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An Analysis on the Impact of the Mobile Digital Divide on the Cognitive Value of the Mobile Internet (개인의 모바일 정보격차가 모바일 인터넷의 인지적 가치 차이에 미치는 영향 분석)

  • Tae-Hwan Kim;Sang-Yong Tom Lee
    • Information Systems Review
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    • v.19 no.2
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    • pp.159-183
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    • 2017
  • Despite the rapid increase in the use of mobile Internet, only a few studies examined digital divide issues in the mobile internet environment. Prior studies on digital divide mainly focused on the usage environments of consumers. The present study analyzes mobile digital divide by considering user environments and the cognitive values of users. Therefore, we estimated the cognitive value of users in mobile Internet environments through contingent valuation method (CVM). We also analyzed the digital divide factors that cause this value difference. We found that domestic users perceive mobile Internet value up to 51,723 Korean Won per month. We analyzed the value differences of digital divide factors, such as "accessibility," "competency," and "usability." Based on this analysis, we found that a difference of 31,878 Korean Won was generated due to accessibility. Competitiveness resulted in a difference of 7,736 Korean Won, whereas that of usability resulted in 6,463 Korean Won. Accessibility is the most important digital divide factor that maximizes the difference of cognitive value of users in a domestic mobile Internet environment.

Comparison of Association Rule Learning and Subgroup Discovery for Mining Traffic Accident Data (교통사고 데이터의 마이닝을 위한 연관규칙 학습기법과 서브그룹 발견기법의 비교)

  • Kim, Jeongmin;Ryu, Kwang Ryel
    • Journal of Intelligence and Information Systems
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    • v.21 no.4
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    • pp.1-16
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    • 2015
  • Traffic accident is one of the major cause of death worldwide for the last several decades. According to the statistics of world health organization, approximately 1.24 million deaths occurred on the world's roads in 2010. In order to reduce future traffic accident, multipronged approaches have been adopted including traffic regulations, injury-reducing technologies, driving training program and so on. Records on traffic accidents are generated and maintained for this purpose. To make these records meaningful and effective, it is necessary to analyze relationship between traffic accident and related factors including vehicle design, road design, weather, driver behavior etc. Insight derived from these analysis can be used for accident prevention approaches. Traffic accident data mining is an activity to find useful knowledges about such relationship that is not well-known and user may interested in it. Many studies about mining accident data have been reported over the past two decades. Most of studies mainly focused on predict risk of accident using accident related factors. Supervised learning methods like decision tree, logistic regression, k-nearest neighbor, neural network are used for these prediction. However, derived prediction model from these algorithms are too complex to understand for human itself because the main purpose of these algorithms are prediction, not explanation of the data. Some of studies use unsupervised clustering algorithm to dividing the data into several groups, but derived group itself is still not easy to understand for human, so it is necessary to do some additional analytic works. Rule based learning methods are adequate when we want to derive comprehensive form of knowledge about the target domain. It derives a set of if-then rules that represent relationship between the target feature with other features. Rules are fairly easy for human to understand its meaning therefore it can help provide insight and comprehensible results for human. Association rule learning methods and subgroup discovery methods are representing rule based learning methods for descriptive task. These two algorithms have been used in a wide range of area from transaction analysis, accident data analysis, detection of statistically significant patient risk groups, discovering key person in social communities and so on. We use both the association rule learning method and the subgroup discovery method to discover useful patterns from a traffic accident dataset consisting of many features including profile of driver, location of accident, types of accident, information of vehicle, violation of regulation and so on. The association rule learning method, which is one of the unsupervised learning methods, searches for frequent item sets from the data and translates them into rules. In contrast, the subgroup discovery method is a kind of supervised learning method that discovers rules of user specified concepts satisfying certain degree of generality and unusualness. Depending on what aspect of the data we are focusing our attention to, we may combine different multiple relevant features of interest to make a synthetic target feature, and give it to the rule learning algorithms. After a set of rules is derived, some postprocessing steps are taken to make the ruleset more compact and easier to understand by removing some uninteresting or redundant rules. We conducted a set of experiments of mining our traffic accident data in both unsupervised mode and supervised mode for comparison of these rule based learning algorithms. Experiments with the traffic accident data reveals that the association rule learning, in its pure unsupervised mode, can discover some hidden relationship among the features. Under supervised learning setting with combinatorial target feature, however, the subgroup discovery method finds good rules much more easily than the association rule learning method that requires a lot of efforts to tune the parameters.

