• Title/Summary/Keyword: Next Generation Education

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The Legitimate and Eldest Son Complex in Changseongameirok (<창선감의록>의 적장자 콤플렉스)

  • Jo, Kwangkuk
    • Journal of Korean Classical Literature and Education
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    • no.38
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    • pp.65-101
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    • 2018
  • In the late Joseon Dynasty, patriarchal ideology became central to the family and the clan, and once again became acutely felt with "the familism of clan rules that centered around a legitimate and eldest son." The establishment of the family-clan system, though somewhat complex, was largely aimed at the family line of "a paternalist-a legitimate and eldest son." The trend was not limited to a particular family, but rather, was a historical and social trend. Changseonggameirok showed how to solve the family crisis by setting up a problem for the next generation's patriarch. This paper tries to explain the issue of Hwachun's complex as the legitimate and eldest son complex. First, it suggests that Hwachun's complex is as universal as the Cain complex, also known as the eldest son complex, and that Hwachun's complex is a special instance of the legitimate and eldest son complex in Changseonggameirok. Next this paper studies the aspects of Hwachun's legitimate and eldest son complex combined with Mrs. Sim's complex, as well as her daughter-in-law's complex, and eventually tracks the development of the family-clan complex. As a result, we've come to a new conclusion that the legitimate and eldest son complex was found in Changseonggameirok for the first time in Korean literary history. This paper also examines the fact that when the legitimate and eldest son complex was transferred to Hwajin, it became a family complex that Hwajin had to contend with; this paper tracks the process wherein Hwajin's filial piety solved the legitimate and eldest son complex. As a result, we realized that Hwajin's filial duty and brotherly love went beyond his feelings for Mrs. Sim and Hwachun, and supported the substantiation for "the familism of a clan that is based on rules of the legitimate and eldest son" in the course of public opinion. However the familism of these rules was not embodied in the absolute; in the royal family, for example, it was rather flexibly implemented when the characters admitted to breaking the law. In addition, this paper provides the room for a critical reading of Changseonggameirok, reflecting back on the underlying guilt and psychological pain of the characters who are affected by the particular rules, and concluding that guilt and suffering are fundamentally insoluble. This is because the two ideas, "the legitimate and eldest son complex" and "the familism of a clan rules centered on a legitimate and eldest son" are two sides of the same coin.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

Open Digital Textbook for Smart Education (스마트교육을 위한 오픈 디지털교과서)

  • Koo, Young-Il;Park, Choong-Shik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.177-189
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    • 2013
  • In Smart Education, the roles of digital textbook is very important as face-to-face media to learners. The standardization of digital textbook will promote the industrialization of digital textbook for contents providers and distributers as well as learner and instructors. In this study, the following three objectives-oriented digital textbooks are looking for ways to standardize. (1) digital textbooks should undertake the role of the media for blended learning which supports on-off classes, should be operating on common EPUB viewer without special dedicated viewer, should utilize the existing framework of the e-learning learning contents and learning management. The reason to consider the EPUB as the standard for digital textbooks is that digital textbooks don't need to specify antoher standard for the form of books, and can take advantage od industrial base with EPUB standards-rich content and distribution structure (2) digital textbooks should provide a low-cost open market service that are currently available as the standard open software (3) To provide appropriate learning feedback information to students, digital textbooks should provide a foundation which accumulates and manages all the learning activity information according to standard infrastructure for educational Big Data processing. In this study, the digital textbook in a smart education environment was referred to open digital textbook. The components of open digital textbooks service framework are (1) digital textbook terminals such as smart pad, smart TVs, smart phones, PC, etc., (2) digital textbooks platform to show and perform digital contents on digital textbook terminals, (3) learning contents repository, which exist on the cloud, maintains accredited learning, (4) App Store providing and distributing secondary learning contents and learning tools by learning contents developing companies, and (5) LMS as a learning support/management tool which on-site class teacher use for creating classroom instruction materials. In addition, locating all of the hardware and software implement a smart education service within the cloud must have take advantage of the cloud computing for efficient management and reducing expense. The open digital textbooks of smart education is consdered as providing e-book style interface of LMS to learners. In open digital textbooks, the representation of text, image, audio, video, equations, etc. is basic function. But painting, writing, problem solving, etc are beyond the capabilities of a simple e-book. The Communication of teacher-to-student, learner-to-learnert, tems-to-team is required by using the open digital textbook. To represent student demographics, portfolio information, and class information, the standard used in e-learning is desirable. To process learner tracking information about the activities of the learner for LMS(Learning Management System), open digital textbook must have the recording function and the commnincating function with LMS. DRM is a function for protecting various copyright. Currently DRMs of e-boook are controlled by the corresponding book viewer. If open digital textbook admitt DRM that is used in a variety of different DRM standards of various e-book viewer, the implementation of redundant features can be avoided. Security/privacy functions are required to protect information about the study or instruction from a third party UDL (Universal Design for Learning) is learning support function for those with disabilities have difficulty in learning courses. The open digital textbook, which is based on E-book standard EPUB 3.0, must (1) record the learning activity log information, and (2) communicate with the server to support the learning activity. While the recording function and the communication function, which is not determined on current standards, is implemented as a JavaScript and is utilized in the current EPUB 3.0 viewer, ths strategy of proposing such recording and communication functions as the next generation of e-book standard, or special standard (EPUB 3.0 for education) is needed. Future research in this study will implement open source program with the proposed open digital textbook standard and present a new educational services including Big Data analysis.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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A Study on the Effect of Financial Ratios on the Ratio of Revenue to R&D Investment in Startups with KRW 100 Billion in Revenue (벤처 천억 기업에서 재무비율이 매출액R&D투자비율에 미치는 영향에 관한 연구)

