• Title/Summary/Keyword: Public art

Search Result 835, Processing Time 0.026 seconds

HSE System Safety Management Using Wearable Based on Accident Scenario of High Place Work (고소작업 사고 시나리오 기반 웨어러블 응용 HSE 시스템 안전관리 방안)

  • Cho, Yun-Jeong;Im, Ki-Chang;Lim, Dong-Sun;Park, Jeong-Ho;Kim, Jong-Myon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.5
    • /
    • pp.417-425
    • /
    • 2018
  • This paper proposes a safety management method that extracts ETA (event tree analysis) based scenario and combines ICT technology to reduce serious disasters occurring workplace for shipbuilding and offshore plant. The statistics of Safety and Health Agency and (previous)Ministry of Public Safety and Security show that the most frequent accident among the serious disasters related to shipbuilding and offshore plant is falling. The main cause of accidents is absence of a safety belt and safety belt ring. To solve these problems, we create ETA based scenarios to derive results based on safety considerations. Based on these results, we propose a solution by applying ICT technology for accident prevention. Deriving ETA based scenarios and ICT technology, the proposed solutions include a system for detecting the wearing of safety belts and safety helmets, a system for detecting whether or not the safety belts are connected, and a hook system for measuring safety distances. These safety related systems can reduce the probability of death of workers. By preventing accidents using the proposed method, we can reduce serious disasters in shipbuilding and offshore plant and establish systematic safety management.

A Study on the Characteristics and Tasks of Chinese High School Curriculum Reform (중국의 고등학교 교육과정 개혁의 특징과 과제)

  • Chen, Dan;Park, ChangUn
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.11
    • /
    • pp.659-668
    • /
    • 2018
  • Since China and South Korea are equally concerned about high school education, so this study focuses on high school education, through the study of the objectives and structure, content, implementation, and evaluation of China's general high school education curriculum reform program, analyzing its characteristics and problems, and based on the problem, point to make the corresponding suggestions and comments. The results of the study, first, the reason for the reform of the high school curriculum is because of the emergence of compulsory education and need a curriculum that fits the actual high school education. Second, the character of China's high school curriculum goals are based on the trend of China's future social development, focusing on students' lifelong learning ability and core competence. the character of structure is that the subject courses and activity courses are parallel, and the elective courses and compulsory courses are parallel. The character of content is the emphasis on the era, basicity, and selectivity of the content. the character of Implementation and evaluation is the provision of support for implementation and the adoption of sustainable development methods. High school education courses have three problems in the curriculum itself and teachers and university entrance exams. There three suggestions about the problems, first, it is necessary to examine whether high school education is for preparation for admission or education for the public. Second, it is necessary to provide training that can enhance the core competencies of teachers. Third, the high school graduation evaluation and the university entrance evaluation system need to be improved.

The relationship between payment of policy on children disabilities(cash, voucher) and satisfaction of parents (장애아동급여정책(현금, 바우처)과 부모만족도와의 관계)

  • Lee, Young-Kwang;Ji, Eun-Gu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.2
    • /
    • pp.169-178
    • /
    • 2016
  • The number of people with disabilities is increasing recently in Korea, in particular the proportion of children with disabilities is approximately above 5%. While there are many studies focusing on satisfaction of payment policy due to increased concern about children with disabilities, the studies on comparison and the effect factor of user satisfaction depending on the cash and voucher are not sufficient. Based on the need to recognize and research this issue, the ultimate goal of this study is to lead to implications for the payment policy by investigating user satisfaction depending on the type of payment of policy on children with disabilities. The result that analyzes the effect of general characteristics on user satisfaction shows that in case of in-cash, children and the degree of disability affect user satisfaction. In the case of voucher, the gender of parents, the degree of disability and the average income affect it. The implication of this study suggests practical implication and policy implication. Implications of the study is that provide a customized service considering general characteristics. Second, It needs to extend the range of amount of payment of in-cash. Third, extend and pay the amount of in-cash, and the service of voucher. Fourth, provide low-income group(including public aid recipients and near poverty group) with voucher to ease financial burden.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.5
    • /
    • pp.83-92
    • /
    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

An Empirical Analysis on the Efficiency of the Projects for Strengthening the Service Business Competitiveness (서비스기업경쟁력강화사업의 효율성에 대한 실증 분석)

