International Journal of Computer Science & Network Security
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v.22
no.8
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pp.105-112
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2022
Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.
This study was performed to research how predominantly TMD is known among people and how exactly it is understood. The data set up by this study could be used as beneficial references. Based on this data, people can be more knowledgeable of TMD so that they can recognize the signs and symptoms of TMD. Then, the patients can visit eligible clinician, TMD professionals. Nine hundred thirty six people (426 men and 510 women, ranging from 18 to 69 years old) were selected for the subjects of this study and were investigated by use of self-administered questionnaire. The obtained results were as follows : 1. 10.68% of the subjects were reported to have heard of the term, "Temporomandibular disorders". Females occupied significantly higher percentage than males and 18-29 age group occupied higher percentage than 30-49 age and 50-69 age groups. On the other hand, even more people (52.24%) were reported to have heard of the tenn, "Jaw joint disease". It also had same sex and age prevalences, too. 2. As for the route through which people have heard of TMD, more than half (58.38%) of the people mentioned mass media of communication (T.V. radio 40.36%, newspapers magazines 15.86%, internet 2.16%). Other people who had already heard of TMD (25.05%), dentist (7.75%), and other sources (8.83%) such as physicians, physicians of Chinese medicine, pharmacists were also mentioned. There were not significant differences among sex and age groups. 3. When it comes to the cause and concept of TMD, 32.59% of the subjects considered" an inappropriate overuse of the mandible" as the cause of TMD. There were not significant differences among sex and age groups. 4. The most frequently reported presumable TMD signs and symptoms were jaw pain (61.00%), jaw joint sound (57.80%), and difficulty with mouth opening (50.11%). 5. In answer to the question who is the eligible person to treat jaw joint disease, 35.26% answered the dentists are and 41.99%, orthopedicians. Of the people who chose dentist, 30-49 age group occupied the largest part. In the case of orthopedicians, 18-29 age group was the largest. 6. Of the 7.69% of subjects who had been treated of TMD, only 5.02% of them visited the dentist for the treatment of TMD. There were not significant differences among sex and age groups. 7. In answer to the question of how to prevent development of TMD, 58.87% selected "Avoid eating hard food", 58.65%, "Avoid opening the mouth wide", and 51.07%, "Avoid chewing gum frequently".
This experimental research explores the effect of low attention of movie audience on the experience of presence, the degree of emotional touch, and memory about movie contents, because of indiscreet use of smart phone. This study measured and analyzed the experience frequency of presence, degree of emotional touch and recognition memory about movie contents by self report survey, after showing 2 subject groups consisting of 83 University students, one with not manipulated attention, the other with manipulated attention, using smart phone intentionally. This research found that the subjects exposed to the movie with not manipulated attention showed more presence experiences, and higher degree of emotional touch than the subjects exposed to the movie with manipulated attention. However meaningful difference of recognition memory was not discovered between the 2 groups. The result of this research can have a meaning because proceeding studies about presence effect of movie mainly dealt with the effect of HDTV, 3D image, stereo sound on the experience of presence, arousal, pleasure of movie audience and it is difficult to find studies about the relation between attention of movie audience and the experience of presence, emotional touch, and memory.
Government publications, as the important media of communication between the public and the government, have served as informational sources to provide a variety of information. Although technological development led into sharp changes in the types and services of government publications, the Korean service of government publications has yet to respond to the changes properly. The web service of government publications is provided only in the archives-based way with no consideration of the characteristics of the government publications, so that it is considerably difficult to use the service. Therefore, based on literature research, request of information disclosure, website survey, and interviews, this work overhauled the web service of government publications provided by the National Archives of Korea, and suggested an improvement plan of the service. This study is meaningful in the point that it suggested an improvement plan for the web service of government publications, which have been managed as a sort of archives but have been placed in the blind spot of service, through interviews with the persons in charge of government publications in relevant public organizations and the National Archives of Korea.
Journal of the Korea Society of Computer and Information
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v.27
no.3
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pp.53-61
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2022
Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.
