International Journal of Advanced Culture Technology
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v.10
no.2
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pp.148-153
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2022
This thesis investigates the meaning of a performer's energy taking into an account of the full bodily engagement as the flow of energy and/or psychophysical readiness focusing specifically on the significance of qualitative bodily transformation. In this contemporary era, the dominance of performer training and its approaches to acting/training has very frequently meant that how to play a character in a textual based approach by emphasizing on interpreting and impersonating the role as real as possible. In this sense, as a performer trainer, from my observation and research findings shows that it is common for the term energy is not to be motivated by what a performer's body needs within a specific moment in specific performance which they are working on. To address the problematic issues, this thesis begins by interrogating the practical meaning of transformation with addressing the principle and process of movement by means of the flow of energy on stage. For a performer, inhabiting/integrating his/her body and mind as oneness and/or unity means s/he sincerely encounter, confront, and therefore listen to his/her body in here and now. Because since the performer's physical appearance completely defined his/her psychological state, no one can play either the past or the future in the moment. In this manner, an appropriate use of energy synonymous with the flow of energy correspondence with the given time and space in which the performer's body informs and initiates movement as necessary action. To be precise, the performer's bodily movement either visible or invisible in a sense of training and rehearsal is perceived as attaining or achieving psychophysical involvement as the full body engagement which enable to make the event happen in the right moment. Here, this thesis argues that the significance of a performer's inner intensity reminds us of the necessity of qualitative transformation on which the performer could discover his/her own mode of awareness as well as a way his/her body function in the given circumstance. From this point of view, this research finding would advocates that the performer's body maintains in the field of energy flow where his/her conscious effort and/or mindfulness disappear. The performer's movement is a manifestation of the whole bodily engagement by means of being as real in that moment rather than representing reality.
The purpose of the present study is to identify potentially hazardous factors which can contribute to the outbreak of foodborne disease and to represent more practical management methods in terms of environmental sanitation and facilities for the kitchen. 230 Korean-style restaurants in Seoul were assessed and analyzed by the restaurant total area. Facilities and sanitary check-lists were developed to evaluate the facilities and sanitary conditions of sampled restaurants. The sanitary condition of kitchen, guest room and other area were assessed by the sanitary score. The basic cooking machinery and utensil were properly facilitated but automation machinery were equiped below 10% sampled restaurants. The kitchen area were not properly sufficient to total area. Sanitary condition of kitchen, guest room, cooking appliance and stored foods were evaluated as the unsatisfactory state with potentially hazardous. Concrete guidelines should be made in terms of following item; establishment for the kitchen space expansion, facilities for the improvement of the working environment and sanitary condition of foods cooked. Additionaly, it need to practice the effective education and training program for the foodservice manager and employees.
"Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.
International Journal of Computer Science & Network Security
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v.21
no.6
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pp.312-318
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2021
Lack of knowledge and digital skills is a threat to the information security of the state and society, so the formation and development of organizational culture of information security is extremely important to manage this threat. The purpose of the article is to assess the state of information security of the state and society. The research methodology is based on a quantitative statistical analysis of the information security culture according to the EU-27 2019. The theoretical basis of the study is the theory of defense motivation (PMT), which involves predicting the individual negative consequences of certain events and the desire to minimize them, which determines the motive for protection. The results show the passive behavior of EU citizens in ensuring information security, which is confirmed by the low level of participation in trainings for the development of digital skills and mastery of basic or above basic overall digital skills 56% of the EU population with a deviation of 16%. High risks to information security in the context of damage to information assets, including software and databases, have been identified. Passive behavior of the population also involves the use of standard identification procedures when using the Internet (login, password, SMS). At the same time, 69% of EU citizens are aware of methods of tracking Internet activity and access control capabilities (denial of permission to use personal data, access to geographical location, profile or content on social networking sites or shared online storage, site security checks). Phishing and illegal acquisition of personal data are the biggest threats to EU citizens. It have been identified problems related to information security: restrictions on the purchase of products, Internet banking, provision of personal information, communication, etc. The practical value of this research is the possibility of applying the results in the development of programs of education, training and public awareness of security issues.
