• Title/Summary/Keyword: 사회적 혁신

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A Study on the Military use of the New Future Battlefield Environment Metaverse (새로운 전장환경 메타버스의 군사적 활용방안 연구)

  • Jung, Min-Sub;Song, Jae Jung;Park, Sang-Hyuk;Moon, Jang-Kwon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.179-185
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    • 2022
  • Society is entering a new transition period due to the metaverse, where a new world is created by the fusion of the online virtual world and the real world with the development of information and communication technology. The realm of Metaverse, which was focused on entertainment, is gradually expanding into everyday areas such as fellowship activities, education, and commerce. Its application is also increasing in the field. Therefore, this study intends to discuss the concept, core type, development trend, and future application of the metaverse in the military field.

Implementation of Intelligent Zero-Energy Building Management System For Carbon Neutral Port (탄소중립 항만 구현을 위한 지능형 제로에너지 건물 관리시스템)

  • Lee, JinKyu;Kang, DongJea;Jung, Hyungjin;Kim, In-Soo
    • Annual Conference of KIPS
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    • 2022.11a
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    • pp.1038-1040
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    • 2022
  • 지속적인 지구 평균 기온 상승으로 인해 우리나라를 포함한 전 세계적으로 탄소중립을 위한 혁신이 이루어지고 있다. 본 연구는 해양수산부 '해양수산분야 2050 탄소중립 로드맵'의 기준에 따라 에너지 자립률을 극대화하고 효율을 최적화시킨 제로에너지 탄소중립 건축물을 제시한다. 태양광 발전 시스템에서, 패널의 태양 일주추적 기능을 통해 에너지 발전률을 극대화하고, 패널 하향정렬 및 딥러닝 모델을 통해 유지 보수를 용이하게 하여 성능 저하를 예방한다. 폐열을 이용한 열 회수/바이패스 환기 시스템을 통해 에너지 효율을 최적화하고, 온/습도에 가중치를 부여하여 모호했던 환기 시스템 결정 기준을 에너지 효율화에 맞게 최적화해 제시한다. 탄소중립 BEMS 기능이 내재된 앱 개발로 위의 건축물 시스템을 제어·관리한다. 본 연구를 통해 제로 에너지 건축물으로서 항만 건물의 가능성을 제고하고, 탄소중립 항만의 구현을 기대한다.

The Adverse Effects of Education Using Smart Devices on Students (스마트 기기 활용교육이 학생에게 미치는 역기능)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.471-482
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    • 2014
  • It is known that the smart education has a positive impact of critical thinking skills and problem solving, communication and collaboration, creativity and innovation in the 21st century. However, some people concern about the adverse effects of smart education such as smart devices addiction and health problems. In this study, we conducted the adverse effects of education using smart devices on students. The questionnaire survey was conducted and analyzed for students in 9 schools at A city(four elementary schools, three middle schools, two high schools) that are receiving smart education. The types of adverse effects of smart education includes smartphone addiction, lack of information ethics, health problems, and lack of social and learning ability. We showed the differences each item compared among elementary school, middle school and high school about adverse effects of smart education. The result of survey didn't have any adverse affect of smart education such as internet addiction or smartphone addiction. However in order to protect the copyright, the school needs to fight against indiscriminated downloads and perform the information ethics education. Plus we surely need to be more open-minded in reading and exercise at school and home.

Exploring Various Factors on Special Teacher's Adoption Intention towards Robot-based Education (특수교사의 로봇활용교육에 대한 수용의도에 영향을 미치는 요인 탐색)

  • Kim, Tae-Jun;Lee, Tae-Su
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.38-48
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    • 2018
  • The purpose of this study was to identify various factors that could possibly influence special teachers' adoption intention towards robot-based education and to see how well those factors predict special teachers' adoption intention. To do this, questionnaire items were selected and reconstructed based on preceding research relating to Technology Acceptance Model(TAM). The survey participants consisted of 623 special school teachers, representing various types of special students and levels of their schools. Questionnaires with unfaithful responses were excluded, and a total of 590 questionnaires were analyzed. Data analysis was carried out through Exploratory factor analysis and stepwise multi-regression analysis. According to the results of study, factors that influence special teachers' acceptance intention towards robot-based education are perceived ease of use, perceived usefulness, personal innovation, and social influence. Also, the most decisive factors affecting special teacher's acceptance intention were perceived usefulness and perceived ease of use. These factors directly influenced special teachers' acceptance intention.