  • Choi, Juchoel;Bae, Kyungwon
    • International Commerce and Information Review
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    • v.19 no.4
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    • pp.75-91
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    • 2017
  • Lately, countries around the world have been focusing their efforts on shifting from conventional industries to innovative-technology-based industries, and committing their competencies to growing startups as an important next-generation industry that will lead national competitiveness. However, there are inadequacies in studies and methods that analyze research and development (R&D) investment and startup performance from a technology perspective, which is an innate nature of startups. This study analyzed the correlation between a startup's R&D investment and its performance. More specifically, this study performed a correlation analysis and a panel analysis on startups that reached KRW 100 billion in revenue; these analyses were not applied in previous studies. The following are the findings: first, the R&D investment percentage of startups located in other regions was relatively higher than that of those in the Seoul metropolitan area, and second, when a startup's operating margin and net profit margin were high, its R&D investment percentage tended to go higher. In conclusion, this study identified that R&D performance resulting from R&D investment was a core competency factor in the success of a startup.

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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New Changes and Tasks of the Science Museum: Focusing on its relation to PUS (과학(박물)관의 새로운 변화와 우리의 과제: PUS와의 관련성을 중심으로)

  • Leem So-Yeon;Hong Sung-Ook
    • Journal of Science and Technology Studies
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    • v.5 no.2 s.10
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    • pp.97-127
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    • 2005
  • While science museums, whose functions consist traditionally in collecting, preserving, researching, and displaying science-related objects, present scientific knowledge, figures, or tools in the historical context, science centers give more emphases on science education by exposing interactive exhibits to their visitors. However, neither objects-oriented exhibits nor hands-on technologies can provide museum visitors with the full insight into modem science in terms of its complicated relationships to politics, economy, culture, art, risk, and environment. This paper argues that for the 21st century we need to establish a new kind of science museum through the critical examination of its previous kinds - science museums and science centers. In the first part of this paper, the history of the first and second generations of science museums, including their recent trends in science centers, in the West will be elaborated. Secondly, the development of national science museums in Korea will be discussed specifically for the understanding of Korean science museums. The next part of this paper will seek for the possibilities of the third generation of science museums through three examples, which show interdisciplinary, contextual, and institutional approaches to change science museums or science centers. Fourthly, the social function of science museums as 'forum' will be discussed in relation to promoting public 'participation' of science as well as public 'understanding' of science. As a conclusion, some practical suggestions and conceptual guidelines will be proposed for the future Korean national science museum.