A Study on the Product Design Case Study of Differential Design Concept (차별화 된 디자인 개념의 제품디자인 사례 연구)

  • 이덕상;한세준;김홍규;조철희
    • Archives of design research
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    • v.17 no.2
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    • pp.335-350
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    • 2004
  • Design takes concrete form from the things which are not yet exist to the molded reality. Creation of value which is accompanied by the rational value could be possible only through the searching examination of the basic concept. All designs are under circumstances because the results and the character of the problems are different under the given conditions and circumstances which are the characteristic of the design. The aim of this study is searching for the differential design conce- pt which is the most appropriate and reasonable in the basic design process in which the phase of the analysis, synthesis and evaluation of the problem. First of all the pursuit value of the times and the change of the view point of value of the product design. How the pursuit value of times were searched and analyzed. Analyze the successful product design realization of the typical trend of the modern design which are 3-2. function-focused design, 3-3. emotion-centered design, 3-4. image communicative design through the metaphor, 3-5. environmental affinity design. On the base of the case analysis how to apply the differential design concept which is coming as a trend in the future society which are sustainable developing society was examined closely. The outcome through the analysis of the success cases are as follows, \circled1 the value of the spirit of the times should be emphasized as the design image, \circled2 environmental appropriateness should be taken into consideration as the first primary factor, \circled3 the realization of value of the fulfillment of differential consumer's needs, \circled4 lead to prolong the life cycle of the product, \circled5 promote the sustaining growth of enterprise, \circled6 user-centered product value should be the first consideration. \circled7 It is necessary to overcome the cultural andinguistic barriers and to reflect the metaphor which people remember well. \circled8 The application of human's true character should be decided beforehand. It is the commonness of values of times and customs. \circled9 The differentiated design concept which meets our mental satisfaction, not material one, will be required. In addition to this the creative and differentiated design concepts which are accompanied by the good design factor under the base of product could achieve the emotional consensus from the consumers. That is, the value of all designs should be estimated by the base of the humanism ' The human beings are the barometer of all things".ngs".uot;.

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Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

Using the METHONTOLOGY Approach to a Graduation Screen Ontology Development: An Experiential Investigation of the METHONTOLOGY Framework

