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Expected Role of ICT for Creative Economy (ICT와 미래창조경제의 나아갈 방향)

  • Kim, Kook-Jin
    • Journal of Legislation Research
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    • no.44
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    • pp.7-31
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    • 2013
  • Paradigm of Global economy is changing to creative economy. This study focuses on the role of creative economy to clarify (understand clearly) the impact (influence) which transition of economy system will bring about. The creative economy is basically came from New economy theory. According to the New economy theory, a state can achieve sustainable growth without an inflation, or higher growth rate under given inflation rate, through an investment on ICT. However, different from America, Korea had limited effect of New Economy. This is because Korean economy had factor-input driven growth model rather than New Economy mechanism. However, ICT is essential requirement to move toward New Economy(Digital Economy), it does not sufficiently explain the increase of productivity and economic growth. A crucial point to realize New economy is how to diffuse and spill over the technology development on ICT sector to other industry. ICT is not creative industry or creative economy per se, and it should play as an enabler to improve other industry's productivity. The creative economy can be understood as an extension of New Economy theory. It means the economy that creates values by cultural assets and human resource, as well as capital and labor factors. However, if we understand the meaning of creative economy as change of input factors, it is hard to bring real shape of creative economy.

Efficient Patient Information Transmission and Receiving Scheme Using Cloud Hospital IoT System (클라우드 병원 IoT 시스템을 활용한 효율적인 환자 정보 송·수신 기법)

  • Jeong, Yoon-Su
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.1-7
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    • 2019
  • The medical environment, combined with IT technology, is changing the paradigm for medical services from treatment to prevention. In particular, as ICT convergence digital healthcare technology is applied to hospital medical systems, infrastructure technologies such as big data, Internet of Things, and artificial intelligence are being used in conjunction with the cloud. In particular, as medical services are used with IT devices, the quality of medical services is increasingly improving to make them easier for users to access. Medical institutions seeking to incorporate IoT services into cloud health care environment services are trying to reduce hospital operating costs and improve service quality, but have not yet been fully supported. In this paper, a patient information collection model from hospital IoT system, which has established a cloud environment, is proposed. The proposed model prevents third parties from illegally eavesdropping and interfering with patients' biometric information through IoT devices attached to the patient's body at hospitals in cloud environments that have established hospital IoT systems. The proposed model allows clinicians to analyze patients' disease information so that they can collect and treat diseases associated with their eating habits through IoT devices. The analyzed disease information minimizes hospital work to facilitate the handling of prescriptions and care according to the patient's degree of illness.

Educational Psychology in the Age of the Fourth Industrial Revolution (제4차 산업혁명 시대의 교육심리학)

  • LEE, Sun-young
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.231-260
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    • 2017
  • The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.

Past, Present and Future of Geospatial Scheme based on Topo-Climatic Model and Digital Climate Map (소기후모형과 전자기후도를 기반으로 한 지리공간 도식의 과거, 현재 그리고 미래)

  • Kim, Dae-Jun
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.23 no.4
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    • pp.268-279
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    • 2021
  • The geospatial schemes based on topo-climatology have been developed to produce digital climate maps at a site-specific scale. Their development processes are reviewed here to derive the needs for new schemes in the future. Agricultural and forestry villages in Korea are characterized by complexity and diversity in topography, which results in considerably large spatial variations in weather and climate over a small area. Hence, the data collected at a mesoscale through the Automated Synoptic Observing System (ASOS) operated by the Korea Meteorological Administration (KMA) are of limited use. The geospatial schemes have been developed to estimate climate conditions at a local scale, e.g., 30 m, lowering the barriers to deal with the processes associated with production in agricultural and forestry industries. Rapid enhancement of computing technologies allows for near real-time production of climate information at a high-resolution even in small catchment areas and the application to future climate change scenarios. Recent establishment of the early warning service for agricultural weather disasters can provide growth progress and disaster forecasts for cultivated crops on a farm basis. The early warning system is being expanded worldwide, requiring further advancement in geospatial schemes and digital climate mapping.

