• Title/Summary/Keyword: BIG4

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The Comparative Studies on the Urban and Rural Landscape for the Plant Diversity Improvement in Pond Wetland (농촌과 도시지역 비교를 통한 연못형습지의 식생다양성 증진방안 연구)

  • Son, Jin-Kwan;Kong, Min-Jae;Kang, Dong-Hyeon;Nam, Hong-Shik;Kim, Nam-Choon
    • Journal of Wetlands Research
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    • v.17 no.1
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    • pp.62-74
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    • 2015
  • Urban areas are variously under threat including deterioration of ecological functions. Many pond wetland types have been created as part of an effort to improve and restore this urban environment. This study was arranged to examine improvement plans of wetlands in urban areas by analyzing semi-natural wetlands in farm areas. As for environment for water quality, it suggested the inflow of natural water neighboring rivers or the direct inflow of rain as the improvement plans. The result which analyzed soil pH, OM, and T-N content of the soil environment mentioned that urban areas supplied artificial sluices, removed apoptotic bodies, and used artificial soil and waterproofing materials and use of natural materials in design and construction, the sluice state of the natural form, and negligence of autumn plants were suggested as the improvement plans. Florae appeared in the subject sites of the study have found that there are 35 families 69 species in urban areas and 53 families 142 species in rural areas. As the average has found that there are 18.5 families 29.3 species in 4 urban areas and 26.3 families 53.5 species in 4 rural areas, the big difference between them was analyzed. As the cause has found that there are differences in yearly plants in farming areas when compared to urban areas, creation of various basic environments including soil and water quality was suggested to make yearly plants settle down widely. Naturalized plants have found that there are no big differences between urban areas and rural areas. However, the average of the naturalized ratio in urban areas is 17.4% as the naturalized plants are about 1/4 of the appeared plants. As it was analyzed to be higher than 7.7%, the average of the naturalized ratio in farming areas as the big difference, creation of various inhabiting environments was suggested to make more yearly plants appear like the analyzed result of the life type. Consideration of placement, materials, and inhabiting environments was suggested to make creation of wetlands well appreciated to improve functions of wetlands in urban areas. It is expected that the above results of the study will be utilized in creation and improvement of the pond wetlands which can play a huge role in increase and improvement of biological diversity in urban areas.

Improvement of Personal Information Protection Laws in the era of the 4th industrial revolution (4차 산업혁명 시대의 개인정보보호법제 개선방안)

  • Choi, Kyoung-jin
    • Journal of Legislation Research
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    • no.53
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    • pp.177-211
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    • 2017
  • In the course of the emergence and development of new ICT technologies and services such as Big Data, Internet of Things and Artificial Intelligence, the future will change by these new innovations in the Fourth Industrial Revolution. The future of this fourth industrial revolution will change and our future will be data-based society or economy. Since there is personal information at the center of it, the development of the economy through the utilization of personal information will depend on how to make the personal information protection laws. In Korea, which is trying to lead the 4th industrial revolution, it is a legal interest that can not give up the use of personal information, and also it is an important legal benefit that can not give up the personal interests of individuals who want to protect from personal information. Therefore, it is necessary to change the law on personal information protection in a rational way to harmonize the two. In this regard, this article discusses the problems of duplication and incompatibility of the personal information protection law, the scope of application of the personal information protection law and the uncertainty of the judgment standard, the lack of flexibility responding to the demand for the use of reasonable personal information, And there is a problem of reverse discrimination against domestic area compared to the regulated blind spot in foreign countries. In order to solve these problems and to improve the legislation of personal information protection in the era of the fourth industrial revolution, we proposed to consider both personal information protection and safe use by improving the purpose and regulation direction of the personal information protection law. The balance and harmony between the systematical maintenance of the personal information protection legislation and laws and regulations were also set as important directions. It is pointed out that the establishment of rational judgment criteria and the legislative review to clarify it are necessary for the constantly controversial personal information definition regulation and the method of allowing anonymization information as the intermediate domain. In addition to the legislative review for the legitimate and non-invasive use of personal information, there is a need to improve the collective consent system for collecting personal information to differentiate the subject and to improve the legislation to ensure the effectiveness of the regulation on the movement of personal information between countries. In addition to the issues discussed in this article, there may be a number of challenges, but overall, the protection and use of personal information should be harmonized while maintaining the direction indicated above.