Study on Fostering Empathy by Design Education -Focusing on Elementary Education- (디자인 교육을 통한 공감능력 함양에 관한 예비적 고찰 -초등교육을 중심으로-)

  • Jeong, Won-Joon;Kim, Chang-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.423-428
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    • 2018
  • The purpose of this study is to suggest the necessity of fostering empathy through design education since elementary education in order to develop human resources required in the artificial intelligence society. First we studied the definition, necessity and the present domestic state of design education. Also studied the elements of empathy, its necessity in the age of artificial intelligence, and how children can enhance empathy. Finally, we researched cases of design and empathy education abroad. In conclusion, the Nordic countries have developed social innovations through design and high levels of empathy. Also, design education in the form of playing with the process of communication, discussion and cooperation is important. Based on this study, we hope various design education programs develop that can foster empathy.

The Impact of Internet Banking on the Performance of the Korean Banking Industry: An Empirical Analysis (인터넷뱅킹과 은행의 경영성과 -실증분석을 중심으로-)

  • Kim, Hyeon-Wook;Park, Chang-Gyun
    • KDI Journal of Economic Policy
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    • v.25 no.2
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    • pp.89-135
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    • 2003
  • The paper tests the hypothesis that Internet banking reduces cost and ultimately enhances profitability for banks. Our analysis suggests that Internet banking does contribute to cost reduction but does not affect profitability. The implications are that the primary objective of Internet banking has been accomplished, but has not reached the stage in which the benefits overcome the burden of initial investment. The findings also offer the implication that Internet banking probably raises social welfare by passing on the benefit of cost reduction to customers rather than resulting in enhanced profits. In addition, we find that the banking customer's preference for face-to-face transactions may be very low in Korea, which supports the hypothesis that the cost in securing a customer base will be reduced significantly.

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A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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"A Futuristic View of the Asian Hospitality & Tourism Markets" -The Trends, Challenges & Opportunities- (아시아 지역 호텔관광시장에 대한 새로운 경향, 도전 그리고 기회)

