• 제목/요약/키워드: IT-based Society

검색결과 65,122건 처리시간 0.077초

IT서비스 기업의 윤리 수준과 혁신 경영 성과 (The Business Ethics and Innovation Management Performance of IT Service Firm's in Korea)

  • 안연식
    • 한국IT서비스학회지
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    • 제13권4호
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    • pp.155-168
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    • 2014
  • This paper discussed about business ethics and innovation management performance of IT service firms in Korea. To prove empirically the research hypothesis, the statistical analysis was based on the response from the 92 IT Service firms in Korean. As analysis results, it was found that the business ethics of organizations were the effect factors of the innovation management performance. And the knowledge competency and creativity are confirmed as a mediator between the business ethics and innovation management performance. So this paper suggests that business ethics in organizations are the important factor for enhancement of IT service firm's innovation performance. Specially the mediation effects of knowledge competency and creativity variables were proved empirically for the relation between the business ethics and innovation management performance. So it is desirable that knowledge-based service firms, for example IT service firms, have to strive to upgrade their level of business ethics and to link with their creativity and knowledge competency.

노인요양시설의 웰니스 IT서비스 활용에 관한 연구 (A Study on the Utilization of Wellness IT Service in Nursing Care Center for the Elderly)

  • 박영석;진성광;김석;최정일
    • 한국IT서비스학회지
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    • 제19권5호
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    • pp.93-106
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    • 2020
  • This study attempts to present specific technical measures and case models to meet the needs of caregivers and maximize the effectiveness of senior care facilities by utilizing Wellness IT Service. IT services for supporting elderly care need to go beyond productivity and efficiency and now require the new choice and standards to satisfy the Wellness concept of well-being and happiness. Therefore, this study explores to develop the existing human-based service into the Wellness IT Service by utilizing IT based Wellness in the elderly care facility and thereby to improve the quality of elderly care service. Therefore, this study analyzes the relevant research background and the various feasibility of technical applications of Wellness IT service, and review the new value creation in the elderly care facilities. Lastly this study provides a new foundation for Wellness architecture and a service model for using Wellness IT infrastructure of the elderly care facilities.

A UIS-based System Development to Express the Damage History Information of Natural Disasters

  • Jeon, Tae-Gun;Hwang, Hyun-Suk;Kim, Chang-Soo
    • 한국멀티미디어학회논문지
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    • 제13권12호
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    • pp.1739-1747
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    • 2010
  • The damage of natural disasters has occurred on huge scale more frequently than before. The damage caused by the disasters are summarized and are analyzed, and are managed as a very general type of documentation, not showing the position of previous damage records and related information such as weather, facilities of CCTV, hospitals, and gas station on the maps. Therefore, it needs to provide map-based searching systems considering damaged area as well as search key-words. This paper focuses on the development of a search system based on the map to manage previous disaster records and related information each disaster using spatial databases. This system consists of three modules, which are databases to store disaster data, the SQL procedure-based search module to extract needed information from the constructed databases, and the map module to express the search results on the map. This paper will contribute to provide framework of a system development for managing the disaster information according to each year and disaster based on the maps and to be utilized as the basic framework in developing damage prediction and prevention systems for disasters in future.

Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국멀티미디어학회논문지
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    • 제12권6호
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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이더리움 기반 이메일 시스템 모델 (E-mail System Model based on Ethereum)

  • 김태경
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.99-106
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    • 2017
  • With the advent of virtual money such as bit coins, interest in the block chain is increasing. Block Chain is a technology that supports Distributed Ledger and is a versatile technology applicable to various fields. Currently, the block chain is conducting research for various applications such as virtual money, trade finance, marketplace, power market, image contents service, and IoT. The technologies that make up the block chain are smart contract, digital signature/hash function and consensus algorithm. And these technologies operate on P2P networks. In this paper, we have studied e-mail system based on the ethereum which is one of the block chain based technologies. Most legacy mail systems use SMTP and the POP3/IMAP protocol to send and receive e-mail, and e-mail use S/MIME to protect the e-mail. However, S/MIME is vulnerable to DDoS attacks because it is configured centrally. And it also does not provide non-repudiation of mail reception. To overcome these weaknesses, we proposed an e-mail system model based on ethereum. The proposed model is able to cope with DDoS attack and forgery prevention by using block chain based technology, and reliable recording and management among block chain participants are provided, so that it is possible to provide a non-repudiation function of e-mail transmission and reception.

태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석 (The Case Study on the Tablet based STEAM G Learning Platform Development)

  • 위정현
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.69-78
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    • 2014
  • 본 논문의 목적은 STEAM 기반 태블릿 G러닝 콘텐츠 개발 과정을 분석하는 것이다. STEAM이란 Science(과학), Technology(기술), Engineering(공학), Art(예술), Mathematics(수학)를 뜻한다. STEAM은 이들 분야를 하나로 융합하여 교육함으로써 과학기술에 대한 학생들의 흥미와 이해를 높이고 융합적 사고와 문제해결 능력을 신장시키는 것을 목적으로 하고 있다. 본 논문에서는 초등학교에서 운영할 수 있는 3D STEAM 교육과정을 G러닝과 융합한 플랫폼 개발 과정을 분석하였다. STEAM 학습 주제 분석을 통해 선정된 5학년 과학 '태양계와 별'에 대한 학습자의 흥미와 몰입도를 높이기 위해 단순 IT기반 온라인 학습 콘텐츠가 아닌 G러닝과 융합된 학습 콘텐츠를 새로이 개발하였다. 학생들은 콘텐츠에 대해 높은 흥미와 몰입을 보여주었다.