In current society, the digital era that makes enormous amount of data, and the diversified city, the smart space, which has characteristics of creating, collecting and representing data, is appeared. After 2012, in the social media environment called hyper-connected society with wide-spread smart phone, people started to get interested in public data and big data by generalized mobile device and SNS. At first, development of forming platform of data was focused, but now, many different idea from diverse area have been suggested about data analysis and usage to visualize the space intellectualization service. To focus on the visualization process to increase the usage of this public data for ordinary people more than specialized people, this research grasps the present condition of open data and public data service from the current public data portal and considers the applicability of them. As the result of research, the analysis and application of data to ordinary people decrease the use of paper documents, and this research will help to develop the application which is fast and accurate about individual behavior and demand to utilize public data service in intellectual space.
Journal of the Korean Institute of Telematics and Electronics B
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v.33B
no.1
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pp.67-78
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1996
The purpose of this paper is object recognition even in the presence of occlusion by using generalized Hough transform(GHT). The GHT can be considered as a kind of model based object recognition algorithm and is executed in the following two stages. The first stage is to store the information of the model in the form of R-table (Reference table). The next stage is to identify the existence of the objects in the image by using the R-table. The improved GHT method is proposed for the practical vision system. First, in constructing the R-table, we extracted the partial arc from the portion of the whole object boundary, and this partial arc can be used for constructing the R-table. Also, clustering algorithm is employed for compensating an error arised by digitizing an object image. Second, an efficient method is introduced to avoid Ballard's use of 4-D array which is necessary for estimating position, orientation and scale change of an object. Only 2-D array is enough for recognizing an object. Especially, scale token method is introduced for calculating the scale change which is easily affected by camera zoom. The results of our test show that the improved hierarchical GHT method operates stably in the realistic vision situation, even in the case of object occlusion.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2008.10a
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pp.524-527
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2008
Recently, digital and the Internet are widespread out of the world, and multimedia processing technology and the development of information and communication technology in education using the Internet as the demand is rapidly increasing. Also, we tan easily use informations with less restrictions of time and space. however, several kinds of audio, media to integrate multimedia data, such as the proliferation of demands for representation. Therefore, in 1998, W3C presented an international standard, SMIL in order to solve multimedia object representation and synchronization problems. By using SMIL, various multimedia elements can be integrated as a multimedia document with proper view in a spate and time. Using this SMIL document, we can create new internet radio broadcasting service that delivers not noly audio data but also various text, image and video. In this paper, with the system, teachers can easily create multimedia courseware and living broadcast their torture on network, students can receive audio-video information of the teacher, screen displays of the teachers computer. Moreover students can communicate with teacher simultaneously by text editor windows. Students can also order courseware after class.
This paper attempts to understand the reality of Netflix on the Korean film distribution market environment, and to verify the possibility of developing domestic content centered on independent films in the OTT market, led by Netflix. The research significance of finding the way for Korean diverse films and independent films that cannot be provided with investment and distribution opportunities in various Korean Wave contents will be studied, and the characteristics of Netflix in the Korean film market will be explored. Netflix disseminates Korean contents such as Korean movies and Korean dramas, contributes to the spread of the Korean Wave, and is re-adjusting the paradigm of the distribution market, raising issues that cause a virtuous cycle of profits, controversy over net usage fees, and flooding of Hollywood movies. Considering the nature of intercultural exchange, the interaction between independent film content, Netflix platform, audience, and global market will expand interactive communication opportunities. In other words, just as Netflix uses the Korean media market to make profits, Korea should also use Netflix to try to expand the global market of Korean film contents (K-Film)and maintain a cultural and economic reciprocal attitude.
Blockchain technology is also actively studied in the real estate transaction field, and real estate transactions have various ways. In this paper, we propose a model that simplifies the authentication procedure of auction systems using Ethereum's Ether to solve the problem of offline court auctions. The proposed model is written in Ethereum's Solidity language, the court registers the sale date and the sale date with the DApp browser, and the bidder accesses the address of the individual's wallet created through Metamask's private key. The bidder then selects the desired sale and enters the bid price amount to participate in the auction. The bidder's record of the highest bid price for the sale he wants is written on the Ethereum test network as a smart contract. and creates a block. Finally, smart contracts written on the network are distributed by the court auction manager to all nodes in the blockchain network, and each node in the blockchain network can be viewed and contract verified. As a result of analyzing the smart contracts of the proposed model and the performance of the system, there are fees incurred due to the creation and use of Ether on platforms using Ethereum, and participation. Ether's changes in value affect the price of the sale, resulting in inconsistent fees in smart contracts each time. However, in future work, we issue our own tokens to solve the market volatility problem and commission problem with the value change of Ether, and refine complex court auction systems.
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