• Title/Summary/Keyword: 디지털 융 복합 시대

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The effects of AI Robot Integrated Management Program on cognitive function, daily life activity, and depression of the elderly at home (AI로봇 통합관리프로그램이 재가노인의 인지기능, 일상생활활동, 우울에 미치는 효과)

  • Kim, Yeun-Mi;Song, Mi-Young;Yang, Jung-Sook;Na, Hyun-Mi
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.511-523
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    • 2022
  • This study was conducted using non-face-to-face care technology for the elderly with mild dementia and the physically weak living in the community, as various methods of care for the elderly have been raised due to the prolonged COVID-19. The purpose of this study is a similar experimental study before and after the inequality control group to compare cognitive function, daily living activities, and the degree of depression by applying an AI robot integrated management program using. The data was collected from June 4 to September 17, 2021, and the survey results of 17 people in the experimental group and 18 in the control group were analyzed using the SPSS 25.0 program. As a result of the study, the experimental group was significant in language function, activities of daily living, and depression. In particular, the results showed a decrease in moderate to severe depression and mild depression. Cognitive function was significant with long-term care grade and daily living activity with family living together. Therefore, if such non-face-to-face care technology is introduced to the elderly care field in the 'With Corona era', it is thought that it will contribute to cognitive function training and depression reduction of the elderly.

The Effect of Rice Co-Brand Assets, Trust, and Attachment on Loyalty (쌀 공동브랜드의 자산, 신뢰, 애착이 충성도에 미치는 영향)

  • Kim, Shine
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.401-410
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    • 2022
  • This study deals with the relationship among trust, attachment and brand loyalty of agricultural products' rice co-brands, which are the staple food of the people. The research method established the hypothesis of the study under the foundation of prior research and developed the survey. The subjects of the study were distributed, retrieved, and analyzed the survey of 163 rice farmers in Buyeo-gun, Chungcheongnam-do. The empirical analysis results show that: First, hypothesis 1 of the brand awareness and image that "rice brand assets will be a positive relationship to trust" were statistically adopted. In particular, statistical t values showed a difference in consumer confidence over recognition>images. Second, hypothesis 2 of the trust of agricultural rice brands will be a positive influence on attachment and loyalty' statistically supported. In this regard, brand trust was higher in loyalty than attachment. Third, the attachment of agricultural products to rice brands will be a positive influence on loyalty,' was statistically supported. The strategic implications of this study are as follows. First, consumers should be given clues of trust(ex, GAP of Natioanl Approval Licesing, Fam Tour) as they distrust the perceived quality of the rice in the market. Second, the effect of the origin of rice is questionable, so the spread of the production power system should prevent the mixing of rice varieties, that is the spread of the production history systems.

A study on Discount in Prior Experience of AI and Acceptance: Focusing on AI Effect (인공지능 사전경험 무시 현상과 수용에 관한 연구: AI Effect를 중심으로)

  • Lee, JeongSeon
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.241-249
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    • 2022
  • Artificial intelligence is applied not only to the daily life of individuals but also to all industries, and it is no wonder that the age of artificial intelligence has arrived. Therefore it is important to understand the factors that influence the acceptance of AI. This study analyzes whether "AI Effect" which recognizes that commercialized or familiar artificial intelligence is no longer artificial intelligence, affects the acceptance of artificial intelligence and proposes an acceptance plan based on the results. Two experiments were conducted. The first experiment was conducted on 105 adults in the result it was found that 32.4% (34 people) had AI Effect, AI Effect existed in 43.6% (24 people) of women and 20% (10 people) of men, that is, the proportion of AI Effect exsitence in women is about twice as high.and AI Effect exists when the level of AI knowledge is low. The second experiment was conducted 240 adults and 85 participants with AI Effect were selected. We found the group that recognized experience of AI accepted AI more actively. Understanding of AI Effect is expected to suggest companies' views in order to enhance AI capabilities and acceptance. In addition, future studies are expected on considering individual differences or related to acceptance attitudes.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Activation of Sports Talent Cultivation for Elderly Sports Promotion (노인체육진흥을 위한 체육인재양성 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.167-186
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    • 2021
  • The purpose of this study was to present a new direction for sports talent cultivation, determine the sports talent cultivation status in various types of sports and relevant areas, and present specific plans for activating practical sports talent cultivation in the elderly population in an effort to cope with the rapid changes of times. For this purpose, literature review was performed to analyze the elderly sports and sports talent cultivation status, analyze the problems with elderly sports and sports talent cultivation and development tasks, and present the following comprehensive plan for cultivating elderly sports talent cultivation in pursuit of elderly sports promotion: First, it is necessary to become more competitive in education by developing various programs for convergent and combined elderly sports talent cultivation as well as by changing into a convergent and combined way of thinking in the organizational culture environment of sports. Second, it is necessary to build more career education infrastructures for elderly sports talent cultivation in the elderly sports and relevant departments. Career education may become an issue in every area, which means building comprehensive DBs for undergraduates and graduates. Third, it is necessary to give greater support to research and development in the entire area of elderly sports. This means implementing relevant projects efficiently through governance with the Ministry of Culture, Sports, and Tourism in charge of elderly sports policies, the Ministry of Health and Welfare, and professionals in the private sectors. Fourth, it is necessary to make comprehensive, systematic, and mid- and long-term strategies for cultivating sports talent at the governmental level. This means sports talent cultivation and search, career and employment, reeducation (competence reinforcement training), and job and employment stability in the areas of education, health, and welfare as well as sports. Fifth, it is necessary to operate a tentatively-called elderly health agency under the influence of the Office of the Prime Minister. This requires expansion and qualitative improvement of education on the basis of greater efficiency in preventing any overlapped task from wasting the budget through inter-department cooperation and positive partnership.