• Title/Summary/Keyword: Post-COVID-19 era

Search Result 182, Processing Time 0.024 seconds

Study on Social Media Use and Sociodemographic and Personality Factors in the Post-COVID-19 (포스트 코로나 시대 소셜 미디어 이용과 인구사회학적 및 성격 요인에 관한 연구)

  • Yesolran Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.209-215
    • /
    • 2023
  • The untact environment brought about by the global pandemic has emerged as a new driving force for the matured social media market. In the post-coronavirus era, there arises a pivotal need for foundational data to reconfigure the operations and utilization strategies of social media. Using data from the 2022 Korean Media Panel Survey, this study compared sociodemographic and personality factors between social media non-users and users, and examined how these factors influenced social media usage time. The findings indicate differences between social media non-users and users in terms of gender, age, education level, income level, employment status, marital status, openness to experience, conscientiousness, extraversion, and neuroticism. Usage time of social media is influenced by gender, age, income level, employment status, conscientiousness, and agreeableness. These results are anticipated to enhance the understanding of users and their usage behaviors for stakeholders in the social media market as they confront a potential second leap forward.

A Study on Improvement Plans of SMEs Support Policy for Information Security in Korea (국내 중소기업 정보보호 지원 정책 개선 방안에 관한 연구)

  • Jang, Sang-Soo
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.11
    • /
    • pp.332-339
    • /
    • 2020
  • This study aims to analyze problems and deduce improvement plans for information security support policies for SMEs in Korea. To this end, an effective support policy necessary for reinforcing cyber safety nets to enhance the level of information security of domestic SMEs based on the analysis results by analyzing the status and problems of the previous research review and analysis, the current status of information security of SMEs and the information security support policies of major SMEs at home and abroad. I would like to suggest improvement measures. Reinforcement of awareness, legal basis, voluntary capacity building, joint response system, professional manpower and budget support, cyber security construction, untact era support, and regional strategic industry security internalization were suggested. This can be used as the government's information security support policy to raise the level of information security of SMEs in preparation for the post Covid19.

Research on public sentiment of the post-corona new normal: Through social media (SNS) big data analysis (포스트 코로나 뉴노멀에 대한 대중감성 연구: 소셜미디어(SNS) 빅데이터 분석을 통해)

  • Ann, Myung-suk
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.209-215
    • /
    • 2022
  • In this study, detailed factors of public sentiment toward the 'post-corona new normal' were examined through social media big data sentiment analysis. Thus, it is to provide basic data to preemptively cope with the post-COVID-19 era. For data collection and analysis, the emotional analysis program of 'Textom', a big data analysis program, was used. The data collection period is one year from October 5, 2020 to October 5, 2021, and the collection channels are set as blogs, cafes, Twitter, and Facebook on Daum and Naver. The original data edited and refined a total of 3,770 collected texts from this channel were used for this study. The conclusion is as follows. First, there is a high level of interest and liking for the 'post-corona new normal'. In other words, it can be seen that optimism such as daily recovery, technological growth, and expectations for a new future took the lead at 77.62%. Second, negative emotions such as sadness and rejection are 22.38% of the total, but the intensity of emotions is 23.91%, which is higher than the ratio, suggesting that these negative emotions are intense. This study has a contribution to the detailed factor analysis of the public's positive and negative emotions through big data analysis on the 'post-corona new normal'.

Exploratory Big Data Analysis of Albert Camus's La Peste in Post Corona era (포스트 코로나 시대 알베르 카뮈의 『페스트』에 관한 탐색적 빅데이터 분석)

  • MIN, Jinyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.432-438
    • /
    • 2021
  • This dissertation's object is to confirm the drastic popularity of La Peste of Albert Camus in Korea post-corona society using big data as the mean of inductive research. Analyzing news articles concerning Camus and investigating word frequency of the book La Peste will affirm the implications La Peste has on current Korea society as the outbreak spreads. As an analysis tool, Bigkinds of Korea Press Foundation and Nuagedemots, the French version of Word Cloud were used. For the past 30 years, Albert Camus has been known in Korea as the writer of L'étranger, but after the epidemic, he earned more reputation with La Peste. Compared to L'étranger that rebelled against the world's absurdity with ennui, La peste emphasizes the importance of resistance accompanied by solidarity. La peste conveys hope by depicting disastrous situations of citizens who confront the plague by organizing a health college. The novel delivers a lot of ethical inspiration to humanity in this exceptional circumstance of COVID-19.

The Effect of Creative Education Program with HTE through Blended Learning on the Creative Problem Solving Capability of Middle School Students (블렌디드 러닝을 통한 HTE 창의교육 프로그램이 중학생의 창의적 문제해결력에 미치는 영향)

  • Sul, AhChim;Kim, Hyoungbum;Kim, YoungKi;Heo, Youn-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.7
    • /
    • pp.488-499
    • /
    • 2021
  • This study investigated the effects of the HTE creative education program, which applies blended learning methodology as a convergence class strategy between offline and online, on middle school students' creative problem solving capability. As a result of applying for five creative education practice programs in the classroom, it turned out that there was a statistically significant difference (p < .05) in the case of idea manipulation, visualization, comparison, idea generation, and deliberation, subordinate constructs of creative problem solving capability. Also, the program turned out to be positively effective, with a 0.14 point improvement in the pre and post-means of all middle school students, showing from 3.65 to 3.79 points, and 72% of middle school students who participated in the program were satisfied, and 68% were interested. According to the results, HTE creative education programs using blended learning turned out to be effective as a customized methodology in the COVID-19 situation and the era of the 4th Industrial Revolution, where various creative talents are needed. Therefore, the need for the development of creative education programs on various related topics and teacher training for teaching and learning methodologies of blended learning.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.483-497
    • /
    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

