
Since the late 20th century, various projects in the public domain where local communities and art organizations collaborate have been attempted in miscellaneous ways. In terms of anticipating an active attitude of the community, socially engaged project focuses on proactively changing everyday life and environment of people. An art collective, Assemble who won the Turner Prize in 2015 for one of their projects named Granby Four Streets (2013) has been admitted as an exemplary of this phenomenon, and it appears frequently in discussions about community-led projects. We investigate Granby Four Streets, as well as the documentation formed by the perspective of third parties based on the surveillance and criticism aspects. It asserts that the limitation of socially engaged projects that are kept ephemerally and easily forgotten could be overcome with the concept of documentation and its practice.
In a multi-cloud environment, it is necessary to minimize physical movement for efficient interoperability of distributed source data without building a data warehouse or data lake. And there is a need for a data platform that can easily access data anywhere in a multi-cloud environment. In this paper, we propose a new platform based on data fabric centered on a distributed platform suitable for cloud environments that overcomes the limitations of legacy systems. This platform applies the knowledge graph database technique to the physical linkage of source data for interoperability of distributed data. And by integrating all data into one scalable platform in a multi-cloud environment, it uses the holochain technique so that companies can easily access and move data with security and authority guaranteed regardless of where the data is stored. The knowledge graph database mitigates the problem of heterogeneous conflicts of data interoperability in a decentralized environment, and Holochain accelerates the memory and security processing process on traditional blockchains. In this way, data access and sharing of more distributed data interoperability becomes flexible, and metadata matching flexibility is effectively handled.
Because of the COVID-19 epidemic, many countries have made the obligation to wear masks normal. Wearing masks in public places has become a must. At present, wearing a mask to participate in sports makes it very common. People seek to gain health through exercise but ignore the potential respirato-ry health threat. That is, wearing a mask will cause a decrease in oxygen content in the body. This neg-ative impact becomes more prominent as the wear-ing time and oxygen consumption increase. To pro-tect people from viruses and enjoy a healthy life. This paper proposes a breathing pattern that im-proves blood oxygen saturation while wearing a jogging mask and walking. Namely, shouting breathing pattern. Use a pulse oximeter to measure the blood oxygen saturation of running at different speeds and compare the normal breathing pattern and the shouting breathing pattern. The results show that the shouting breathing pattern has a sig-nificant improvement in the blood oxygen satura-tion of low-speed walking and medium-speed jog-ging.
The present study is following a series of research investigations on design resources coming from collected data referring to users’ awareness and preferences. The aim of this research is to test the Healthcare Environmental Color Index as a basis for practitioners in the field of healthcare design. An array of color samples selected from previous research, have been presented to the respondents via an online survey, in order to identify the preferences of the two groups on the relation between environmental color and health. As a result of the first experiment and through the comparison of processed data, the maximum percentage of respondents from each group is validating the relation between environmental color and health. For the second experiment we intend to highlight the patterns of color preferences for each group, and thus to test the color samples healing function. The compared data also showed a higher awareness of Koreans than Romanians on the potential of color applied to healing environment. Last but not least in the third experiment we show the top five color samples preferred by each group. It is significant that the comparison of the results validated once more some of our previous findings related to the healthcare environment, such as: the general preference for the green hue (associated to fatigue relax according to color psychology) and the blue hue (sedation release effect) but also the yellow hue – associated to bright energy. Three out of the top five preferred color samples have been identical to both groups while the other two samples have shown characteristic variations. These results show that similarities are strong and can be used in a glocal design strategy as an accessible tool for any practitioner. Based on the Healthcare Environmental Color Index and users’ preferences analysis, a new design culture for healthcare can be established and developed.
Recently we have a lot of Youtube contents and their influence. ASMR content is in vogue through YouTube recently But Just a few Studies have announced Youtube content’s effect. The purpose of this paper is to examine whether ASMR helps improve mental stability and learning skills of teenagers who enjoy using it. To this end, a sample comparison of teenagers showed that the sample group that played ASMR had an advantage in psychological stability and learning effects over the comparison group that did not. As a result, half of the respondents felt positive differences in learning and psychological stability. Therefore, rather than unilaterally banning the use of ASMR content at school or at home, it is educationally effective to create an atmosphere where teenagers are understood and joined together. So We suggest that positive use of ASMR would be proposed as alternatives rather than unilateral measures such as banning ASMR content to teenagers.
