• Title/Summary/Keyword: Era of the 4th industrial revolution

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An Exploratory Study on the Improvement of Industry Classification System of Start-ups (창업기업 업종 분류체계의 개선방안에 관한 탐색적 연구)

  • Park, Dae Han;Sung, Chang Soo;Jung, Kyung Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.1
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    • pp.59-71
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    • 2019
  • In the rapidly changing industrial environment, the continuous increase in demand for entrepreneurship emphasizes the effective support of the government for the survival and growth of entrepreneurs and the necessity of establishing systematic initiative promotion policies. To this end, Of the total number of enterprises. The purpose of this study is to establish a new classification system for entrepreneurial industry that reflects the trend of entrepreneurship based on convergence technology that emerged during the 4th Industrial Revolution era in order to establish a systematic initiative upbringing policy. In this paper, we propose a new classification system for entrepreneurial ecosystem by using Delphi technique. As a result of the study, the categories of entrepreneurial industry are classified into technology entrepreneurship and general entrepreneurship. Technology entrepreneurship is divided into ICT services, ICT manufacturing, general manufacturing, cultural contents and biotechnology. The results of this study suggest a meaningful implication in the establishment of effective policies to support entrepreneurship in the future by establishing new standards of industry classification system of entrepreneurs.

Career map and course map recommendation system for employment (취업준비를 위한 career map and course map 추천 시스템)

  • Kwon, Wonhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.276-279
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    • 2022
  • The 4th industrial revolution refers to the transition to a knowledge society in which the production speed of knowledge is fast and the proportion of the knowledge industry is greatly increased. The reorganization of the industrial structure and the change of occupations and jobs due to new technologies are bringing about changes in education, and the development of digital technology has made education that is borderless, individual and dynamic, becoming the new standard of education. With these changes, interest in nano-degrees on new technologies or micro-degrees focused on core courses rather than regular course degrees is increasing. As a representative example, Udacity in the United States has opened and operated online nanodegree courses related to jobs, and collaborates with major companies to develop and educate core training courses necessary for companies, thereby efficiently supporting companies in securing talent. With the revitalization of online vocational and job training, an environment has been prepared in which individuals can set goals for vocational competency development and continue their portfolio-based sustainable learning. However, for effective vocational education, automated and personalized educational content design should be preceded. To this end, in this paper, we propose a personalized career and course map recommendation system in the era of online learning

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Search for the Education of High-Tech Emotional Textile and Fashion (하이테크 감성 섬유패션의 교육 방향에 대한 모색)

  • Youn Hee Kim;Chunjeong Kim;Youngjoo Na
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.69-82
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    • 2023
  • High-tech sensibility textile and fashion, in which consumers' emotions and various textile and fashion technologies are converged, is an important industrial group. It is important to develop the ability to apply in practice by gathering the creative by understanding other fields and exchanging ideas through interdisciplinary collaboration in the field of emotional engineering. Through interdisciplinary research and collaboration, talent must be nurtured of individuals who would lead the era of the 4th Industrial Revolution with the ability to empathize with others as well as the creative convergence-type intellectual ability necessary for the rapidly changing society. To determine content-creation methods, basic research is conducted. Additionally, this study investigates on the current status and educational process of the emotional textile-fashion industry worldwide. To nurture talents in the textile and fashion sensibility science, the basic contents are created to manage the knowledge that delivers sensibility science and the ICT related to this field, as well as in the intensive, PB-style conceptual design based on sensibility. The process from derivation of consumer emotion analysis and product development can be experienced through smart kit practice. Moreover, various methods are developed to set up intellectual property rights generated while developing ICT convergence products as start-ups. The study also covers new knowledge rights to develop emotional textile fashion.

