• Title/Summary/Keyword: The Fourth Industrial Technology

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An Analysis on the Change of Smart City Space: Convergence Change of District, Street, Building and Facility (스마트시티 공간의 변화 분석: 지구, 가로, 건물, 시설의 융합 변화)

  • Han, Ju Hyung;Lee, Sang Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.537-550
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    • 2018
  • The development focus of a smart city has been changed gradually from a physical development aspect to a space development aspect. In a space development aspect, the major application technologies are Environment Technology (ET), Information Technology (IT) and Environment Information Technology. On the other hand, it is unclear if the space convergence in a smart city has been changed by the 3 technologies. Therefore, specific analysis was performed on the convergence change of smart city 4 spaces (District, Street, Building, Facility) using the 3 technologies. The convergence distribution ratio according to the periods (period 1 : 1972~1999, period 2 : 2000~2009, period 3 : 2010~2017) among the spaces, ET (Environment Technology), IT (Information Technology), ET+IT (Environment Information Technology) in a smart city were examined. The smart city was high in the order of 'District (53/43%) - Building (36/29.1%) - Street (22/17.9%) - Facility (12/10.0%)' in the number of applications and ratio of convergence (Technology Convergence) at Period 1 (1972~1999). The smart city was high in the order of 'District (223/32.4%) - Building (197/28.6%) - Street (195/28.3%) - Facility (74/14.8%)' in the number of applications and ratio of convergence (Technology Convergence) at Period 2 (2000~2009). At period 3, the District (467/33%) was also the highest. On the other hand, the street (384/27.4%) was higher than the building (361/25.8%) and facility (188/13.4%) in smart city space. Fourth, the smart city was high in the order of 'District - Building - Street - Facility' in the number of applications and ratio of convergence (Technology Convergence) at Periods 1 (1972~1999) and 2 (2000~2009). In contrast, the average of number was high in the order of 'Building - Street - District - Facility'. At period 3(2010~2017), the number of applications and the ratio of convergence was high 'District - Street - Building - Facility'; the average of number was the same as in period 1 and 2. As a result, smart city space has been changed by the development of macroscopic urban spaces in the initial stage. Since then, district space-centric development and building space are confused with devices/technologies and changed for citizen inflow. The building space has evolved continually and smart city space will be expected to revitalize the street space connecting completed buildings.

Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.37-74
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    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

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.

Analysis of the Performance of the Employment Support Field by the Government Specialization Project (정부 특성화 사업에 따른 취업지원분야 사업성과 분석)

  • Kim, Hak Yong
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.29-34
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    • 2019
  • The purpose of this study is to analyze the achievements of employment support by the government support specialization project. The data used in this study are based on the comparison of 5 - year employment support field and the operation results of the program until 2014-2018. The results of the study are as follows. First, the overall employment rate of the university has been continuously increased. Especially, the employment rate of the specialization department has been higher than the employment rate of the non - specialization department. Second, as a result of the analysis of the employment capacity strengthening index and the learning capacity strengthening index, it showed a steady increase in each year and contributed to the cultivation of customized talents required by the local society and the national industry. Third, as a result of analyzing the satisfaction of students who are business users, it was confirmed that the business reflecting the demands of the consumers was realized. Fourth, the continuous improvement of the business and the reflux have made the infrastructure of the employment support project more advanced and the system of supporting employment of the university systematically established. In conclusion, the result of the employment support project according to the specialization program showed excellent results and it is necessary to complement theses results when establishing related business plan in the future.

Study on Development of Patient Effective Dose Calculation Program of Nuclear Medicine Examination (핵의학검사의 환자 유효선량 계산 프로그램 제작에 관한 연구)

  • Seon, Jong-Ryul;Gil, Jong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.657-665
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    • 2017
  • The aim of this study was to develop and distribute a dedicated program that can easily calculate the effective dose of a patient undergoing nuclear medicine examinations, and assist in the study of dose of nuclear medicine examinations and information disclosure. The program produced a database of the effective dose per unit activity administered (mSv/MBq) of the radiopharmaceuticals listed in ICRP 80, 106 Report and the fourth addendum, was designed through Microsoft Visual Basic (In Excel) to take the effect of 5 different (Area, Clark, Solomon(=Fried), Webster, Young) of pediatric dose calculation methods and 7 different body surface area calculation methods. The program calculates the effective dose (mSv) when the age, radionuclide, substance, and amount injected in the human body is inputted. In pediatric cases, when the age is entered, the pediatric method is activated and the pediatric method to be applied can be selected. When the BSA (Body Surface Area) formula is selected in the pediatric calculation method, a selection window for selecting the body surface area calculation method is activated. When the adult dose is input, the infant dose and the effective dose (mSv) are calculated automatically. The patient effective dose calculation program of the nuclear medicine examinations produced in this study is meaningful as a tool for calculating the internal exposure dose of the human body that is most likely to be obtained in nuclear medicine examinations, even though it is not the actual measurement dose. In the future, to increase the utilization of the program, it will be produced as an application that can be used in mobile devices, so that the public can access it easily.

