Journal of the Korean Institute of Landscape Architecture
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v.34
no.2
s.115
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pp.80-98
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2006
This study originated from following questions. What can we understand the conception of deconstruction, which has been the core idea of new discourses developed in various ways since modernism? How can this question be interpreted in landscape design? What is the conceptional frame of integration the prominent hybrid post-genre movements and phenomena? The frame can be epitomized with the deconstruction phenomenon. 'Deconstruction' is the core conception appeared in late or post-modern ages in the embodiment of modernity and can be viewed as an integrating or a hybrid phenomenon between areas or genres in formative arts. Therefore, the author regards the hybrid movements widely witnessed in the post contemporary formative arts as one of the most important indicators of de-constructive signs. It is safe to say that the phenomenon of this integration or hybridism, of course, does not threaten the identity of landscape design but serves as an opportunity to extend the areas of landscape design. One of the consequences of this integration or hybridism is the voluntary participation of users who have been alienated in the production of the meanings of design works and hybrid landscape design with the hybridization of genres that is characterized with transformation in forms. This view is based on the distinction between hybridization of interactions between the designer (the subject) and the user (the object), and hybridization of synesthesia. Generally speaking, this is an act of destroying boundaries of the daily life and arts. At the same time, it corresponds to vanishing of modern aesthetics and emerging of post-contemporary aesthetics which is a new aesthetic category like sublimeness. This types of landscape design tries to restore humans' sensibility and perceptions restrained by rationality and recognition in previous approach and to express non-materialistic characteristics with precaution against excessive materialism in the modern era. In light of these backgrounds, the study aims to suggest the hybrid concept and to explorer a new landscape design approach with this concept, in order to change the design structure from 'completed' or 'closed' toward 'opened' and to understand the characteristics of interactions between users and designs. This new approach is expected to create an open-space integrating complexity and dynamics of users. At the same time, it emphasizes senses of user' body with synesthesia and non-determination. The focus is placed on user participation and sublimity rather than on aesthetic beauty, which kind of experience is called simulacre. By attaching importance to user participation, the work got free from the material characteristics, and acceptance from the old practice of simple perception and contemplation. The boundaries between the subject and object and the beautiful and ordinary, from the perspective of this approach, are vanished. Now everything ordinary can become an artistic work. Western dichotomy and discrimination is not effective any more. And there is 'de-construction' where there is perfect equality between ordinary daily life and beautiful arts. Thus today's landscape design pays attention to the user and uses newly perceived sensitivity by pursing obscure and unfamiliar things rather than aesthetic beauty. Space is accordingly defined to take place accidentally as happening and event, not as volume of shape. It's the true way to express spatiality of landscape design. That's an attempt to reject conventional concepts about forms and space, which served as the basis for landscape design, and to search for new things.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2015.05a
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pp.277-280
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2015
Smishing, Phishing personal privacy caused by Incident accidents such as Phishing information security has become a hot topic. Such incidents have privacy in personal information management occurs due to a lack of user awareness. This paper is based on the existing structure of the XML Tag question bank used a different Key-Value Structure-based JSON. JSON is an advantage that does not depend on the language in the text-based interchange format. The proposed system is divided into information security sector High, Middle and Low grade. and Provides service to the user through the free space and the smart device and the PC to the constraints of time. The use of open source Apache Load Balancing technology for reliable service. It also handles the user's web page without any training sessions Require server verification result of the training(training server). The result is sent to the training server using jQuery Ajax. and The resulting data are stored in the database based on the user ID. Also to be used as a training statistical indicators. In this paper, we design a level training system to enhance the user's information security awareness.
In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.
Conversational AI which allows users to interact with satisfaction is a long-standing research topic. To develop conversational AI, it is necessary to build training data that reflects real conversations between people, but current Korean datasets are not in question-answer format or use honorifics, making it difficult for users to feel closeness. In this paper, we propose a conversation dataset (KOMUChat) consisting of 30,767 question-answer sentence pairs collected from online communities. The question-answer pairs were collected from post titles and first comments of love and relationship counsel boards used by men and women. In addition, we removed abuse records through automatic and manual cleansing to build high quality dataset. To verify the validity of KOMUChat, we compared and analyzed the result of generative language model learning KOMUChat and benchmark dataset. The results showed that our dataset outperformed the benchmark dataset in terms of answer appropriateness, user satisfaction, and fulfillment of conversational AI goals. The dataset is the largest open-source single turn text data presented so far and it has the significance of building a more friendly Korean dataset by reflecting the text styles of the online community.
The purpose of this paper is to develop usability evaluation tool for wearable computer. In this paper, we propose evaluation factor and object through context evaluation in the real environment. The basic idea of this process is to know the thought from wearable user. Also, we gathered the opinion from expert group. As a result, we adopted evaluation question categories. By examining some empirical data which is obtained from observation and wearability evaluation, we conclude usability evaluation of wearable computer, including smart clothing. The design process in creating a successful wearable usability is no longer about providing technical success, rather about creating a optimal user experience.
