• 제목/요약/키워드: The development of technology

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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세기말 현상으로 본 속옷의 겉옷화 현상 (The Vogue about Outwearization of Underwear in a Tendency to the Century-end)

  • 이상례
    • 복식
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    • 제35권
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    • pp.325-341
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    • 1997
  • One of the noticeable trends of female wear in 1990s is the Outwearization of Underwear as it is called 'Lingerie look' This trend meaned 'Exposure Fashion' raised splendidly its head to the whole stage of fashion destrying the tradional concept having divided the fashion between outwear and underwear by Madonna an Americal populer singer showed up in front of the audience wearing the corset-dress as a stage custome. This corset-dress which can not be recognised whether it is underwear or outwear has been diffused into the mass as a fashionable trend re-gardless of any reason; therefore discrimi-nation of wear by space by far that is underwear should have the sstandard telling between private and public sector has been gradually tumbled. By the way what has propelled desigers to introduce the style continuously having the underwear motive such as outwear almost as same as underwear or underwear worn on out-wear etc. and has made it a fashion trends? How do we accept this "Ligerie look'fashion" The rearch on vogue of outwearization of underwear started by the questions above can be summarized as the followings The division between the sprit and the ma-terial-economic shrinkage by the collapse of the bubble economy in the late of 20 century and expectation for the next century doubt by changes of international politics dynamics for the next century and increasement of psycho-logical tention by the environmental destruc-tion etc, has been extended to break the sense of value down These frustration of the tra-ditional values and dissatisfaction on the pres-ent have reflected on the fashion pursuing some more sensational style to increase the ex-posure of the body. The revolution of wearing bouncing the con-servatismhas outwardly expressed underwear of the private sector. Therefore the spatial concept of wear which for the public sec-tor has been fallen into pieces and has broken the wall of the concept fixed by outwear on underwear. in addition the stage costome for the popular people like Madonna has not been limited by the specularity any more and has been assimilated with the normal wear on the street to take the distinction for away. The circumstances of the late of 20 century pursuing sensation and making sex commer-cialized have accordance with the outweari-zation of underwear. there it is on the basis of Minimalist's dogmatism has been expressed the maximization of expoure in the pubric space to popularize bra pants(knickers) as outwear. The reaction on the attribute of hiding and shanding has brought 'See-Through fashion' with the transparent materials, The contemporary doubt recalling the mem-ory of the past has sublimated corset which was an instument of toture for women into Romanticism to introduce it to fashion with the development of a new material not to be a tool of any oppression and maltretment any longer. The popularization of outwear like underwear what's more has brought high quality of underwear. There it has called for the variety of materials such as knit demin and velvet etc, and has urged the famous designers to enlarge their working boundaries to underwear designs, Besides outwearization of underwear has been popular even in the Orient which has the con-servative opinions on exposure ; so changes of the thoughts can be seen among the establish-ment generation on exposure of the body. As the more high tech information publi-cized and the more technology and media digitalized the more expression being analog the pursue for the new in fashion with vision never been seen and even though it is imprac-tical the experimental designers have drived the freedom beyond the traditional roles of the previous century. Consequently outwearization of underwear may be viewd as a trial as an expression responded the contemporary background. This trend in my opinion will have been lasted for a while by being proliperlated among lasted for a while by being proliperlated among the pub-lic who has the century-end anxiety and doubt and expectation for the next century.