A study on the effect of online shopping mall characteristics on consumers' emotional response, perceived value and intention to revisit based on the Extended Technology Acceptance Model(TAM2) (온라인 쇼핑몰 특성이 감성적 반응과 지각된 가치, 재이용의도에 미치는 영향: 확장된 기술수용모델(TAM2)을 중심으로)

  • Shim, Taeyong;Yoon, Sungjoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.374-383
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    • 2020
  • This study verified the difference in the influence on the value principles held by the consumers while examining the influence of the characteristics of the online shopping mall on the purchase intent by using a TAM2 model. First, the characteristics of online shopping malls were proven to have a positive effect on the perceived ease of use and perceived utility. Second, a look at the effect of the online shopping mall characteristics on the emotional response shows that only the system quality and product quality variables had a positive effect on the emotional response. Third, the perceived ease of use, perceived utility and emotional response of online shopping mall users had a positive effect on their perceived value. Fourth, multi-group analysis was conducted to examine the difference between utilitarian goods and hedonic goods by categorizing what was purchased at online shopping malls. The results showed differences between the groups. This study is attempted to investigate various influencing factors on consumers' intention to revisit online shopping malls. In addition, the author also attempted to understand the behavior of online shopping mall visitors by dealing with more than the technical attributes and emotional aspects of shopping malls.

The Effect of Virtual Reality Programs on Upper Extremity Function in Stroke Patients : A Meta-Analysis (뇌졸중 환자의 가상현실 프로그램이 상지기능에 미치는 영향 : 메타분석)

  • Cho, Sung-Hyoun;Choi, Ki-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.429-439
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    • 2020
  • This study examined the effect size of virtual reality programs on the upper extremity function of stroke patients through a meta-analysis. Databases, such as the Research Information Sharing Service, the Korean Studies Information Service System, the National Library of Korea, the Korean Citation Index, and the National Digital Science Library, were used. Previous articles were surveyed for virtual reality programs between January 2010 and June 2019. A meta-analysis was performed by selecting the final 14 studies based on the PICO standard. The RoB and RoBANS tools were used as quality assessment tools for randomized and non-randomized control trials, respectively. The CMA 3.0 program was used to calculate the effect size of each study. Sub-group analysis, meta-regression analysis, and publication bias were performed. The total effect size of the virtual reality programs on the upper extremity function was Hedges's g=0.390 (95% CI: 0.192~0.587) (p<.05). The virtual reality program positively affects the upper extremity function of stroke patients. Therefore, the development of various virtual reality programs and industry-academia cooperation technology for stroke patients is required in accordance with the fourth industry. Randomized control trials and detailed upper extremity function studies for virtual reality programs will be needed in follow-up studies.

Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

Influence of the Quality of Sleep on Stress and Job Satisfaction in Emergency Medical Workers (응급의료종사자의 수면의 질이 스트레스와 직무만족도에 미치는 영향)

  • Lim, Se-Young;Lee, Hyeon-Ji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.9
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    • pp.322-333
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    • 2017
  • The purpose of this study was to examine the impact of the quality of life of emergency medical workers on their stress and job satisfaction. The subjects in this study were 209 selected emergency medical workers who worked shifts in the emergency medical centers of general hospitals located in two different provinces. A survey was conducted from March 1 to June 30, 2015. The collected data were analyzed by SPSS 20.0 for Windows usingfrequency analysis, factor analysis, Cronbach alpha coefficients, descriptive statistics, correlation analysis and multiple regression analysis. The findings of the study were as follows: First, the quality of life was correlated with stress and job satisfaction. Second, the quality of life was found to have affected the levels of physical and psychological stress(p<.001). Third, the quality of life was found to have exercised an influence on job satisfaction. Job satisfaction was under the significant influence of post-sleep recovery, difficulty in falling asleep, difficulty in getting up and difficulty in sleep maintenance. Fourth, psychological stress was found to have had a partial impact on job satisfaction(p<.01). Given the findings of this study, an appropriate increase in staffing and the guarantee of proper sleeping hours are necessary to improve the quality of sleep. Moreover, the development of programs that aim at relieving physical and psychological stress is required. Thus, various institutional measures should be taken to boost job satisfaction.

Study on the Impact of IT Support on Organizational Performance through Absorption Capacity: Focusing on Organizational Temperance (IT 지원이 흡수역량을 통해 조직성과에 미치는 영향에 관한 연구 -조직의 절제 중심으로-)

  • Kwon, Jae-Hyeon;Seo, Young-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.73-81
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    • 2020
  • This study demonstrated the effect of IT Ssupports for Iintegration Ccompetency(ITSIC) on organizational performance by using organizational temperance and absorption capacity as medium. The research model was verified with Smart PLS 3.0 based on the survey conducted overa total a total of of 126 pparticipantseople's surveys for the employees. First, the ITSIC had a positive effect on both the alignment and adaptability and also on absorption capacity. Second, it was confirmed that organizational temperance hads a positive effect on absorption capacity. Third, when the organizational temperance was mediated in the relationship between ITSIC and absorption capacity, it had a indicated a positive effect. Fourth, absorption capacity had a positive impact on organizational performance. The implications of this study differ from the existing studies through by validating validation of correlations correlations by extending IT technology and organizational performance to organizational ethical factors. In addition, it has been established that the ethical factors of the organization also act as leading factors of absorption capacity. ITSIC helps managers make balanced decision-making, which can contribute to improving absorption capacity by giving members a positive perception, ultimately having a positive impact on organizational performance. It suggests the importance of building appropriate IT infrastructure and cultivating organizational virtues in order to improve the performance of organizations in which absorption capacity is essential.