The contingent valuation method uses survey questions to elicit people's preferences for public goods by finding out what they would be willing to pay for specified improvement in them. The method is thus aimed at eliciting their willingness to pay in money amounts. It circumvents the absence of markets for public goods by presenting consumers with hypothetical markets in which they have the opportunities to buy the good In question. The hypothetical markets may be modeled after either a private goods market or a political market. Respondents are presented with material, often in the course of a personal interview conducted face to face. An on-site survey was conducted to 1107 randomly selected P-mountain users using a dichotomous choice questionnaire for the contingent valuation method. Seventeen different bid sets were chosen ranging from the lowest bid of 300won to the highest bid of 2, 100won to elicit a reasonable entrance fee in the hypothetical market. The probability of an individual user's willingness to pay for the suggested bid had been determined, and the expected value of willingness to pay was estimated using binary-1ogit model. The average public value of P-mountain per individual user was estimated to be 1,055.92won ~ 1,995.61won according to the binary-logit model. The economic value of this P-mountain which includes both use value and existence value can be determined by aggregating the average value giving total willingness to pay for the entire population, in this case 5.491 billion ~ 10.377 billion.
Park, Byung-Rae;Kang, Se-Sik;Ko, Seong-Jin;Kim, Hwa-Gon
Journal of radiological science and technology
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v.27
no.4
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pp.61-66
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2004
In order to improve an efficiency of education and acquisition of PACS administor in Radiological technologist, we implement an e-Learing databank system providing more efficiently provide medical questions set for the integrated education and PACS administor without the limitation of time and space based on XML that is the standard of exchange and transmission of Web documents via Internet. The proposed system is composed of administration module and user module. The former supports some functions: a creation, classification, and management of Radiological question set. Our system can elevate ability of learning and interchange of information among Radiological technologist making preparation of PACS administor for Radiological technologist examination. Finally, our system can maximize an effectiveness of education by evaluating and training users individually with various level according to the user's ability of learning and realization.
Objectives: Although dietary supplements use in Korea has been rapidly increasing and women are more likely to take dietary supplements more than men, only a few studies have been conducted to investigate factors contributing to gender differences in dietary supplement use in the Korean population. The aim of this study is to evaluate the prevalence of dietary supplement use and also identify gender-specific key factors that contribute to it using the data of the 4th KNHANES. Methods: Subjects were divided into user and non-user groups according to the answer given to the question that asked whether they had used any dietary supplement for more than 2 weeks on a regular basis during the previous year. Factors related to dietary supplement use were examined by general characteristics, health behavior and eating behavior. Results: Prevalence of dietary supplement use was 13.6% for men and 20.6% for women. Users were more likely to be middle-aged, have higher income and education, have a spouse, or reside in dong areas in both men and women. Regarding health behaviors, men with desirable lifestyle behavior were more likely to take dietary supplements, while men who smoked were less likely to take dietary supplements. Regarding disease history, both men and women with a current disease had higher odds of taking supplements. With regard to dietary behavior, frequent eating out and nutrition attitude were associated with higher odds of taking supplements in both men and in women. Conclusions: Health or dietary behavior related factors that were associated with taking supplements differed by gender. These findings can be useful for planning gender-specific dietary education and health programs.
This study intended for Cheongryongsan Community Garden in Gwanak-gu, one of the demonstration places for 'Community Garden' Project recently implemented by the Seoul Government. This study had two major purposes: investigating the current status of the management and usage and identifying its characteristics; investigating users' awareness to consider the construction and operation directions of sustainable community gardens. This study was conducted based on several surveys such as an investigation into the spatial configuration and the management system of parks through a field study, a use survey through a questionnaire survey for vegetable garden users and an awareness survey about the construction direction of gardens direction preferred by users through the analytical hierarchy process (AHP). As a result of a questionnaire survey for vegetable garden users, the usage status was summarized as follows: Considering the common trends in the 2012 and the 2013 user survey, women used Cheongryongsan Vegetable Garden more than men. Over fifties used it most of all users. Users were mostly neighborhood residents. They used to visit there three to five times a week and stayed for about 30 minutes to one hour. Users differently responded to the question related to the order of priority for the use of the garden in the 2012 and the 2013 survey. They had increasingly used it for individuals' production activities more than social exchanges. As a result of making an AHP analysis for general park users, vegetable garden users there were clear differences in the targets which each subject put emphasis on in relation to the construction and operation of vegetable gardens. General park users recognized a vegetable garden as a park where park functions and the functions of the vegetable garden coexisted. On the other hand, vegetable garden users viewed it as a space where they attached importance to the functions of the vegetable garden like an allotment. Last, this study contemplated subjects related to the construction and operation of vegetable gardens which had to be considered in the future. Vegetable gardens tended to be biased as personal hobby places. It was viewed that the main reason was insufficient support activities for vegetable garden education and exchange programs originally planned when vegetable gardens had been constructed. Vegetable garden users recognized vegetable gardens as places for individuals' farming activities like allotments. For the desirable operation of vegetable gardens, it would be necessary to give priority to the park management before the production activities in individuals' vegetable gardens. The important role of the government would be to build the base through the provision of education and opportunities so that a local resident organization could actively participate in the management of a vegetable garden after a vegetable garden was constructed. It would be necessary to make a use survey and an awareness survey for users conducted in this study on a regular basis because the surveys could be important basic data in the decision-making process for the sustainable operations of the vegetable garden.
In the area of mobile game, the job of data analysis is very important. As the mobile game market is being expanded, the characteristics of the market have been so much changed, that the contents updating and marketing strategy should be built on thorough understanding and analysis result of the gamers' needs and their play pattern. Thus the importance of the mobile game management system can not be overemphasized. However, in practice, most of the mobile game companies are small scale, and they have intrinsic problem to provide successful game service to user with a dedicated operating team. To overcome these problems, this paper suggests an efficient mobile game management system based on our already developed mobile game. And the effectiveness of our system is illustrated by our case examples such as prompt response to user question or refund request. Our proposed system also played an important role to plan additional contents update, providing scientific data analysis result on user's play pattern and purchase trend.
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