a result of study to show how to and when to instruct people copyright even though we have faced constant argument on copyright and new approach to the economic value of cultural contents which has been under industrialization. Also, another big issue is what class would be a good target of the education on copyright. College may be the last place in the regular course for education before starling his or her career. Thus, the education that is focused on the importance of copyright is recommendable at this time. Particularly, the students who are majoring carton, animation and character can keep a good attitude to protect copyrights for others through the timely education on copyright. What's more, we can build better environment for students who will start their career in the field of the cultural contents and copyrights because they will not only try protect copyrights for others but also they know their works will be protected through thls kind of education on copyright. I believe this kind of education in college will promote the development in the field of cultural contents and copyrights. Also, it will support social and economic development In culture after all.

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