The Gwangju Daein Art Market, once declared as a declined market, was regarded as a success after an inflow of artists. However, the number of resident artists decreased from 100 at the end of 2015 to 39, to 9 in 2018, and to 6 in 2021. The project site showed signs of decline toward the completion of the project, leading to a Longitudinal study on the project’s sustainability. The purpose of this study is to investigate the causes of outflow of artists and the network characteristics of the remaining artists from a sustainability perspective and thereby draw policy implications. As an analysis method, in-depth interviews and surveys were conducted. After that, we checked the remaining artists in 2018 and 2021 and identified the network characteristics. Based on the interview results, the causes of outflow were classified into programmatic, physical, and other factors. The results of a comparison showed that the levels of understanding, satisfaction, and frequency of exchange decreased. The study also provides policy implications. First, a sustainable, long-term program for the artists must involve the improvement of physical space. Second, participation in the market should be encouraged by working with artists on program composition or business progress. Third, programs for supporting exchange among artists should be further strengthened.
Currently, due to COVID-19, household waste has a lot of impact on the environment due to packaging of food delivery. In this paper, we design and implement Faster-RCNN, SSD, and YOLOv4 models for municipal waste detection and classification. The data set explores two types of plastics, which account for a large proportion of household waste, and the types of aluminum cans. To classify the plastic type and the aluminum can type, 1,083 aluminum can types and 1,003 plastic types were studied. In addition, in order to increase the accuracy, we compare and evaluate the loss value and the accuracy value for the detection of municipal waste classification using Faster-RCNN, SDD, and YoloV4 three models. As a final result of this paper, the average precision value of the SSD model is 99.99%, the average precision value of plastics is 97.65%, and the mAP value is 99.78%, which is the best result.
The coronavirus disease 2019 (COVID-19) pandemic continuously influences on the health and well-being of people and communities worldwide. The purpose of this study was to explore the published research articles in the fields of nursing and health during the COVID-19 pandemic. The research design is an exploratory study. Samples are the abstracts of the articles from a literature database, PubMed, that were published from January 1st, 2020 to April 15th, 2021. We used a MeSH term, ‘nursing’ and “COVID-19” to retrieve articles that are related to COVID-19. Five hundred and fifty-five articles were retrieved. Two hundred and sixteen articles were excluded as they were not met the inclusion criteria. The total number of articles used in this study was three hundred and thirty-nine. The average number of articles published during the data collection period was 21.9. Seven topics were discovered from the abstracts of the articles: COVID-19 management and guidance; Perinatal COVID-19 and breastfeeding; Nurse; Health service and support; Patient care; Research; and Education and experience. This study revealed some interesting topics from the articles related to COVID-19 and provided some sense of research areas that may be interesting and allow us to develop important research questions about nursing science and nursing practice.
Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse , which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse -based cultural content matching platform where users can experience cultural content directly or indirectly.
This study is to examine the determinants of tourists’ revisit intention focusing on behavioral and psychological factors. Many studies have found physical conditions affecting tourists’ intention to revisit. The study examines the determinants of tourist’s revisit intention in terms of tourists’ psychological and behavioral elements such as satisfaction and motivation. The data used for the statistical analyses were from a survey targeting people living in Daegu and Pusan metropolitan cities and some cities of Gyeongsangbuk-do and Gyeongsangnam-do provinces in Korea. The study employs regression analysis to investigate the effect of satisfaction and motivations on tourists’ revisit intention. As the results of OLS regression analysis, satisfaction, push and pull motivation are predictors of tourists’ revisit intention. It shows that tourists’ psychological and behavioral factors have a significant impact on tourists’ revisit intention. The study suggests the implications for enhancing tourists’ revisit intention by motivating tourists’ psychological and behavioral needs.
In this study, a learning environment based on STEAM theory was proposed to support and improve learners’ activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner’s design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.
Most internet companies in China are learning from Xiaomi Corporation's management model and to improving their organizational structures and human resource management practices. This study analyzed the development situation of Chinese Internet economy and the Internet thinking of Xiaomi which is a role model of Chinese Internet companies. In addition, we studied Xiaomi's organizational structure, human resource management, employee training, performance management and incentive system. In particular, Xiaomi's human resource management system has a great influence on the company's high performance and efficient service culture. Furthermore, the organization of Xiaomi is horizontally divided into three floors (7 key founders, department heads, and employees), each floor is managed by one founder. Xiaomi is interested in and considers not only the work of new employees, but also personal issues, and is concerned with the work of others in performance management and shares responsibility. Xiaomi adopts a unique and rational human resource management model, guaranteeing a lot of work autonomy for employees, and improving organizational performance.
The most widely used instrument to assess perceiving a calling, the CVQ(Calling and Vocational Questionnaire), is composed of three constructs: transcendent sermon, purposeful work, and prosocial orientation. Recently assessing perceiving a calling has received great attention and it is critical not only for job incumbents but also college students who are in the job search stage. The purpose of this study is to investigate measurement invariance of the Korean CVQ between employees and college students. 339 job incumbents and 252 college students participated in this study, and based on the multiple group confirmatory factor analysis from the structural equation model, we confirmed the measurement invariance between employees and college students at the scale level. Thus, the perceived calling scale is applicable to both employees and college students without biases. This study provided meaningful information in understanding calling, and we discussed limitations and future directions.