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The Effects of Early Childhood Teachers’ Resilience and Empowerment on Their Job Satisfaction
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.257-261
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The purpose of the study was to examine the relations of early childhood teachers’ resilience, empowerment, and job satisfaction, and to investigate the effects of resilience and empowerment on their job satisfaction. The research subjects were 419 early childhood teachers in charge of 3-5 year olds in kindergartens or daycare centers located in South Korea. The collected data were analyzed using the SPSS 28.0 Program. We calculated the Cronbach's alphas and conducted the descriptive statistical analysis, Pearson’s correlation analysis, and multiple regression analysis. The results showed the statistically positive correlations between the major variable. The positive effects of early childhood teachers’ resilience and empowerment on their job satisfaction were also found. In the relative influence on job satisfaction, the empowerment was greater than resilience. Based on the study results, we suggest academic and practical importance of early childhood teachers’ resilience and empowerment, which enables them dedicate on excellent teaching and caring young children via satisfaction with work settings.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.262-270
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In modern society, with the growing emphasis on health and fitness, the need for education on proper exercise methods is increasingly highlighted. The purpose of this study is to develop a 3D anatomical exercise encyclopedia application optimized for Korean users, enabling them to clearly understand the anatomical structure of exercises and easily learn proper exercise methods. In this study, a user-friendly interface was developed using Flutter and Unity, and a feature was added that allows users to intuitively check muscle activation through 3D models. Users can easily understand the anatomical structure of the exercise areas through 3D models that can be zoomed in, out, and rotated, and can easily access information such as exercise definitions, exercise sequences, agonist muscles, and synergist muscles. As a result of the study, most of the 21 users who used the application showed high satisfaction with the intuitiveness of the interface and the accuracy of the information, suggesting improvements such as the addition of exercise items and muscle highlighting effects, confirming the potential for developing an exercise encyclopedia application optimized for users.
The Effects of Perception of gender in People with Developmental Disabilities on Life Satisfaction
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.271-277
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The purpose of this study was to empirically analyze the effect of gender perception on the life satisfaction of people with developmental disabilities. Based on the results, it was intended to suggest practical measures to improve the developmentally disabled's awareness of their gender and quality of life. To achieve the purpose of the study, a survey was conducted with a significant sample of people with developmental disabilities aged 30 or older in Ulsan City. It was done. Of the collected questionnaires, 58 copies were used as final analysis data, excluding unfaithful responses. The collected data were factor analysis, reliability analysis, frequency analysis, Pearson correlation analysis, t/F-test, and regression analysis using SPSS 20.0 It was implemented. Based on the analysis results, the development of gender education programs for people with developmental disabilities to provide knowledge and information about gender and developmental disabilities. It suggested establishing experts and counseling institutions dedicated to ge nder and implementing and promoting social education for the general public.
A Study on the Application of Motion Graphics Animation in Opening Titles of Noir Dramas
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.278-283
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
As the introductory content of televison series, the opening titles are crucial for helping the audience quickly grasp the tone of the narrative. With the continuous integration of the televison production industry and digital computer technology, motion graphics, featuring its unique dynamic graphic design, offers new avenues for title sequence creation. This paper dives into the application of motion graphics in the title sequences of noir genre television series, analyzing aspects such as visual style, content presentation, and narrative expression. By comparing early static text title sequences with motion graphics ones, this paper reveals the advantages of motion graphics in designing opening titles for noir genre television series and examines how it enhances visual impact and improves audience experience. This study not only enriches the creative techniques for title sequence design, but also provides valuable insights for future creations.
A Study on the Characterization of Otome Games
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.284-289
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In recent years, Otome Games, as a popular game genre, have a considerable number of players in the game market and gained high profits. This paper explores the characteristics and influence of Otome Games by analyzing the audience group characteristics, narrative structure, audiovisual design, and other aspects of Otome Games. The study shows that Otome Games attract young women through immersive relationship experiences and diversified plot directions, but there is a trend of templatization in audiovisual design. Nevertheless, the genre's emphasis on high realism and sophisticated simulation systems continues to deliver a compelling immersive experience, making these games an integral part of players' lives.
