An exhibitional suicide is a case of death that the purpose is to demonstrate one's own real intention for others. This exhibitional suicide has a few characteristics that are different from a suicide: seriousness of suicide intention, a method of suicide attempt, and the place of a suicide. In other words, an exhibitional suicide lacks suicide intention, uses a slower method of death, and attempts a suicide at the place which others can easily find. In this light, this paper ascertains that a fair number in poisoning deaths are an exhibitional suicide on the basis of the result of an autopsy by department of forensic medicine school of medicine, Kyungpook National University. The research also confirms that juveniles and women attempt a suicide as often as adults and men, and a great number of suicides are indeed an exhibitional suicide. In terms of a commercial law, many specialists see an exhibitional suicide as an accidental death. However, if we consider an exhibitional suicide as an accidental death, we cannot verify the authenticity of death in an accident. In addition, if we observe the purpose of insurance and suicide exemption period of insurance company, we rather get to know to distinguish an exhibitional suicide from an accident. According to the research, most of the exhibitional suicide results from little or no-relation with others. Therefore, a little interest from family, friend, and neighbor plays a pivotal role in preventing this suicide. Finally, an effort to build database concerning an exhibitional suicide by a psychological autopsy will help people access a plenty of statistical materials and facilitate further study about an exhibitional suicide.
The most important issue the online shopping mall for clothes is facing in the rapid growth of the online shopping mali is the high rate of the return of the goods alter purchase. The high rate of the return leads to the dissatisfaction md lack of trust from the consumers in the online shopping mall for clothes, which in turn leads to the bleak prospect for the online shopping mall for clothes as a result of the consumers' dissatisfaction. Although a type of online shopping mall using the cyber-fitting technology has emerged recently, it has succeeded only in provoking a visual interest, for it is also not satisfying the demand of the consumers by falling short in providing information. Thus, this research seeks for the resolutions of the problems related to the user-oriented online shopping. First of the resolutions is the development of a new prototype which the consumers can easily access; second is the visualization of the information using the 3D virtual-reality of he prototype through interface, which will help the consumers to make more accurate judgments. In other words, this study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatars, unlike the unilateral and conventional malls out there.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
/
v.8
no.3
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pp.357-365
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2018
In the 21st century, as the emergence of the age of creative economy is expected, interest in the cultivation of creative talents required in society around the world is newly rising. Sustainable development education should not be limited to school education, but should be promoted and supported at all social education sites for the purpose of lifelong education. Therefore, the purpose of this paper is to consider the relationship between the possibility of formal and informal learning and the development of capacity in higher education. Exploratory and qualitative research based on intensive groups was designed using several groups of formal and informal learning settings. In China, the creation of a creative economy is set as a major national policy direction for the new government. What is required for talented people in the creative economy era and how to educate them is becoming a major policy issue. The development of core competencies requires multiple contexts based on cognitive non-cognitive disposition. By combining the formal and informal learning environment within higher education for the purpose of a new learning culture, it can provide a variety of situations and improve competency development. While this study can identify aspects of formal and informal learning settings, the interdependencies between them are still difficult to grasp. However, practical implications can be seen clearly. In other words, based on the results, you can point out key aspects of competency acquisition that can be a key element in the higher education environment. As a result, this study analyzed implications for formal and informal learning environments for new ways of developing core competencies in higher education.
Journal of Korean Tunnelling and Underground Space Association
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v.18
no.4
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pp.355-364
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2016
Recently, a 3,250 meter-long tunnel was constructed beneath the sea bed formed of composite sedimentary soils to transport reusable waste heat gas of industrial complex in the west coast of Korea. Some risks such as machine settlement always exist due to the uncertainties of geological and construction factors during the subsea shield TBM tunnelling. In this construction site, the deviation of tunnel alignment caused by shield TBM settlement was occurred during excavation. It was examined that the lack of bearing capacity of soft clay was a main cause. This paper evaluates the risk of shield TBM tunnelling considering the ground conditions. Correlation between machine settlement and its advance rate was evaluated through the analytical equation in which bearing capacity is considered and a 3-D numerical analysis which can simulate the TBM advance condition (in other words, the dynamic condition). It was found out that a shield TBM could settle due to the insufficient bearing capacity of soft clay layers. In order to prevent such the problem, the best advance rate proper to the ground characteristics is needed to be applied. In the ground conditions of the section of interest, it was turned out that if the shield TBM advance rate was maintained between 35 mm/min and 40 mm/min, the machine settlement could be avoided.