Observation Test of Field Surface Reflectance Using Vertical Rotating Goniometer on Tarp Surface and Grass (수직 축 회전형 측각기 제작 및 야외 지표면 반사도 관측 시험: 타프와 잔디에서)

  • Moon, Hyun-Dong;Jo, Euni;Kim, Hyunki;Cho, Yuna;Kim, Bo-Kyeong;Ahn, Ho-Yong;Ryu, Jae-Hyun;Cho, Jaeil
    • Korean Journal of Remote Sensing
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    • v.38 no.6_1
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    • pp.1207-1217
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    • 2022
  • Vegetation indices using the reflectance of selected wavelength, associating with the monitoring purpose such as identifying the progress of crop growth, on the vegetation canopy surface is widely used in the digital agriculture technology. However, the surface reflectance anisotropy can distort the true value of vegetation index related to the condition of surface, even though the surface property be unchanged. That causes difficulty to observe accurately crop growth on the monitoring system. In this study, a simple type goniometer was designed to measure the reflectance from the anisotropic surface according to various zeniths and azimuths of sun and viewing sensor in the field. On the tarp like as Lambertian surface, the reflectance of Blue, Green, Red, Near-Infrared band was similar to the tarps' reflectance properties. However, the reflectance was slightly overestimated in the cloudy day. The relative difference values of vegetation indices on grass were overestimated for the forward viewing and underestimated for the backward viewing. In addition, enhanced vegetation index (EVI) showed less sensitive according to the positions of sun and sensor viewing. Field observation with a goniometer will be helpful to understand the anisotropy characteristics on the vegetation surface.

6G Technology Competitiveness and Network Analysis: Focusing on GaN Integrated Circuit Patent Data (6G의 기술경쟁력 및 네트워크 분석: GaN 집적회로 특허 데이터 중심)

  • Woo-Seok Choi;Jin-Yong Kim;Jung-Hwan Lee;Sang-Hyun Choi
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.1-15
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    • 2023
  • Expectations for wireless communication technology are rising as a base technology that promotes innovation in various industries in line with the paradigm of digital transformation in the 21st century beyond the stage of being used only for communication service itself. In this study, in order to compare 6G technological competitiveness between Korea and leading countries, technological competitiveness was confirmed through PFS, CPP, and network analysis based on GaN Integrated Circuit patent data. Korea's 6G technological competitiveness was 0.62 in PFS and 3.93 in CPP, which were 32.8% and 19.9%, respectively, compared to leading countries. In addition, as a result of network analysis, the collaboration rate in the 6G field was 7.2%, and the collaboration ecosystem was very insufficient in most countries. In contrast, it was confirmed that Korea, unlike leading countries, has established a small-scale collaboration ecosystem linked by industry and academia. Thus, it is necessary to establish a strategy for 6G communication technology at the national level so that communication technology can be advanced based on a relatively well-established collaborative ecosystem.

The Process of Changes and Challenges of Regional Science & Technology Policy in Korea (한국 지역과학기술정책의 변화와 발전 방향)

  • Ho Kim;Dongbok Kim;Yoonsik Chae
    • Journal of Technology Innovation
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    • v.31 no.1
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    • pp.29-63
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    • 2023
  • The purpose of this study is to analyze the process of changes in regional science and technology policies in Korea and to seek future development directions. In Korea, regional science and technology policies have been implemented since the introduction of the local autonomy system. Since then, it has been implemented in earnest with the establishment of a central government-level plan. The regional science and technology policies have been developed to this day by interacting with national science and technology policies and regional development policies. Nevertheless, due to the path dependence and lock-in effect in the accumulated process, the regional science and technology policies are still subordinate to central government policies. Thus, the establishment of an independent ecosystem for local science and technology is still insufficient. Furthermore, the gap between regions is deepening, such as the growing of aging population, population decline due to low birth rates, job losses due to the recession of local key industry, and the concentration of the youth population in the metropolitan area. The transformation path such as digital transformation and carbon neutrality paradigm is expected to further widen regional disparities. In order to address a comprehensive problem, the implementing system of regional science and technology policies need to be newly established. A framework for reinvention of regional science and technology policy needed in the era of grand societal challenges have to be developed.

