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Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.37-74
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    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

Thermal Compression of Copper-to-Copper Direct Bonding by Copper films Electrodeposited at Low Temperature and High Current Density (저온 및 고전류밀도 조건에서 전기도금된 구리 박막 간의 열-압착 직접 접합)

  • Lee, Chae-Rin;Lee, Jin-Hyeon;Park, Gi-Mun;Yu, Bong-Yeong
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2018.06a
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    • pp.102-102
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    • 2018
  • Electronic industry had required the finer size and the higher performance of the device. Therefore, 3-D die stacking technology such as TSV (through silicon via) and micro-bump had been used. Moreover, by the development of the 3-D die stacking technology, 3-D structure such as chip to chip (c2c) and chip to wafer (c2w) had become practicable. These technologies led to the appearance of HBM (high bandwidth memory). HBM was type of the memory, which is composed of several stacked layers of the memory chips. Each memory chips were connected by TSV and micro-bump. Thus, HBM had lower RC delay and higher performance of data processing than the conventional memory. Moreover, due to the development of the IT industry such as, AI (artificial intelligence), IOT (internet of things), and VR (virtual reality), the lower pitch size and the higher density were required to micro-electronics. Particularly, to obtain the fine pitch, some of the method such as copper pillar, nickel diffusion barrier, and tin-silver or tin-silver-copper based bump had been utillized. TCB (thermal compression bonding) and reflow process (thermal aging) were conventional method to bond between tin-silver or tin-silver-copper caps in the temperature range of 200 to 300 degrees. However, because of tin overflow which caused by higher operating temperature than melting point of Tin ($232^{\circ}C$), there would be the danger of bump bridge failure in fine-pitch bonding. Furthermore, regulating the phase of IMC (intermetallic compound) which was located between nickel diffusion barrier and bump, had a lot of problems. For example, an excess of kirkendall void which provides site of brittle fracture occurs at IMC layer after reflow process. The essential solution to reduce the difficulty of bump bonding process is copper to copper direct bonding below $300^{\circ}C$. In this study, in order to improve the problem of bump bonding process, copper to copper direct bonding was performed below $300^{\circ}C$. The driving force of bonding was the self-annealing properties of electrodeposited Cu with high defect density. The self-annealing property originated in high defect density and non-equilibrium grain boundaries at the triple junction. The electrodeposited Cu at high current density and low bath temperature was fabricated by electroplating on copper deposited silicon wafer. The copper-copper bonding experiments was conducted using thermal pressing machine. The condition of investigation such as thermal parameter and pressure parameter were varied to acquire proper bonded specimens. The bonded interface was characterized by SEM (scanning electron microscope) and OM (optical microscope). The density of grain boundary and defects were examined by TEM (transmission electron microscopy).

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Clinical Usefulness on K-MBI for Decision of Driving Rehabilitation Period in Patients with Stroke: A pilot study (뇌졸중 환자의 운전재활 시기 결정을 위한 K-MBI의 임상적 유용성: 예비 연구)

  • Park, Myoung-Ok
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.2
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    • pp.91-98
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    • 2017
  • Background & Object: Basic daily activity screening tool such as the Modified Barthel Index (MBI) has been used commonly in rehabilitation clinic and community based rehabilitation setting. Previous studies have shown the significant relations between the level of daily activities and driving ability on stroke or elderly people. However, there is a lack of studies to investigate the usefulness of MBI on prediction of driving ability for stroke patient. This study was to predict driving abilities of stroke survivor using Korean version Modified Barthel Index (K-MBI). Methods: A sample of 48 patients with stroke in rehabilitation hospital was recruited. All participants were tested level of basic daily activities using K-MBI. The driving ability of participants was tested using virtual reality driving simulator. The predictive validity was calculated of the K-MBI among pass or fail group of driving simulator test using receiver operating characteristics curves. Results: The cut-off score of >86.5 on the K-MBI is proper sensitivity to predict on driving performance ability. Conclusion: This pilot result offers clinical reference to therapists and caregivers for reasoning on driving recommendation period during rehabilitation stage of stroke survivors. Further studies need to identify prediction using real on-road test in a large population group.

An Investigation on Digital Humanities Research Trend by Analyzing the Papers of Digital Humanities Conferences (디지털 인문학 연구 동향 분석 - Digital Humanities 학술대회 논문을 중심으로 -)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.393-413
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    • 2021
  • Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.

Effect of Beauty Major's Recognition of VR-based Beauty Courses on Expertise and Practical Skills Recognition (미용전공자의 VR 기반 미용 교과목 인식이 전문지식과 실무능력 인식에 미치는 영향)

  • Lee, Jung-Hee;Moon, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1445-1454
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    • 2021
  • In this study, based on the expectation that beauty education based on VR experience of beauty majors will have on expertise and practical ability, it was attempted to develop VR-based beauty subjects and secure an educational environment. A total of 106 learners participated in the study, and the online questionnaire consisted of questions about the development of VR-based beauty subjects, recognition of expertisee and practical skills, and general characteristics. The collected data were verified at the significance level of .05 using the SPSS 21.0 statistical program. As a result of frequency analysis, factor analysis, correlation, and linear regression analysis, the higher the grade, the higher the perception of VR-based beauty subjects development (p<.01). The perception of VR-based beauty subject development was related to VR-based expertise and practical skills for each sub-factor of the recognition of expertise (r=.683, p<.001), practical skills (r=.676, p<.001), and industry-related awareness (r=.543, p<.001). It was found that there was a statistically significant positive (+) correlation with related perception. In addition, it was found that the higher the awareness of VR-based beauty subjects development, the higher the expectation that expertise, practical ability, and industry-related awareness would be improved. As a result, the necessity of developing VR-based beauty subjects and expectations for course operation of majors in the beauty subjects environment were confirmed. In follow-up studies, it is necessary to expand the scope of the sample.