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금강에서 횡단구조물의 설치와 운영에 따른 하천 서식처의 경관 특성 변화 (Changes in Landscape Characteristics of Stream Habitats with the Construction and Operation of River-Crossing Structures in the Geum-gang River, South Korea)

  • 김다나;이철호;김휘래;옥기영;조강현
    • Ecology and Resilient Infrastructure
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    • 제8권1호
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    • pp.64-78
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    • 2021
  • 본 연구에서는 금강에서 횡단구조물의 건설과 운영이 하천 서식처의 경관 특성에 미치는 영향을 규명하기 위하여, 대청댐 하류에서 보 건설과 운영의 영향을 받지 않는 대조구간인 부용리 구간과 세종보, 공주보의 상하류 구간의 총 3개 하천구간을 선정하여 대청댐 건설 전후, 보 건설 전후, 보 개방 전후로 시기를 구분하여 항공사진을 이용해 서식처를 분류하고 경관의 공간 유형을 분석하였다. 금강에서 대청댐 건설 후 나지의 면적은 크게 감소하고 초지와 임지의 면적은 증가하였다. 또한 하천 경관에서 조각의 수는 증가하고 크기는 감소하였으며 경관형태지수와 서식처 다양성지수는 증가하였다. 따라서 댐 건설이후에 하류에서 나지 서식처가 식생 서식처로 변하였고 서식처가 파편화되고 다양화되었다. 4대강사업에 따른 보 축조의 영향으로 세종보와 공주보 구간에서 개방 수면이 각각 18%, 90%가 증가하였고, 개방수역의 경관형태지수가 각각 32%, 35%가 감소하였으며 서식처 다양도지수가 25%, 24%로 감소하였다. 따라서 보 건설에 따라서 개방수면이 확대되며, 서식처의 형태가 단순화되고 다양성이 감소하였다. 보 개방 후에는 보 건설 후 사라졌던 나지가 다시 나타나고, 육역 서식처와 개방 수면의 경관형태지수와 서식처 다양도지수가 증가하였다. 따라서 보 개방에 의하여 서식처의 경관 특성이 보 건설 이전으로 회복되는 것으로 나타났다. 다만, 보 개방의 효과가 보 하류에서는 보 상류보다 지연되었다. 하천에서 횡단구조물의 건설에 의하여 하천 서식처에서 경관 구조의 특성이 변화하였으나, 이들 구조물의 운영에 의하여 서식처 환경을 회복할 수 있으므로 구조물의 생태적 운영에 대한 체계적인 기술 개발이 필요하다고 생각된다.

Are you a Machine or Human?: 소셜 로봇의 인간 유사성과 소비자 해석수준이 의인화에 미치는 영향 (Are you a Machine or Human?: The Effects of Human-likeness on Consumer Anthropomorphism Depending on Construal Level)

  • 이준식;박도형
    • 지능정보연구
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    • 제27권1호
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    • pp.129-149
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    • 2021
  • 최근 인간과 사회적으로 상호작용할 수 있는 소셜 로봇(Social Robot)에 대한 관심이 커지고 있다. ICT 기술 발전에 힘입어 소셜 로봇이 개인에게 맞춤형 서비스와 정서적 교감을 제공하기 쉬워졌으며, 현대의 사회문제들과 이로 인한 개인의 삶의 질 저하를 해소하기 위한 수단으로 소셜 로봇의 역할이 주목받고 있다. 소셜 로봇에 대한 관심에 힘입어 소셜 로봇 보급 또한 크게 늘고 있다. 많은 기업이 다양한 목표시장을 겨냥하기 위한 로봇 제품들을 시장에 선보이고 있으나, 현재까지 시장을 선도하는 명확한 흐름은 부재하다. 이에 따라 소셜 로봇의 디자인을 통해 로봇을 차별화하고자 하는 시도가 늘고 있다. 특히 의인화는 소셜 로봇 디자인에서 중요하게 연구되고 있으며, 소셜 로봇을 의인화하여 긍정적인 효과를 발현하려는 접근이 많이 시도되었다. 그러나 소셜 로봇에 대한 의인화가 형성되는 메커니즘을 체계적으로 설명하는 연구는 부족하다. 의인화에 대한 모호한 이해는 소셜 로봇의 의인화를 형성하기 위한 디자인 최적점의 도출을 어렵게 하고 있다. 본 연구는 소셜 로봇의 의인화가 형성되는 메커니즘을 검증하는 것을 목적으로 한다. 본 연구는 3×2 Mixed Design의 실험 연구를 통해 소셜 로봇의 인간 유사성(Human-likeness)과 개인의 해석수준(Construal Level)이 의인화 형성에 미치는 영향을 확인하였다. 의인화가 형성되는 메커니즘에 대한 6개의 연구 가설을 제시하고, 206명 표본의 데이터를 분석하여 가설을 검증하였다. 분석 결과 소셜 로봇의 인간 유사성 수준에 따라 로봇 의인화 수준이 높아지며, 소비자 해석수준에 따라 인간 유사성이 의인화에 미치는 영향이 다르게 나타남을 확인하였다. 본 연구는 소셜 로봇의 디자인 속성인 인간 유사성과 개인의 사고방식인 해석수준을 함께 고려하여 의인화가 형성되는 메커니즘을 설명하였다는 점에서 시사점이 있다. 본 연구의 결과를 소셜 로봇 의인화 형성을 위한 디자인 최적화의 기준으로 활용할 수 있을 것으로 기대한다.

