682 research outputs found

    The K-Wave and Its Impact on the South Korean Economy

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    During the last few years, Korean entertainment has captivated audiences globally. Parasite was the first foreign film to win Best Picture at the Oscars, BTS was nominated for a Grammy Award, and Squid Game was one of the most popular TV shows of 2021. A discussion of the merits of these works I will leave to the artists and critics. My question is, what does this wave of popularity mean to the South Korean economy

    PICES Press, Vol. 16, No. 2, July 2008

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    The 2008 Inter-Sessional Science Board Meeting (pp.1-2, pdf, 0.1 Mb) FUTURE – From Science Plan to Implementation Plan (pp. 3-4, pdf, 0.1 Mb) CFAME Task Team Workshop – Linking and Visualising (p. 5, pdf, 0.1 Mb) PICES WG 21 Meets in Busan, Korea: The Database Meeting (pp. 6-7, pdf, 0.1 Mb) ICES-PICES-IOC Symposium on Climate Change (pp. 8-12, pdf, 1.2 Mb) Zooplankton and Climate: Response Modes and Linkages (pp. 13-15, pdf, 0.2 Mb) PICES Fishery Science Committee Workshop in Gijón (pp. 16-18, pdf, 0.1 Mb) The North Pacific Continuous Plankton Recorder Survey (pp. 19-21, pdf, 0.4 Mb) PICES Ecosystem Status Report Wins Design Award (p. 21, pdf, 0.4 Mb) Canada’s Three Oceans (C3O): A Canadian Contribution to the International Polar Year (pp. 22-25, pdf, 0.8 Mb) New Surface Mooring at Station Papa Monitors Climate (pp. 26-27, pdf, 0.2 Mb) The State of the Western North Pacific in the Second Half of 2007 (pp. 28-29, pdf, 0.4 Mb) The Bering Sea: Current Status and Recent Events (pp. 30-31, pdf, 0.4 Mb) Recent Trends in Waters of the Subarctic NE Pacific (pp.32-33, pdf, 0.3 Mb) 2009 Vintage of Fraser River Sockeye Salmon: A Complex Full Bodied Redd with Mysterious Bouquet (p. 34, pdf, 0.1 Mb) Pacific Biological Station Celebrates Centennial Anniversary, 1908–2008 (p. 35, pdf, 0.3 Mb) Marine and Coastal Fisheries: American Fisheries Society Open Access E-journal (p. 36, pdf, 0.1 Mb) Latest and Upcoming PICES Publications (p. 36, pdf, 0.1 Mb

    Curating Arts on the Edge of an Unstable Society

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    The curatorial practice and research of Project 7½ in Korea and Indonesia, from 2014 to 2019, aimed to consider the value of art in humanistic and existential terms, with the exhibitions and events seeking to positively impact the lives of local communities. In this respect, the commentary reflects how Project 7½ has been received and understood by audiences unfamiliar with contemporary artworks, exhibitions, and art institutions and on what kinds of projects can foster new dialogues and understandings between different social groups. Project 7½’s strategy of taking art outside the institution has sought to explore the role of socially collaborative art projects; it also underpinned its methodology of bringing artists, audiences, and other stakeholders into a dialogic or a ‘Third Space’ (Kester, 2004, 2011; Bhabha, 2004) to encourage all to openly discuss their different perspectives, including their understandings of art and its function/s. However, the forms of relational social engagement and their cooperative structures have followed different trajectories in the separate contexts of Korea and Indonesia. Project 7½’s approach to socially engaged art and collaboration aims to redress what the art world neglects when it operates in socially exclusive ways. Therefore, recognising ‘the collaborative turn’ and ‘collaborative identities’ of contemporary art, along with its inherent complications and potential agency, the commentary also emphasises the need to discuss the purpose of collaboration (Lind, 1999; 2005; 2007; 2009, Kester, 2006; 2011). The processes and outcomes of the projects demonstrate that socially engaged art activities intersect with other, non-artistic forms of cultural production, and along a scale from curatorial practice to social activism to radical pedagogy (Kester, 2006; 2015). The commentary argues that the development of dialogical situations, as part of collaborative processes involving targeted groups of people who do not usually attend art events, can make a significant methodological contribution to the success of a socially collaborative art project and its social value, particularly in Korea and Indonesia

    Tahap penguasaan, sikap dan minat pelajar Kolej Kemahiran Tinggi MARA terhadap mata pelajaran Bahasa Inggeris

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    Kajian ini dilakukan untuk mengenal pasti tahap penguasaan, sikap dan minat pelajar Kolej Kemahiran Tinggi Mara Sri Gading terhadap Bahasa Inggeris. Kajian yang dijalankan ini berbentuk deskriptif atau lebih dikenali sebagai kaedah tinjauan. Seramai 325 orang pelajar Diploma in Construction Technology dari Kolej Kemahiran Tinggi Mara di daerah Batu Pahat telah dipilih sebagai sampel dalam kajian ini. Data yang diperoleh melalui instrument soal selidik telah dianalisis untuk mendapatkan pengukuran min, sisihan piawai, dan Pekali Korelasi Pearson untuk melihat hubungan hasil dapatan data. Manakala, frekuensi dan peratusan digunakan bagi mengukur penguasaan pelajar. Hasil dapatan kajian menunjukkan bahawa tahap penguasaan Bahasa Inggeris pelajar adalah berada pada tahap sederhana manakala faktor utama yang mempengaruhi penguasaan Bahasa Inggeris tersebut adalah minat diikuti oleh sikap. Hasil dapatan menggunakan pekali Korelasi Pearson juga menunjukkan bahawa terdapat hubungan yang signifikan antara sikap dengan penguasaan Bahasa Inggeris dan antara minat dengan penguasaan Bahasa Inggeris. Kajian menunjukkan bahawa semakin positif sikap dan minat pelajar terhadap pengajaran dan pembelajaran Bahasa Inggeris semakin tinggi pencapaian mereka. Hasil daripada kajian ini diharapkan dapat membantu pelajar dalam meningkatkan penguasaan Bahasa Inggeris dengan memupuk sikap positif dalam diri serta meningkatkan minat mereka terhadap Bahasa Inggeris dengan lebih baik. Oleh itu, diharap kajian ini dapat memberi panduan kepada pihak-pihak yang terlibat dalam membuat kajian yang akan datang