Study on the Symbolic Meaning of Fashion and Art Collaboration
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.290-302
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The collaboration between art and fashion goes beyond simple marketing strategies and creates new cultural and aesthetic values through the fusion of the two art forms. This collaboration enhances the brand's image and value, provides consumers with new aesthetic experiences, and provides artists with the opportunity to publicize their works. Fashion can also break away from the existing stereotyped patterns and express the zeitgeist contained in modern society in a much more diverse way through collaboration with works of art, which has cultural and social significance. Therefore, the purpose of this study is to rediscover the meaning of fashion in art based on human life and the spiritual world, and to explore how fashion is expressed as a cultural code in modern society. In the past, most of the views looked at the relationship with art as fashion was the subject, but this paper focused on analyzing the interaction between fashion and art from an artistic point of view. This effect could be demonstrated through the analysis of the convergence case of fashion and art. It is expected that various forms of collaboration will continue in the future, especially fashion, which is based on the researcher's abstraction of color, absorbs and inspires each other's elements, and is related in various aspects such as color symbolism, emotional expression, and design composition principles.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.303-308
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
There is no standardized concept of “at-risk youth,” but from an overall perspective, they are youth exposed to various crises. “At-risk youth” are categorized into personal, familial, educational, and social crisis areas, encompassing factors such as family background, educational difficulties, and mental health issues. There is a dance piece that addresses these "at-risk youth. Matthew Bourne created a dance piece that addresses "at-risk youth" in <Romeo + Juliet>. Currently, Matthew Bourne is a popular choreographer from England who reflects certain social phenomena and does not differentiate between classic art and public art. In 2019, Matthew Bourne collaborated with young creators to reinterpret <Romeo + Juliet> as a narrative centered around youth. In this dance work, youth is both the subject and the expression of the story. In <Romeo + Juliet>, "at-risk youth" are depicted in various forms. The work explores mental health issues including homosexuality, trauma, and depression among teenagers, as well as societal issues such as violence and weapons. The stage depicted how teenagers perceive themselves and how they navigate the challenges faced by "at-risk youth". We would like to interpret the work in relation to the types of “at-risk youth” and the expression methods of the performance. Of course, there may be differences when examining performance cases in other countries compared to youth in Korean society. However, It has meaning in itself to analyze Matthew Bourne's <Romeo + Juliet> in various ways in relation to "at-risk youth" and to examine social phenomena from a broader perspective through this.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.309-316
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Due to rapid socio-economic development and environmental changes, particularly autism spectrum disorder (ASD) in the context of Attention Deficit Hyperactivity Disorder (ADHD) and high-functioning autism, has become a significant social issue. This issue is increasingly recognized from a societal perspective rather than just an individual or family problem. But there remains a lack of information in frontline education. Traditionally, treatment for ASD has been conducted in specialized institutions, or by professional doctors, therapists, and counselors. There are still several challenges such as 1) accessibility to hospitals and transportation for children with ASD, 2) the maturity and competence of therapists, and 3) the lack of appropriate educational content. To solve these problems, we propose a supplementary 3D educational game process for children with high-functioning autism that utilize speech recognition technology and games designed for continuous and repetitive learning. Our proposed game content can be used at home, which incorporates Speech-To-Text (STT) technology and mini-games to help children indirectly experience and learn to handle unexpected real-life situations. With this approach, we will expect that the children can develop social skills and enhance the efficiency of their treatment.