A Study on Automatic Operation Control of Autonomous Ships (자율운항선박의 운항 자동제어 기초 연구)

  • Kang, Byung-Sun;Jung, Chang-Hyun
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.1
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    • pp.38-46
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    • 2021
  • In the era of the 4th Industrial Revolution, the interest in autonomous ship technology is increasing as high-tech technologies are being increasingly utilized throughout the industry. Therefore, we conducted a basic study on autonomous ships. In particular, a passenger ship model was produced and an autonomous navigation system was established by applying the ardupilot used for drones. The possibility of automatic control of the autonomous ship operations was confirmed by executing various voyage plans using the built model ship. In the performance test for maintaining the course the model ship could not follow the designated course straight and sailed up to 5.4 m away from the course while navigating in a zigzag (S-shape); however, after the parameters were modified, the deviation distance was reduced to a maximum of 1.8 m. In the turning performance test, the maximum diameter of the turning sphere was found to be approximately 9.3 m, but no significant change could be confirmed even after the parameters were modified. However, the results of our tests on slowing down the ship before arriving at the WP confirmed that the diameter of the turning sphere was reduced to a maximum of approximately 3.2 m. In order to evaluate the stopping performance, the last scheduled stopping position of all experiments was compared with the actual stopping position of the model ship and it was confirmed that the model ship stopped at a point at least 0.4 m and a maximum of 6.2 m away from the stopping position. In the future, improvement of course stability, turning performance, and stopping performance is required through modification and supplementation of various parameters. Moreover, a study on automatic berthing of the model ship through automatic control is planned.

A Study on the Improvement of Capstone Design Learning Achievement through the Design and Fabrication of Pneumatic Control Circuit (공압제어회로 설계 및 제작을 통한 캡스톤 디자인 학습 성취도 향상 연구)

  • Lee, Jongkil
    • Journal of Practical Engineering Education
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    • v.12 no.1
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    • pp.1-10
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    • 2020
  • The pneumatic control circuit is an important basic element that constitutes factory automation in the era of the 4th Industrial Revolution, and the ability to design and fabricate pneumatic control circuit at the university level is one of the most important educational courses. In this study, it introduced collaborative learning by group, and capstone design technique applied to the subject of design and fabricate of pneumatic control circuit. In addition, it intends to contribute to the innovation of practical engineering education by examining the learning achievement of students. It was investigated analytical skill differences by applying cooperative learning to the experimental group and by applying traditional lecture methods to the comparison group. The experimental group that conducted cooperative learning showed higher academic ability than the comparison group that conducted only traditional lectures, and the t-test results of the significant level p<0.05 also confirmed that there were significant differences between the two groups. It was also responded 13 survey questions in four experimental groups and analyzed the results, showing a high satisfaction level of 4.731 on average. Through this study the design and fabrication of the pneumatic control circuit is more effective in improving students' learning achievement when applying the capstone design technique than when operating as a normal subject and expected to use as a basic material for the development of the curriculum of Capstone design in the future.

The Effect of Problem Solving Ability on Major Satisfaction of College Students Majoring in Secretarial Science : Mediating Effect of Digital Literacy (비서학 전공생의 문제해결능력이 전공만족도에 미치는 영향 : 디지털 리터러시의 매개효과)

  • Kim, Jeong-A
    • Journal of Venture Innovation
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    • v.6 no.1
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    • pp.17-34
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    • 2023
  • This study tried to find a way to increase major satisfaction to overcome the difficulties of college due to the recent decrease in the number of educated population. In particular, problem-solving ability and digital literacy, which are essential in the era of the 4th industrial revolution, were set as influencing factors and mediators and tried to verify them. Therefore, in order to find out the effect of problem-solving ability on major satisfaction and the mediating effect of digital literacy, a study was conducted targeting junior college secretarial majors. A total of 193 questionnaires were analyzed, and regression analysis was performed to verify the hypothesis, and bootstrapping was performed using the SPSS PROCESS macro model 4 to verify the significance of the mediating effect. The results of the study are as follows. First, it was found that problem-solving ability had a positive(+) effect on major satisfaction. Second, problem-solving ability was found to have a positive(+) effect on all four sub-factors of digital literacy. Third, as a result of analyzing the mediating effect of digital literacy in the relationship between problem-solving ability and major satisfaction, among the four sub-factors of digital literacy, information literacy, critical understanding, and information analysis ability completely mediated between problem-solving ability and major satisfaction. has been shown to be effective. On the other hand, the ability to comply with norms was found to have no mediating effect. In this study, it was verified that problem-solving ability affects major satisfaction, and it was found that it is necessary to make various efforts to cultivate problem-solving ability. In addition, based on these research results, suggestions for preparing practical measures to increase major satisfaction were suggested.