  • Kim, Dae Ho;Kim, Dongwook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.5
    • /
    • pp.367-377
    • /
    • 2016
  • The purpose of the projects for strengthening the Service Business Competitiveness, which had been sponsored by the Ministry of Trade, Industry and Energy, and managed by the NIPA, is to support for combining the whole business process of the SMEs with the business model considering the scientific aspects of the services, to enhance the productivity of them and to add the values of their activities. 5 organizations are selected in 2014, and 4 in 2015 as leading organizations for these projects. This study analyzed the efficiency of these projects using DEA. Throughout the analysis of the prior researches, this study used the amount of government-sponsored money as the input variable, and the number of new customer business, the sales revenue, and the number of new employment as the output variables. And the result of this analysis showed that the decision making unit 12, 15, and 21 was efficient. And from this study, we found out two more performance indicators such as, the number of new employment and the amount of sales revenue, besides the number of new customer businesses.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
    • /
    • v.15
    • /
    • pp.81-104
    • /
    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

An Exploratory Research on Measuring the Local and Regional Impacts of Universities (대학이 지역에 미치는 영향 지표 개발을 위한 탐색적 연구)

  • Shin, Jin-Young;Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
    • /
    • v.23 no.3
    • /
    • pp.437-449
    • /
    • 2017
  • As a new duty of universities, contributions to localities and regions are magnified as an important issue and overseas universities are creating it as the index to use self evaluations and public relations actively. The universities in Korea are expanding resources usage of university and proceeding various businesses to enhance co-operation with local government, civic groups and companies lately. However, it is still in an embryo. This study is aiming to analyze cases of foreign universities and the socio-economic impacts of university on the region and discover evaluation index based on the results to be applied to the universities in Korea. This study had considered the evaluation of local effect by the university conducted by the Higher Education Funding Council for England(HEFCE) which is the representative case to analyze the impacts of university on the region at the level of government and independent organizations. The applicable common index had been extracted for universities in Korea from case studies on University of Rochester in the US and University of Birmingham in the UK considered as a representative university in North America and Europe respectively which are publishing a white paper on local and regional impacts of the university by using various index. As a result, 24 items in six areas(economic influence, research, education, art & cultural services, regional development, and the field of university specialization) had been deducted as the evaluation index which represents the local and regional impacts of university. This index could be secured through holding materials of each university and 'Higher Education in KOREA' as university information disclosure service and it might be applied to the universities in Korea.

  • PDF

A Study on customer experience centered innovation model for culture and arts organizations - Centered on museum service - (문화예술 기관의 고객경험 중심 혁신모형 연구 - 박물관 서비스를 중심으로 -)

  • Ahn, Jinho;Kim, Yeunhee
    • Journal of Service Research and Studies
    • /
    • v.11 no.1
    • /
    • pp.21-30
    • /
    • 2021
  • This study examined methodologies for establishing a customer experience-focused innovation strategy, which is essential to transforming existing collection and preservation-oriented museum service into a visitor-oriented service. To this end, a review of studies examining good customer experience and bad customer experience was conducted, focusing on change in museum environments and customer experience from the service science and customer experience management perspectives. Research was conducted to present and prove. Implementing a customer experience-oriented innovation strategy in a museum requires exploring the various approaches that can be used to reach the target state from the present state, focusing on the customer, and selecting the most appropriate transformation plan. This study found that effective approaches are distinguished by the fact that they generate positive emotions in customers and use customer experience data to make important decisions regarding the establishment of practical resources in museums. This innovation model was developed and validated by analyzing how it differed from existing evaluation methods. Finally, a regression analysis using the customer experience measurement procedure, customer experience diagnosis/evaluation, customer experience innovation strategy, and museum performance as variables revealed a significant causal relationship.

A Study on Evacuation Guidance using Location Identification Technology for Disaster (재난시 위치식별기술을 활용한 피난 유도에 관한 연구)

  • Moon, Sang-ho;Yu, Young-jung;Lee, Chul-gyoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.12
    • /
    • pp.937-946
    • /
    • 2017
  • Recently, urban structures including buildings are becoming increasingly large and super high-rise in order to make human life more convenient. As the number of super high-rise buildings increases, however, the risk of fire and other disasters is increasing. Especially, it is expected that deaths and injuries will be tremendous than imagined if the evacuation guidance is not provided promptly and precisely for the occupants in case of a fire in super high-rise buildings. Therefore, rapid rescue should be done for those who are in need of residence or rescue in the building. To do this, identification of the size and location of people inside the building should be preceded. To do this, first, we conduct a preliminary study on existing location tracking technologies to identify occupants. Based on this, in this paper, we will study how to improve evacuation time in case of a fire in super high-rise buildings. For this purpose, we utilize the location tracking technology to identify the number of people in real time and improve the density when a disaster such as a fire occurs.

Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking (AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토)

  • Ma Xiaoyu
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.357-363
    • /
    • 2024
  • As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.