• Title/Summary/Keyword: Digital Paradigm

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A study for Promoting Digital Healthcare in Korea through an Improved Regulatory System (디지털 헬스케어 발전을 위한 규제 개선 방안에 관한 연구)

  • Park, Jung-Won;Shim, Woo-Hyun;Lee, Jun-Seok
    • Informatization Policy
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    • v.25 no.1
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    • pp.60-81
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    • 2018
  • Healthcare is on the verge of a paradigm shift towards an emphasis on wellbeing, integrative health, and prevention of disease, while the traditional medical model focuses solely on end-point treatment. The development of digital technologies has played a major role in this change as digital technology and health have converged. Therefore, many developed countries promote the digital healthcare industry as a new economic growth engine, and Korea is no exception. To promote the digital healthcare industry, the Korean government provides institutional support by improving the legal and regulatory system for medical devices and health data. However, Korea still has an underdeveloped legal and regulatory framework for digital healthcare compared with other countries. In this study, we review the relevant regulatory systems in the United States, United Kingdom, Germany, and Japan. We then explore newspaper articles and conduct expert interviews to analyze the regulatory situation in Korea and the problems the digital healthcare industry faces. In conclusion, we discuss a regulatory reform plan for development of the digital healthcare industry in Korea.

A Study on the Case Analysis of Digital Materials in Children Library - Based on Nowon Children Library - (어린이도서관 디지털자료실의 사례분석 연구 - 노원어린이도서관을 중심으로 -)

  • Lee Kyung-Min
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.349-364
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    • 2005
  • The main Points of the 7th Education Program are: taking a serious view of development of children's individuality and creativity, and encouragement students their accord activity with applying digital reference for teaching and learning. It Is the suggestion of revitalization method of digital material room, afterward. by means of analyzation for satisfaction and demand and using status of children's library digital material room along with emphasis of self-loading learning and boosting self-solving ability based on computer and IT paradigm. The purpose is : providing foundation of active Information service and suggestion of revitalization method by means of analyzing operation and effective using children's library digital material room at Nowon Children's Library opened 2nd February, 2003. In 2nd chapter; thesis of conceptive model of children's library digital material room. In 3rd Chapter: Present status analysis of N. W. Children's library digital material room operation, and analysis of using and demand of public school 100 pupils. In 4th Chapter : Suggesting conclusion of revitalization of children's library digital material room based on utilization and demand appeared through this study.

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A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.674-682
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    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.

The Current Situation of the Digital Interface International Standards and an Analysis of Integration Condition of Ships (선박의 디지털 인터페이스 표준화 현황 및 연동조건 분석)

  • Park, Jong-Won;Lim, Yong-Kon;Yun, Chang-Ho;Kim, Ok-Soo;Lee, Jung-Woo;Chung, Han-Na
    • Journal of the Society of Naval Architects of Korea
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    • v.48 no.6
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    • pp.490-500
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    • 2011
  • The paradigm that ships are navigated by means of analog navigation devices and caption's experiences is shifted to that ships can be navigated by digital and autonomous navigation systems due to the rapid development of electronics and communication technologies. Hence, all systems deployed in a ship are automated and integrated since corresponding ship systems are not individually operated but integrated and managed under common operating system. In this paper, we overview recent research projects targeted for digitally integrated ships (referred to as digital ships), outline IEC 61162 series, specifying digital interface standards for digital ships, and finally present several issues for further improvement of the IEC 61162 series. In addition, we broadly categorize digital ships into three systems consisting of multiple sub-systems, including a navigation system, a power system, and a automation system in the aspect of operation and function. Corresponding interfacing range and method, as well as interface specification and data types of one system in a digital ship are also described according to sub-systems, respectively.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

Digital Media Application in Museum (박물관 전시에서의 디지털 매체 적용에 관한 고찰 -서울시립대학교 기획전시를 중심으로-)

  • Eo, Il-Seon
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.212-219
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    • 2010
  • Modern museum, along with the basic roles of a museum that display to the public through the exhibition of physical evidences that collected, preserved and researched about human environment, it is changing in a way to appropriately fulfill the desire of new culture of the public and to fit the paradigm of the digital era. Diversification of expression method using multimedia played a big role in effective meaning delivery and technology development made possible for interaction-able of digital media build up and application to made possible of interactive communication for visitors. If the main purpose of the past museum exhibition was the delivery of information and knowledge, modern museum's exhibit has been identified as the purpose being diversified through the use of digital media. Exhibition planner, as for museum exhibition that used many characteristics of the digital media as mentioned above, should plan so that past unfamiliar relic can communicate with us living in the modern society. But obsessive usage of the digital media should not shade the interest of the visitors towards the relic in overall exhibition; and what is most important is that other than the exhibition and exhibit, enforcement of translation through systematic coherent approach and its appropriate digital technology and creative application and harmony are more important.