Development of Startup Ecosystem in Vietnam in the context of the Fourth Industrial Revolution

  • Nguyen, Quoc Cuong;Tran, Thi Huyen;Kwon, HyukDong
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.76-83
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    • 2020
  • The fourth industrial revolution (Industry 4.0) will generate great benefits and big challenges in equal measure. Industry 4.0 has an impact on context, technology and business as long as it transforms design, production systems and products themselves. Industry 4.0 has also created many opportunities and challenges for startups to improve their business efficiency. The reality has shown that the industry 4.0 has begun to strong impacts of various levels on many areas of Vietnam's economy. In such context, it is necessary to implement sufficient and thorough research and evaluation of many issues of startups and innovation and to consider suitable solutions and effective ways to take advantages of opportunities that the Industry 4.0 brings to Vietnam. This paper proposes the solution for supporting and promoting to develope of innovative start-up enterprise in accordance with the conditions and circumstances of Vietnam in the context of Industry 4.0.

Prevalence and trends of pain associated with chronic diseases and personal out-of-pocket medical expenditures in Korea

  • Shin, Sun Mi
    • The Korean Journal of Pain
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    • v.30 no.2
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    • pp.142-150
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    • 2017
  • Background: There have been few studies about pain using a big data. The purpose of this study was to identify the prevalence of pain, and trends of pain associated with chronic diseases and personal out-of-pocket medical expenditures over time. Methods: Subjects were 58,151 individuals, using the Korea Health Panel from 2009 to 2013. Chi-square and multinomial logistic regression were conducted to identify the prevalence and odds ratios (ORs) of pain. Repeated measures ANOVA was used to find the trend over these 5 years. Results: Prevalence of mild and severe pain was 28.1% and 1.7% respectively. The ORs of mild and severe pain were 1.6 and 1.4 in females compared with males. From 2009 to 2013, numbers of chronic diseases producing mild pain were 2.1, 2.4, 2.8, 2.9, and 3.1 and those producing severe pain were 3.0, 3.4, 3.9, 4.2, and 4.4, respectively. After applying the average South Korean inflation rate by year over 5 years, the annual, personal out-of-pocket medical expenditures (unit: ₩1,000) for mild pain were 322, 349, 379, 420, and 461, and those for severe pain were 331, 399, 504, 546, and 569, respectively (P < 0.0001). Conclusions: The pain prevalence was 29.8%. The numbers of chronic diseases and the personal out-of-pocket medical expenditures revealed increasing trends annually, especially in those with pain. Therefore, to eliminate and alleviate the pain, there needs to be further study for developing a systemic approach.

A Study upon Effects of Family Restaurant Consumption Values upon Satisfaction, Reliability and Behavioural Intentions in Korea: Focused on College Students at Metropolitan Area

  • Sung, Ha-Ya;Kim, Jong-Jin;Youn, Myoung-Kil
    • The Journal of Asian Finance, Economics and Business
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    • v.1 no.4
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    • pp.29-37
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    • 2014
  • This study investigated effects of five consumption values of family restaurants, that is to say, functional value, economic value, social value, creative value and emotional value, upon consumers'satisfaction and brand reliability, and effects of satisfactions upon brand reliability, and effects of satisfaction and brand reliability upon consumers' behavioral intention to help develop family restaurant industry. Frequency analysis was done. The interviewees had demographic characteristics of gender: 156 men (54.4%) and 131 women (45.6%). The interviewees live in the places: 136 persons (47.4%) in Gyeonggi and Metropolitan area, 57 persons (27.0%) in Gangbuk, Seoul, 38 persons (13.2%) in other areas in Seoul, 34 persons (11.8%) in Gangnam, Seoul, 18 persons (6.3%) in Incheon and 4 persons (1.4%) in other regions. Values of the use of family restaurants, for instance, functional value, economic value, social value, emotional value and rarity value had influence upon satisfaction and brand reliability, had influence upon satisfaction as well as brand reliability. This study investigated consumption values of which consumers thought much, effects of consumption values upon satisfaction and brand reliability, effects of consumer's satisfaction upon brand reliability, and consumer's satisfaction and brand reliability upon behavioral intention, and to verify effects having influence upon local and foreign family restaurant.