새로운 결제서비스의 성공요인: 다중사례연구 (Critical Success Factor of Noble Payment System: Multiple Case Studies)

  • 박아름;이경전
    • 지능정보연구
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    • 제20권4호
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    • pp.59-87
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    • 2014
  • 결제서비스에 대한 기존의 연구는 결제서비스의 채택요인 또는 지속적인 사용에 영향을 미치는 요인 등 행동이론을 중심으로 진행되어 왔다. 이러한 요인들이 미치는 영향에 대한 결과는 결제서비스의 종류에 따라 또는 연구 지역에 따라 상이하게 나타나고 있다. 본 연구는 결제 서비스의 종류나 문화등의 변수에 관계없이 새로운 결제 서비스가 성공할 수 있는 일반적인 요인이 무엇인지에 대한 의문에서 시작하게 되었다. 기존 연구에서 중요한 영향을 미친다고 제시한 채택요인들은 실제 결제사례의 결과에 비추어 보면 기존 연구에서 주장한 바와 일치하지 않는 경우를 볼 수 있다. 이러한 이론과 현실사이의 괴리를 발견하고 새로운 결제서비스가 성공하기 위한 근본적이고 결정적인 요인이 무엇인지에 대해 제시하고 사례연구를 통해 가설을 입증하고자 하는 것이 본 연구의 목적이다. 따라서 본 연구는 새로운 결제서비스가 성공하기 위해서는 기존 결제서비스의 비고객에게 이들이 결제할 수 있는 수단을 제공함으로써 새로운 결제 시장을 창출해야 함을 주장한다. 이를 위해 성공한 결제사례인 신용카드, 휴대폰 소액결제, PayPal, Square을 채택하였으며, 기존 결제서비스의 비고객을 3개의 계층으로 분류하여 분석하였다. 그리고 새로운 결제서비스가 어떠한 계층을 타겟으로 하였으며 이들에게 어떠한 결제수단을 제공하여 새로운 시장을 창출하였는지 제시한다. 사례 분석 결과, 성공 사례 모두 본 연구의 가설을 지지하는 것으로 나타났다. 따라서 새로운 결제서비스는 결국 기존의 결제수단으로 거래를 할 수 없었던 이들이 결제를 할 수 있도록 함으로써 성공할 수 있다는 가설을 입증하였다. 모바일 결제서비스가 아직 대중화되지 못한 원인을 본 가설에 비추어 분석해 보면 보면, 기존의 결제 인프라를 이용할 수 있는 바코드, QR코드 기반의 모바일 결제 서비스뿐만 아니라 NFC, BLE, 음파 등의 새로운 기술이 적용된 모바일 결제 서비스가 출시되는 등 새로운 시도가 계속되고 있다. 또한 모바일 월렛은 사용자들이 소지하고 있는 카드정보를 스마트폰에 저장하여 지갑 없이도 결제가 가능하며, 쿠폰 제공, 적립카드 관리, 신분증을 저장하는 등의 다양한 부가적인 기능을 제공하고 있어 성공할 것이라는 전망이 대두되고 있다. 하지만 이러한 서비스들은 본 연구 관점에서 보자면 기존 결제서비스의 비고객이(기존 결제수단을 이용할 수 없었던 사용자) 거래할 수 있는 새로운 결제 수단을 제공해 주지 못하고 있기 때문에 결국 초기사용자에게만 채택될 뿐 대중화되는데 한계가 있을 것으로 예상된다. 반면, 새로운 모바일 결제서비스의 성공사례 중 하나인 PaybyPhone은 기존 코인주차 결제서비스의 비고객인 현금 미소지 고객에게 스마트폰을 이용한 새로운 결제수단을 제공함으로써 새로운 주차 결제 시장을 창출하였으며 현재 미국뿐만 아니라 유럽시장까지 진출하는 등 급성장하고 있다. 결론적으로, 많은 이해관계자들이 모바일 결제시장을 선점하기 위해 다양한 형태의 모바일 결제 서비스를 출시하고 있지만 캐즘을 뛰어넘어 주류 시장에 성공적으로 정착할 수 있느냐는 결국 기존 결제서비스의 비고객군에게 그들이 필요로 하는 새로운 결제수단을 제공하는지의 여부에 달려있다고 볼 수 있다. 따라서 모바일 결제 서비스의 기획자나 매니저들은 서비스 기획 시 기존 결제서비스의 비고객군은 누구인가? 그들은 어떠한 결제수단을 원하는가?를 먼저 고려해야 한다. 본 연구는 새로운 결제서비스가 성공하는데 미치는 요인에 대한 가설을 검증하기 위해 4개의 성공사례를 선택하였으며 각 사례에 동일한 가설을 검증하는 '반복연구논리'를 적용하였다. 본 가설을 더욱 공고히 하기 위해 사례연구방법론에서 제시하고 있는 경쟁가설을 포함한 후속 사례연구가 진행되어야 할 것이다.