The Effects of Digital Therapy for Stroke Patients in Korea: Meta-analysis (국내 뇌졸중 환자를 위한 디지털 치료의 효과: 메타분석)

  • Jae-Hun Jung
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.1-15
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    • 2023
  • Purpose : This study investigates the effectiveness of digital therapy for stroke patients in Korea. Methods : A comprehensive database search was performed using KCI, Science on, e-article, RISS, KISS and Korea OpenMed databases for randomized controlled trials (RCTs) that studied the effects of digital therapy on patients who had a stroke. This study includes RCTs published from January 2000 to July 15, 2022, which fulfilled the inclusion and exclusion criteria. A total 697 studies were screened and 30 studies were included in the final analysis. Methodological quality was assessed with the Cochrane's RoB (risk of bias) tool. Meta-analysis was performed using CMA 4.0 software. Results : A total of 56 effect sizes were calculated from the 30 selected studies. As a result of the analysis, the overall effect size of digital therapy was .59 (95 % CI=.43-.74). When classified according to type of intervention, VR (virtual reality) (g=.58, 95 % CI=.40-.75), and CACR (computer assisted cognitive rehabilitation) (g=.62, 95 % CI=.30-.95) were statistically significant. VR showed medium to large effect sizes in cognitive function (g=.78, 95 % CI=.20-1.37), psychosocial function (g=.63, 95 % CI=.20-1.07), and physical function (g=.61, 95 % CI=.38-.83). In the CACR, there was a large effect size in cognitive function (g=.84, 95 % CI=.52-1.15), but there was no significant difference in psychosocial function. Also, there was no significant difference between the two interventions in activities of daily living and no significant difference in the effect size of both interventions according to the intervention session. Furthermore, medium to large effect sizes were found for subacute and chronic stroke patients according to the duration of disease. Conclusion : This study presents evidence that digital therapy has a positive effect on various functions of stroke patients in Korea. The researchers expect to actively accept the new paradigm of digital therapy and continue to apply digital therapy in clinical practice.

A Study on the Digitalization of the Fashion Industry

  • Lee, Mi-Ryang;Kim, Moon-Sook
    • The International Journal of Costume Culture
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    • v.4 no.2
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    • pp.124-137
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    • 2001
  • The digitalization of the fashion industry refers to 'the reception of the digital environment by the industry.'Re paper presented 3 conceptual categories of 'technological environment','information environment'and 'business environment'concerning the scope of digitalization, including from the introduction and use of new technical media to new ways of thinking following the paradigm changes. And it demonstratively analyzed digitalization factors and digitalization level of fashion businesses related to the factors by 7 fashion categories. The analytic result and its suggestions are as follows. First, the five digitalization factor of the fashion industry are defined : manufacturing Process automation, computer systemization, information networking, e-business, and small batch production. Second the digitalization degree of fashion firms decreases in the order of information networking, small batch Production, manufacturing Process automation, computer systemization, and e-business, with information networking on the top and e-business, recent focal point of interest, at the bottom. Third, as for the digitalization of each clothing category, men's formal dress and unisex display the highest level of the general digitalization.

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The Evaluation of Organizational Effectiveness Based on Balanced Scorecard : A Case of Success of Skandia (BSC 기반의 조직효과성 평가 성공 사례 : 스칸디아 보험회사)

  • Kwon, Sang-Sun;Park, Ji-Hwan
    • Journal of Digital Convergence
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    • v.7 no.2
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    • pp.51-62
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    • 2009
  • Most studies of organizational effectiveness previously done, have measured financial performance such as productivity, efficiency or subjective performance such as a commitment, satisfaction, and turnover intention of employees. However, these measurements have limitations to evaluate a organizational effectiveness in recent knowledge information era because evaluation of organizational effectiveness in knowledge-based society needs measurements in various aspects such as financial, customer, internal business process, and learning and growth. The purpose of this study is to overcome these problems and to introduce an appropriate system for evaluation of organizational effectiveness under knowledge management paradigm. In this paper, we suggest a Balanced Scorecard(BSC) as a new measurement standard of organizational effectiveness in a knowledge information era. The balanced scorecard is designed to help firms that have historically overemphasized short-term financial performance. When measuring organizational effectiveness through Balanced Scorecard(BSC) suggested by Kaplan and Norton[31], it is to present the measurement indices that can cover the limitation of the past evaluation indices of organizational effectiveness.

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A Study on Discrete Continuity of Information System, Knowledge System, and e-Business System

  • Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.203-209
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    • 2010
  • Since information systems are pervasive in the business and non-business areas, the issue of extending researches on information systems to knowledge systems and e-business systems is one of the most profitable topics of researches. We propose a historical, discontinuous changes introducing ambiguity in explaining and interpreting innovative nature of three paradigms of systems: information systems, knowledge systems, and e-business systems. Resorting to the historical perspective in developing ideas into meaningful themes, we proposed a discrete continuity in interpreting changes of paradigms of systems. Discrete continuity may be explained by ambiguously-shared meaningful perspectives applied to different paradigms of systems and interpretive elements of each system. The discrete continuity has been adopted to make ambiguity utilized have instrumental contribution in researches. The engrafted ambiguity in systems design, development, and use could have enduring instrumental value in interpreting the types or variants of systems in each paradigm of systems.