  • Park, Jin-Soo;Sung, Ki-Moon;Moon, Se-Won
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.125-155
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    • 2010
  • Ontologies have been adopted in various business and scientific communities as a key component of the Semantic Web. Despite the increasing importance of ontologies, ontology developers still perceive construction tasks as a challenge. A clearly defined and well-structured methodology can reduce the time required to develop an ontology and increase the probability of success of a project. However, no reliable knowledge-engineering methodology for ontology development currently exists; every methodology has been tailored toward the development of a particular ontology. In this study, we developed a Graduation Screen Ontology (GSO). The graduation screen domain was chosen for the several reasons. First, the graduation screen process is a complicated task requiring a complex reasoning process. Second, GSO may be reused for other universities because the graduation screen process is similar for most universities. Finally, GSO can be built within a given period because the size of the selected domain is reasonable. No standard ontology development methodology exists; thus, one of the existing ontology development methodologies had to be chosen. The most important considerations for selecting the ontology development methodology of GSO included whether it can be applied to a new domain; whether it covers a broader set of development tasks; and whether it gives sufficient explanation of each development task. We evaluated various ontology development methodologies based on the evaluation framework proposed by G$\acute{o}$mez-P$\acute{e}$rez et al. We concluded that METHONTOLOGY was the most applicable to the building of GSO for this study. METHONTOLOGY was derived from the experience of developing Chemical Ontology at the Polytechnic University of Madrid by Fern$\acute{a}$ndez-L$\acute{o}$pez et al. and is regarded as the most mature ontology development methodology. METHONTOLOGY describes a very detailed approach for building an ontology under a centralized development environment at the conceptual level. This methodology consists of three broad processes, with each process containing specific sub-processes: management (scheduling, control, and quality assurance); development (specification, conceptualization, formalization, implementation, and maintenance); and support process (knowledge acquisition, evaluation, documentation, configuration management, and integration). An ontology development language and ontology development tool for GSO construction also had to be selected. We adopted OWL-DL as the ontology development language. OWL was selected because of its computational quality of consistency in checking and classification, which is crucial in developing coherent and useful ontological models for very complex domains. In addition, Protege-OWL was chosen for an ontology development tool because it is supported by METHONTOLOGY and is widely used because of its platform-independent characteristics. Based on the GSO development experience of the researchers, some issues relating to the METHONTOLOGY, OWL-DL, and Prot$\acute{e}$g$\acute{e}$-OWL were identified. We focused on presenting drawbacks of METHONTOLOGY and discussing how each weakness could be addressed. First, METHONTOLOGY insists that domain experts who do not have ontology construction experience can easily build ontologies. However, it is still difficult for these domain experts to develop a sophisticated ontology, especially if they have insufficient background knowledge related to the ontology. Second, METHONTOLOGY does not include a development stage called the "feasibility study." This pre-development stage helps developers ensure not only that a planned ontology is necessary and sufficiently valuable to begin an ontology building project, but also to determine whether the project will be successful. Third, METHONTOLOGY excludes an explanation on the use and integration of existing ontologies. If an additional stage for considering reuse is introduced, developers might share benefits of reuse. Fourth, METHONTOLOGY fails to address the importance of collaboration. This methodology needs to explain the allocation of specific tasks to different developer groups, and how to combine these tasks once specific given jobs are completed. Fifth, METHONTOLOGY fails to suggest the methods and techniques applied in the conceptualization stage sufficiently. Introducing methods of concept extraction from multiple informal sources or methods of identifying relations may enhance the quality of ontologies. Sixth, METHONTOLOGY does not provide an evaluation process to confirm whether WebODE perfectly transforms a conceptual ontology into a formal ontology. It also does not guarantee whether the outcomes of the conceptualization stage are completely reflected in the implementation stage. Seventh, METHONTOLOGY needs to add criteria for user evaluation of the actual use of the constructed ontology under user environments. Eighth, although METHONTOLOGY allows continual knowledge acquisition while working on the ontology development process, consistent updates can be difficult for developers. Ninth, METHONTOLOGY demands that developers complete various documents during the conceptualization stage; thus, it can be considered a heavy methodology. Adopting an agile methodology will result in reinforcing active communication among developers and reducing the burden of documentation completion. Finally, this study concludes with contributions and practical implications. No previous research has addressed issues related to METHONTOLOGY from empirical experiences; this study is an initial attempt. In addition, several lessons learned from the development experience are discussed. This study also affords some insights for ontology methodology researchers who want to design a more advanced ontology development methodology.

Post Occupancy Evaluation of Image and Satisfaction for Storytelling Theme on the Kim Gwang-Seok Street (스토리텔링 테마골목 이미지 및 만족도에 관한 이용 후 평가 - '김광석다시그리기길'을 대상으로 -)

  • Koo, Min-Ah;Eom, Boong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.59-68
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    • 2018
  • This study deals with post-occupancy evaluation (POE) of 'Kim Gwang-seok Street'as storytelling road for urban regeneration. The evaluation focused on image preference and use satisfaction of visitors. This is the initial project of popular singer-storytelling street as a new attraction, and the results could be used as basic data for the sustainable planning and management of storytelling streets. 200 respondents of visitor group were analyzed. Frequency analysis for demographics, use, behavior, reliability, and means, were evaluated. Factor analysis and multiple regression analysis were conducted for image preference and use satisfaction. Responses showed high frequency of twenties in age, who were typically students. In use motives and activities, strolling, sightseeing, and taking pictures were shown to be the most common. The mean scores of image variables showed symbolic (5.03), familiar (4.84), beautiful (4.71), and bright (4.63), the highest. The result of exploratory factor analysis, led to 3 factors being categorized; the mood of street, the design, and the dynamics. Due to the result of multiple regression analysis, the preference of space image was significantly influenced by 4 image variables; symbolic (${\beta}=.314$), stable (${\beta}=.248$), friendly (${\beta}=.204$), and fresh (${\beta}=.142$). In the use satisfaction analysis, the mean scores were highest concerning facility design (3.81), typical street (3.78), the image of street (3.81), continued use (3.66), and experiential tourism (3.53), respectively. The mean score of parking space (2.56) was the lowest. In factor analysis concerning use satisfaction, 3 factors were categorized; facility management, experience, and image. By the result of multiple regression analysis, the total satisfaction of use was significantly influenced by 4 independent variables; image of street (${\beta}=.296$), management (${\beta}=.277$), continued use (${\beta}=.205$), and typical street (${\beta}=.183$). As storytelling road for urban regeneration, 'Kim Gwang-seok Street' has shown considerable success in significant improvement of image preference and user satisfaction. Therefore, the enhancement of 'placeness' through storytelling of Kim Gwang-seok, and the strengthening of its identity and symbolism, should be the basic focus of development for the street in the future.