What is Art on the street? Is it a series of artworks or activities performed on the street? In other words, does "art on the street" refer to "Street Art" such as street performance, happening, graffiti, or wall-painting, or does it refer to "Street Furniture" which is related to "City Design" or "Environmental Design"? In a formal sense, they all belong to Art on the street. However, in this paper, I would like to use Art on the street in an even broader sense. To me, " the street" is a metaphor of "environment." Thus Art on the street is the art related to environment; it is an environment art. Art on the street attests the expansion of the concept of art and shows a new possibility of contemporary art. It is a promising new concept of art, but we cannot ignore the misapplication of the concept that we can find at the crossroad of Art on the street and "city beautification." Of course, Art on the street can and sometimes needs to beautify the city. However we still need to ask how to contribute to the city beautification with Art on the street and how to validate such a practice. City space is, most of all, a space that people live in. It sounds a cliche, but it is worth repeating to better understand Art on the street. When we consider the city space in terms of its system or organization, we often overlook that it is the space in which people live, and which people create. Art on the street concerns not the city itself, but the space in which people live and make relations for each other. Without taking this into account, Art on the street becomes a mere means to' embellish' the city and falls prey to the logic of capital. In this paper, I critically reviewed the problems such as City Development, Spectacularization, City Environmental Design, Public Interest and City Museum. I intended to emphasize that Art on the street is produced in the cultural space of city, but it also tends to break the mold of the cultural space and seeks a new possibility. Some might argue that my claims are unrealistic because Art on the street is not an idea but a practice. While humbly accepting the objection, I hope my critical suggestions guide a more productive direction to continue our discussions of Art on the street.
The traditional mass media function of conveying information and forming public opinion has rapidly changed into an environment in which information and opinions are shared through social media with the development of ICT technology, and such social media further strengthens its influence. In other words, it has been confirmed that the influence of the public opinion through the production and sharing of public opinion on political, social and economic changes is increasing, and this change is already in use on the political campaign. In addition, efforts to grasp and reflect the opinions of the public by utilizing social media are being actively carried out not only in the political area but also in the public area. The purpose of this study is to explore the possibility of using social media based public opinion in educational policy. We collected media data, analyzed the main topic and probability of occurrence of each topic, and topic trends. As a result, we were able to catch the main interest of the public(the 'Domestic Computer Education Time' accounted for 43.99%, and 'Prime Project Selection' topics was 36.81% and 'Artificial Intelligence Program' topics was 7.94%). In addition, we could get a suggestion that flexible policies should be established according to the timing of the curriculum and the subject of the policy even if the category of the policy is same.
The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.
This research aims at measuring images density of according to DAP(dose area product), and suggesting the need to quality control of exposure dose. When tube voltage was fixed as 80 kVp and tube current was set as 1, 25, 50, 80, and 100 mAs, with the increase of DAP from 25 mAs to 50 mAs, the dose also rose 1.88 times as much as before, and with the increase from 50 mAs to 100 mAs, it got 2.05 time higher than before. However, the images density obtained as film grew as much as 48% with the increase from 25 mAs to 50 mAs, and 29% with the increase from 50 mAs to 100 mAs. In addition, it has been found out that the higher the DR images density got from 25 mAs to 50 mAs, the bigger it became by 12%, and that it got bigger by 30% with the increase from 50 mAs to 100 mAs. In other words, the differences in the image density by the increase of the dose with the digital imaging equipment in a proper condition was proved to be less than in the film images. Based on the results of this research, medical institutions using a digital imaging equipment are expected to be able to reduce exposure dose of each region of interest than now through the quality control of radiation dose.
This study examines Korean representation of the biotechnology and psychological factors which can influence lay people's perception and attitude about biotechnology. Korean college students(N=433) and lay adults(N=90) whom had college education participated in the study. Participants of the study 1 were asked to list words which comes to mind when associate with the biotechnology in broad sense, and several specific applications in health, medicines, agriculture and research. Participants of the study 2 were asked to list possible benefits and costs of biotechnology and their specific applications. In study 3, Participants responded the questionnaires about perceptions and attitudes of biotechnology. Korean people associated the biotechnology with its costs or risks and benefits. Korean college students mainly got the informations of the biotechnology from TV, newspapers, or internet. They trusted the scientist group and NGO group on their judgements about the assessment of risk and benefit of the biotechnology. College students showed the positive attitude with the applications in medicines and negative attitude with the applications in agriculture and public using of individual's genetic information. The radicalism, sensitivity in behavioral activation system, and trust/cynicism were to be found as a significant influencing factor for interest/knowledge and behavioral intention in related with biotechnology. Finally, more extensive knowledge of biotechnology did not lead to greater acceptance of it.
Journal of Korean Society of Coastal and Ocean Engineers
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v.26
no.6
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pp.405-412
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2014
A number of algal bloom models (red-tide models) have been developed and applied to simulate the redtide growth and decline patterns as the interest on the phytoplankton blooms has been continuously increased. The quantitative error analysis of the model is of great importance because the accurate prediction of the red-tide occurrence and transport pattern can be used to setup the effective mitigations and counter-measures on the coastal ecosystem, aquaculture and fisheries damages. The word "red-tide model" is widely used without any clear definitions and references. It makes the comparative evaluation of the ecological models difficult and confusable. It is highly required to do the performance test of the red-tide models based on the suitable classification and appropriate error analysis because model structures are different even though the same/similar words (e.g., red-tide, algal bloom, phytoplankton growth, ecological or ecosystem models) are used. Thus, the references on the model classification are suggested and the advantage and disadvantage of the models are also suggested. The processes and methods on the performance test (quantitative error analysis) are recommend to the practical use of the red-tide model in the coastal seas. It is suggested in each stage of the modeling procedures, such as verification, calibration, validation, and application steps. These suggested references and methods can be attributed to the effective/efficient marine policy decision and the coastal ecosystem management plan setup considering the red-tide and/or ecological models uncertainty.
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