With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.
Yoon, Ho-Sung;Do, Jeong-Mi;Jeon, Byung Hee;Yeo, Hee-Tae;Jang, Hyeong Seok;Yang, Hee Wook;Suh, Ho Seong;Hong, Ji Won
Journal of Life Science
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v.32
no.7
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pp.578-587
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2022
Korea, as the world's 7th largest emitter of greenhouse gases, has raised the national greenhouse gas reduction target as international regulations have been strengthened. As it is possible to utilize coastal and marine ecosystems as important nature-based solutions (NbS) for implementing climate change mitigation or adaptation plans, the blue carbon ecosystem is now receiving attention. Blue carbon refers to carbon that is deposited and stored for a long period after carbon dioxide (CO2) is absorbed as biomass by coastal ecosystems or oceanic ecosystems through photosynthesis. Currently, there are only three blue carbon ecosystems officially recognized by the Intergovernmental Panel on Climate Change (IPCC): mangroves, salt marshes, and seagrasses. However, the results of new research on the high CO2 sequestration and storage capacity of various new blue carbon sinks, such as seaweeds, microalgae, coral reefs, and non-vegetated tidal flats, have been continuously reported to the academic community recently. The possibility of IPCC international accreditation is gradually increasing through scientific verification related to calculations. In this review, the current status and potential value of seaweeds, seagrass fields, and non-vegetated tidal flats, which are sources of blue carbon on the east coast, are discussed. This paper confirms that seaweed resources are the most effective NbS in the East Sea of Korea. In addition, we would like to suggest the direction of research and development (R&D) and utilization so that new blue carbon sinks can obtain international IPCC certification in the near future.
Kim, Ji Yung;Choi, Jae Seong;Jo, Hyun Wook;Kim, Moon Ju;Kim, Byong Wan;Sung, Kyung Il
Journal of The Korean Society of Grassland and Forage Science
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v.42
no.2
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pp.127-136
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2022
This study was conducted to estimate the damage of Whole Crop Maize (WCM) according to abnormal climate using machine learning and present the damage through mapping. The collected WCM data was 3,232. The climate data was collected from the Korea Meteorological Administration's meteorological data open portal. Deep Crossing is used for the machine learning model. The damage was calculated using climate data from the Automated Synoptic Observing System (95 sites) by machine learning. The damage was calculated by difference between the Dry matter yield (DMY)normal and DMYabnormal. The normal climate was set as the 40-year of climate data according to the year of WCM data (1978~2017). The level of abnormal climate was set as a multiple of the standard deviation applying the World Meteorological Organization(WMO) standard. The DMYnormal was ranged from 13,845~19,347 kg/ha. The damage of WCM was differed according to region and level of abnormal climate and ranged from -305 to 310, -54 to 89, and -610 to 813 kg/ha bnormal temperature, precipitation, and wind speed, respectively. The maximum damage was 310 kg/ha when the abnormal temperature was +2 level (+1.42 ℃), 89 kg/ha when the abnormal precipitation was -2 level (-0.12 mm) and 813 kg/ha when the abnormal wind speed was -2 level (-1.60 m/s). The damage calculated through the WMO method was presented as an mapping using QGIS. When calculating the damage of WCM due to abnormal climate, there was some blank area because there was no data. In order to calculate the damage of blank area, it would be possible to use the automatic weather system (AWS), which provides data from more sites than the automated synoptic observing system (ASOS).