치과위생사의 보수교육 실태 및 인식에 관한 연구 (A study on the state of inservice education for dental hygienists and their relevant awareness)

  • 정재연;김경미;조명숙;안금선;송경희;최혜정;최윤선;황윤숙
    • 한국치위생학회지
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    • 제7권1호
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    • pp.73-89
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    • 2007
  • The purpose of this study was to examine the reality of inservice education provided to members of Korean Dental Hygienists Association, the state of relevant academic conferences, and the perception of the members about inservice education and academic conference. It's basically meant to help boost their participation in inservice education and their satisfaction with it, and to show some of the right directions for that. The subjects in this study were dental hygienists who attended a symposium on July 1, 2006. After a survey was conducted, the answer sheets from 489 participants were analyzed, and the findings of the study were as follows: 1. General hospitals and university hospitals made up the largest group(91.4%) that gave a monthly leave of absence, and the second largest group was dental hospitals(75.4%), followed by dental clinics(58.3%) and public dental clinics(48.0%). The most common closing time in dental clinics and dental hospitals was 5 p.m., and that was 12 p.m. in general hospitals and university hospitals. The dental hygienists in public dental clinics didn't work on Saturdays. By type of workplace, treatment was the most common duty for the dental hygienists in dental clinics and dental hospitals to perform, and those who worked at general hospitals, university hospitals and public health clinics were in charge of extensive range of jobs. 2. The rates of the dental hygienists who took that education stood at 94.9% in public dental clinics, 78.7% in dental hospitals and 75.3% in dental clinics, general hospitals and university hospitals. Regarding how many marks they got on an yearly basis, those who got eight marks or more made up the largest group(55.6%), followed by four marks or more(11.8%), six marks or more(3.4%), and two marks or more(1.5%). As for the usefulness of inservice education for their job performance, the largest number of the dental hygienists(40.8%) found it to be helpful, and the second greatest group(37.5%) considered its effectiveness to be so-so. The third largest group(8.4%) found it to be of great use, and the fourth biggest group(4.2%) considered it to be of no service. The fifth biggest group(l.3%) thought it was absolutely useless. By type of workplace, the workers in dental clinics, dental hospitals, general hospitals and university hospitals wanted the most to learn how to take care of clinical work(acquisition of up-to-date technology), and those in public health clinics hoped the most to learn about public dental health. By type of workplace, the workers in dental clinics had their sight set on self-development the most, and the dental hygienists in dental hospitals, general hospitals, university hospitals and public health clinics were most in pursuit of acquiring new knowledge. By type of workplace, the specific given conditions at work were most singled out by the dental clinic workers as the reason, and the dental hospital employees pointed out time constraints the most. The dental hygienists in general hospitals and university hospitals cited time constraints and financial burden the most, and the public health clinic personnels mentioned inaccessibility of a place for inservice education as the reason. 3. The public health clinic workers participated in academic conferences the most(90.8%), followed by the general and university hospital personnels(68.8%), dental hospital employees(65.6%) and dental clinic workers(65.5%). By type of workplace, the public health clinic workers(73.5%) expressed the most satisfaction, followed by the general and university hospital employees(67.7%), dental clinic workers(62.3%) and dental hospital personnels(54.1%). By type of workplace, the employees of dental clinics, dental hospitals, general hospitals and university hospitals preferred Saturdays, and the public health clinic workers had a liking for weekdays. As for a favored place, hotels were most preferred, followed by university hospitals, general hospitals, college lecture rooms, district halls and local public institutions. Hotels were most favored regardless of the type of workplace. 4. Regarding outlook on inservice education, they had the highest opinion on the facilities and given conditions of lecture rooms($3.41{\pm}0.83$), followed by the professionalism of lecturers($3.34{\pm}0.83$), procedures of receipt and attendance confirmation($3.34{\pm}0.83$) and class size($3.13{\pm}0.89$). On the contrary, they took the most dismal view of the inaccessibility of a place of inservice education($2.08{\pm}0.92$), followed by limited opportunity and limited date for that education($2.51{\pm}0.99$), extra financial burden($2.53{\pm}1.18$) and high tuition fee($2.57{\pm}0.96$).

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중국군의 해양작전능력과 한국군의 과제 (PRC Maritime Operational Capability and the Task for the ROK Military)

