• Title/Summary/Keyword: Social Development Model

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A study on the classification of various defects in concrete based on transfer learning (전이학습 기반 콘크리트의 다양한 결함 분류에 관한 연구)

  • Younggeun Yoon;Taekeun Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.569-574
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    • 2023
  • For maintenance of concrete structures, it is necessary to identify and maintain various defects. With the current method, there are problems with efficiency, safety, and reliability when inspecting large-scale social infrastructure, so it is necessary to introduce a new inspection method. Recently, with the development of deep learning technology for images, concrete defect classification research is being actively conducted. However, studies on contamination and spalling other than cracks are limited. In this study, a variety of concrete defect type classification models were developed through transfer learning on a pre-learned deep learning model, factors that reduce accuracy were derived, and future development directions were presented. This is expected to be highly utilized in the field of concrete maintenance in the future.

Impact of Education on Multidimensional Poverty Reduction at the Post-Poverty Alleviation Era in Xinjiang

  • Jian Qiu;Hongsen Wang;Ailida Aikerbayr
    • East Asian Economic Review
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    • v.27 no.3
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    • pp.243-269
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    • 2023
  • The multidimensional poverty index is an indicator system established for defining and evaluating poverty, to understand poverty in dimensions beyond just monetary scarcity. Based on income, education, health, living standards, and social dimensions, this article measures and analyzes the level of multidimensional poverty in Xinjiang using the AlkireFoster method, with cross-sectional data obtained from a 2022 survey. Probit model is constructed for regression analysis, further considering the impact of education on enhancing feasible capabilities and alleviating multidimensional poverty at the post-poverty alleviation era. The data shows that many people still face significant challenges from the perspective of multidimensional poverty; the decomposition results of each dimension show that education contributes more to the multidimensional poverty; the regression analysis results show that the higher the education level, the lower the multidimensional poverty; heterogeneity analysis revealed that the inhibitory effect of education on multidimensional poverty is greater for females than males, and the poverty reduction effect of education mainly concentrates on middle-aged and older individuals. This article is meaningful for exploring strategies to alleviate multidimensional poverty in ethnic minority regions in frontier areas in the new era, accelerating regional economic development, and achieving shared prosperity.

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • Journal of Research and Publication Ethics
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    • v.5 no.1
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    • pp.19-27
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    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

Utilization of Electronic Information Resources and Their Influence on Reading Culture of Undergraduate Students in Federal University Dutse

  • Aminu Ahmed BUBA;Aisha Yahya LAWAL
    • International Journal of Knowledge Content Development & Technology
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    • v.13 no.3
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    • pp.75-93
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    • 2023
  • A cross sectional survey method was used to determine the utilization of e-resources and their influence on the reading culture of 119 undergraduate students registered with the JD Amin library of Federal University Dutse. The data collected was analysed using both descriptive (frequency counts and means) and inferential statistics (regression analysis). The research found that databases (mean=4.00) and e-journal (mean=4.00) are available to the undergraduate students. It further found that e-resources are often utilized by the undergraduate student, with social media (mean=4.00), databases (mean=4.00) and e-journal (mean=4.00). the most commonly used e-resources. It was also found that erratic power supply (mean=3.91) and inability to seek, obtain and evaluate information (mean=3.67) are the prominent factors hindering the utilization of e-resources. The regression analysis rejected the null hypotheses of the study where it shows that the level of utilization of e-resources have positive statistical correlation (r=0.772) with the reading culture of undergraduate students. The study proposed a conceptual model for the sustainable reading culture of students by libraries providing of e-resources. The general conclusion of the research is that e-resources are necessary tools and are moderately available and adequately utilized for influencing reading culture. The study recommended that Internet facilities should be made available to undergraduate students to facilitate more utilization of e-resources.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

4S Framework Construction Structure for Interoperability of Spatial Information (공간 정보의 상호운용성을 위한 4S 기반 프레임워크 구축)

  • Oh, Byoung-Woo;Kim, Min-Soo;Joo, In-Hak;Lee, Jong-Hun;Yang, Young-Kyu
    • Journal of Korea Spatial Information System Society
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    • v.3 no.1 s.5
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    • pp.95-108
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    • 2001
  • The provision of spatial data is a key infrastructural requirement for the promotion of economic growth, environmental quality, social progress, etc. 4S technology integrates 4 kinds of systems that process spatial data: GIS (Geographic Information System), GNSS (Global Navigation Satellite System), ITS (Intelligent Transport System), and SIIS (Spatial Imagery Information System). Spatial data processing field is expected to get synergy effect and overcomes development limit of individual unit technology via 4S technology. This paper discusses both the development of 4S-kernel technology and the construction of 4S-based framework, In the development of 4S kernel technology, we will concentrate on the following issues: the development of 4S base components for reciprocity integration among GIS, SIIS, GNSS and ITS technologies, the development of 4S-Mobile S/W and H/W, 4S-Van components, and national LBS technologies. And in the construction of 4S-based framework, we will especially concentrate on the ISP for overall 4S technologies, the international cooperative research center, and the guide model deduction for supervision and certification of 4S projects. Finally, we examine about how the construction of 4S-baed framework affects 4S industry.

