• Title/Summary/Keyword: 비대면 시대

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Research on the Actual Condition of Sports Activities by COVID-19 and Improvements of Sports Activities (COVID-19에 따른 스포츠 활동 실태와 스포츠 활동 개선방안)

  • Back, Ji Hea;Yang, Seo-eun;Hyun, Jaemin
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.343-351
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    • 2020
  • This study was to find out the actual state of sports activities in the COVID-19 era and ways of improving of sports activities of 697 people ranging from 10s to 60s in Seoul and Gyeonggi-do area. The data were analyzed using SPSS 12.0 program. First, as a results, it was found that 61.4% of the current COVID-19 are playing sports. Second, participants in sports are found to enjoy contactless sports such as YouTube training contents, and video PT the most. Third, the COVID-19 situation has been identified as the most influential factor in sports activities. Fourth, the opinion that it would be best to prepare a countermeasure plan for infectious diseases such as COVID-19 as an alternative to revitalize sports activities in the future was the most common. Last, It was reported that institutional and technical efforts were needed to improve sports activities.

A study on video conferencing program user experience -Focused on Zoom and MS Teams- (화상회의 플랫폼 서비스의 사용자 경험 연구 -줌, MS 팀즈를 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.339-344
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    • 2021
  • The purpose of this study is to present measures to enhance non-face-to-face communication platform services by measuring the user experience elements of major videoconferencing platforms in the non-face-to-face era. As a method of research, the platform of Zoom and MS Teams was selected, and the factors affecting the user experience were evaluated in combination with task and Think Aloud, and seven Honeycomb models of Peter Mobil were reconstructed to be analyzed through surveys and in-depth interviews for each paragraph. Studies have shown that Zoom has high usability, usability, accessibility and searchability, and MS Teams have excellent attractiveness. Therefore, based on the results of this study, the guidelines for video conferencing platform services and the improvement of the interface were presented. Based on this study, we hope that the usability of videoconferencing will be improved, and that various related studies will proceed as follow-up studies.

Video-conference fatigue of college students (MZ세대의 화상회의 피로감)

  • Lee, Eunji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.589-594
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    • 2022
  • In an acceleration of 'untact' society during the COVID-19 pandemic, video conferencing platforms have been provided to connect the isolated and to overcome the limit of having interpersonal relationships. While these services brought a great deal of benefits, they also increased the number of people who suffer from additional fatigue from video conferencing. This study, thus, aimed to identify the factors of using video conferencing services and further to examine the relationship between the factors and the users' overall fatigue. Through focus-group interviews and survey, four main factors of fatigue (restriction from untact communication, difficulty of use, background set-ups, discomfort from excessive attention) were identified. This study also found the positive relationships of restriction from untact communication and background set-ups on the users' overall fatigue. The results does not only provide implication on defining new fatigue factors from young generations but also help practitioners and service providers to improve the deficits of services that the real users currently experience.

The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.

Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

Convergence Factors Influencing Learning Satisfaction of Nursing Students on Non-face-to-face mixed classes during the COVID-19 Pandemic (코로나19 상황에서 성인간호학 비대면 혼합수업이 간호대학생의 학습만족도에 영향을 미치는 융복합적 요인)

  • Park, Seurk
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.401-411
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    • 2022
  • The purpose of this study was to identify the convergence factors influencing learning satisfaction of nursing students in the COVID-19 pandemic after applying non-face-to-face mixed classes consisted of both real-time and non-real time distance educations. The participants were 109 nursing students who attended in a university and completed the self-report questionnaire. Data were analyzed using the SPSS 23.0 program. The results showed that the learning flow was 3.41, self-regulated learning ability was 3.75, and learning satisfaction was 3.98. Learning satisfaction showed a positive correlation with learning flow (r=.42, p<.001) and self-regulated learning ability (r=.75, p<.001). In addition, the factors influencing the learning satisfaction of the subjects of this study were self-regulated learning ability (𝛽=.662) followed by 60.6% (F=25.63, p<.001). Therefore, to enhance learning satisfaction of nursing students, it is necessary to increase their self-regulated learning abilities and to develop and apply training program considering the needs of the educational environment change in the post-COVID-19 era.

