In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.
Journal of The Korean Association For Science Education
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v.24
no.5
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pp.869-885
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2004
The aim of this study is to acquire a better understanding of how natural history(NH) and natural history museums(NHM) are perceived among students, teachers and parents by administering a questionnaire. A total of over 2500 people participated in this survey. We developed the questionnaire which was categorized by three specific areas: 1) people's overall perceptions of natural history and natural history museums; 2)the way of people's getting such perceptions and knowledge; 3) people's possessing interests in NH and NHM. The summary of survey results included; firstly people had paid attention to nature and natural environments; secondly NH and NHM were not familiar to people, but they expressed their eagerness to learn about them; thirdly the first image occurred to people was dinosaur, when they recalled NH and NHM with describing them to be mysterious and education.; on the fourth, NH and NHM were informed through TV programs; lastly, most people responded that they never learned about NH and NHM in schools but they wanted to learn them.
According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.
Journal of the Korean Institute of Intelligent Systems
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v.24
no.5
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pp.548-553
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2014
In order to evaluate the performance of arrow that manufactures through production process, it is used that personal experiences such as hunters who have been using bow and arrow for a long time, technicians who produces leisure and sports equipment, and experts related with this industries. Also, the intensity of arrow's impact point which obtains from repeated shooting experiments is an important indicator for evaluating the performance of arrow. There are some ongoing researches for evaluating performance of arrow using intensity of the arrow's impact point and the arrow's flying image that obtained from high-speed camera. However, the research that deals with mutual relation between distribution of the arrow's impact point and characteristics of the arrow (length, weight, spine, overlap, straightness) is not enough. Therefore, this paper suggests both the system that could describes the distribution of the arrow's impact point into numerical representation and the correlation model between characteristics of arrow and impact points. The inputs of the model are characteristics of arrow (spine, straightness). And the output is MAD (mean absolute distance) of triangular shaped coordinates that could be obtained from 3 times repeated shooting by changing knock degree 120. The input-output data is collected for learning the correlation model, and ANN (artificial neural network) is used for implementing the model.
The Journal of the Convergence on Culture Technology
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v.6
no.1
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pp.223-229
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2020
The study was to understand the meaning and nature of clinical practice by examining the clinical experience of male nursing college students who have experienced clinical practice and to obtain basic data on how male nurses influence the career setting in clinical practice. to be. Participants in this study were male students who are currently in the Department of Nursing at H University, and three snowmen were selected as 3rd grade students and 3rd grade male students who had clinical practice, and analyzed meaningful statements according to Colaizzi data analysis To understand the meaning of students' clinical experience. The findings were divided into three categories, with six themes and 14 meaningful statements. The male nursing students experienced discrimination on the grounds of 'negative nursing image experienced in ward practice', 'the burden of self to be handled', and 'the charm of nursing found in the special part training experience'. Conflict and confusion over the profession were causing. However, among them, the professionalism of the nurses was confirmed and the pleasure of learning was found, and the results of this study can provide a holistic view of the clinical practice experience of male nursing students. In addition, it can be used as a basic data useful for counseling and guidance on academic adaptation and clinical practice adaptation of male nursing college students, and is expected to be useful for counseling career decision after graduation of male nursing students.
This research investigated the relationship among Korean Wave Cultural Contents consumption of Korean food, Korean products, and Learning of the Korean language. The survey targeted non-Koreans who were either interested in or experienced Korean Wave Cultural Contents. Exactly 61.3% of subjects had traveled to Korea. The most common method of experiencing the Korean Wave was via the Internet (57.7%), followed by TV (21.1%) and Mobile (7.7%). The most popular Korean Wave Contents were K-pop (35.2%) and TV Dramas (31.0%). Movies were preferred in the Americas ($3.63{\pm}0.83$) and Asia ($3.63{\pm}1.09$), whereas K-pop was preferred in Asia ($3.68{\pm}1.12$) and games preferred in Europe ($2.50{\pm}1.56$). Regarding Korean food, most participants had tasted Kimchi (81.7%), followed by Bulgogi (74.6%), Bibimbap (66.9%), and Galbi (66.2%). According to the country-by-country survey, in the case of Galbi (p<0.05), Bibimbap (p<0.05), and Bulgogi (p<0.05), Asians had more experiences with Korean food compared to those from other regions. Meanwhile, in the case of satisfaction of Korean food, Bulgogi ($4.22{\pm}1.05$) was ranked highest, whereas Kimchi ($3.85{\pm}1.15$) was ranked lowest. According to the region-by-region survey, those from Oceania and other regions preferred Kimchi ($4.25{\pm}0.71$) and Bulgogi ($4.50{\pm}4.50$) while the Americas preferred Galbi ($4.82{\pm}0.39$) and Bibimbap ($4.54{\pm}0.81$). Bulgogi ($2.76{\pm}0.06$) was highly ranked as a representative Korean Food while Kimchi ($2.44{\pm}0.71$) was ranked the lowest. This research explained that among Korean Wave Cultural Contents, movies and music positively influenced on the 'Image of Korea', movies and K-pop effected 'Purchasing intention of Korean products', and TV Dramas, movies, and K-pop effected 'Purchasing intention of Korean Food'.