RPA분류기의 성능 향상을 위한 OHC알고리즘 (OHC Algorithm for RPA Memory Based Reasoning)

  • 이형일
    • 한국멀티미디어학회논문지
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    • 제6권5호
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    • pp.824-830
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    • 2003
  • 메모리 기반 추론에서 기억공간의 효율적인 사용과 분류성능의 향상을 위하여 제안되었던 RPA(Recursive Partition Averaging)알고리즘은 대상 패턴 공간을 분할 한 후 대표 패턴을 추출하여 분류 기준 패턴으로 사용한다. 이 기법은 구성된 초월 평면상에서 단순히 대표패턴을 추출하여 분류 성능 저하의 원인이 되는 단점을 가지고 있었다. 여기에서는 기존 RPA의 단점을 보완하기 위해 FPD (Feature-based Population Densimeter)를 이용한 OHC (Optimized Hyperrectangle Calving) 알고리즘을 제안한다. 제안된 알고리즘은 RPA분할 종료 후 OHC를 이용하여 초월 평면을 최적화한 후 패턴 평균 기법을 적용하여 학습 결과를 산출한다. 제안된 알고리즘은 k-NN분류기에서 필요로 하는 메모리 공간의 40%정도를 사용하며 분류에 있어서도 RPA보다 우수한 인식 성능을 보이고 있다. 또한 저장된 패턴의 감소로 인하여, 실제 분류에 소요되는 시간비교에 있어서도 k-NN보다 월등히 우수한 성능을 보이고 있다.

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트랜잭션 로그 분석을 통한 웹기반 온라인목록의 검색행태 추이 분석 (Trends of Web-based OPAC Search Behavior via Transaction Log Analysis)

  • 이성숙
    • 한국비블리아학회지
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    • 제23권2호
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    • pp.209-233
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    • 2012
  • 이 연구에서는 웹기반 온라인목록 이용자들의 전반적인 검색행태를 알아보기 위해, 7년 동안의 트랜잭션 로그를 분석하였다. 웹기반 온라인목록의 검색형태는 검색전략과 검색실패의 관점에서 조사하였다. 검색전략에서는 검색유형, 접근점, 연산자, 검색문의 길이, 단어 사용횟수, 웹기반 온라인목록 이용횟수, 시간대별 및 요일별 이용횟수를 분석하였다. 또한 검색실패는 검색실패율과 접근점별 검색실패율, 연산자별 검색실패율을 분석하였다. 이 연구결과는 향후 웹기반 온라인목록 시스템과 서비스 개선에 활용될 수 있을 것으로 기대된다.

Bagnold 충격수를 고려한 압축 팽창하는 갇힌 공기에 미치는 축척비 효과에 대한 상사 해석 (Similarity Analysis of Scale Ratio Effects on Pulsating Air Pockets Based on Bagnold's Impact Number )

  • 신상묵
    • 대한조선학회논문집
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    • 제60권3호
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    • pp.193-201
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    • 2023
  • A developed code based on the unified conservation laws of incompressible/compressible fluids is applied to analyze similarity in pressure oscillations caused by pulsating air pockets in sloshing tanks. It is shown that the nondimensional time histories of pressure show good agreements under Froude and geometric similarities, provided that there are no pulsating entrapped air pockets. However, the nondimesional period of pressure oscillation due to the pulsating air pocket becomes longer as the size of the sloshing tank increases. The discrepancy in the nondimensional period is attributed to the compressibility bias of the entrapped air. To get rid of the compressibility bias, the ullage pressure in a sloshing tank is adjusted based on the Bagnold's impact number. The variation in the period of pressure oscillation according to the ullage pressure is explained based on the spring-mass system. It is shown that the nondimensional period of pressure oscillation is virtually constant when the ullage pressure is adjusted based on the Bagnold's impact number, regardless of tank size. It is found that the Bagold's impact number should be the same, if the time history of pressure is important while an entrapped air pocket pulsates.

MODELING SATELLITE IMAGE STRIPS WITH COLLINEARITY-BASED AND ORBIT-BASED SENSOR MODELS

  • Kim, Hyun-Suk;Kim, Tae-Jung
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2006년도 Proceedings of ISRS 2006 PORSEC Volume II
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    • pp.578-581
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    • 2006
  • Usually to achieve precise geolocation of satellite images, we need to get GCPs (Ground control points) from individual scenes. This requirement greatly increases the cost and processing time for satellite mapping. In this article, we focus on finding appropriate sensor models for entire image strips composing of several adjacent scenes. We tested the feasibility of modelling whole satellite image strips by establishing sensor models of one scene with GCPs and by applying the models to neighboring scenes without GCPs. For this, we developed two types of sensor models: collinearity-based type and orbit-based type and tested them using different sets of unknowns. Results indicated that although the performance of two types was very similar, for modelling individual scenes, it was not for modelling the whole strips. Moreover, the performance of sensor models was remarkably sensitive to different sets of unknowns. It was found that the orbit-based model using attitude biases as unknowns can be used to model SPOT image strips of 420 Km in length.

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