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A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.

The effect of community based participatory obesity management program in obese school children (학령기 비만아동을 위한 지역사회 참여형 비만관리 프로그램의 효과)

  • Cho, In-Sook;Ryu, Hyun-Sook
    • Journal of the Korean Applied Science and Technology
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    • v.34 no.4
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    • pp.737-745
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    • 2017
  • The aim of this study was to develop a community based participatory obesity control program and measure the effects of the program on obesity, exercise habit, eating habit and life habits among obese elementary school children. The community based participatory obesity control program was provided for the experimental group of $4^{th}$ grade elementary school students for 10 weeks. The program included obesity related health educations and counseling once a week, jump rope classes twice a week and folk game classes held once a week. Method: There were 24 students with obesity in the experimental and 27 in the control groups. The collected data were analyzed by the Kolmogorov-Smirnov test, ${\chi}^2$-test, independent t-test and repeated measure ANOVA. Results: After 10weeks of participation in the program, the experimental group showed significantly lower Body Mass Index (p<.001) and waist hip ratio (p=.036), significantly higher exercise habit (p=.004), eating habit (p=.003) and life habit (p=.001) than those in the control group. Conclusion: This study provides evidence that community based participatory obesity management program is effective nursing intervention for managing child obesity.

A New Dual Connective Network Resource Allocation Scheme Using Two Bargaining Solution (이중 협상 해법을 이용한 새로운 다중 접속 네트워크에서 자원 할당 기법)

  • Chon, Woo Sun;Kim, Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.8
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    • pp.215-222
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    • 2021
  • In order to alleviate the limited resource problem and interference problem in cellular networks, the dual connectivity technology has been introduced with the cooperation of small cell base stations. In this paper, we design a new efficient and fair resource allocation scheme for the dual connectivity technology. Based on two different bargaining solutions - Generalizing Tempered Aspiration bargaining solution and Gupta and Livne bargaining solution, we develop a two-stage radio resource allocation method. At the first stage, radio resource is divided into two groups, such as real-time and non-real-time data services, by using the Generalizing Tempered Aspiration bargaining solution. At the second stage, the minimum request processing speeds for users in both groups are guaranteed by using the Gupta and Livne bargaining solution. These two-step approach can allocate the 5G radio resource sequentially while maximizing the network system performance. Finally, the performance evaluation confirms that the proposed scheme can get a better performance than other existing protocols in terms of overall system throughput, fairness, and communication failure rate according to an increase in service requests.

A Study on the Awareness and Preparation of the Forth Industrial Revolution of Some Health Department College Students (일부 보건계열학과 대학생의 4차 산업혁명 인식 및 준비도 연구)

  • Cho, Hye-Eun
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.291-299
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    • 2020
  • The purpose of this study was to be used as basic data for the development of future-type curriculum in health. The awareness and preparation of the forth industrial revolution were surveyed on 280 college students in health departments preparing medical technicians. A self-written structured questionnaire was used for data collection, and the recognition of the forth industry revolution was 2.74, 3D printing (3.59) was high, and neural network machine learning(2.33) was the lowest. Students majoring in Physiotherapy (3.00) had the highest perception, and those majored in Dental engineering(2.37) had the lowest perception, and there was a difference in the degree of perception of IoT by major (p=0.024). For the forth industrial revolution, 54.5% of students are preparing, and lack of interest (42.9%) is the most difficult reason to prepare, and 50.6% of educational experience and 60.9% of VR&AR game experience have experience. In the era of the forth industrial revolution, job loss (38.7%) was high, and the required competency was creative capacity (50.6%). Therefore, it is necessary to develop a curriculum related to the fourth industrial revolution and apply teaching methods that can increase the awareness and preparation of health college students in the era of the fourth industrial revolution.

A Study on Virtual Environment Platform for Autonomous Tower Crane (타워크레인 자율화를 위한 가상환경 플랫폼 개발에 관한 연구)

  • Kim, Myeongjun;Yoon, Inseok;Kim, Namkyoun;Park, Moonseo;Ahn, Changbum;Jung, Minhyuk
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.4
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    • pp.3-14
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    • 2022
  • Autonomous equipment requires a large amount of data from various environments. However, it takes a lot of time and cost for an experiment in a real construction sites, which are difficulties in data collection and processing. Therefore, this study aims to develop a virtual environment for autonomous tower cranes technology development and validation. The authors defined automation functions and operation conditions of tower cranes with three performance criteria: operational design domain, object and event detection and response, and minimum functional conditions. Afterward, this study developed a virtual environment for learning and validation for autonomous functions such as recognition, decision making, and control using the Unity game engine. Validation was conducted by construction industry experts with a fidelity which is the representative matrix for virtual environment assessment. Through the virtual environment platform developed in this study, it will be possible to reduce the cost and time for data collection and technology development. Also, it is also expected to contribute to autonomous driving for not only tower cranes but also other construction equipment.

