• Title/Summary/Keyword: virtual age

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Measurement and Analysis of Pediatric Patient Exposure Dose Using Glass dosimeter and a PC-Based Monte Carlo Program (Glass dosimeter와 PCXMC Program을 이용한 소아피폭선량 측정 및 분석)

  • Kim, Young-Eun;Lee, Jeong-Hwa;Hong, Sun-Suk;Lee, Kwan-Seob
    • Korean Journal of Digital Imaging in Medicine
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    • v.14 no.2
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    • pp.9-14
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    • 2012
  • Exposed dose of young child should be managed necessarily. Young child is more sensitive than adult of a Radioactivity, especially, and lives longer than adult. Must reduce exposed dose which follows The ALARA(As Low As Reasonably Achievable)rule is recommended by ICRP(International Commission on Radiological Protection)within diagnostic useful range. Therefore, We have to prepare Pediatric DRL(Diagnostic Reference Level) in Korea as soon as possible. Consequently, in this study, wish to estimate organ dose and effective dose using PCXMC Program(a PC-Based Monte Carlo Program), and measure ESD(Entrance surface dose)and organ dose using Glass dosimeter, and then compare with DRL which follows EC(European Commission)and NRPB(National Radiological Protection Board). Using glass dosimeter and PCXMC programs conforming to the International Committee for Radioactivity Prevention(ICRP)-103 tissue weighting factor based on the item before the organs contained in the Chest, Skull, Pelvis, Abdomen in the organ doses and effective dose and dose measurements were evaluated convenience. In a straightforward way to RANDO phantom inserted glass dosimeter(GD352M)by using the hospital pediatric protocol, and in a indirect way was PCXMC the program through a virtual simulation of organ doses and effective dose were calculated. The ESD in Chest PA is 0.076mGy which is slightly higher than the DRL of NRPB(UK) is 0.07mGy, and is lower than the DRL of EC(Europe) which is 0.1mGy. The ESD in Chest Lateral is 0.130mGy which is lower than the DRL of EC(Europe) is 0.2mGy. The ESD in Skull PA is 0.423mGy which is 40 percent lower than the DRL of NRPB(UK) is 1.1mGy and is 28 percent lower than the DRL of EC(Europe) is 1.5mGy. The ESD in Skull Lateral is 0.478mGy which is half than the DRL of NRPB(UK) is 0.8mGy, is 40 percent lower than the DRL of EC(Europe) is 1mGy. The ESD in Pelvis AP is 0.293mGy which is half than the DRL of NRPB(UK) is 0.60mGy, is 30 percent lower than the DRL of EC(Europe)is 0.9mGy. Finally, the ESD in Abdomen AP is 0.223mGy which is half than the DRL of NRPB(UK) is 0.5mGy, and is 20 percent lower than the DRL of EC is 1.0mGy. The six kind of diagnostic radiological examination is generally lower than the DRL of NRPB(UK)and EC(Europe) except for Chest PA. Shouldn't overlook the age, body, other factors. Radiological technician must realize organ dose, effective dose, ESD when examining young child in hospital. That's why young child is more sensitive than adult of a Radioactivity.

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A Study on the Role of Christianity and the Educational Direction in the Fourth Industrial Revolution (4차 산업혁명시대의 기독교의 역할과 교육방향에 관한 연구)

  • Kim, Hee Young
    • Journal of Christian Education in Korea
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    • v.67
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    • pp.377-414
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    • 2021
  • Since Schwab mentioned the Fourth Industrial Revolution at the World Economic Forum Annual Meeting 2016, discussions have been ongoing about it and the future society. The Fourth Industrial Revolution exceeds the development of technology and influences society, culture, and lifestyle. Moreover, in the face of the COVID-19 crisis, society continues to experience and realize the era of the Fourth Industrial Revolution. Although we hope that this era will surely improve human life, we are also concerned about human alienation and social and economic polarization that may emerge as a consequence. How, then, does Christianity contribute to the public space and set the direction for education in this day and age? This study focused on the role of Christianity and the direction of education during the Fourth Industrial Revolution. First, I examine problems in terms of the inner and outer aspects of individuals and communities that may occur during the Fourth Industrial Revolution through the perspectives of Mitchell, a psychologist, Bellah, a sociologist, McGrath, a theologian, and Bostrom, a philosopher. Through their theories, we can view the lives of individuals in the real, virtual, and transcendental worlds of this era. I find that Christianity can provide a transcendent norm in this world, give meaning to life, and change people and the world. Therefore, I suggest the creation and expression of symbols as a direction for education. For this form of education, I recommend five steps, namely, observing, entering, discovering, participating, and making symbols. In this manner, people can represent the kingdom of God in the real world.

