The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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v.24
no.1
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pp.30-48
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2019
The year 2018 is the $50^{th}$ anniversary of scientific ocean drilling. Nevertheless, we know more about the surface of the moon than the Earth's ocean floor. In other words, there are still no much informations about the Earth interior. Much of what we do know has come from the scientific ocean drilling, providing the systematic collection of core samples from the deep seabed. This revolutionary process began 50 years ago, when the drilling vessel Glomar Challenger sailed into the Gulf of Mexico on August 11, 1968 on the first expedition of the federally funded Deep Sea Drilling Project (DSDP). DSDP followed successively by Ocean Drilling Program (ODP), Integrated Ocean Drilling Program (old IODP), and International Ocean Discovery Program (new IODP). Concerning on the results of scientific ocean drilling, there are two technological innovations and various scientific research results. The one is a dynamic positioning system, enables the drilling vessel to stay fixed in place while drilling and recovering cores in the deep water. Another is the finding of re-entry cone to replace drill bit during the drilling. In addition to technological innovation, there are important scientific results such as confirmation of plate tectonics, reconstruction of earth's history, and finding of life within sediments. New IODP has begun in October, 2013 and will continue till 2023. IODP member countries are preparing for the IODP science plan beyond 2023 and future 50 years of scientific ocean drilling. We as IODP member also need to participate in keeping with the international trend.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.3
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pp.620-626
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2021
The purpose of this study is to examine the characteristics and industrial structure and to present a future vision through analysis of industrial agglomeration, growth, and industrial efficiency targeting the Chungnam display industry nurtured by regional industrial policies since 2002. The industrial scale and aggregate status were analyzed through the business scale quotient and location quotient, and the growth and pace of structural change in the industry were analyzed through the industrial growth rate and change of industrial structure. Analysis results found the display industry shows its solid status based on industrial agglomeration. The RLQ, added value ratio, and employment coefficient have a relatively high comparative advantage. However, the growth rate has declined, and the pace of structural change has become lower. The regional competitiveness has been deteriorating. It is necessary to develop strategies to help the industry evolve into a convergence display industry to secure competitiveness by forming value chains. The regional industrial policy 'Regional Innovation Growth Plan' should be utilized to foster local industries that consider the regional characteristics and development directions and to promote the shared growth of related subsidiary industries through fostering specialized complexes for materials, parts, and equipment.
Kim, Eun-Bee;Cho, Dae-Yeon;Roh, Kyung-Ran;Oh, Seok-Young;Park, Kee-Burm;Ryoo, Joshua;Kim, Jhong-Yun
Journal of the Korea Convergence Society
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v.12
no.3
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pp.247-259
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2021
This study aimed to look for educational ways to prepare for the future society for education and people of talent who will lead the post-COVID-19 era. To this end, the factors necessary for the type of future talent in the post-COVID-19 era were identified by analyzing Big data. Based on the deducted factors composing the type of talent in the post-COVID-19 era, policy direction according to the emergence of the post-COVID-19 era were deducted through the interviews with the group of experts and delphi survey, and on the basis of this, this study sought for"a plan for the educational change in line with cultivation of people of talent in the post-COVID-19 era. The results of this study are as follows. First, through the big data analytics and analysis of the interviews, convergence, ICT utilization ability, creativity, self-regulated competency and leadership were found to be the factors necessary for the type of talent in the post-COVID-19 era. Second, it considered the innovation of digital education system and the support for vulnerable classes as the issue for cultivation of people of talent in the post-COVID-19 era. Third, the most important policy with regard to the educational direction for cultivation of people of talent in the post-COVID-19 era was cultivation of convergence talents. Convergence is a very important variable in the post-COVID-19 era since it creates new values by connecting things that are separated from each other. Hopefully, this study will build a basis for competency development, education and training in preparation for the post-COVID-19 era.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.23
no.1
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pp.83-92
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2023
The purpose of this research is to develop a creative education program that utilizes AI education program based on big data for general education high schools, and to investigate its effectiveness. In order to achieve the purpose of the research, we developed a creative education program using artificial intelligence based on big data for first-year general high school students, and carried out on-site classes at schools and a validation process by experts. In order to measure the creative problem-solving ability and class satisfaction of high school students, a creative problem-solving ability test was conducted before and after the program application, and a class satisfaction test was conducted after the program. The results of this study are as follows. First, AI education program based on big data were statistically effective to improve the creative problem solving ability according to independent sample t test about 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' except 'execution', 'the difference between pre- and post-scores of male student and female student' on first year high school students. Secondly, in satisfaction conducted after classes of AI education program based on big data, the average of 'Satisfaction', 'Interest', 'Participation', 'Persistence' were 3.56 to 3.92, and the overall average was 3.78. Therefore, it was investigated that there was a lesson effect of the AI education program based on big data developed in this research.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.97-105
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2022
This study deals with the credibility of citizens when investing in uncertain project companies, as well as the Social Performance Compensation Project (SIB) and the IT sharing economy. This allows the convergence of the three sectors to address investment inequalities in economic effectiveness and social security. Activates the model of the overall Social Impact Bond (SIB) process that successfully activates the exchange of information. The empirical presentation of the operations and techniques for social IT service finance examines how the innovation ecosystem can be created with social performance and reward projects. The analysis shows that small sharing institutions or citizens can participate directly to create the ability to connect with private investors, identify the possibility of recognizing non-shared barriers to participation, and show the great impact of citizen trust in IT sharing projects in uncertain areas. As a result, for the sake of social sharing and IT cooperation promoted by the City of Seoul, before the project has the ability to design directly, it will be responsible for reliability and safety in the planning of the project. Therefore, non-shared citizens can also participate in the platform that has been effectively constructed and created.
Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
Journal of the Korean Society of Earth Science Education
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v.15
no.2
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pp.310-321
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2022
This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.
This study was conducted for technology development and industrial and enterprise system design for the sustainable life of mankind. Human society is facing a crisis. As the power of mankind has increased due to the development of nuclear weapons and information and communication technologies, the risk of human society has greatly increased. The value of growth and freedom is increasing due to capitalism and democratic systems, so technological innovation is accelerating, and industries and companies are growing significantly. New technologies and industries can greatly develop human society and put it at risk. This study was conducted with the aim of redesigning technology, industry, and enterprise systems so that humans who live on Earth can be more sustainable for a longer time. It presented a practical alternative for a long-term sustainable human society. It suggested alternatives for what philosophy and methodology should be developed for the whole of humanity and in each individual national society, for developing technologies, fostering industries, and operating corporate systems. First of all, the problems of the technology development system, industrial system, and enterprise system of human society were analyzed. The characteristics and problems were analyzed in terms of sustainability of human society. The necessary and sufficient conditions for an alternative system to solve the raised problems were derived. A system that satisfies these conditions was designed and presented. The alternative system was named as a servicism system as a system based on the service philosophy. The structure, operation model, and implementation plan of the new technology industry enterprise system were presented. In the future, follow-up studies are needed to be concreted at the level of individual countries and human society as a whole.
The style of leadership and leader's competence are expected to be an important role in the rapidly changing and uncertain circumstances of the business environment. In particular, rapid change of business environment requires organizations to innovate, and appropriate innovation can have a direct impact on an organization's competitive advantage and sustainability. In this regard, this study focused on transformational leadership as a factor that improves innovative behavior. In addition, the mediating effect of self-efficacy was verified in the process of transformational leadership leading to innovative behavior. Furthermore, the moderated mediating effect of psychological safety was also verified. To verify hypotheses, this study conducted a survey on 307 public officials who work in Chinese public institutions. The result was found that transformational leadership had a positive effect on innovative behavior by mediating effect of self-efficacy. However, contrary to the expectations of this study, the moderated mediation effect of psychological safety was found to be insignificant. The moderating effect of psychological safety showed an insignificant effect. It showed showed the different results from previous studies. In relation to these results, theoretical and practical implications were presented in this study. Overall, this study presented a plan to increase innovative behavior and verified the research model. In addition, the directions of future research for innovative behavior were presented.
The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.
This study analyzes the results of a survey based on classes conducted in the field to understand the educational needs of learners, and reflects the elements necessary for SW education. In this study, various experimental elements according to learning motivation and learning achievement were constructed and designed through previous studies. As a survey applied to this study, experimental elements in three categories: Faculty Competences(FC), Learner Competences(LC), and Educational Conditions(EC) were analyzed by primary area and secondary major, respectively. As a result of analyzing CT-based SW education by area, the development of educational materials, understanding of lectures, and teaching methods showed high satisfaction, while communication with students, difficulty of lectures, and the number of students were relatively low. The results of the analysis by major were found to be more difficult and less interesting in the humanities than in the engineering field. In this study, Based on these statistical results proposes the need for non-major SW education to improve into an interesting curriculum for effective liberal arts education in the future in terms of enhancing learners' problem-solving skills.
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