  • Choi, Jeong-Gil
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.12 no.2
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    • pp.121-132
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    • 2001
  • 우리가 어떠한 상황에서 불안해진다는 것은 다가올 미래에 대해 확실하게 준비할 수 없다는 사실에 근거합니다. 수많은 선각자와 학자들은 모두들 이러한 불확실성으로 인한 위험 요소들을 확실하게 밝히고자하며 이로 인해 우리로 하여금 더욱 과학적으로 상황을 대처하고 극복하게 하려 합니다. 아시아 지역의 호텔관광시장에 대해 이곳에서 논의되는 것은 과거와 현재 그리고 미래를 넘나들며 현재 이 시장에서 벌어지는 새로운 경향을 파악하고 파악된 자료를 통해 도전과 위험요소를 인지케하는 내용들입니다. 과거는 현재의 원인이 될 수 있고 과거의 흔적은 내일의 같은 형태의 현상이 될 수 있다고 보기에 우리는 미래의 시장을 예측하려 할 때 과거를 검증하고 현재를 숙독해야 하는 것입니다. 과거 속에서 우리는 한때 우리 시장의 고객들이 사회적 성공의 표시로 여행을 즐겼으며, 그것이 전쟁 등과 같은 힘든 시절을 보내면서 휴식과 교육을 목표로 여행을 즐기던 시절이 있었고, 이것이 다시 최근에 들어 고객들의 자기충족과 자아실현의 방법으로 여행을 즐기고 있음을 감지할 수 있습니다. 이러한 경향들의 연장선상에서 우리의 호텔시장은 호텔이 고도로 품격화된 개인적인 서비스를 제공하게 될 것이고, 발달된 정보기술력으로 인해 편리하게 자산관리를 할 수 있고, 쉽게 접근이 가능한 투자자본으로 인해 소유주의 형태가 다국적으로 다각화되는 결과를 낳게 될 것이고, 수많은 패턴들이 존재하지만 기술력의 혁신으로 인해 이를 통한 새로운 상품과 서비스의 개발이 가장 두드러지는 시장이 될 것이 분명합니다. 관광시장에서는 크게 두 영역으로 분리해서 본다면, 하나는 새로운 형태의 고객이고 또 하나는 관광이란 것이 거리를 요하는 것이기에 이를 극복하고자 하는 기술력을 동원한 새로운 형태의 관광체험이라 할 수 있습니다. 새로운 형태의 고객은 보다 자유롭고 의사표현이 열려있는 고객이며 이들은 각자의 자아실현과 충족을 위해 끊임없이 새로운 여행 목적지를 찾는 고객이며, 복잡하지 않고 단순한 형태의 상품과 서비스를 요하며 그들은 또한 시작에서 마무리까지 완성된 서비스를 추구하는 고객이 될 것입니다. 거리를 초월하는 기술력의 발달로 고객은 원거리에서 자기자신의 여행 진행 전부를 쉽게 컨트롤 할 수 있게 되고 특히 가상 현실실현에 대한 기술력은 멀리서도 원거리의 여행 체험을 실제와 버금가게, 그리고 현실에서 겪어야 하는 일체의 장애 없이 체득할 수 있게되는 상황을 고객 앞에 내놓게 될 것입니다. 우리는 지금 새로이 중흥하려 노력하는 아시아의 주요 국가의 호텔관광산업을 의미 있게 짚어보고 내일을 함께 준비하고 있습니다. 여기에 논의되어진 이슈가 아니더라도 우리는 그것들을 새로운 시각에서 검증하고 분석하여 새로이 전개되는 미래의 아시아 호텔관광산업을 함께 준비해야 할 줄 믿습니다.

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A study on the Effect of Flipped Learning on Learning Motivation and Academic Achievement (플립러닝 학습이 학습동기 및 학업성취도에 미치는 효과에 관한 연구)

  • Lee, Hee-Suk;Kang, Shin-Cheon;Kim, Chang-Suk
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.47-57
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    • 2015
  • In this study, the experiment was carried out on an experiment group of 24 and a control group of 25 in order to investigate the effect of flipped learning on the motivation and academic achievement of elementary students. Research tools such as flipped learning program, motivation questionnaire and academic achievement questionnaire were used. Study procedures consisted of pre-test, experimental process, and post-test in order and the data processing was performed by independent sample t-test and paired sample t-test. The results show that flipped learning has a positive effect on learning motivation and academic achievement. For instance, flipped learning influenced on improvement of motivation elements such as attention and confidence. Also flipped learning has a more effect on low-level students than high-level students in academic achievement.

Study on Repurchase Intention of RTP HMR Products : Focused on Meal kit (RTP(Ready to Prepare) 가정편의식(HMR) 제품의 재구매의도에 관한 연구 : 밀키드(Meal kit)를 중심으로)

  • Park, Min-Hee;Kwon, Mahn-Woo;Nah, Ken
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.548-557
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    • 2019
  • With the increase of single households and more women entering society, changes to lifestyle, a demand for convenience, and the recent trend for homemade meals, the market for HMR(Home Meal Replacements) is rapidly growing. This study reviewed the repurchase intentions of consumers for RTP(Ready-to-Prepare) HMR products, namely meal kits, and the moderating effect. The study found that i) ease of use increases with higher self-efficacy; ii) ease of use decreases with higher personal innovativeness, but usefulness and repurchase intentions increased; iii) repurchase intentions increase with higher social influence; iv) trust decreases with higher convenience, but repurchase intentions increased; v) trust and repurchase intentions increase with higher economic efficiency; and vi) price sensitivity has a moderating effect between trust and repurchase intentions. The outcomes of this study will not only provide a theoretical basis for a more detailed study of HMR, but is anticipated to be used as fundamental data for suggesting a direction for marketing strategies for product development and sales.