A Study on the Research Trends in Library & Information Science in Korea using Topic Modeling (토픽모델링을 활용한 국내 문헌정보학 연구동향 분석)

  • Park, Ja-Hyun;Song, Min
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.7-32
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    • 2013
  • The goal of the present study is to identify the topic trend in the field of library and information science in Korea. To this end, we collected titles and s of the papers published in four major journals such as Journal of the Korean Society for information Management, Journal of the Korean Society for Library and Information Science, Journal of Korean Library and Information Science Society, and Journal of the Korean BIBLIA Society for library and Information Science during 1970 and 2012. After that, we applied the well-received topic modeling technique, Latent Dirichlet Allocation(LDA), to the collected data sets. The research findings of the study are as follows: 1) Comparison of the extracted topics by LDA with the subject headings of library and information science shows that there are several distinct sub-research domains strongly tied with the field. Those include library and society in the domain of "introduction to library and information science," professionalism, library and information policy in the domain of "library system," library evaluation in the domain of "library management," collection development and management, information service in the domain of "library service," services by library type, user training/information literacy, service evaluation, classification/cataloging/meta-data in the domain of "document organization," bibliometrics/digital libraries/user study/internet/expert system/information retrieval/information system in the domain of "information science," antique documents in the domain of "bibliography," books/publications in the domain of "publication," and archival study. The results indicate that among these sub-domains, information science and library services are two most focused domains. Second, we observe that there is the growing trend in the research topics such as service and evaluation by library type, internet, and meta-data, but the research topics such as book, classification, and cataloging reveal the declining trend. Third, analysis by journal show that in Journal of the Korean Society for information Management, information science related topics appear more frequently than library science related topics whereas library science related topics are more popular in the other three journals studied in this paper.

A New Approach to Mobile Device Design - focused on the Communication Tool & it's GUI for Office Workers in the Near Future - (모바일 기기 디자인의 새로운 접근 - 근 미래 작업환경에서의 커뮤니케이션 도구 디자인과 GUI 연구를 중심으로 -)

  • Yang, Sung-Ho
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.31-42
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    • 2006
  • This study originates from the following critical mind; what will the office of the future be like? and what technology will we rely upon most to communicate with colleagues or to access business information. In the office environment today, new technology has compelled new work paradigm and has greatly affected the capabilities of the individual to work in a more productive and efficient manner. However, even though new computer technology has changed the business world so rapidly, it is very difficult to see the changes that have been taken place. As an aim of the study, creating a mobile tool for office workers that successfully supports their work and communication was explored, and this study explored future work environment with a 5 years technological and social perspective. As a result of this study, the bON brings new visions to the mobile professionals via various interfaces. The bON, a mobile device, is both a system of work and of communication for office workers. The bON, as an integrated tool for working and communicating, forms the basis for a mobile information gateway that is equally capable of functioning as a mobile desk. The basic underlying idea is that all formal meeting places and hallways in the office are equipped with large wall-mounted screens. The bON collaborates with these media in various ways to enhance productivity and efficiency. The main challenge for the bON to enhance both mobility and quality of information is using new technology including bendable and flexible display and soft material display and sensors. To answer for the strong needs for mobility, the whole size of the device is fairly small while the screen is rolled inside the device. For Graphical User Interface, moreover, a new technique called Multi-layering Interface was adopted to stretch user's visual limits and suggests new direction in designing mobile device, equipped with small size display.

