Sung, Kyung Mi;Park, Sun Ah;Oh, Eun Jin;Lee, Seung Min;Lee, Se-Young
Journal of Digital Convergence
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v.16
no.12
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pp.489-503
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2018
The purpose of this study was to explore traumatic experiences and posttraumatic growth of nursing students who were in clinical training. The data were collected from 490 nursing students at four nursing colleges with clinical training experience more than 1 year, from November 20th 2017 to December 20th. Collected data were analyzed through t-test, ANOVA, and $Scheff{\acute{e}}$ test with the SPSS/WIN 25.0 program, and qualitative data were analyzed by content analysis. 26.5% of the subjects had traumatic experiences in their daily life, 61.2% in the clinical practice. Their posttraumatic growth was scored 2.63 out of 5 on average. The contents of traumatic experiences were 'Violence experienced by medical staff','Negative perception of nursing care','Non-Educational Practical Environment' Clinical practice in a harsh environment, Witness of a serious patient, et al. The findings can be used as important basic data for the development of nursing practice education program for encouraging the posttraumatic growth of nursing students.
It is important for the people in the 3D printing industry to determine which factors influence the decision-making that determine the adoption of 3D printers and the role of the factors. Through this, we intend to find ways to contribute to the development of 3D printing industry in Korea by increasing utilization of 3D printer used in domestic companies and increasing investment in related industries. 3D printers are making rapid progress according to the development of technology, the public interest, and the activation of investment. Foreign countries have made remarkable progress in equipment, materials, software, and industrial applications, but they are lower than expected in Korea. It is necessary to introduce a smooth 3D printer in order to revitalize the 3D printer industry and enlarge the base, but it is insufficient for actual introduction and field application. The independent variables that represent economic, technological, and environmental characteristics were selected through a literature survey, and a model for accepting integrated technology for convergence of societies in the 3D printing industry was proposed. This study confirms that economic factors such as output unit price, government support, and environmental factors such as 3D contents should be developed organically for the introduction of 3D printing technology and equipment. This require systematic and effective support from the government, and it is necessary to improve the economic support, related laws, and systems that can be directly experienced by the user as a user. As the domestic 3D printing industry develops with economic, technological and time investment, 3D printing industry should be the key engine of the 4th industrial revolution.
The purpose of this study was to evaluate and maximize the value of Dokdo as a marine educational tourism destination. The purpose of this study was to contribute to the identification of Dokdo as a unique territory of Korea rather than a disputed territory by further activating Dokdo tourism. The revitalization of Dokdo tourism was reviewed and analyzed from the viewpoint that it is possible when Dokdo is recognized as a destination for marine educational tourism. As a result of reviewing various research papers, periodicals, and government documents published in Korea and abroad, it is necessary to emphasize on-site education such as patriotism, anti-Japanese consciousness, and historical awareness in order to maximize value as a marine educational destination of Dokdo. Points out that it is possible to differentiate from other tourist destinations. Second, it pointed out that Dokdo preserves and develops to maximize the resource value of various tourism resources it possesses. Third, it pointed out to develop specialized tourism resources that can be linked with Dokdo tourism. Fourth, it pointed out that Dokdo will maximize its development potential as a marine educational tourism destination. Fifth, it is pointed out that there is a need to improve the educational program related to Dokdo. Finally, I pointed out that I would like to develop a variety of marine educational tourism contents and tourism programs linked with Ulleungdo.
The purpose of the study was to critically explore the academic identity of dance education as a paradigm of practice-based education. Dance education is recognized as a school dance since the first curriculum was designed, which was announced by the Ministry of Education in 1955. Although Korea's dance education has 65 years of history, its academic identity as a dance education is not very strong. Traditional dance education was teacher-centered, skills-oriented, and exercise-oriented by following the practice-based paradigm. Recently, an initiative was taken to establish a new paradigm for dance education in schools, communities, and professional fields. This study followed the keyword network analysis and reviewed the main contents of each section of dance education research from a time-series perspective. The first section (1968-1979) is a practice of dance education based on physical education; the second section (1980-1989) is a creative-based movement education for primary education; the third section (1990-1999) is a systematization of dance education courses by class; the fourth section (2000-2009) is a paradigm for cultural and artistic education; the fifth section (2010-2019) consisted of various educational practices and institutions. Based on the research results, efforts are requested to establish an academic identity that can support dance education, interdisciplinary practice, and research.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.19
no.1
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pp.161-170
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2019
Multi-product mass production small and medium enterprise factories have a wide variety of products and a large number of products, wasting manpower and expenses for inventory management. In addition, there is no way to check the status of inventory in real time, and it is suffering economic damage due to excess inventory and shortage of stock. There are many ways to build a real-time data collection environment, but most of them are difficult to afford for small and medium-sized companies. Therefore, smart factories of small and medium enterprises are faced with difficult reality and it is hard to find appropriate countermeasures. In this paper, we implemented the contents of extension of existing inventory management method through character extraction on label with barcode and QR code, which are widely adopted as current product management technology, and evaluated the effect. Technically, through preprocessing using OpenCV for automatic recognition and classification of stock labels and barcodes, which is a method for managing input and output of existing products through computer image processing, and OCR (Optical Character Recognition) function of Google vision API. And it is designed to recognize the barcode through Zbar. We propose a method to manage inventory by real-time image recognition through Raspberry Pi without using expensive equipment.