  • 김민석
    • Strategy21
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    • 통권33호
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    • pp.65-112
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    • 2014
  • Recent trends show that the PRC has stepped aside its "army-centered approach" and placed greater emphasis on its Navy and Air Force for a wider range of operations, thereby reducing its ground force and harnessing its economic power and military technology into naval development. A quantitative growth of the PLA Navy itself is no surprise as this is not a recent phenomenon. Now is the time to pay closer attention to the level of PRC naval force's performance and the extent of its warfighting capacity in the maritime domain. It is also worth asking what China can do with its widening naval power foundation. In short, it is time to delve into several possible scenarios I which the PRC poses a real threat. With this in mind, in Section Two the paper seeks to observe the construction progress of PRC's naval power and its future prospects up to the year 2020, and categorize time frame according to its major force improvement trends. By analyzing qualitative improvements made over time, such as the scale of investment and the number of ships compared to increase in displacement (tonnage), this paper attempts to identify salient features in the construction of naval power. Chapter Three sets out performance evaluation on each type of PRC naval ships as well as capabilities of the Navy, Air Force, the Second Artillery (i.e., strategic missile forces) and satellites that could support maritime warfare. Finall, the concluding chapter estimates the PRC's maritime warfighting capability as anticipated in respective conflict scenarios, and considers its impact on the Korean Peninsula and proposes the directions ROK should steer in response. First of all, since the 1980s the PRC navy has undergone transitions as the focus of its military strategic outlook shifted from ground warfare to maritime warfare, and within 30 years of its effort to construct naval power while greatly reducing the size of its ground forces, the PRC has succeeded in building its naval power next to the U.S.'s in the world in terms of number, with acquisition of an aircraft carrier, Chinese-version of the Aegis, submarines and so on. The PRC also enjoys great potentials to qualitatively develop its forces such as indigenous aircraft carriers, next-generation strategic submarines, next-generation destroyers and so forth, which is possible because the PRC has accumulated its independent production capabilities in the process of its 30-year-long efforts. Secondly, one could argue that ROK still has its chances of coping with the PRC in naval power since, despite its continuous efforts, many estimate that the PRC naval force is roughly ten or more years behind that of superpowers such as the U.S., on areas including radar detection capability, EW capability, C4I and data-link systems, doctrines on force employment as well as tactics, and such gap cannot be easily overcome. The most probable scenarios involving the PRC in sea areas surrounding the Korean Peninsula are: first, upon the outbreak of war in the peninsula, the PRC may pursue military intervention through sea, thereby undermining efforts of the ROK-U.S. combined operations; second, ROK-PRC or PRC-Japan conflicts over maritime jurisdiction or ownership over the Senkaku/Diaoyu islands could inflict damage to ROK territorial sovereignty or economic gains. The PRC would likely attempt to resolve the conflict employing blitzkrieg tactics before U.S. forces arrive on the scene, while at the same time delaying and denying access of the incoming U.S. forces. If this proves unattainable, the PRC could take a course of action adopting "long-term attrition warfare," thus weakening its enemy's sustainability. All in all, thiss paper makes three proposals on how the ROK should respond. First, modern warfare as well as the emergent future warfare demonstrates that the center stage of battle is no longer the domestic territory, but rather further away into the sea and space. In this respect, the ROKN should take advantage of the distinct feature of battle space on the peninsula, which is surrounded by the seas, and obtain capabilities to intercept more than 50 percent of the enemy's ballistic missiles, including those of North Korea. In tandem with this capacity, employment of a large scale of UAV/F Carrier for Kill Chain operations should enhance effectiveness. This is because conditions are more favorable to defend from sea, on matters concerning accuracy rates against enemy targets, minimized threat of friendly damage, and cost effectiveness. Second, to maintain readiness for a North Korean crisis where timely deployment of US forces is not possible, the ROKN ought to obtain capabilities to hold the enemy attack at bay while deterring PRC naval intervention. It is also argued that ROKN should strengthen its power so as to protect national interests in the seas surrounding the peninsula without support from the USN, should ROK-PRC or ROK-Japan conflict arise concerning maritime jurisprudence. Third, the ROK should fortify infrastructures for independent construction of naval power and expand its R&D efforts, and for this purpose, the ROK should make the most of the advantages stemming from the ROK-U.S. alliance inducing active support from the United States. The rationale behind this argument is that while it is strategically effective to rely on alliance or jump on the bandwagon, the ultimate goal is always to acquire an independent response capability as much as possible.

북송 동경 변량성의 조영과 특징 (The characteristics of capital city plan of the BianLieng palace, the Dongjing Walled Town (東京城), the Northern song Dynasty)