Analysis of Corporate Sustainability Management Cases in Sneaker Brands
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.317-324
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In terms of corporate sustainability management, the footwear industry is still at a very early stage compared to other sectors, and footwear, especially sneakers, is not as far along as apparel due to the nature of the product. As a result, there is a lack of research on sustainability in the sneaker industry in the academic community. Thus, this study analyzed the sustainability practices of three leading brands in the sneaker market, adidas, allbirds, and NIKE, in order to provide basic data for expanding sustainability in the sneaker industry. The study found that the characteristics of sustainable management in sneaker brands are economic efficiency, environmental circularity, social integration, and governance soundness. Sustainable management is increasingly recognized as an essential task in modern society, and as the sneaker market expands, the demand for CSM from relevant brands will grow accordingly. Therefore, the results of this study will help to set policy directions for sneaker brands pursuing sustainable management.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.325-335
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Existing research on walking aids has primarily focused on functional improvements, often neglecting negative aspects such as physical injuries and psychological discomfort, which limits the elderly's active participation in outdoor activities. This study aims to analyze issues related to outdoor walking stemming from physical and psychological factors in the elderly and to propose design directions for walking aids that align with their preferences. In-depth interviews were conducted with 13 elderly individuals aged 65 and above who use rollators, from May 2024 to June 2024. The interviews were analyzed using a questionnaire based on psychological factors identified in previous studies and functional aspects, utilizing Universal Design principles. The five-stage design thinking model from d.school was employed for problem definition. Issues related to walking aids were identified and analyzed during the 'Empathize' and 'Define' stages. The findings highlight priorities such as maintaining proper posture, reducing vibration, improving ease of folding and speed control, and providing additional storage space without causing discomfort. The proposed design directions reflect the needs and aspirations derived from the actual experiences of elderly individuals. The study's findings are expected to contribute to the development of walking aids that enhance usability and confidence, thereby improving the quality of life for elderly individuals.
Needs Analysis on Experience, Collaboration, Enquiry based Learning of College Students
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.336-344
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The purpose of this study is to analyze the need of college students for experiential learning, collaborative learning, and enquiry-based learning. To achieve this goal, a survey was conducted with 308 college students. The need for experience, collaboration, and enquiry-based learning was comprehensively analyzed through t-tests, Borich needs analysis, and priority determination using The Locus for Focus model. The research findings are as follows: First, in Borich need analysis, the highest needs were identified for deep learning, self-directed learning, connecting theoretical knowledge with practical application, immersion, and application to real-life situations. Second, in The Locus for Focus model, the highest needs were found for abstract conceptualization, interest, conflict management, self-directed learning, and curiosity. In summary, since self-directed learning showed the highest priority simultaneously in Borich need analysis and The Locus for Focus model, it should be considered as the most prioritized item.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.345-354
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The sports cloud competition based on the network online platform breaks through the limitation of the time and space of traditional sports competition, changes the competitive environment and mode of sports competition, and is a new mode of sports competition. The detailed possibility model has been widely used in the study of information processing and attitude change. In order to better explore the sports cloud competition, we take 463 college students in Lingnan Normal University as the survey object based on the concept of detailed possibility model, and collects data through a pre-compiled questionnaire, so as to obtain the factors that affect the willingness of college students to participate in sports cloud competition, and explore the possibility of promoting sports cloud competition. Our results show that the convenience characteristics of the central path level are important factors for college students to participate in sports cloud competitions, and the credits, examinations and exercises at the edge path level can become important factors for college students to participate in sports cloud competitions, which play a positive role in promoting college students' participation in sports cloud competitions and are conducive to the promotion and application of sports cloud competitions.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.355-361
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The purpose of the study was to examine the effects of early childhood teachers’ professional development and Grit on their teacher-child interactions. The subjects were 363 early childhood teachers working at kindergartens or childcare centers of South Korea. We used self-reporting survey questionnaires to measure the major variables and utilized the SPSS 28.0 Program to analyze the collected data. Cronbach’s alphas were calculated and the descriptive statistical analyses were conducted. To investigate the research questions, Pearson’s correlation analysis and multiple regression analysis were done. As results, the higher early childhood teachers’ professional development and Grit were, the higher their teacher-child interactions were. Early childhood teachers’ professional development and Grit were found to have positive effects on their teacher-child interactions, which showed that professional development and Grit would predict the quality of interactions between teacher and young children. Based on these results, we suggest the importance of early childhood teachers’ professional development and Grit so that they practice excellent interactions with young children in order to support development and learning through play.
