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Formation of the Digital Generation in a Distance Learning Environment

  • Nataliіa, Levchenko;Nataliia, Sukhostavets;Lesia, Zelman;Alla, Kulichenko;Kseniia, Balabanova
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.335-341
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    • 2022
  • This article is devoted to the study of the process of formation of the digital generation in a distance learning environment. With the introduction of quarantine due to the spread of COVID-19, opponents of digital technologies were forced to turn to relevant resources, while supporters identified new opportunities for the development of didactics and education in general. The irreversibility of the former educational reality became apparent and only the scale of the vision of potential change by interested and disinterested groups differed. Using a comprehensive approach, the authors consider the issues related to the direct and indirect impact of distance learning on children and young people born after the beginning of the XXI century. The article reveals the prerequisites and implications of distance education for the interaction of participants in the educational process. IC technologies during the educational process in the primary grades, in addition to identifying the student's learning deficit, should provide the transmission of non-verbal signals, which are important for children of this age. At the same time in the secondary school IR-technologies are designed to replace frontal learning during the assimilation of knowledge and at the same time not to worsen the quality of the educational process. Formation of students in the HEI takes place in the political science format, constant discussion of problem situations, so the task of introducing IC technology in this process is the accurate transfer of the content of the discussions. Individualization and autonomization of the educational process, its dependence on the results of the choice of educational content, and the use of pedagogical management tools change the philosophy of education for children and youth. The authors conclude that the formation of a digital generation, characterized by an increased level of digital literacy of children and youth, the possession of a certain level of digital capacity requires the use of strategies aimed at optimizing the learning process in a digital educational environment.

A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

A Study of character and dungeon size correlation in MMORPG game (MMO RPG 게임에서 캐릭터와 던젼과의 크기에 대한 상호관계의 연구)

  • Kim, Do-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.53-60
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    • 2009
  • This paper is focusing on the optimal size of internal space in which various functions are expressed by means of analogizing appropriate size of passage fitted to characters and reverse-calculating it in comparison with preexisting games, and thus increase the objectivity of data. To this end, the work of making the data objective was conducted in advance, and the experiment proceeded in the way that specially-designed Dungeon can make its way through the passage and in the situation where small-scale combats take place. In addition, the efforts were made to standardize the outcome of experiments by restricting the types of game graphics to MMO RPG. Further, the enhance the objectivity of size of the characters, the game types were limited to RPG games, and it is also adjusted to the character's face size based on the graphic designer's preference. The size of shoulders and arms of characters, inter alia, was selected as distinguishing points to be adjusted to the passage. By analyzing these data, the size of passage was re-organized according to the main characters in the MMO RPG games. Four experimental data was utilized by the 200 game experts in order to select the optimal size of passage in the game. As a consequence, the proportional correlation between character and passage movement was evaluated as successful in terms of emotional recognition.

Cataloging Trends after LRM and its Acceptance in KORMARC Bibliographic Format (LRM 이후 목록 동향과 KORMARC 통합서지용에서의 수용 방안)

  • Lee, Mihwa;Lee, Eun-Ju;Rho, Jee-Hyun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.25-45
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    • 2022
  • This study was to develop KORMARC-bibliographic format reflecting cataloging trends after LRM using literature review, analysis of MARC 21 discussion papers, and comparison of the fields in MARC 21 and KORMARC. The acceptance and consideration of fields and sub-fields that need to be revised in KORMARC are as follows. First, in terms of LRM / RDA, fields 381 or 387 for the representative expression, field 881 and the change and addition of its sub-fields for the manifestation statement, and data provenance code to ▾7 sub-field for date provenance may be considered. Second, in terms of Linked Data, ▾1 sub-field for RWO, and field 758 for related work identifier can be added. Third, for the data exchange of KORMARC and BIBFRAME, it should be developed in consideration of mapping with BIBFRAME classes and attributes in KORMARC. Fourth, additional fields such as 251 version information, 334 mode of issuance, 335 expansion plan, 341 accessibility content, 348 format of notated music, 353 supplementary content characteristics, 532 accessibility note, 370 associated place, 385 audience characteristics, 386 creator/contributor characteristics, 388 time period of creation, 688 subject added entry-type of entity unspecified, 884 description conversion information, 885 matching information could be developed. This study will be used to revise KORMARC-bibliographic format and to build and utilize bibliographic data in domestic libraries.

Study on the Mathematics Teaching and Learning Artificial Intelligence Platform Analysis (수학 교수·학습을 위한 인공지능 플랫폼 분석 연구)

  • Park, Hye Yeon;Son, Bok Eun;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.36 no.1
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    • pp.1-21
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    • 2022
  • The purpose of this study is to analyze the current situation of EduTech, which is proposed as a way to build a flexible learning environment regardless of time and place according to the use of digital technology in mathematics subjects. The process of designing classes to use the EduTech platform, which is still in the development introduction stage, in public education is still difficult, and research to observe its effects and characteristics is also in its early stages. However, in the stage of preparing for future education, it is a meaningful process to grasp the current situation and point out the direction in preparation for the future in which EduTech will be actively applied to education. Accordingly, the current situation and utilization trends of EduTech at home and abroad were confirmed, and the functions and roles of EduTech platforms used in mathematics were analyzed. As a result of the analysis, the EduTech platform was pursuing learners' self-directed learning by constructing its functions so that they could be useful for individual learning of learners in hierarchical mathematics education. In addition, we have confirmed that the platform is evolving to be useful for teachers' work reduction, suitable activities, and evaluations learning management. Therefore, it is necessary to implement instructional design and individual customized learning support measures for students that can efficiently utilize these platforms in the future.