  • Dashu, Qin
    • 헤리티지:역사와 과학
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    • 제45권3호
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    • pp.114-159
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    • 2012
  • 송대는 정치 경제 그리고 문화를 통틀어 중국 역사상의 중요한 전환기이며, 정치제도와 경제체제, 사상의식과 문화특징 등 모든 면에서 중요한 변혁이 있었다. 이러한 변화는 대부분 당대(唐代) 후기에 시작되어 북송시기에 완성되었다. 물론 그 발전이 비교적 긴 과정을 거쳤지만, 그 변화는 거대하고도 본질적인 것이었다. 때문에 각 분야의 제도에 비교적 강력하게 나타났으며, 그 가운데 도성의 조직체계와 특징에서 더욱 뚜렷하게 드러난다. 송대 정치제도 변화의 핵심은 동한(東漢) 이래 형성된 사족문벌제도(士族門閥制度)가 철저하게 붕괴되고 황제를 중심으로 긴밀하고 완벽한 관료체제가 형성되었다는 것으로, 송대는 고도로 집중된 중앙집권체제를 이루었다. 이는 대략 재상(宰相)집단의 형성, 중앙정권의 권력분화, 황제의 지방통제 강화, 관리선출과 과거제도의 개선 등의 내용을 포괄한다. 이로부터 황제는 전 분야에 뻗치는 막강한 권력을 쥐게 되었으며, 각종 제도의 제정은 황제의 권력과 지위 강화라는 목적으로 직결되지 않는 것이 없었다. 동시에 송대는 경제가 고도로 발전한 시기로, 농촌에서는 조전제(租田制)를 핵심으로 하는 생산구조가 형성되어 농업발전이 극대화되었고, 만당(晩唐) 시기부터 농업과 수공업 기술의 발전에 힘입어 상품경제의 발전이 가속화되기 시작하여, 송대에 이르러서는 상업의 사회경제적 위상이 크게 향상되고 나아가 도시경제체계를 형성하게 되었다. 정치제도의 변화와 경제적 발전이 각종 도시제도의 형성에 영향을 미친 것이다. 이 글에서는 1980년대 초기 이후로 북송 동경 변량성(東京 지금의 河南省 開封市)에 대해 진행된 고고학적 작업을 정리하고, 또한 그 성과에 근거하여 북송 동경 변량성의 특징을 간략하게 종합해 보고자 한다.

협업필터링에서 고객의 평가치를 이용한 선호도 예측의 사전평가에 관한 연구 (Pre-Evaluation for Prediction Accuracy by Using the Customer's Ratings in Collaborative Filtering)

  • 이석준;김선옥
    • Asia pacific journal of information systems
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    • 제17권4호
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    • pp.187-206
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    • 2007
  • The development of computer and information technology has been combined with the information superhighway internet infrastructure, so information widely spreads not only in special fields but also in the daily lives of people. Information ubiquity influences the traditional way of transaction, and leads a new E-commerce which distinguishes from the existing E-commerce. Not only goods as physical but also service as non-physical come into E-commerce. As the scale of E-Commerce is being enlarged as well. It keeps people from finding information they want. Recommender systems are now becoming the main tools for E-Commerce to mitigate the information overload. Recommender systems can be defined as systems for suggesting some Items(goods or service) considering customers' interests or tastes. They are being used by E-commerce web sites to suggest products to their customers who want to find something for them and to provide them with information to help them decide which to purchase. There are several approaches of recommending goods to customer in recommender system but in this study, the main subject is focused on collaborative filtering technique. This study presents a possibility of pre-evaluation for the prediction performance of customer's preference in collaborative filtering before the process of customer's preference prediction. Pre-evaluation