A Cappella as Incidental Music: With a Focus on Frederick Delius's Choral Music
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.362-369
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper, we analyze and study about the incidental music focusing on the Frederick Delius’s choral music without instrumental accompaniment. Incidental music refers to music composed for a play, often played between acts or as background music. Typically, incidental music is discussed within the realm of classical music, but historically, it has evolved into background music for various media. Additionally, incidental music is predominantly instrumental rather than vocal or choral. However, Frederick Delius expanded the scope of incidental music to include choral elements. Delius's efforts opened new possibilities for incidental music, enhancing the integration of drama and music. His works transcend mere background music, enriching the atmosphere and emotions of the play. This provides the audience with a more immersive experience and elevates the artistic value of incidental music. Frederick Delius's unaccompanied choral work, "Two songs to be Sung of a Summer Night on the Water" is characterized by their lack of lyrics and melodic and harmonic texture, making them even more suitable as incidental music.
Evolution and Historical Review of Music in Mass Media
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.370-379
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper, we explore the historical development and revolutionary impact of music in mass media across various forms, including radio, television, film, and digital platforms. The evolution of music in mass media reflects significant technological and cultural shifts over the past century. From the early days of radio to the advent of digital streaming, music has played a crucial role in shaping the types of mass media. Early radio broadcasts in the 1920s relied on live performances and recordings to captivate audiences, establishing music as a central element of media content. The rise of television in the 1950s brought new opportunities for music integration, with theme songs, variety shows, and music videos becoming staples of TV programming. The film industry further revolutionized the use of music, with iconic scores enhancing cinematic storytelling and emotional depth. The digital revolution of the late 20th century introduced new formats and services, expanding access to music and transforming consumption patterns. Recently, streaming platforms and social media allow for personalized music experiences and direct artist-fan interactions. Through an analysis of technological advancements, this study highlights the integral role of music in enhancing narrative, evoking emotions, and creating cultural identities. We present our understanding of this evolution to provide insights into future trends and potential innovations in the integration of music with mass media, including the use of artificial intelligence and virtual reality to create immersive auditory experiences.
On the Characteristics of Physical Training Content in Seo Sang-cheon's Writings by Period
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.380-387
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Seo Sang-cheon (1903-1950) was a sports leader and administrator who contributed greatly to the development of Korean sports after Japanese colonial era and liberation. And to us, he is known as the first person to introduce weightlifting to Korea. In this paper, through the main contents of the books of the 1930s related to this research topic, including the Modern Physical Fitness Promotion Act (1931) and the Modern Iron Stick Movement Act (1934), the main contents of Seo Sang-cheon's books related to physical training during this period, I would like to illuminate the characteristics such as infinite affirmation of the 'body training' and the exposure of disciplined upper body photographs in Seo Sang-cheon's writings related to physical training during this period. On the one hand, contrary to this, I tried to mention the regrets of his writings and political moves emphasizing the 'spirit' after the 1940s. We found that Seo Sang-cheon's early writings were focused on individual physical training, beyond the boundaries of nation and ethnicity. In contrast, his later writings reflect a shift towards thinking of personal physical training in alignment with the development of the state. We believe that this change in his writings demonstrates that Seo Sang-cheon's interests extended beyond physical education into political and social spheres, while also symbolizing a transformation in his perception of the body.
Analysis of success factors for games using animation IP - Focusing on <Digimon story cyber sleuth>
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.388-395
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The current state of the domestic game industry is that most of the sales generated in the domestic game industry occur on PC and mobile, and the genre is limited to RPG, so games of similar genres are repeatedly released to increase sales. To solve this situation, games using IP are being discussed, and games based on webtoon and animation IP are being released. In this way, we would like to analyze and consider ways to utilize IP well and success factors focusing on “Digimon Story Cyber Sleuth.”