Journal of Korea Entertainment Industry Association
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v.14
no.7
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pp.529-538
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2020
This study aims to develop of contents for the activities of daily living training - Korean version that reflexes the domestic situation and can be applied to clinical practice. For contents development, a Delphi survey was conducted with 13 experts. In the first Delphi survey, 133 items of activities of daily living training are derived based on previous studies, and then the extracted items are asked to group of experts, and the derived items are answered for actual domestic clinical application. In the second survey, 118 items were added by excluding items with a low content validity ratio (CVR) including the results of the first survey, and adding items that can be derived from other opinions. In the 3rd survey, while presenting the 2nd Delphi survey items as they are, it provides an opportunity to change their opinions by presenting their 2nd response and the 2nd average score of other expert panels, and adding appropriateness and importance together. The data were analyzed to obtain the mean, standard deviation, interquartile range, CVR, convergence, and consensus. Finally, a total of 69 items were selected and 49 items were excluded so that 105 items for CVR 0.54 or higher, 111 items for convergence degree 0.50 or lower, and 70 items for continuity degree 0.75 or higher. Sexual activity, care of others, care of pets, and child rearing are difficult to apply socially and culturally, driving and community mobility cannot be performed within the clinical room, and home establishment and management may have different roles depending on gender, and religious spiritual activities and expression are so personal. For these reasons, these items were found to have low importance or suitability. This study can be usefully used as an indicator on the activities of daily living training - Korean version in clinic or community setting.
In this study, the sensitivity of the mid-infrared radiance to atmospheric and surface factors was analyzed using the radiative transfer model, MODerate resolution atmospheric TRANsmission (MODTRAN6)'s simulation data. The possibility of retrieving the land surface temperature (LST) using only the mid-infrared bands at night was evaluated. Based on the sensitivity results, the LST retrieval algorithm that reflects various factors for night was developed, and the level of the LST retrieval algorithm was evaluated using reference LST and observed LST. Sensitivity experiments were conducted on the atmospheric profiles, carbon dioxide, ozone, diurnal variation of LST, land surface emissivity (LSE), and satellite viewing zenith angle (VZA), which mainly affect satellite remote sensing. To evaluate the possibility of using split-window method, the mid-infrared wavelength was divided into two bands based on the transmissivity. Regardless of the band, the top of atmosphere (TOA) temperature is most affected by atmospheric profile, and is affected in order of LSE, diurnal variation of LST, and satellite VZA. In all experiments, band 1, which corresponds to the atmospheric window, has lower sensitivity, whereas band 2, which includes ozone and water vapor absorption, has higher sensitivity. The evaluation results for the LST retrieval algorithm using prescribed LST showed that the correlation coefficient (CC), the bias and the root mean squared error (RMSE) is 0.999, 0.023K and 0.437K, respectively. Also, the validation with 26 in-situ observation data in 2021 showed that the CC, bias and RMSE is 0.993, 1.875K and 2.079K, respectively. The results of this study suggest that the LST can be retrieved using different characteristics of the two bands of mid-infrared to the atmospheric and surface conditions at night. Therefore, it is necessary to retrieve the LST using satellite data equipped with sensors in the mid-infrared bands.
Due to recent changes in government policy, officetels have received attention as alternative assets, along with the uplift of office and apartment prices in Seoul. However, the current officetel price indexes use small-size samples and, thus, there is a critique on their accuracy. They rely on valuation prices which lag the market trend and do not properly reflect the volatile nature of the property market, resulting in 'smoothing'. Therefore, the purpose of this paper is to create the officetel price index using transaction data. The data, provided by the Ministry of Land, Infrastructure and Transport from 2005 to 2020, includes sales prices and rental prices - Jeonsei and monthly rent (and their combinations). This study employed a repeat sales model for sales, jeonsei, and monthly rent indexes. It also contributes to improving conversion rates (between deposit and monthly rent) as a supplementary indicator. The main findings are as follows. First, the officetel price index and jeonsei index reached 132.5P and 163.9P, respectively, in Q4 2020 (1Q 2011=100.0P). However, the rent index was approximately below 100.0. Sales prices and jeonsei continued to rise due to high demand while monthly rent was largely unchanged due to vacancy risk. Second, the increase in the officetel sales price was lower than other housing types such as apartments and villas. Third, the employed approach has seen a potential to produce more reliable officetel price indexes reflecting high volatility compared to those indexes produced by other institutions, contributing to resolving 'smoothing'. As seen in the application in Seoul, this approach can enhance accuracy and, therefore, better assist market players to understand the market trend, which is much valuable under great uncertainties such as COVID-19 environments.