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A Study on the Development of Sensory Integration Intervention Competency Model for Occupational Therapist (감각통합중재를 위한 작업치료사 역량모델 개발 연구)

  • Namkung, Young;Kim, Kyeong-Mi;Kim, Misun;Lee, Jiyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.15 no.2
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    • pp.22-34
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    • 2017
  • Objective : The purpose of this study was to draw up sensory integration intervention competency model for occupational therapist and was to confirm a competency model through validation. Methods : We conducted literature review, expert opening survey, and expert focus meeting to draw up draft competency model. And then, we carried out Delphi survey twice and consulted an expert to confirm the sensory integration intervention competency model for occupational therapist. Results : The sensory integration intervention competency model for occupational therapist developed in this study was structured into 4 competency cluster, 15 competency, 60 competency indicators. 4 competency clusters had expertise, professionalism, interpersonal skills, and personal characteristics. Conclusion : The competency model revealed in this study can be used as basic critical data to foster development of competency based curriculum of Korean Academy of Sensory Integration (KASI).

Convergence Reconstruction of Transition Education Model for Korean Students with Disabilities: A Feasibility View on the Development of Support System for Lifelong Education for the Disabled through the Linkage between Schools and Community (한국 장애학생 전환교육(transition education) 모델 융합 재구성: 학교-지역사회 연계 장애인평생교육지원체제 개발 타당성 관점)

  • Kim, Young-Jun;Kim, Wha-Soo;Kwon, Ryang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.95-104
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    • 2021
  • This study was conducted for the purpose of convergence reconstruction of the transition education model for students with disabilities in Korea. Ultimately, this study was also conducted with the aim of enhancing the perspective of the development of a lifelong education support system for the disabled in connection with schools and communities. The research method consisted of a procedure with a meeting of experts based on the procedure of analyzing the previous research literature that tried to materialize the transition education model for students with disabilities from the viewpoint of connection between school age and adulthood. The contents of this study were reflected in the dimension of ensuring consistent connectivity validity based on the viewpoint of school-centered, community-centered, education, and welfare between special education and lifelong education for the disabled in order to reconstruct the conversion transition education model constructed in the current special education field. Accordingly, the transition education model for students with disabilities built in the field of special education centered on school age minimizes the tendency of a fragmented approach between school age and adulthood, and presents a standard basis and structure that can be linked to the entire adulthood. The transition education model was reconstructed convergence in terms of content.

Structural analysis of the Social Support, Career Capability, Career Decision-making Self-Efficacy and Career Adaptability for the Reemployment Women (재취업여성이 지각한 사회적지지, 진로역량 진로결정자기효능감 및 진로적응성 간의 구조적 관계 분석)

  • Shin, Su-Jeong;Lee, In-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.422-432
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    • 2018
  • This study is designed to find out the causal relation between social support, career capability, career decision-making self-efficacy and career adaptability for the career interrupted women. For this purposes the scales of social support, career capability, career decision related self efficacy and career adaptability were used. For this study, the questionnaires were distributed from Mar. 2, 2018 to Apr. 6, 2018 to 960 to the career interrupted women who had the experience of getting training at the vocational school, beauty school and women's centers located in Seoul and Gyeonggi area (composed of married women in their 30s and 50s who were receiving the education of beauty care for more than 1-9 months). 920 questionnaires got responded from the women and they were used for the final analysis with Cronbach's ${\alpha}$, exploratory factor analysis, factor analysis, frequency analysis and correlation analysis performed with SPSS program and the structural equation performed with AMOS program. The findings from the analysis are as follows; First, it was found that the structural model between career capability, social support, career decision related self efficacy and career adaptability are proper. Second, the path coefficient of the structural model was found to be statistically significant with respect to all of career capability, social support, career decision related self efficacy and career adaptability. Third, it was found that in the relation between career capability, social support and career adaptability, the career decision related self efficacy has the mediating effect. These results show that if the level of career adaptability is to be enhanced for the caber interrupted women, the career decision related self efficacy can make the critical role in addition to the career capability and social support. So, this study tries to offer the basic data required for the preparation of career and the development of future career for the success of career interrupted women going back to the workplace.

Construction of Information System for Promoting Overseas Urban Development (해외도시개발 지원 종합정보시스템 구축방안)

  • Jeong, Yeun-Woo
    • Land and Housing Review
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    • v.7 no.1
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    • pp.9-18
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    • 2016
  • This research aims to build a total information system that systematizes existing sporadic information, which may lead to revitalization and efficiency of overseas urban development. To achieve this, this study firstly analyses the current information systems for urban development in foreign countries and information from the private sector. The results show that the information system that operates in the domestic agencies, are less likely to involve the contents related to information sharing, social network building and business process. However, that used in agencies ordering the overseas urban development projects, mostly provides the information of professionals, project participants and their business. Second, this research selects the information to be provided by the integrated information system and proposes a data collection plan. The information, required to push forward urban development in abroad, is classified into seven categories. Third, this study establishes a target model of comprehensive information system and makes suggestions for institutional improvement. For doing this, it categorizes overseas urban development information, links to classified information, organizes the system into three stages to services through informational channels, and then suggests a target model. Furthermore, it proposes institutional improvement to achieve efficiency of information systems through a comprehensive review of the similar cases such as administrative system of architecture(Seumter) and land information system.