for the prediction performance of each customer having low performance is classified by using the statistical features of ratings rated by each customer is conducted before the prediction process. In this study, MovieLens 100K dataset is used to analyze the accuracy of classification. The classification criteria are set by using the training sets divided 80% from the 100K dataset. In the process of classification, the customers are divided into two groups, classified group and non classified group. To compare the prediction performance of classified group and non classified group, the prediction process runs the 20% test set through the Neighborhood Based Collaborative Filtering Algorithm and Correspondence Mean Algorithm. The prediction errors from those prediction algorithm are allocated to each customer and compared with each user's error. Research hypothesis : Two research hypotheses are formulated in this study to test the accuracy of the classification criterion as follows. Hypothesis 1: The estimation accuracy of groups classified according to the standard deviation of each user's ratings has significant difference. To test the Hypothesis 1, the standard deviation is calculated for each user in training set which is divided 80% from MovieLens 100K dataset. Four groups are classified according to the quartile of the each user's standard deviations. It is compared to test the estimation errors of each group which results from test set are significantly different. Hypothesis 2: The estimation accuracy of groups that are classified according to the distribution of each user's ratings have significant differences. To test the Hypothesis 2, the distributions of each user's ratings are compared with the distribution of ratings of all customers in training set which is divided 80% from MovieLens 100K dataset. It assumes that the customers whose ratings' distribution are different from that of all customers would have low performance, so six types of different distributions are set to be compared. The test groups are classified into fit group or non-fit group according to the each type of different distribution assumed. The degrees in accordance with each type of distribution and each customer's distributions are tested by the test of ${\chi}^2$ goodness-of-fit and classified two groups for testing the difference of the mean of errors. Also, the degree of goodness-of-fit with the distribution of each user's ratings and the average distribution of the ratings in the training set are closely related to the prediction errors from those prediction algorithms. Through this study, the customers who have lower performance of prediction than the rest in the system are classified by those two criteria, which are set by statistical features of customers ratings in the training set, before the prediction process.

