• Title/Summary/Keyword: Digital Talents

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A study on the development of curriculum for nurturing beauty service talents in the post-corona era (focusing on skin care) (포스트 코로나 시대의 뷰티서비스 인재 양성을 위한 교육과정 개발 연구 (피부미용을 중심으로))

  • Son, Hyo-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1433-1444
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    • 2021
  • This study was conducted for the purpose of developing a curriculum to educate the practical skills required in the industry by convergence with the 4th industry in the beauty field, which has been accelerated since the Corona era. As a result of an exploratory investigation of several literatures and collecting expert opinions, it was analyzed that the field of beauty industry will expand to a personalized service providing industry that combines medical, bio, ICT, and artificial intelligence technologies, rather than providing a single item or service. Based on the analysis contents, the curriculum was composed and subjects were derived by adding digital application skills to have in addition to the basic job skills required in the traditional beauty industry. The post-Corona era will bring changes in various industries based on the Fourth industrial revolution, and in response to these changes, universities should always pay attention to changes in the industry to develop talent for the development and sustainability of the beauty industry.

A Development of A Digital Storyboard for Simulation (시뮬레이션을 지원하는 디지털 스토리보드 개발)

  • Han, Sung-Ho;Lee, Gang-Sung
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.3-16
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    • 2006
  • Making storyboards is the process of visualizing your film script by hawing sketches of screen shots. The final output looks like a comic book version of your film without speech bubbles. It helps you imagine how your movies, animations, and game opening movies are going to look like Should I be an artist to do this work? Maybe. But if you take a look at the storyboards of Hitchcock's or Spielberg's, you will notice that they have no talents of drawing. What's important in storyboards is actor's moving routes. Thus, far the easier and faster storyboard-making, we developed a tool for making digital storyboards with simulation. Using digital storyboards, you can be more productive than ever. You can organize your ideas and create your shots with the digital storyboads more effectively and it's time-saving, too. Besides, you can export the storyboard fie to HTML format for viewing/showing on the internet, so that you can share your storyboards with your colleagues, crew and clients through the internet.

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Analysis of Digital Video with a Focus on the Documentary (다큐멘터리 <색청, 색을 듣는 사람들>을 중심으로 한 디지털영상 분석)

  • Jang, Kyeong-Su;Lee, Soon-Mi
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.23-27
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    • 2016
  • 'Colored hearing' occurs to those who caused confusion in the visual, auditory path to brain because pruning had not normally done in the growth phase. It is called as 'colored hearing'. 'Colored hearing' is a phenomenon which some people can see colors when they hear sounds. In the interview of video, art experts say that the phenomenon is a natural talents, however professionals in the medical field say that the disorder may be causing a major disruption to daily life. Usually people are unknowingly suffering from synesthesia phenomenon. In this paper, based on the video, we show the phenomenon of 'colored hearing' based on the results of scientific research and on the daily life, and also analyze the video from the viewpoint of the editors and the audience.

A Study of the Digital Healthcare Industry in the Fourth Industrial Revolution (4차 산업혁명시대의 디지털 헬스케어 산업에 대한 연구)

  • Kim, Ki-Bong;Han, Kun-Hee
    • Journal of Convergence for Information Technology
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    • v.10 no.3
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    • pp.7-15
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    • 2020
  • As the paradigm shifts from treatment and provider-centered healthcare to prevention and consumer-centered healthcare, the integration of ICT convergence technology is calling for an era of digital healthcare industry revival in the Fourth Industrial Revolution. It is possible to provide individual customized medical services utilizing various medical data, and it is possible to provide various medical services that transcend time and space through integration with other industries. Such digital healthcare includes health, nutrition, exercise, and patient care, while the digital healthcare industry includes healthcare and IT related to medical devices, medical information systems, and healthcare platforms that can provide personal health and medical information. Due to the social demands of the aging and the increase of chronic diseases, digital healthcare is considered as an important policy in the fourth industrial revolution in Korea. In order for the digital healthcare industry to contribute to the prolongation of human life and the improvement of quality of life, it is urgent to develop related infrastructures, legal institutions, and prepare policies. In addition, it is important to activate convergent education to foster talents who will lead the digital healthcare industry. The purpose of this study was to examine the trends of the digital healthcare industry in the era of the fourth industrial revolution and the direction of government R & D policies, and to derive directions and suggestions for future development.

Learning Outcomes of Design and Software Convergence Major for Engineering Education Accreditation (공학교육인증을 위한 디자인과 소프트웨어 융합전공의 학습성과)

  • Choi, Ji-Eun;Jin, Sung-Hee
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.51-63
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    • 2019
  • In the rapidly changing society since the Fourth Industrial Revolution, the cultivation of convergence talents that can solve complex problems is emerging as an important issue. The purpose of this study is to propose the core competencies required to establish the program learning outcomes of the engineering and education curriculum, which is the accreditation standard of engineering education proposed by ABEEK(Accreditation Board for Engineering Education of Korea). Case study methodology was applied to achieve the purpose of the study. The case of analysis is design and software convergence majors of domestic and foreign universities. The educational objectives and course syllabi were analyzed. As a result of the research, four core competencies to be achieved in the design and software convergence majors were derived in addition to the ten program outcomes presented by ABEEK. New core competencies are convergence ability, creative thinking, entrepreneurship, and design ability. The result of this study is expected to contribute to the development of the evaluation system for the convergence engineering education field.