A Study on Measures to Create Local Webtoon Ecosystem (지역웹툰 생태계 조성을 위한 방안 연구)

  • Choi, Sung-chun;Yoon, Ki-heon
    • Cartoon and Animation Studies
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    • s.51
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    • pp.181-201
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    • 2018
  • The cartoon industry in Korea has continued to decline due to the contraction of published comics market and decrease in the number of comic books rental stores until the 2000s when it rapidly started to experience qualitative changes and quantitative growth due to the emergence of webtoon. The market size of webtoon industry, valued at 420 billion won in 2015, is expected to grow to 880.5 billion won by 2018. Notably, most cartoonists who draw cartoon strips are using digital devices and producing scripts in data, thereby overcoming the geographical, spatial and physical limitation of contents. As a result, a favorable environment for the creation of local ecosystems is generated. While the infrastructures of human resources are steadily growing by region, cartoon industries that are supported by the government policy have shown good performance combined with factors of creative infrastructures in local areas such as webtoon experience centers, webtoon campuses and webtoon creation centers, etc. Nevertheless, it is true that cartoon infrastructures are substantially based on a capital area which leads to an imbalanced structure of cartoon industry. To see the statistics, companies of offline cartoon business in Seoul and Gyeonggi Province make up 87%, except for distribution industry. In addition, companies of online cartoon business which are situated outside of Seoul and Gyeonggi Province form merely 7.5%. Studies and research on local webtoon are inadequate. The existing studies on local webtoon usually focus on its industrial and economic values, mentioning the word "local" only sometimes. Therefore, this study looked into the current status of local webtoon of the present time for the current state of local cartoon ecosystem, middle and long-term support from the government, and an alternative in the future. Main challenges include the expansion of opportunities to enjoy cartoon cultures, the independence of cartoon infrastructure, and the settlement of regionally specialized cartoon cultures. It means that, in order to enable the cartoon ecosystem to settle down in local areas, it is vital to utilize and link basic infrastructures. Furthermore, it is necessary to consider independence and autonomy beyond the limited support by the government. Finally, webtoon should be designated as a culture, which can be a new direction of the development of local webtoon. Furthermore, desirable models should be continuously researched and studied, which are suitable for each region and connect them with regional tourism, culture and art industry. It will allow the webtoon industry to soft land in the industry. Local webtoon, which is a growth engine of regions and main contents of the fourth industrial revolution, is expected to be a momentum for the decentralization of power and reindustrialization of regions.

A Preliminary Study for Nonlinear Dynamic Analysis of EEG in Patients with Dementia of Alzheimer's Type Using Lyapunov Exponent (리아프노프 지수를 이용한 알쯔하이머형 치매 환자 뇌파의 비선형 역동 분석을 위한 예비연구)

  • Chae, Jeong-Ho;Kim, Dai-Jin;Choi, Sung-Bin;Bahk, Won-Myong;Lee, Chung Tai;Kim, Kwang-Soo;Jeong, Jaeseung;Kim, Soo-Yong
    • Korean Journal of Biological Psychiatry
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    • v.5 no.1
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    • pp.95-101
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    • 1998
  • The changes of electroencephalogram(EEG) in patients with dementia of Alzheimer's type are most commonly studied by analyzing power or magnitude in traditionally defined frequency bands. However because of the absence of an identified metric which quantifies the complex amount of information, there are many limitations in using such a linear method. According to the chaos theory, irregular signals of EEG can be also resulted from low dimensional deterministic chaos. Chaotic nonlinear dynamics in the EEG can be studied by calculating the largest Lyapunov exponent($L_1$). The authors have analyzed EEG epochs from three patients with dementia of Alzheimer's type and three matched control subjects. The largest $L_1$ is calculated from EEG epochs consisting of 16,384 data points per channel in 15 channels. The results showed that patients with dementia of Alzheimer's type had significantly lower $L_1$ than non-demented controls on 8 channels. Topographic analysis showed that the $L_1$ were significantly lower in patients with Alzheimer's disease on all the frontal, temporal, central, and occipital head regions. These results show that brains of patients with dementia of Alzheimer's type have a decreased chaotic quality of electrophysiological behavior. We conclude that the nonlinear analysis such as calculating the $L_1$ can be a promising tool for detecting relative changes in the complexity of brain dynamics.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.