Automatic Creation of Artificial Intelligence Meeting Minutes System using Korean Keyword Extraction (인공지능기반의 키워드 중심 회의록 자동 생성 시스템)

  • Kang, SuJi;Yoo, Jinjoo;Lee, Taerim;Lee, Hayeon;Lim, Yangmi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.299-300
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    • 2021
  • 비대면 시대로 인한 화상 회의의 중요성이 높아졌다. 하지만 현재까지도 회의기록의 문서화 작업은 수작업으로 이루어지고 있어 시간과 인적자원이 많이 소모되고 있다. 본 논문은 기존 수작업으로 진행되는 회의 문서화 과정의 문제점을 개선하고자 한국어 키워드 추출을 활용한 인공지능 회의록 자동 생성 시스템을 제안한다. 회의 음성 파일을 기반으로 STT 기술을 활용한 회의 전문을 자동 생성하고 전문에 KR-WordRank 알고리즘을 적용해 키워드를 추출, Summary API를 사용하여 요약본을 생성한다. 최종 결과로 회의 전문과 키워드, 요약본이 담긴 PDF 형식의 회의록을 사용자에게 제공하여, 수기 회의록 작성 시 들이는 시간적, 인적 비용 절감을 돕는다.

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Design of a Media Platform Using a Multiview (멀티뷰를 활용한 영상 플랫폼 설계)

  • Shin, Junehyunk;Kang, Chanmin;Kim, Yebin;Son, Myeongji;Ju, Minyeong;Lee, Sangun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.301-304
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    • 2020
  • 시대가 변화됨에 따라 다양한 비대면 방송들이 증가하는 추세를 보이고 있다. 가상현실(VR)을 이용한 쇼케이스부터 실시간 쌍방향 소통을 활용한 무대까지 멀티뷰를 활용한 방송들이 여러 방향으로 활용되고 있으며. 이러한 환경 속에 관객과 조금 더 밀접한 방송을 진행하기 위한 여러 방법이 시도되고 있다. 따라서, 본 논문에서는 현장에서 녹화되고 있는 모든 카메라 소스들을 썸네일 사이즈로 만들어 한눈에 알아볼 수 있는 플랫폼을 구성하여 시청자가 원하는 카메라를 선택해 보고 싶은 장면을 선택할 수 있는 시스템을 제안한다.

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A Study on the Success Factors of Government Remote Service (GVPN) from the Perspective of Information System Success Model and Technology Acceptance Model (정보시스템 성공모형과 기술수용 모형 관점에서 정부원격근무서비스(GVPN) 성공요인에 관한 연구)

  • Lee, Won Suk;Jang, Sang-hyun;Kim, Yeong-dae;Shin, Yongtae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.494-497
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    • 2020
  • 코로나19 팬데믹으로 사회적 거리 두기가 확산됨에 따라 원격근무가 확산되면서 정부기관에서도 지난 3월부터 재택근무가 시작되어 현재도 일정 수준을 유지하고 있다. 따라서 비대면 시대의 원격근무 본격적인 확산에 대비해, 정보시스템 성공모형과 기술수용모형을 기반으로 정부기관에서 재택근무 시 필수적으로 사용하고 있는 정부원격근무서비스인 Government Virtual Private Network의 품질요인이 이용자 만족도에 미치는 영향 등을 분석하여 개선방안 마련에 기여하고자 한다.

Development of Road-Driving Transfer Crane Using Metaverse Platform (메타버스 플랫폼을 활용한 도로주행 트랜스퍼 크레인 개발)

  • Shin, Hee-Jae;Lee, Woo-Hyuk;Jang, Hyeon-Seo;Choi, Byoung-Geun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.1050-1052
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    • 2022
  • 최근 비대면 수요의 증가와 함께 유통·물류산업은 배송서비스 품질 향상을 위해 전략을 세워왔고, 퀵커머스 배송과 같은 빠른 배송서비스가 일상화되자 소비자의 배송서비스의 품질에 대한 기대치도 높아졌다. 이제는 뉴노멀 시대에 접어들며, 수요 불확실성에 대응할 혁신적 기술이 요구된다. 본 논문에서는 배송서비스 품질 향상 전략으로 도로주행 트랜스퍼 크레인을 메타버스 플랫폼을 통해 제안한다. 트랜스퍼 크레인은 도로의 정체와 상관없이 화물운송이 가능하여 배송서비스 속도 향상과 함께 도로 혼잡비용 감소 등 여러 부가적인 효과를 기대해 볼 수 있다.