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Structuration of Space Change due to Planning and Leisure Activities in Hangang River Park - Focused on the Hangang River Park in Yeouido from the 1970s to the 2000s - (여가 활동 공간으로서 여의도 한강공원 공간변화의 구조화 - 1970년대부터 2000년대까지 여의도 한강공원의 여가 활동과 계획을 중심으로 -)

  • Cho, Han-Sol
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.13-27
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    • 2019
  • This study shows the changes in the space created by the planning and leisure activities of Hangang River Park, focusing on the Yeouido portion of the Hangang River Park, which has the most users and the greatest degree of planning. The relationship between planning, behavior, and space changes are explained based on Giddens's Structural Theory. As research material, Hangang River Park plans and satellite photos were interpreted and newspaper articles were used to identifying the space changes and their causes, and a model of the space changes was derived through the application of the theory. The flow of space change in the Yeouido portion of the Hangang River Park due to planning and leisure activities is as follows. In the 1970s, the first sports spaces are made due to need from residents near the riverside, but huge plans for the utilization of the entire space were not realized. In the 1980s, leisure spaces were planned and developed through a comprehensive plan. Various sports spaces were built, but the environment of the spaces became a slum. In the 1990s, various leisure activities were revitalized due to the revision of the legal system, regulations on the usage of space, and space maintenance, and from the late 1990s, ecological issues arose along the Hangang River. In the 2000s, there was an overall space improvement project directed by two comprehensive plans, and cultural and ecological issues appeared in the Hangang River Park plans. However, actual leisure spaces were developed along with the promotion of large-scale activities. Regarding the structuration theory, elements of interaction, modality, and structure are the aspects of space changes in the Yeouido portion Hangang River Park. As the flow of the space change, the proportions of the comprehensive plan and the individual plans were similar. The comprehensive plan was influenced by the change of public businesses and the proliferation of large-scale activities. Individual plans were influenced by the user's activities and opinions. However, both plans were influenced by the users and suppliers. The leisure space of the Hangang River Park can be viewed as a social space, in terms of the structuring as a theory due to the user repeatedly changing the use of the space. The purpos of this study is to investigate the changes in the Hangang River Park space through planning and leisure activities. Through this study, we can understand the characteristics of the Hangang River Park in planning the leisure activity space.

Investigation into the Gugak Educational Programs by Museum of Gugak for Invigoration Measures (국악박물관 국악교육프로그램 활성화를 위한 고찰)

  • Moon, Joo-seok
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.327-363
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    • 2018
  • This paper tracks the present state of the Gugak educational programs run by Gugak-specialized museums including Museum of Gugak not only to set a directionality of Museum of Gugak to step forward for their main purposes, but also to find measures to invigorate its Gugak educational programs. There are 826 museums registered in 2016 nationwide, and ten of them are Gugak-specialized museums including Museum of Gugak. An analysis of the educational programs by Museum of Gugak presents high achievements in concentrativeness, participation and satisfaction levels. However, several issues such as difficulty level adjustment, education period arrangement, contents development, setting of a precise aim of education, and overcoming of regional limitations are to be solved in the future. Considering these special circumstances, the study suggests setting a directionality of Gugak education by following four conditions: Firtly, the Gugak education programs by Museum of Gugak should be user-oriented. Secondly, it is necessary to provide customized learning programs to suit users of various ages and generations. Thirdly, a solid education is required to enhance creativity deviating from uniform, unilateral, fragmentary education focused on materials and relics of museums as the users' experiences and learning levels vary. Fourthly, integrated education with relevant study in common use is required as the specialized environments of the museum could cause users psychological resistance and lessen their willingness to approach. Focusing on these four conditions several invigoration measures for the Gugak education programs are discussed: Firstly, a step-by-step approach, not a radical shift, is required in order to turn existing programs into the user-oriented. Secondly, customized learning programs should be planned in consideration of life cycle of the users. Thirdly, it is necessary to establish virtuous circulation reflecting activity-based contents as well as to provide the users experiences through five senses for solid Gugak education, in which various elements such as experiencing, learning, playing, viewing are reflected manifoldly. Fourthly, integrated education can be implemented when the features of Gugak educational programs are internally structured and the external environment matures.