Journal of the Korean Society of Earth Science Education
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v.10
no.1
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pp.76-89
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2017
The purpose of this study is to develop a science field study area using Geumgang(Geum River), fossil origins and various geological resources in Youngdong area of Chungcheongbuk-do as educational resources; and utilize them to develop an education program to cultivate earth science and topophilia. The Youngdong sedimentary basin (Cretaceous period) has a well-developed outcrop along the Geumgang and it is therefore easy to find various geological structures, plant fossils, and dinosaur fossils. Also, it has a distinct sedimentary structure, such as mud cracks, ripple marks and cross-bedding. Science field study area(6 observation sites) were developed based on school curriculum, textbook analysis, and professional earth science education panel discussion to create a convergence education program. The result of validating the developed program showed that all the items were satisfactory ($CVR{\geq}0.88$) in the test categories. The science field study teaching-learning model was applied to actual classes. The evaluation result for class satisfaction was positive, scoring Rickert scale 4.18. The result of observation about the outdoor classroom process in the science field study area revealed that students were able to form a new image of the beautiful scenery of the Geumgang. Also, the students could gain a new understanding, concept and value of various geological objects (sandy beach, stepping-stones, dinosaur footprint fossils, sedimentary formation), which naturally allowed them to form topophilia.
The Journal of the Convergence on Culture Technology
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v.5
no.3
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pp.197-202
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2019
In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.
Sochi Heo Ryun (小癡 許鍊, 1808-1893) was a literary artist of Chinese paintings of the Southern School during the late Joseon dynasty and the founder of paintings in the literary artist's style of Jindo County in South Jeolla Province. He was also a professional literary artist who acquired both learning and painting techniques under Choui (a Zen priest) and Kim Jeong-hee's teachings. Heo Ryun's landscape paintings were influenced by Kim Jung -hee. However, his ink orchid paintings, which he began producing in his later years, were not related to the 'Ink Orchid Paintings of Chusa (秋史蘭)'. His ink orchid paintings as a whole drew attention as he followed the old methods but still used rough brush strokes . Ordinary orchids were drawn based on Confucian content. However, his Jebal (題跋) and seal (印章) contain not only Confucian characters but also Taoist and Buddhist meanings. Therefore, it is possible to guess his direction of life and his private world of suffering. Ryun's ink orchid paintings reflected a variety of philosophies and aesthetic sensibilities. He went through a process of stylistic change over time and formed an 'Ink Orchid Painted Thought' in later life. The main characteristic of Sochi's ink orchid paintings is that he formed his own special methods for orchid paintings by mimicking the Manuals of Paintings. He drew orchids with his fingers in the beginning. Then, Jeongseop, Lee Ha-eung, Cho Hee-ryong, and others developed an organic relationship with the painting style of ink orchid paintings. Then in later years, orchid paintings reached the point of 'Picture Painted Thought (寫意畵)'. The above consideration shows that ink orchid paintings, which he produced until the end of his life, were the beginning of his mental vision and will to realize the image of a literal artist.
According to International Associating for the Study of Pain (IASP) definition, neuropathic pain is a disorder characterized by dysfunction of the nervous system that, under normal conditions, mediates virulent information to the central nervous system (CNS). This pain can be divided into a disease with provable lesions in the peripheral or central nervous system and states with an incorporeal lesion of any nerves. Both conditions undergo long-term and chronic processes of change, which can eventually develop into chronic pain syndrome, that is, nervous system is inappropriately adapted and difficult to heal. However, the treatment of neuropathic pain itself is incurable from diagnosis to treatment process, and there is still a lack of notable solutions. Recently, several studies have observed the responses of CNS to harmful stimuli using image analysis technologies, such as functional magnetic resonance imaging (fMRI), positron emission tomography (PET), and optical imaging. These techniques have confirmed that the change in synaptic-plasticity was generated in brain regions which perceive and handle pain information. Furthermore, these techniques helped in understanding the interaction of learning mechanisms and chronic pain, including neuropathic pain. The study aims to describe recent findings that revealed the mechanisms of pathological pain and the structural and functional changes in the brain. Reflecting on the definition of chronic pain and inspecting the latest reports will help develop approaches to alleviate pain.
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