Research on Business Job Specification through Employment Information Analysis (채용정보 분석을 통한 비즈니스 직무 스펙 연구)

  • Lee, Jong Hwa;Lee, Hyun Kyu
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.271-287
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    • 2022
  • Purpose This research aims to study the changes in recruitment needed for the growth and survival of companies in the rapidly changing industry. In particular, we built a real company's worklist accounting for the rapidly advancing data-driven digital transformation, and presented the capabilities and conditions required for work. Design/methodology/approach we selected 37 jobs based on NCS to develop the employment search requirements by analyzing the business characteristics and work capabilities of the industry and company. The business specification indicators were converted into a matrix through the TF-IDF process, and the NMF algorithm is used to extract the features of each document. Also, the cosine distance measurement method is utilized to determine the similarity of the job specification conditions. Findings Companies tended to prefer "IT competency," which is a specification related to computer use and certification, and "experience competency," which is a specification for experience and internship. In addition, 'foreign language competency' was additionally preferred depending on the job. This analysis and development of job requirements would not only help companies to find the talents but also be useful for the jobseekers to easily decide the priority of their specification activities.

Design and Implementation of 3-Tier App Development Training System (3-Tier App개발 교육시스템 설계와 구현)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.265-270
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    • 2014
  • This study in coping with the current trend is to propose the environment for training 3-Tier App development being focused on the system to develop mobile applications where its related developers are scarce. Design and implementation of training system for the development of 3-Tier App in this paper is to realize the environment for software development for colleges as same as that in IT companies. For 3-Tier App development training system, 3 students with 3 computers work as a group. The above-mentioned 3 computers include a computer for development, Gateway server, and DB server together with legacy system. Also, each of the 3 students shall be given roles of the foregoing sections. We have educated 3-Tier App training system as a practical class for 64 students in junior students of computer information major. Through training session, it was confirmed that we can foster the students as custom-made talents who understand company's development environment. Also, the Comparison of 3-Tier and Stand-alone App Development Training System for 10 distinct description, we know that 3-Tier app development training system was very superior to stand-alone app development training system in the educational effects.

Utilization Plan of SNS for Computer Utilization Ability Improvement of University Students (대학생들의 컴퓨터 활용능력 향상을 위한 SNS 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.587-595
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    • 2014
  • As the number of users of SNS (Social Network Service) and smart devices increases sharply nowadays, many studies on various teaching models and methodologies have been made in order to utilize SNS in education. However, there are not so sufficient studies that explore social media as a learning environment and analyze empirically its relation with the academic achievement. Since various kinds of learning experiences are required in order to foster creative talents, it is necessary to have information sharing, debate and information exchange utilizing SNS. If utilizing SNS for general computer education in a university, it will be possible to collect learners' various thoughts and opinions more effectively. Because real-time feedback can be possible in each individual space through SNS by sharing the information related to the interactions between learner and teacher or between leaner and learner and exchanging opinions each other, the learner's ability to utilize a computer can be improved. Especially SNS can provide a real-time help to solve problems for underachieved students and provide an opportunity to improve the academic achievement.

The Convergence of Fine Art and Printing Technology in the Early Modern Netherlands (근대 초 네덜란드의 인쇄술과 미술의 융합: 루벤스와 보르흐트의 사례)

  • Jung, Won
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.391-397
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    • 2020
  • This article aims to introduce a representative case of convergence among art, technology and science, and look into the factors that contributed to its success. The focus is specifically brought to the cooperation between the Plantin Press and local painters in Antwerp in the Netherlands during the 16th century. The Plantin Press scored huge successes through collaboration with Flemish artists such as Rubens and Borcht. This helped the artists to use their talents in a new medium or to secure a job that appreciates their values. The Plantin Press outdid its competitors in the market through applying new techniques on its works. Great botany books also came out as a result of such convergence. The backdrop to the Netherlands appearing as the center of botanical studies in the 17th century is the concerted efforts of the painters that created quality illustrations and the publishers that knew how to use them efficiently.

An Empirical Study on the Factors Influencing User Satisfaction of Military Smart-Education (국방 스마트 교육의 사용자 만족도에 미치는 영향에 관한 실증적 연구)

  • Pyo, Chang-Kyun;Han, Kyeong-Seok;Ryu, Gab-Sang
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.41-48
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    • 2016
  • This paper identifies the factors affecting user satisfaction for the successful application of Smart-education in national defense recently at the national level and suggests the political implications through the empirical research to nurture creative talents globally. The study model was designed by setting the influencing factors on the user satisfaction of smart education. In order to verify the reliability of the measurement item, it was calculating the coefficient Cronbach's ${\alpha}$ and validity was verified by carrying out factor analysis. The empirical results of this doctoral dissertation as a Smart-education, factors affecting user satisfaction, content, management, internal organization, user characteristics, such as classified into five areas detailed factors as independent variables correlation analyzes were carried out factors influencing the most effective impact on training and user satisfactions were tested.