Journal of the Korean Society for Library and Information Science
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v.57
no.3
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pp.119-141
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2023
The COVID-19 pandemic has significantly changed the landscape of knowledge and information services that public libraries around the world have been providing since modern times. In particular, as social distancing has become routine, the contraction of cultural activities and the shift to online platforms have negatively impacted library visitation and use services, greatly reducing borrowing and reading, use of spaces and facilities, interlibrary loan services, program operations, and outreach services. Therefore, this study investigated and analyzed the current status of services provided by public libraries in Korea and abroad in response to COVID-19, and proposed practical ways to improve and expand services in response to COVID-19 based on the results of a survey of librarians' perceptions. Specifically, these include improving the online reservation system for reading and borrowing services and developing and providing various outreach services, acquiring and expanding electronic resources, expanding online program services (reading, culture, lifelong learning, etc.), strengthening library services for vulnerable populations, providing information portal services related to new infectious diseases, strengthening facilities and space provision services, preparing infectious disease response guidelines, and providing education and training to strengthen librarians' capabilities.
Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.
The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.
Among the five promotion strategies of Defense Innovation 4.0(DI 4.0), the military structure/operation optimization strategy aims to innovate the military structure based on advanced science&technology(S&T), and to integrate advanced S&T in the field of defense operation such as education&training and human resource development. As the future battlefield expands to AI-based unmanned/robot combat systems, space, cyberspace, and electromagnetic fields, it is necessary to train officers with the capabilities required in these battlefields. It is necessary to develop capabilities from junior officers who will lead the future battlefield to operating core advanced power based on the 4th industrial revolution S&T. We review the education system of the military in universities and propose a method of redesigning the education system that is compatible with DI 4.0 and can develop technology-intensive capabilities based on advanced S&T. We propose a operation plan of major and extra-programs that can develop the capabilities of junior officers required for the future battlefield, and also suggest ways to support the army's practical training.
Journal of the Korean Society for Library and Information Science
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v.58
no.1
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pp.99-122
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2024
This study investigated librarians' awareness of and demand for the librarian learning community in order to successfully introduce and operate the librarian learning community. For this purpose, an online survey was conducted targeting current librarians and a total of 474 responses were collected. The main analysis results are as follows. Firstly, librarians showed a very low awareness of the librarian learning community, while they highly evaluated the purpose and significance of such a community. Secondly, the motivations for librarians to participate in the librarian learning community were primarily focused on professional growth, solidarity with colleagues, and satisfaction of intellectual curiosity, in that order. Thirdly, the ultimate values of the librarian learning community were identified as improving library services, enhancing professionalism, fostering collaborative group exploration, sharing values and visions. Fourthly, the success factors of the librarian-learning community were ranked as follows: member voluntarism, a culture of collaboration among members, dedicated time (once a week), and a supportive environment (budget, space, etc.). On the other hand, the failure factors were identified as a lack of time due to heavy workloads, lack of member voluntarism, indifference from superiors, and insufficient support environment (budget, space, etc.). Finally, the willingness to participate is also very high. Furthermore, it was observed that there is a wide range of interests in various topics among librarians. The results of this study are expected to be useful as basic data for determining practical operation methods or selecting topics when operating a librarian learning community in the future.
Continuous research efforts are being devoted to unmanned mobile platforms for lunar exploration. There is an ongoing demand for real-time information processing to accurately determine the positioning and mapping of areas of interest on the lunar surface. To apply deep learning processing and analysis techniques to practical rovers, research on software integration and optimization is imperative. In this study, a foundational investigation has been conducted on real-time analysis of virtual lunar base construction site images, aimed at automatically quantifying spatial information of key objects. This study involved transitioning from an existing region-based object recognition algorithm to a boundary box-based algorithm, thus enhancing object recognition accuracy and inference speed. To facilitate extensive data-based object matching training, the Batch Hard Triplet Mining technique was introduced, and research was conducted to optimize both training and inference processes. Furthermore, an improved software system for object recognition and identical object matching was integrated, accompanied by the development of visualization software for the automatic matching of identical objects within input images. Leveraging satellite simulative captured video data for training objects and moving object-captured video data for inference, training and inference for identical object matching were successfully executed. The outcomes of this research suggest the feasibility of implementing 3D spatial information based on continuous-capture video data of mobile platforms and utilizing it for positioning objects within regions of interest. As a result, these findings are expected to contribute to the integration of an automated on-site system for video-based construction monitoring and control of significant target objects within future lunar base construction sites.
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