Exploring the Direction of the Clothing Life Education Curriculum according to Changes in the Future Educational Environment (미래 교육환경 변화에 따른 의생활교육과정의 방향)

  • Lee, Eun Hee
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.93-111
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    • 2022
  • This study started with the question of 'What innovative task should elementary and secondary school clothing life education perform in accordance with the changes in the future educational environment?' It is time to prepare for a major shift in the educational paradigm that improves the quality of life for all everyone, based on social innovations such as the 4th industrial revolution and the transition to the post-corona era. This study examined the literature for the characteristics of changes in the future educational environment from an educational perspective, and examined the curriculum focusing on the clothing life with the porpose of presenting the direction for the clothing life education. In order to carry out this study, various literature including previous studies related to clothing life education and the national curriculum from the first curriculum to the 2015 revision were analyzed. In conclusion, the direction of the clothing life education curriculum according to the changes in the future educational environment is proposed as follows: First, nurturing convergence education experts that can combine human emotion, environment, and clothing life culture to artificial intelligence(AI); second, developing a clothing life education curriculum that links software competency and practical problem-solving competency; and lastly, implementing fashion maker education using artificial intelligence(AI) and value-oriented clothing life education. In the future, it is expected that the direction of teaching/learning methods and evaluation in clothing life education curriculum is proposed, and that this educational discussion process will help establish the identity of clothing life education in school education.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Discovering the Knowledge Structure of Graphene Technology by Text Mining National R&D Projects and Newspapers (국가R&D과제와 신문에서 텍스트마이닝을 통한 그래핀 기술의 지식구조 탐색)

  • Lee, Ji-Yeon;Na, Hye-In;Lee, Byeong-Hee;Kim, Tae-Hyun
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.85-99
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    • 2021
  • Graphene, called the "dream material" is drawing attention as a groundbreaking new material that will lead the era of the 4th Industrial Revolution. Graphene has high strength, excellent electrical and thermal conductivity, excellent optical permeability, and excellent gas barrier properties. In this paper, as the South Korean government recently announced Green New Deal and Digital New Deal policy, we analyze graphene technology, which is also attracting attention for its application to Corona 19 biosensor, to understand its national R&D trend and knowledge structure, and to explore the possibility of its application. Firstly, 4,054 cases of national R&D project information for the last 10 years are collected from the National Science & Technology Information Service(NTIS) to analyze the trend of graphene-related R&D. Besides, projects classified as green technology are analyzed concerning the government's Green New Deal policy. Secondly, text mining analysis is conducted by collecting 500 recent graphene-related articles from e-newspapers. According to the analysis, the field with the largest number of projects was found to be high-efficiency secondary battery technology, and the proportion of total research funds was also the highest. It is expected that South Korea will lead the development of graphene technology in the future to become a world leader in diverse industries including electric vehicles, cellular phone batteries, next-generation semiconductors, 5G, and biosensors.

A Study on the Influence of Augment Reality(AR) Types on Brand Attachment (증강현실 광고유형이 브랜드애착에 미치는 영향에 관한 연구)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.241-254
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    • 2019
  • This study is a study on the consumer reaction to the augmented reality advertisement which is a recent issue. this study was conducted based on the necessity of marketing advertisement technique suitable for the 4th industrial revolution era. First, we present the types of augmented reality ads based on previous studies, and examined the effects of enjoyment and formation of brand attitudes on brand attachment on products or services based on the perceived value of consumers for these types of ads. This study is briefly summarized as follows. Hypothesis (H1) empirical value had a positive effect on pleasure, and hypothesis H2) empirical value also had a positive effect on brand attitude. Hypothesis (H3) symbolic value had a positive effect on pleasure and hypothesis (H4) symbolic value had positive influence on brand attitude. Hypothesis (H5) Practical value has a positive effect on pleasure. Hypothesis (H7) Pleasure affects positively (+) influence on brand attitude. Hypothesis (H8, H9) enjoyment affects affection and brand attitude affects affection positively. Hypothesis (H6) Practical value did not affect brand attitude positively. It can be seen that the augmented reality advertisement communicates with consumers through experience or symbolic side rather than perceive practical value by consumer. The implication of this study is that the augmented reality advertisement is highly interactive with consumers and can induce consumer participation. This means that consumers are more aware of empirical and symbolic values rather than experiencing practical value through augmented reality advertising.