A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.111-134
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    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.

An Exploratory Study of Indifference toward Fine Arts among Korean Middle-Class through a Ground Theory Method (순수예술 무관심 현상에 대한 탐색적 연구 - 근거이론 분석방법을 통한 접근법 -)

  • Park, Min-gwon;Hyun, Eunjung
    • Korean Association of Arts Management
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    • no.52
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    • pp.5-37
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    • 2019
  • Despite a copious volume of work on the relationship between social class and cultural consumption, scholars have paid scant attention to the increasingly apparent observation that a vast majority of the population exhibits indifference toward fine arts regardless of one's socio-economic status. Much of the prior literature on cultural consumption has treated the public's indifference to fine arts not as a distinct analytical category that deserves an explanation of its own, but simply as the opposite of "likes" or the act of consumption, let alone being disentangled from the concept of "dislikes" in taste-formation and consumption behavior. In this paper, we suggest that the seemingly increasing trend toward indifference to fine arts, especially among those who are part of the well-educated and economically well-off, merits close scholarly attention on its own term. As an initial step toward this endeavor, we explore the factors behind indifference toward fine arts among Korean middle-class, using the ground theory method. Our interview findings reveal that much of indifference toward fine arts is attributable to the lack of tastes in fine arts and artistic competence. Our results suggest that research drawing on Bourdieu's theory and Peterson's omnivore hypothesis needs to be further revised through an in-depth investigation of the institutional and societal contexts where art education takes place in Korea. We discuss the implications of our findings for policy-making in the cultural and artistic sphere.

A Study on the Resolution of Trade Disputes by Mediation (조정에 의한 무역분쟁의 해결방안 고찰)

  • Jang, Eun-Hee;Hwang, Ji-Hyeon
    • Korea Trade Review
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    • v.43 no.5
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    • pp.139-158
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    • 2018
  • As trade volume increases and the business environment becomes more complex and competitive, international trade disputes are also increasing and becoming more complex. Parties need to become more aware of alternatives to costly and time consuming arbitration and litigation. The ADR (Alternative Dispute Resolution) can encompass all dispute resolution processed and can act as a substitute for traditional litigation. Mediation, a type of ADR, offers an amicable dispute settlement mechanism between concerned parties through a natural mediator. There are several strong points of mediation compared with litigation or arbitration. First of all, mediation can take place without having to complete time-consuming and expensive discovery processes associated with litigation. In addition, since mediation is considered a private process, the dispute can remain out of the public eye. It can be embarrassing and disrupt business when customer or suppliers learn that a company is involved in litigation. Lastly, mediation is less adversarial than litigation or arbitration, so the parties often can salvage their relationships. Often the parties to mediation find themselves continuing to conduct business. In spite of such benefits of mediation, it is less used in Korea and therefore, this article aims to promote the mediation system in international trade disputes. However, this paper has limitation, for example, why ADR is not used well in Korea and need to suggest how ADR can work best in international trade disputes.

HSE System Safety Management Using Wearable Based on Accident Scenario of High Place Work (고소작업 사고 시나리오 기반 웨어러블 응용 HSE 시스템 안전관리 방안)

  • Cho, Yun-Jeong;Im, Ki-Chang;Lim, Dong-Sun;Park, Jeong-Ho;Kim, Jong-Myon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.417-425
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    • 2018
  • This paper proposes a safety management method that extracts ETA (event tree analysis) based scenario and combines ICT technology to reduce serious disasters occurring workplace for shipbuilding and offshore plant. The statistics of Safety and Health Agency and (previous)Ministry of Public Safety and Security show that the most frequent accident among the serious disasters related to shipbuilding and offshore plant is falling. The main cause of accidents is absence of a safety belt and safety belt ring. To solve these problems, we create ETA based scenarios to derive results based on safety considerations. Based on these results, we propose a solution by applying ICT technology for accident prevention. Deriving ETA based scenarios and ICT technology, the proposed solutions include a system for detecting the wearing of safety belts and safety helmets, a system for detecting whether or not the safety belts are connected, and a hook system for measuring safety distances. These safety related systems can reduce the probability of death of workers. By preventing accidents using the proposed method, we can reduce serious disasters in shipbuilding and offshore plant and establish systematic safety management.

Development of Greenhouse Environment Monitoring & Control System Based on Web and Smart Phone (웹과 스마트폰 기반의 온실 환경 제어 시스템 개발)

  • Kim, D.E.;Lee, W.Y.;Kang, D.H.;Kang, I.C.;Hong, S.J.;Woo, Y.H.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.18 no.1
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    • pp.101-112
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    • 2016
  • Monitoring and control of the greenhouse environment play a decisive role in greenhouse crop production processes. The network system for greenhouse control was developed by using recent technologies of networking and wireless communications. In this paper, a remote monitoring and control system for greenhouse using a smartphone and a computer with internet has been developed. The system provides real-time remote greenhouse integrated management service which collects greenhouse environment information and controls greenhouse facilities based on sensors and equipments network. Graphical user interface for an integrated management system was designed with bases on the HMI and the experimental results showed that a sensor data and device status were collected by integrated management in real-time. Because the sensor data and device status can be displayed on a web page, transmitted using the server program to remote computer and mobile smartphone at the same time. The monitored-data can be downloaded, analyzed and saved from server program in real-time via mobile phone or internet at a remote place. Performance test results of the greenhouse control system has confirmed that all work successfully in accordance with the operating conditions. And data collections and display conditions, event actions, crops and equipments monitoring showed reliable results.