The Journal of the Convergence on Culture Technology
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v.5
no.1
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pp.127-137
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2019
In this study, I set the allowable range of viewing / copying rights of investigation records on criminal victims and bereaved families in the procedure of investigation. I tried to grasp the contents of the suspect's statement at an early stage and support it in order to cope appropriately Recently, the social consideration of people suffering from crime victims is expanding in fact. The scope of the investigation is set by the lawyer of the suspect in relation to the subordinate statute concerning the investigation and reading of the investigation record. In parallel, it is necessary to apply to the victim's lawyer or bereaved. This is a part that coincides with the purpose of certifying private rights such as browsing of litigation records to the victim and ultimately has a purpose related to the allowable range. Although it is the right to receive the investigation result at each stage, it is not used properly. Especially when distorted investigation progresses, if the suspect is not prosecuted, the victim may be in a state of regret. The important part can be summarized as the question of whether the investigation of the victim's lawyer is allowed to view and access the criminal records. This section has been reviewed with a focus on the current Act and its functional aspects should be emphasized and revised in accordance with the legal environment. These findings will contribute to ensuring victims' rights in the future. It is also used as an important resource in the legislative process, including the revision of the criminal procedure law.
The procedural generation algorithm is an algorithm that automatically generates a content to be used in a game by repeatedly executing a series of rules. As the size of the game increases, the amount of content used in the game increases. Accordingly, artificial intelligence research is actively conducted to automatically generate game contents using game artificial intelligence such as procedural generation. In this paper, we propose an algorithm to create 3D game world using procedural generation. The proposed algorithm generates a two-dimensional contour in which the path is naturally connected using Perlin-Noise whose noise is gradually changed. A three-dimensional Height-Map is created based on the generated two-dimensional contour lines. The generated Height-Map show that the shape of the map is normal and that the player is able to move around all the sections as in the game world created by hand. In the future, we will improve the performance of algorithms and apply them to game.
This study is intended to investigate contents related to parents' perception and satisfaction level of school mathematics curriculum. Based on the results, this study intended to deduce implications for mathematics education in schools, child education, and parent education. According to the result of the survey, the more positively the parents perceived the value of the mathematics learning, the more positively the child perceived, and the higher the parent's participation rate in mathematics-related education was. In terms of perception of teaching and learning activities, it showed that the willingness to participate in educational programs was lower for the parents of middle and high school students than the parents of elementary school students and the parents of elementary school students also showed higher satisfaction level of school mathematics curriculum. parents have perceived the necessity of teaching and mathematics education to develop artificial intelligence or data analysis skills. It was also found that the parents of middle and high school students' participation experience in education had an effect on the satisfaction level of their children's math teacher's class preparedness. Parents perceived positively to how pragmatic mathematics curriculum can be and provided answers to what they wish in specific mathematics classes in learning methods and future mathematics learning. As this is for educational experts to consider much in-depth in the future, this study suggested the need for diverse parents' education related to mathematics including the expansion of mathematics education with parents' participation, the creation of a mathematics learning environment for future mathematics learning.
The study empirically analyzed the effects of content attitudes and recall on digital signage advertising appeal (information appeal vs. image appeal) and interactivity level (low vs. high). As a result, first, it was found that a moderately low level of interactivity had a positive effect on content attitudes and recall than when the level of digital signage was extremely high. In addition, at moderately low levels of interactivity, information appeals had higher content attitudes and recalls than image appeals. Second, the content of image appeal has a positive effect on attitude when the digital signage level of interactivity is high, and the image recall ad and information appeal ad have negative effects on recall. Third, the low level of interactivity of digital signage has a positive effect on the content attitude and recall of information appeal. With the advent of digital media in recent years, concerns about how to construct the level of interactivity and information content on a strategic level are increasing in practice. The results of this study are expected to suggest the direction of the strategic grounds for this.
Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.
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