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Analysis of Domestic Policy Trend and Role of Science and Technology After Sendai Framework for Disaster Risk Reduction (센다이프레임워크 전환에 따른 재해위험경감 관련 국내 정책동향변화 및 과학기술의 역할)

  • Choi, Yoonjo;Hong, Seunghwan;Lee, Su Jin;Sohn, Hong-Gyoo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.37 no.4
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    • pp.765-773
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    • 2017
  • With the end of the HFA (Hyogo Framework Action) in 2015, SFDRR (Sendai Framework for Disaster Risk Reduction) was adopted as a new agenda for disaster risk reduction at the 3th WCDRR (World Conference on Disaster Risk Reduction), held in March 2015. Continued understanding of the international agenda for reducing disaster risk is critical to disaster risk reduction at the national level as well as international level. Therefore, in this study, we analyzed major changes in the international agenda for disaster risk reduction as the transition from HFA to SFDRR, and analyzed South Korea's major achievements in the HFA and the implementation status of SFDRR in South Korea. In addition, SFDRR emphasizes the role of science and technology in policy making, and examined research trends in science and technology. 49.9% of the efforts were made to prevent the disasters during the disaster management stage, and plans related to priority 1 (40.4%) and 4 (35.8%) were mainly promoted. Science and technology research and development for disaster management were analyzed as active, but 79.7% of the tasks were related to priority 4, and it is necessary to develop all four priorities. Recently, disaster management using next-generation disaster prevention technologies such as satellite technology and big data is required, and it is expected that it will contribute effectively to mitigate disaster risk through establishment of education and policy to support it.

Spatial Location Modeling for the Efficient Placements of the Super WiFi Facilities Utilizing White Spaces (화이트 스페이스를 활용한 슈퍼 와이파이 시설의 효율적 배치를 위한 공간 입지 모델링)

  • Lee, Gunhak;Kim, Kamyoung
    • Journal of the Korean Geographical Society
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    • v.48 no.2
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    • pp.259-271
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    • 2013
  • This paper addresses the efficient facility placements to adopt a super WiFi network, taking significant considerations as the next generation 'information highway'. Since the super WiFi has a wider geographic coverage by utilizing the white spaces of TV broadcasting which are empty and available frequencies for the wireless communications, it would play an important role in releasing digital divide of the internet access for low populated or mountainous areas. The purpose of this paper is to explore systematic and efficient spatial plans for the super WiFi. For doing this, we applied optimal location covering models to Gurye-gun, Jeonlanamdo. From the application, we presented optimal locations for super WiFi facilities and significant analytical results, such as the tradeoff between the number of facilities and coverage and marginal coverage for establishing super WiFi network. The results of this research would be usefully utilized for decision makers who wish to adopt a super WiFi, to extend wireless networks in a city or build a regional infrastructure of wireless facilities.

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Design and Implementation of HPC Job Management Framework for Computational Scientific Simulation (계산과학 시뮬레이션을 위한 HPC 작업 관리 프레임워크의 설계 및 구현)

  • Yu, Jung-Lok;Kim, Han-Gi;Byun, Hee-Jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.554-557
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    • 2016
  • Recently, supercomputer has been increasingly adopted as a computing environment for scientific simulation as well as education, healthcare and national defence. Especially, supercomputing system with heterogeneous computing resources is gaining resurgence of interest as a next-generation problem solving environment, allowing theoretical and/or experimental research in various fields to be free of time and spatial limits. However, traditional supercomputing services have only been handled through a simple form of command-line based console, which leads to the critical limit of accessibility and usability of heterogeneous computing resources. To address this problem, in this paper, we provide the design and implementation of web-based HPC (High Performance Computing) job management framework for computational scientific simulation. The proposed framework has highly extensible design principles, providing the abstraction interfaces of job scheduler (as well as bundle scheduler plug-ins for LoadLeveler, Sun Grid Engine, OpenPBS scheduler) in order to easily incorporate the broad spectrum of heterogeneous computing resources such as cluster, computing cloud and grid. We also present the detailed specification of HTTP standard based RESTful endpoints, which manage simulation job's life-cycles such as job creation, submission, control and status monitoring, etc., enabling various 3rd-party applications to be newly created on top of the proposed framework.

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