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.396-405
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This study analyzed the practical issues in the Serious Accident Punishment Act (SAPA) for construction sites and proposed measures to improve provisions that are detached from reality. The Act aims to prevent major accidents across various industries, with a particular emphasis on the construction sector. While the Act’s intention is commendable, several significant legal flaws have emerged during its implementation. These issues were critically analyzed and strategic recommendations were proposed. Key issues include ambiguous legal definitions, the differential impact of the law on small and large businesses, and the increased administrative and managerial burdens. This study proposed specific measures to enhance the clarity of legal terminology and technology, balance the responsibilities between small and large businesses, and streamline administrative processes. Additionally, methods for effectively revising the regulations and reasonably complying with them on-site were proposed. By addressing these issues, we aim to improve the effectiveness of the law, ensure fair application, and ultimately create a safer working environment in the construction industry. The recommendations are expected to serve as valuable resources for future revisions and improvements to SAPA and contribute to the broader goal of sustainable industrial safety and development.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.406-418
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In line with the rapid spread of Metaverse in various marketing areas, fashion companies have also begun to devise various activities using the Metaverse. Fashion experiences within the Metaverse platform must be conducted considering the characteristics of the Metaverse itself. However, there has yet to be any research on Metaverse fashion based on the characteristics of the Metaverse platform itself. Accordingly, this study sought to empirically analyze the impact of various characteristics of the Metaverse platform on consumers' virtual fashion experience within the platform. In particular, this study focused on the relationships among the Metaverse platform characteristics, perceived avatar identity, and the purchase intention of actual fashion products. In order to test the hypotheses, a survey was conducted on 300 Korean male and female consumers with an average age of 39.3 who had experience with virtual fashion through the Metaverse platform. In response to the recent increase in domestic and foreign brands' attempts to experience fashion using ZEPETO, the questionnaire provided an experience scenario that included detailed captured images of the use of avatars in the ZEPETO world. Data was subjected to statistical analysis using the SPSS 28.0 program. The results confirmed that the characteristic factors of the Metaverse platform (i.e., presence, social interactivity, anonymity) had a significant impact on the user's perceived avatar identification. Additionally, perceived avatar identity significantly affected users' purchase intention. Theoretical and managerial implications and study limitations are discussed.
Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.419-426
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.427-433
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This study aims to develop a personalized music digital therapeutic based on MBTI personality types and apply it to depression treatment. In the data collection stage, participants' MBTI personality types and music preferences were surveyed to build a database, which was then preprocessed as input data for the KNN model. The KNN model calculates the distance between personality types using Euclidean distance and recommends music suitable for the user's MBTI type based on the nearest K neighbors' data. The developed system was tested with new participants, and the system and algorithm were improved based on user feedback. In the final validation stage, the system's effectiveness in alleviating depression was evaluated. The results showed that the MBTI personality type-based music recommendation system provides a personalized music therapy experience, positively impacting emotional stability and stress reduction. This study suggests the potential of nonpharmacological treatments and demonstrates that a personalized treatment experience can offer more effective and safer methods for treating depression.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.434-440
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
SIZE KOREA updates body measurement data every five years, providing essential information for the fashion industry. This anthropometric data is widely used to diagnose consumer body shapes and develop optimal clothing sizes. Artificial intelligence, particularly machine learning, excels in predicting such body shape classifications. This study seeks to enhance the suitability of clothing design by applying the new analytical methodology of machine learning techniques to better capture and classify the unique body shapes of Korean women. In this study, machine learning techniques such as K-means clustering, Silhouette analysis, and Decision Tree analysis were used to classify the lower body shapes of Korean women in their twenties and identify standard body shapes useful for slacks design. The results showed that the lower body of the age group could be classified into three categories: 'small stature' (the majority), 'tall with an average lower body volume,' and 'medium height with a fuller lower body' (the smallest share). The three-cluster approach is validated through Silhouette analysis, which minimizes misclassification. Decision Tree analysis then further defines the criteria for these clusters, highlighting waist height and hip depth as the most significant factors, achieving a classification accuracy of 90.6%. While this study is not directly related to Robotic Process Automation, its detailed analysis of body shapes for slacks patterns can aid RPA in clothing production. Future research should continue integrating machine learning in human body and fashion design studies.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.441-448
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The purpose of the study was to examine the effects of pre-service early childhood teachers’ pedagogical content knowledge in mathematics and constructivist educational belief on mathematics teaching efficacy. The subjects were 187 pre-service early childhood teachers who enrolled in universities majoring early childhood education. We used self-reporting survey questionnaires to measure the major variables and utilized the SPSS 28.0 Program to analyze the collected data. Cronbach’s alphas were calculated and the descriptive statistical analysis were conducted. To investigate the research questions, Pearson’s correlation analysis and multiple regression analysis were done. As results, the higher the levels of pre-service early childhood teachers' pedagogical content knowledge in mathematics and constructivist educational beliefs, the higher their mathematics teaching efficacy. In addition, both pedagogical content knowledge in mathematics and constructivist educational belief were validated as the predictors of increased mathematics teaching efficacy of pre-service early childhood teachers.