Content analysis on online non-face-to-face adult nursing practice experienced by graduating nursing students in the ontact era (온택트 시대의 졸업학년 간호대학생이 경험한 온라인 비대면 성인간호학실습에 대한 내용분석)

  • Lim, So-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.4
    • /
    • pp.195-205
    • /
    • 2021
  • As Coronavirus disease 2019 (COVID-19) became a pandemic, most nursing departments in Korea implemented online non-face-to-face practices rather than the existing practice method. This study was a qualitative study that analyzed the reflection diaries written by participants to understand what they experienced in the online non-face-to-face adult nursing practice process. The online non-face-to-face adult nursing practice was 90 hours for two credits and nine hours per day for a total of 10 days. This online practice consisted of computer-based simulation practice, computer-based nursing skills practice, video and educational material production, real-time online quiz, online lecture video, and discussion. As a result of analyzing the reflection diary, six categories, 13 subcategories, and 33 codes were derived. The six categories were 'Experience of various situations', 'Experience of new study', 'Fulfillment for the clinical practice', 'Building relations with professors', 'Fear of being a pre-nurse', and 'Ambivalence for the non-face-to-face practice'. These results are significant in that in the post-corona era, adult nursing practice was conducted as a non-face-to-face practice rather than a clinical practice institution, and various educational methods were operated. This study is expected to provide important basic data for the development and operation of non-face-to-face adult nursing practice.

A Study on Non-Face-to-Face General English Courses for International Students: Reading Movie Scripts Aloud (유학생 대상의 비대면 교양 영어 수업 방안: 영화 대본 소리 내어 읽기를 중심으로)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.267-272
    • /
    • 2021
  • This study's purpose is to investigate the effects of reading movie scripts aloud in non-face-to-face general English courses on international students' English ability in the COVID-19 era. A general English class was delivered once a week for 15 weeks to 47 international students at a Seoul-based university. The animated movie Tangled and its script were used as learning materials. Biweekly, students had to watch video lectures using the university's learning management system(LMS) and read scripts aloud through Zoom. In the video lectures, the teacher went over specific vocabulary and interpreted the movie scripts in easy Korean. For the second activity through Zoom, international students read the movie script aloud individually and in groups. The post-test revealed significant improvements in both reading and writing, as compared to the pre-test. Through the study's survey, participants exhibited positive attitudes in affective domains(understanding, satisfaction, interest, and recommendation).

Concept and Characteristics of Intelligent Science Lab (지능형 과학실의 개념과 특징)

  • Hong, Oksu;Kim, Kyoung Mi;Lee, Jae Young;Kim, Yool
    • Journal of The Korean Association For Science Education
    • /
    • v.42 no.2
    • /
    • pp.177-184
    • /
    • 2022
  • This article aims to explain the concept and characteristics of the 'Intelligent Science Lab', which is being promoted nationwide in Korea since 2021. The Korean Ministry of Education creates a master plan containing a vision for science education every five years. The most recently announced '4th Master plan for science education (2020-2024)' emphasizes the policy of setting up an 'intelligent science lab' in all elementary and secondary schools as an online and offline space for scientific inquiry using advanced technologies, such as Internet of Things and Augmented and Virtual Reality. The 'Intelligent Science Lab' project is being pursued in two main directions: (1) developing an online platform named 'Intelligent Science Lab-ON' that supports science inquiry classes, and (2) building a science lab space in schools that encourages active student participation while utilizing the online platform. This article presents the key features of the 'Intelligent Science Lab-ON' and the characteristics of intelligent science lab spaces newly built in schools. Furthermore, it introduces inquiry-based science learning programs developed for intelligent science labs. These programs include scientific inquiry activities in which students generate and collect data ('data generation' type), utilize datasets provided by the online platform ('data utilization' type), or utilize open and public data sources ('open data source' type). The Intelligent Science Lab project is expected to not only encourage students to engage in scientific inquiry that solves individual and social problems based on real data, but also contribute to presenting a model of online and offline linked scientific inquiry lessons required in the post-COVID-19 era.

Digitalization of Fashion Shows in the Pandemic Era - A Focus on Fashion Films and Fashion Gamification - (팬데믹 시대의 패션쇼의 디지털화 - 패션 필름과 패션 게이미피케이션을 중심으로 -)

  • Kang, Soojung;Chun, Jaehoon
    • Fashion & Textile Research Journal
    • /
    • v.24 no.1
    • /
    • pp.29-41
    • /
    • 2022
  • With the outbreak of the COVID-19 pandemic, global fashion brands have been hosting online fashion shows instead of offline ones. In light of the current pandemic scenario, this research conducted a study on digital fashion shows held online, specifically focusing on two types of shows: fashion films and games. This study examined the characteristics of changes in digital fashion shows as well as their limitations. The case studies analyzed fashion shows from January 2020 to July 2021, with a focus on the 2021 S/S and 2021 F/W seasons, and 26 fashion shows from 23 brands. The results of this study were as follows: First, digital fashion shows transcended physical limitations through virtualization and non-face-to-face communication, breaking free of the limits of space and time in reality. Second, the entertainment role of fashion shows was strengthened. However, online fashion shows had limitations as they lacked a sense of reality and distracted viewers' attention from fashion products. This study has practical implications as it proposes a path for the development of digitalized fashion shows by addressing its current limitations. Overcoming these shortcomings, post-pandemic fashion shows would be more diverse, flexible, and creative. Consequently, following the pandemic period, we look forward to new types of fashion shows using digital imaging technologies.