영국에서의 과학-기술-사회 교육의 태동과 발전 과정( I )-19세기 초반에서 20세기 중반까지를 중심으로- (The Process of the Quickening and Development of Science-Technology- Society Education in the United Kingdom (I) - Between the Beginning of the 19th Century and the Middle of the 20th Century -)

  • 송진웅
    • 한국과학교육학회지
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    • 제19권3호
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    • pp.409-427
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    • 1999
  • 본 논문의 목표는 영국의 과학교육이라는 맥락 속에서 STS교육과 관련된 아이디어의 역사적 발전과정을 - 특히, 19세기와 20세기 전반 동안 - 살펴보는 것이다. STS교육은 구성주의와 함께 20세기 후반의 세계 과학교육을 특징짓는 양대 패러다임으로 간주되고 있다. 그리고 많은 사람들은 STS교육의 역사를 Science in Society 와 SISCON 이 개발되었던 1980년대 이후를 중심으로만 생각하는 경향이 있다. 하지만, 영국에서 STS교육과 관련하여 생각해 볼 수 있는 최초의 움직임으로는 19세기 초반의 노동자를 대상으로 과학의 기초 내용과 그 응용적 측면을 교육하고자 하였던 '노동자학교' 운동과 초등학교에서 '일상사물의 과학' 을 활발히 교육하였던 Dawes 등의 활동을 들 수 있겠다. 19세기 중반을 지나면서, 이러한 움직임은 초등학교의 '실물학습'이라는 교과를 통해 이어지게 되는데, 그 시기 동안 학교 과학 과목들은 정식으로 교육과정에 포함되고 이 과정에서 과학은 점차 순수 학문적이고 전문가 양성을 위한 준비과정으로 그 성격이 확립되게 되었다. 20세기에 접어들면서 이러한 협소한 관점의 학교 과학교육에 대한 비판과 반성이 점차 제기되었고, 특히 제 1차 세계대전의 경험을 통해 일반인 전체를 대상으로 하는 과학과 사회의 관계에 대한 교육의 필요성이 점차 널리 인식되게 되었다. 이러한 배경에서 1920-40년대 영국에서는 '일반과학'과 '시민과학'의 운동이 활발하게 전개되었으며, 이중에서 특히 '시민과학' 운동의 일환이었던 Hogben의 Science for the Citizen의 집필은 대표적인 STS교육의 사례라고 할 수 있겠다. 20세기 중반까지의 영국의 과학교육사는 기본적으로 학교 과학교육이 실용성과 학문성. 전문가양성과 일반 교육, 정신훈련과 과학지식교육, 개별과학과 일반과학 등 과학교육의 목표와 기능에 대한 상치되는 관점들 간의 투쟁의 단면들임을 보여주고 있다.

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