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.449-465
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This study conducted a systematic literature review using online databases to investigate the effective feedback types that enhance the learning experiences of online students. Feedback is a critical component for learner success. With the expansion of online education, the importance of feedback has become more evident due to the reduced interaction between instructors and learners. Instructors must provide high-quality feedback that motivates learners and supports their educational goals. This involves using automated tools appropriate for the environment and effective feedback strategies to deliver personalized feedback. The literature was gathered through an extensive search process, adhering to predetermined inclusion and exclusion criteria, and included a risk assessment of selected studies, drawing from sources such as Google Scholar, Elsevier, and other Scopus-indexed journals. The review adhered to the guidelines set forth by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). Specific keywords related to the study’s focus, including “Online learning,” “Improving learning,” “Learner performance,” “Feedback type,” and “Feedback,” guided the database searches. The protocol for selecting systematic reviews on learning enhancement involved screening articles published from 2013 to 2021 based on their titles and abstracts according to established criteria. Analyzing and studying data on learning patterns in non-face-to-face educational environments can improve learners’ needs and educational effectiveness. Selecting the right types of feedback, taking into account the learners’ levels and educational objectives, is crucial for providing effective feedback. A variety of feedback types are essential for the continuous improvement of learners’ learning.
SOC Prediction of Lithium-ion Batteries Using LSTM Model
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.466-470
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This study proposes a deep learning-based LSTM model to predict the state of charge (SOC) of lithium-ion batteries. The model was trained using data collected under various temperature and load conditions, including measurement data from the CS2 lithium-ion battery provided by the University of Maryland College of Engineering. The LSTM model effectively models temporal patterns in the data by learning long-term dependencies. Performance evaluation by epoch showed that the predicted SOC improved from 14.8400 at epoch 10 to 12.4968 at epoch 60, approaching the actual SOC value of 13.5441. The mean absolute error (MAE) and root mean squared error (RMSE) also decreased from 0.9185 and 1.3009 at epoch 10 to 0.2333 and 0.5682 at epoch 60, respectively, indicating continuous improvement in predictive performance. This study demonstrates the validity of the LSTM model for predicting the SOC of lithium-ion batteries and its potential to enhance battery management systems.
Research on Hot-Threshold based dynamic resource management in the cloud
국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3 2024.09 pp.471-479
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Recent advancements in cloud computing have significantly increased its importance across various sectors. As sensors, devices, and customer demands have become more diverse, workloads have become increasingly variable and difficult to predict. Cloud providers, connected to multiple physical servers to support a range of applications, often overprovision resources to handle peak workloads. This approach results in inconsistent services, imbalanced energy usage, waste, and potential violations of service level agreements. In this paper, we propose a novel engine equipped with a scheduler based on the Hot-Threshold concept, aimed at optimizing resource usage and improving energy efficiency in cloud environments. We developed this engine to employ both proactive and reactive methods. The proactive method leverages workload estimate-based provisioning, while the reactive Hot-Cold Scheduler consists of a Predictor, Solver, and Processor, which together suggest an intelligent migration flow. We demonstrate that our approach effectively addresses existing challenges in terms of cost and energy consumption. By intelligently managing resources based on past user statistics, we provide significant improvements in both energy efficiency and service consistency.
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