Development of Simulator for Analyzing Intercept Performance of Surface-to-air Missile (지대공미사일 요격 성능 분석 시뮬레이터 개발)

  • Kim, Ki-Hwan;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.63-71
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    • 2010
  • In modern war, Intercept Performance of SAM(Surface to Air Missile) is gaining importance as range and precision of Missile and Guided Weapon on information warfare have been improved. An aerial defence system using Surface-to-air Radar and Guided Missile is needed to be built for prediction and defense from threatening aerial attack. When developing SAM, M&S is used to free from a time limit and a space restriction. M&S is widely applied to education, training, and design of newest Weapon System. This study was conducted to develop simulator for evaluation of Intercept Performance of SAM. In this study, architecture of Intercept Performance of SAM analysis simulator for estimation of Intercept Performance of various SAM was suggested and developed. The developed Intercept Performance of SAM analysis simulator was developed by C++ and Direct3D, and through 3D visualization using the Direct3D, it shows procedures of the simulation on a user animation window. Information about design and operation of Fighting model is entered through input window of the simulator, and simulation engine consisted of Object Manager, Operation Manager, and Integrated Manager conducts modeling and simulation automatically using the information, so the simulator gives user feedback in a short time.

Study of the Theatrical History in Chungnam Yesan (충남 예산 연극사 연구)

  • Do, Jung-Nim;Lee, Seung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.107-117
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    • 2019
  • This paper establishes and propagates the value of the play through the study of the transition process of the yesan play from 1920 to the present, presents an alternative through the unique theatricality of the region and aims to activate it. The theater divided the theater into Yecheon, Chungnam Theater Festival, and Youth Theater Festival, which are currently active, and focused on Yedang International Performing Arts Festival, which is the only one in Yesan. The details of the performance due to the loss of data were not specified as much as possible, but the contents of the yesan play before 1990 were reviewed using the eupji and Myeonji. It also starts with a lack of diversity in plays in the developing direction of Yesan. Children's plays should be dismissed for simple commercial purposes, or the value of traditional Korean plays should be compared to Western ones, to promote the development of local plays through the natural characteristics and the basis of traditional culture, and to sustain the continuity of extreme economic performance and performances through the development of repertoires. Infrastructure deployment can be cited. The in flow of specialized actors and the use of art administrators creates a stable theater environment and activates the reeducation of local actors to promote theatrical imagination. It is also an urgent task to develop a new theatrical form by introducing experimental theatrical methods of young artists in the overseas performance business of theater troupe Yechon. Finally, Yedang International Performing Arts Festival should be characterized and differentiated from other festivals.

Hypersonic Weapons and National Security (극초음속 무기체계의 개발 경쟁과 국가 안보의 함의)

  • Son, Hyun-Seung;Lee, Ho-il;Ko, Duk-Gon
    • Journal of Aerospace System Engineering
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    • v.16 no.1
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    • pp.56-69
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    • 2022
  • Various advanced countries are accelerating the competition in the development of hypersonic weapons. North Korea is on the verge of building a new submarine equipped with a submarine-launched ballistic missile (SLBM). A series of new guided missiles tests have continued due to political competition between the U.S. and China. The Republic of Korea is planning to boost its military capabilities, which involves the development of nuclear-powered submarines, light aircraft carriers, and new guided missiles. The northeast Asian region continues to be tense amid military rivalry between the Republic of Korea, North Korea, the United States, China, Russia, and Japan. Accordingly, these countries' competition to develop weapons is also at the world's highest level. In this paper, we examine the functioning of a hypersonic weapons system conduct a technical analysis of its components. In addition, we analyze the direction of military development that the Korean military wants to pursue through the recently announced mid-term defense plan. We conclude by highlighting the technical limitations and implementation strategies to overcome the development of hypersonic weapons.

Development of Elementary School Science Instructional Program for Nurturing Creativity - 2. Development and Implementation - (창의력 계발을 위한 자연과 교수 학습 자료 개발 - 2. 개발과 적용 -)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Yong-Joon;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.89-101
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    • 2001
  • The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.

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