Pupil Data Measurement and Social Emotion Inference Technology by using Smart Glasses (스마트 글래스를 활용한 동공 데이터 수집과 사회 감성 추정 기술)

  • Lee, Dong Won;Mun, Sungchul;Park, Sangin;Kim, Hwan-jin;Whang, Mincheol
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.973-979
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    • 2020
  • This study aims to objectively and quantitatively determine the social emotion of empathy by collecting pupillary response. 52 subjects (26 men and 26 women) voluntarily participated in the experiment. After the measurement of the reference of 30 seconds, the experiment was divided into the task of imitation and spontaneously self-expression. The two subjects were interacted through facial expressions, and the pupil images were recorded. The pupil data was processed through binarization and circular edge detection algorithm, and outlier detection and removal technique was used to reject eye-blinking. The pupil size according to the empathy was confirmed for statistical significance with test of normality and independent sample t-test. Statistical analysis results, the pupil size was significantly different between empathy (M ± SD = 0.050 ± 1.817)) and non-empathy (M ± SD = 1.659 ± 1.514) condition (t(92) = -4.629, p = 0.000). The rule of empathy according to the pupil size was defined through discriminant analysis, and the rule was verified (Estimation accuracy: 75%) new 12 subjects (6 men and 6 women, mean age ± SD = 22.84 ± 1.57 years). The method proposed in this study is non-contact camera technology and is expected to be utilized in various virtual reality with smart glasses.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.

Exploring Changes in Science PCK Characteristics through a Family Resemblance Approach (가족유사성 접근을 통한 과학 PCK 변화 탐색)

  • Kwak, Youngsun
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.235-248
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    • 2022
  • With the changes in the future educational environment, such as the rapid decline of the school-age population and the expansion of students' choice of curriculum, changes are also required in PCK, the expertise of science teachers. In other words, the categories constituting the existing 'consensus-PCK' and the characteristics of 'science PCK' are not fixed, so more categories and characteristics can be added. The purpose of this study is to explore the potential area of science PCK required to cope with changes in the future educational environment in the form of 'Family Resemblance Science PCK (Family Resemblance-PCK, hereafter)' through Wittgenstein's family resemblance approach. For this purpose, in-depth interviews were conducted with three focus groups. In the focus group in-depth interview, participants discussed how the science PCK required for science teachers in future schools in 2030-2045 will change due to changes in the future society and educational environment. Qualitative analysis was performed based on the in-depth interview, and semantic network analysis was performed on the in-depth interview text to analyze the characteristics of 'Family Resemblance-PCK' differentiated from the existing 'consensus-PCK'. In results, the characteristics of Family Resemblance-PCK, which are newly requested along with changes in role expectations of science teachers, were examined by PCK area. As a result of semantic network analysis of Family Resemblance-PCK, it was found that Family Resemblance-PCK expands its boundaries from the existing consensus-PCK, which is the starting point, and new PCK elements were added. Looking at the aspects of Family Resemblance-PCK, [AI-Convergence Knowledge-Contents-Digital], [Community-Network-Human Resources-Relationships], [Technology-Exploration-Virtual Reality-Research], [Self-Directed Learning-Collaboration-Community], etc., form a distinct network cluster, and it is expected that future science teacher expertise will be formed and strengthened around these PCK areas. Based on the research results, changes in the professionalism of science teachers in future schools and countermeasures were proposed as a conclusion.

Satisfaction Survey on Video Lectures using the Metaversity App (메타버시티 앱을 이용한 동영상 강의 만족도 조사)

  • Jeongkyu Park;Byeongkyou Jeon;KyeongHwan Jeong
    • Journal of the Korean Society of Radiology
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    • v.18 no.2
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    • pp.101-108
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    • 2024
  • Recently, Metaverse technology has emerged as an important topic in various fields. Metaverse refers to a three-dimensional virtual space in which social and economic activities similar to the real world are possible. Among the 235 third-year students who applied the Metaversity app in the radiology department of this university from September to December 2023, 200 participated in a survey to determine the difference in student response and satisfaction when applying the Metaversity app. analyzed. First, the most satisfactory VOD viewing method was viewing through the Metaversity app, followed by viewing through the LMS. Second, 'I think online videos are appropriate for holiday reinforcement.' showed the highest score at 4.35±0.60, 'I want face-to-face classes and online classes to be held simultaneously.' was 4.25±0.87, and 'I think meta. 'I watched it well through the Metaversity app' was the lowest at 4.10±0.30, and 'VOD viewing through the Metaversity app was used appropriately in class' was the lowest at 3.99±0.75. Also, there was no significant difference in the response to the teaching method (p>0.05). Third, in terms of satisfaction with VOD viewing using the Metaversity app, 'Applying the Metaversity app was interesting and fun' ranked the highest at 4.24±0.88. The score was high, with 'Better improvement is needed to actively utilize the metaversity app' at 4.00±0.45, and 'I hope the metaversity app is implemented in other remote classes' at 3.77±0.88. appear. 'VOD classes through the Metaversity app are better than the existing LMS method.' was found to be 3.44±0.66. Additionally, there was no significant difference in satisfaction with classes according to age and gender (p>0.05). The correlation between response and satisfaction with the metaversity app is 0.601, which can be considered very significant (p>0.001). As a limitation of this study, although we surveyed students' satisfaction with using the Metaversity app, we were unable to investigate the satisfaction of instructors who interact with students. In the future, we did not consider the instructor's satisfaction in classes using the Metaversity app. Research must be conducted, and universities must have institutional support and continued interest until metaversity apps are selected and used to prepare for distance learning.