    Web 3D for Public, Environmental and Occupational Health: Early Examples from Second Life®

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    Over the past three years (2006-2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second Life® (http://secondlife.com/) for health education, community outreach, training and simulations purposes. 3D virtual worlds are seen as the precursors of ‘Web 3D’, the next major iteration of the Internet that will follow in the coming years. This paper provides a tour of several flagship Web 3D experiences in Second Life®, including Play2Train Islands (emergency preparedness training), the US Centers for Disease Control and Prevention—CDC Island (public health), Karuna Island (AIDS support and information), Tox Town at Virtual NLM Island (US National Library of Medicine - environmental health), and Jefferson’s Occupational Therapy Center. We also discuss the potential and future of Web 3D. These are still early days of 3D virtual worlds, and there are still many more untapped potentials and affordances of 3D virtual worlds that are yet to be explored, as the technology matures further and improves over the coming months and years

    Annual Report 2011

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    This is the first yearly report of the Partnerships Resource Centre (PrC). The Partnerships Resource Centre (PrC) is built up as a flexible learning network around partnerships for sustainable development. This implies that it is at the centre of a (virtual) network of professionals, academics and practitioners around the world that share and collect information on selecting appropriate partnerships and increasing their efficiency, impact and effectiveness.The lead partners of the Resource Centre are directly involved in its strategy formulation and implementation. They also function as most immediate beneficiaries and users of the centre’s knowledge, while at the same time they act as breeding and experimentation ground for new insights

    An Analytic Approach to Understanding Process Dynamics in Geodesign Studies

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    Recent advances in planning support technologies has enabled interactive collaboration in design processes by multiple stakeholder groups. The available technologies collect and store information on both the evolution of design alternatives and the interactions of participants involved in the design process. However, making sense of available process log-data is still a challenge. This study focuses on process analytics in geodesign studies, where iterative collaboration between stakeholders generates design alternatives and consensus by negotiation. Early findings demonstrate how geodesign process analytics makes it possible to gain insights both in recurrent patterns in participant behavior and in the evolution of the design. The approach, based on the enhanced adaptive structuration theory framework, has been tested using data collected by the Geodesignhub web-based collaborative planning support systems in the Cagliari (Italy) geodesign study

    Web 3D for Public, Environmental and Occupational Health: Early Examples from Second Life®

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    Over the past three years (2006–2008), the medical/health and public health communities have shown a growing interest in using online 3D virtual worlds like Second Life® (http://secondlife.com/) for health education, community outreach, training and simulations purposes. 3D virtual worlds are seen as the precursors of ‘Web 3D’, the next major iteration of the Internet that will follow in the coming years. This paper provides a tour of several flagship Web 3D experiences in Second Life®, including Play2Train Islands (emergency preparedness training), the US Centers for Disease Control and Prevention—CDC Island (public health), Karuna Island (AIDS support and information), Tox Town at Virtual NLM Island (US National Library of Medicine - environmental health), and Jefferson’s Occupational Therapy Center. We also discuss the potential and future of Web 3D. These are still early days of 3D virtual worlds, and there are still many more untapped potentials and affordances of 3D virtual worlds that are yet to be explored, as the technology matures further and improves over the coming months and years

    Virtual reality in the k-12 classroom

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    This dissertation explores the effectiveness of VR as an instructional tool in formal educational settings. Three manuscripts each deal with a different aspect of integrating virtual reality into a middle/high school classroom;Although, there are no plug-and-play virtual reality solutions currently available to the K-12 teacher, there are easy ways to teach concepts related to VR. The first article discusses the hardware, software, resources and concepts needed to integrate Desktop VR into the technology classroom with a minimal investment of resources;The second article reports results from a study comparing traditional, model and virtual reality teaching environments. These environments teach concepts regarding simple machines to volunteers from an eighth-grade science class. Nonparametric tests showed a statistically significant concept gain, as measured by scores from concept maps, for students in the model and VR environments;Cognitive theories of Multimedia Learning, Dual-Coding Theory and Levels of Processing Theory in graphic, model and VR environments are explored in the third article. Students in all three environments showed significant gains from pretest to post-test supporting dual-coding theory and levels of processing theory. Lower test scores for students in the graphics group can be accounted for by the amount of skill needed to mentally construct three-dimensional images from two-dimensional graphics

    Web-based support of spatial planning in Serbia

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    High-speed access to the Internet and mobile broadband create a new web-based support of spatial planning in Serbia. Perhaps most importantly, this support provides unprecedented opportunities to empower individuals across all social and economic strata. The authors present this view within the framework of two fundamental focal points: (i) relational approach to spatial planning that recognizes the multiple dimensions of diverse people who interact with place and space in complex and unpredictable ways; and (ii) democratic achievement in spatial planning model and governance framework to share information and collaborate across a municipalities' hyperconnected ecosystem
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