A Insight Study on Keyword of 4th Industrial Revolution Utilizing Big Data (빅데이터 분석을 활용한 4차 산업혁명 키워드에 대한 통찰)

  • Nam, Soo-Tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.153-155
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    • 2017
  • 빅데이터 분석은 데이터베이스에 잘 정리된 정형 데이터뿐 아니라 인터넷, 소셜 네트워크 서비스, 모바일 환경에서 생성되는 웹 문서, 이메일, 소셜 데이터 등 비정형 데이터를 효과적으로 분석하는 기술을 말한다. 대부분의 빅데이터 분석 기술 방법들은 기존 통계학과 전산학에서 사용되던 데이터 마이닝, 기계 학습, 자연 언어 처리, 패턴 인식 등이 이에 해당된다. 글로벌 리서치 기관들은 빅데이터를 2011년 이래로 최근 가장 주목받는 신기술로 지목해오고 있다. 따라서 대부분의 산업에서 기업들은 빅데이터의 적용을 통해 가치 창출을 위한 노력을 기하고 있다. 본 연구에서는 다음 커뮤니케이션의 빅데이터 분석도구인 소셜 매트릭스를 활용하여 2017년 5월, 1개월 시점을 설정하고 "4차 산업혁명" 키워드에 대한 소비자들의 인식들을 살펴보았다. 빅데이터 분석의 결과는 다음과 같다. 첫째, 4차 산업혁명 키워드에 대한 연관 검색어 1위는 "후보"가 빈도수(7,613)인 것으로 나타났다. 둘째, 연관 검색어 2위는 "안철수"가 빈도수(7,297), 3위는 "문재인"이 빈도수(5,183)로 각각 나타났다. 다음으로 "4차 산업혁명" 키워드에 대한 검색어 긍정적 여론 빈도수 1위는 새로운(895)으로 나타났고, 부정적 여론 빈도수 1위는 위기(516)가 차지하였다. 이러한 결과 분석결과를 바탕으로 연구의 한계와 시사점을 제시하고자 한다.

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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.

Analysis of Global Project Trends for the Industry 4.0 Manufacturing Innovation (4차 산업혁명 제조업 혁신을 위한 글로벌 R&D 과제 트렌드 분석 연구)

  • Cheong, Yoonmo;Park, Hyejin;Heo, Yoseob
    • Journal of the Korean Society of Industry Convergence
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    • v.22 no.5
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    • pp.583-589
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    • 2019
  • One of the core pillars of the Fourth Industrial Revolution is the innovation of the manufacturing industry. From the beginning, the 4th Industrial Revolution appeared in Germany under the concept of 'Industrial 4.0', which means a radical change in the manufacturing industry that can provide super intelligent product production and services based on artificial intelligence and big data. Since manufacturing innovation is a change in the industrial character of the entire nation, the initial role of government is important. Korea also has various policies related to the 4th Industrial Revolution, but there are still various problems to be solved. Therefore, this paper monitors and analyzes the public R&D projects of the advanced countries on manufacturing innovations in the background mentioned above, and through this, the policy implications are drawn.

The Direction & Strategy of Human Resources Development in Global Business Practise in the 4th Industrial Revolution (4차 산업혁명시대 무역인력양성 방향과 전략에 관한 연구)

  • Cho, Won-Gil
    • Korea Trade Review
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    • v.44 no.4
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    • pp.67-85
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    • 2019
  • This study analyzes the trade issues and curriculum issues of universities in the 4th Industrial Revolution era with the aim of finding strategies to improve the curriculum of international commerce and to cultivate trade manpower by matching them with the trade job competencies required by trade enterprises. To this end, trade college students, GTEP partners, industry-academia partners, and expert groups of N university were asked to provide information on trade curriculum for the current curriculum. The resulting data were analyzed by questionnaire frequency analysis and FGI method to reveal that both students and graduates are interested in improving the trade curriculum of the university, and that companies are also demanding talents who are responsible for the comprehensive process of trade practice and can perform sincerely and comprehensively. Therefore, we have established a new curriculum that is suitable for the 4th industrial age, opened a certificate acquisition course suitable for the needs of the company, and developed the commercial practice, trade simulation, capstone design, and PBL teaching method. Ways are suggesting to reduce mismatch between universities and companies.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.