Domestic Research Trends in IT Fashion (IT 패션에 대한 국내 연구 동향)

  • Choo, Ho-Jung;Nam, Yun-Ja;Lee, Yu-Ri;Lee, Ha-Kyung;Lee, Sung-Ji;Lee, Sae-Eun;Jang, Jae-Im;Park, Jin-Hee;Choi, Jin-Woo;Kim, Do-Yuon
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.614-628
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    • 2012
  • The purpose of this study was to analyze research trends and make suggestions regarding the future of information technology (IT) in the fashion industry. In this study, 437 papers written regarding IT fashion from five major journals published between 2000 and 2011 were examined. The research areas were then organized by subject and keyword, and divided into 16 high-context categories. Two IT fashion maps were constructed, one from a fashion consumer's perspective, and the other based on the fashion industry's supply chain. This study identified important trends in IT fashion such as: 3D scanners, 3D digital renderings of the human form, 3D digital garments, smart garments, mass customization, production automation, online shopping, home shopping, online communities, e-commerce, digital media, virtual reality, e-tail, the digital generation, E-CRM, and education. Data from body scans was collected and applied to production, and research on smart textiles was also carried out. As for IT fashion's service areas, the majority of the research focused on online shopping or online communication. Additionally, research done on avatars and cyber space, and studies on social networking services are shown. The results of this study indicated that a new field of research has opened and that current research has been developing. Also, this study showed what is needed to expand and strengthen IT fashion.

Analysis of Evacuation Route Selection Pattern of Occupant according to Installation Type of Exit Light and Opening/Closing Direction of Door (유도등 설치유형 및 피난구 출입문 개폐방향에 따른 재실자의 피난경로 선택패턴분석)

  • Jung, Jong-Jin
    • Fire Science and Engineering
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    • v.33 no.6
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    • pp.28-34
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    • 2019
  • The purpose of this study is to examine the influence of occupant's path selection on the shape of the pictogram and the opening/closing of the door. This study was carried out through a simulation experiment using computer virtual reality. Exit light pictogram for exit door and exit light pictogram for passage were arranged for each scenario in type T corridor and type + corridor. The computer graphic was used to carry out the simulation. In addition, we analyzed the response of human behavior according to the two directions (left and right) of exit light pictogram for exit door and the effect of opening direction of doorway. In addition, the change of decision-making according to the presence or absence of exit light pictogram for passage was confirmed. The results of the direction selection response were as follows. First, in the case of the T-shaped corridor, if the exit light was not installed on the door, it was influenced by the opening direction of the door. Second, when the exit light is attached to the door, the selectivity in the direction that matches the exit light pictogram direction is high. As a result, it was confirmed that the pictogram direction of the exit light influenced the evacuation route selection of the occupants.

Development of Safety Training Delivery Method Using 3D Simulation Technology for Construction Worker (건설현장 작업자를 위한 3차원 시뮬레이션 바탕의 안전 교육전달 매체 개발)

  • Ahn, Sungjin;Park, Young Jun;Park, Tae-Hwan;Kim, Tae-Hui
    • Journal of the Korea Institute of Building Construction
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    • v.15 no.6
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    • pp.621-629
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    • 2015
  • Construction worker safety and safety training continue to be main issues in the construction industry. In order to promote safety awareness among workers, it is imperative to develop a more effective and efficient safety training. This study compared two methods in construction worker safety training: 1) a conventional lecture and 2) 3D simulation through Building Information Modeling. Both training methods included the same contents, a selection of safety standard and guide suggested by Occupational Safety and Health Agency and the Korea Occupational Safety and Health Agency; the contents were then produced into two types of training methods. A survey was conducted targeting on safety managers, in which the managers evaluated lifelikeness, active learning and enjoyment that each of training methods can promote. The results of the survey showed that innovative method using 3D simulation was more effective than conventional lecture method in terms of its lifelikeness, active learning and enjoyment. This study will provide implications that innovative method using the virtual reality is more effective than conventional lecture method.

Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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A Conceptual Design on Training Simulator of the Special Railway Vehicle for Multiple Tie Tamper (궤도보수 특수철도차량 탬퍼 모의훈련연습기의 개념설계)

  • Ahn, Seung-Ho;Kang, Jeong Hyung;Kim, Chul Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.430-436
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    • 2018
  • Special railway vehicles for track maintenance are equipped with a tamping device that adjusts various track trajectories to reduce the vibration of rolling stock and improve ride quality during trains passing over a track. The development of a simulator that can confirm the error of the actual tamping work is important for reducing human error in the linearization of the track misalignment. In this study, to improve the reality and training effect of conventional 2D simulator, 3D simulator modeling was implemented for tamping work of special railway vehicles in virtual space. The problem of buffering during high screen quality of tamping work was solved using the Unwrap UVW mapping technique of a low polygon extracted from high quality polygon modeling. The human error in the training of the tamping work was detected by the principle of circle and square collision when the tamping tyne and the sleeper collided. In addition, vibration of the driving chair was generated at the same time as the collision, and the number of the sleeper strikes is displayed on the simulator exercise screen. Owing to the scattering of railway ballast protruding from the sleepers, which had a serious effect on the safety of the vehicle, the gravel bouncing effect of the tamping unit was applied.