This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.
The platform concept has been used for business operations in various forms: product platforms, transaction platforms and industry platforms. All these platforms have common characteristics of having 'core' that is reused frequently and 'peripherals' that are less reusable and changed often. Companies use platforms to enable efficient development and creation of product family, transactions and innovation. These platforms provide new opportunities for many small and medium-sized companies (SMEs) by bringing changes to traditional industrial structures focused on the products rather than platforms. The service robotics industry in South Korea is mainly composed of technology-intensive SMEs due to its small market size. Although these SMEs succeed in developing technologies, they have difficulties creating and expanding markets to sell products. Thus, this study addresses the characteristics and problems of the South Korean service robotics industry and analyses how ROBOPRINT, one of the SMEs in the service robotics industry, successfully creates and continuously expands the service robot market by adopting platform concept. The results indicate that ROBOPRINT has been applying two types of platforms: product and transaction platforms. First, ROBOPRINT created art robots that were apartment mural service robots. Rather than selling art robots, the company developed various robots such as painting robots, building exterior wall-cleaning robots by reusing the core technology of the robots. The company also developed various robots according to the buyers request. In addition, the company used the robots to directly provide apartment mural services for customers. This mural service has been extended into various areas, not only in apartments but also in soundproof walls, underground passages, and retaining walls. Besides, ROBOPRINT added new services continuously by developing technologies such as virtual reality. Second, ROBOPRINT mediated mural service buyers and mural designers. This platform reduced buyers' workload, which necessitates requesting mural services to ROBOPRINT and searching for mural designers. For designers, this opened up new opportunities to participate in the mural business. The platform attracted both mural buyers and designers who were scattered before. Finally, ROBOPRINT seeks to expand the platform's scope to outside company. To share internally reused ROBOPRINT's technology with other companies, the company participated in Daegu city's 'New Technology Platform Industry'. Furthermore, ROBOPRINT is trying to share the service platform by leasing robots to other companies. This allows external agents to develop technologies and provide services by reusing resources from ROBOPRINT. This study contributes to existing theories by showing that SMEs continuously create and expand markets by building various platforms. Moreover, it provides useful implications for practitioners by describing the firm's specific platform-building strategy.
Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.
Shedding new light on the research trend on entrepreneurial ecosystems in the 40-year history of the Asia Pacific Journal of Small Business, this study aims at exploring a potential measurement framework of ecological inputs and outputs in an entrepreneurial ecosystem that promotes entrepreneurship at geographical and spatial levels. As a result of the analysis of research on the entrepreneurial ecosystem in the journal, we found that prior studies emphasized the managerial importance of various ecological factors on the premise of possible causalities between the factors and entrepreneurship. However, empirical research to verify the premised causality has been underexplored yet. This literature gap may lead to unbalanced development of conceptual and case studies that identify requirements for successful entrepreneurial ecosystems based on experiential facts, thereby hindering the generalization of the research results for practical implications. In that there is a growing interest in creating and operating productive entrepreneurial ecosystems as an innovation engine that drives national and regional economic growth, it is necessary to explore and develop the measurement framework for ecological factors that can be used in future empirical research. Hereupon, we apply a conceptual model of 'input-output-outcome-impact' to categorize individual environmental factors identified in prior studies. Based on the model. We operationalize ecological input factors as the financial, intellectual, institutional, and social capitals, and ecological output factors as the establishment-based, innovation-based, and performance-based entrepreneurship. Also, we propose several longitudinal databases that future empirical research can use in analyzing the potential causality between the ecological input and output factors. The proposed framework of entrepreneurial ecosystems, which focuses on measuring ecological input and output factors, has a high application value for future research that analyzes the causality.
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