• 제목/요약/키워드: Ubiquitous-IT(u-IT)

검색결과 487건 처리시간 0.029초

The Trends and Prospects of Health Information Standards : Standardization Analysis and Suggestions (의료정보 표준에 관한 연구 : 표준화 분석 및 전망)

  • Kim, Chang-Soo
    • Journal of radiological science and technology
    • /
    • 제31권1호
    • /
    • pp.1-10
    • /
    • 2008
  • Ubiquitous health care system, which is one of the developing solution technologies of IT, BT and NT, could give us new medical environments in future. Implementing health information systems can be complex, expensive and frustrating. Healthcare professionals seeking to acquire or upgrade systems do not have a convenient, reliable way of specifying a level of adherence to communication standards sufficient to achieve truly efficient interoperability. Great progress has been made in establishing such standards-DICOM, IHE and HL7, notably, are now highly advanced. IHE has defined a common framework to deliver the basic interoperability needed for local and regional health information networks. It has developed a foundational set of standards-based integration profiles for information exchange with three interrelated efforts. HL7 is one of several ANSI-accredited Standards Developing Organizations operating in the healthcare arena. Most SDOs produce standards (protocols) for a particular healthcare domain such as pharmacy, medical devices, imaging or insurance transactions. HL7's domain is clinical and administrative data. HL7 is an international community of healthcare subject matter experts and information scientists collaborating to create standards for the exchange, management and integration of electronic healthcare information. The ASTM specification for Continuity of Care Record was developed by subcommittee E31.28 on electronic health records, which includes clinicians, provider institutions, administrators, patient advocates, vendors, and health industry. In this paper, there are suggestions that provide a test bed, demonstration and specification of how standards such a IHE, HL7, ASTM can be used to provide an integrated environment.

  • PDF

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
    • /
    • 제6권1호
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

A Study on the Development of KPI for Measuring Performance of B2B e-Commerce Guarantee Intermediary Service based on RFID (RFID기반 B2B 전자상거래 보증 중계 서비스의 성과관리를 위한 KPI 개발에 관한 연구)

  • Han, Chang-Hee;Kim, Min-Kwan;Kim, Jung-Min;Shin, Yun-Ho
    • Information Systems Review
    • /
    • 제11권3호
    • /
    • pp.63-82
    • /
    • 2009
  • In B2B e-Commerce(Business to Business Electronic Commerce) market, many companies use B2B e-Commerce Guarantee Service. Guarantee service raised the stability of collect debts for seller, and made purchase fund for buyer. The purpose of this study is development of KPI (Key Performance Index) for measuring performance and improving service quality. Through analysis for 'B2B e-Commerce Guarantee Intermediary Service based on RFID', the study developed KPI and made the case. The study suggests KPI of B2B e-Commerce Guarantee Intermediary Service based on RFID by IT BSC(Balanced Scorecard) model. The process of developing KPI is 4 phase. First phase is connection between service goal and KPI, second phase is make a KPI pool, third phase is development of standard for valuating and selecting index, the last phase is defining and applying of index. This study suggests the standard of measuring performance in B2B e-commerce Guarantee Service and guidelines on revitalization of service in B2B e-commerce industry and the other industry.

A Similarity-based Inference System for Identifying Insects in the Ubiquitous Environments (유비쿼터스 환경에서의 유사도 기반 곤충 종 추론검색시스템)

  • Jun, Eung-Sup;Chang, Yong-Sik;Kwon, Young-Dae;Kim, Yong-Nam
    • Journal of the Korea Society of Computer and Information
    • /
    • 제16권3호
    • /
    • pp.175-187
    • /
    • 2011
  • Since insects play important roles in existence of plants and other animals in the natural environment, they are considered as necessary biological resources from the perspectives of those biodiversity conservation and national utilization strategy. For the conservation and utilization of insect species, an observational learning environment is needed for non-experts such as citizens and students to take interest in insects in the natural ecosystem. The insect identification is a main factor for the observational learning. A current time-consuming search method by insect classification is inefficient because it needs much time for the non-experts who lack insect knowledge to identify insect species. To solve this problem, we proposed an smart phone-based insect identification inference system that helps the non-experts identify insect species from observational characteristics in the natural environment. This system is based on the similarity between the observational information by an observer and the biological insect characteristics. For this system, we classified the observational characteristics of insects into 27 elements according to order, family, and species, and proposed similarity indexes to search similar insects. In addition, we developed an insect identification inference prototype system to show this study's viability and performed comparison experimentation between our system and a general insect classification search method. As the results, we showed that our system is more effective in identifying insect species and it can be more efficient in search time.

Developing a Classification Matrix of Intelligent Geospatial Information Services (지능형 공간정보 서비스 분류 매트릭스)

  • Kim, Jung-Yeop;Lee, Yong-Ik;Park, Soo-Hong
    • Journal of Korea Spatial Information System Society
    • /
    • 제11권1호
    • /
    • pp.157-168
    • /
    • 2009
  • Geospatial information, which deeply has an effect on our life, have been evolved as intelligent geospatial information in Ubiquitous era. Also, Various services are introduced using the intelligent geospatial information. However, there is no classification system, for understanding the intelligent geospatial information services, considering any developers and users. It needs to be classification system to classify these services. In this paper, we introduced a concept of intelligent geospatial information and developed a service classification matrix regarding to the features of the services. This service classification matrix has three scales; service domain, service intelligent level, and geo-location accuracy. The propose of this matrix can be utilized in two aspects. First, the matrix can improve the reality that doesn't reflect actual demands for the services. Second, the matrix can present the goal of the new services or the development direction. The matrix can be utilized to the geospatial industry as creating the new blue ocean services. However, the service classification matrix needs to modify and complement to have no anything wrong when the various services are applied to the matrix. In the long run, the matrix has to be utilized as a material to make out a service roadmap or TRM(Technical Reference Model).

  • PDF

Enhance Issues of the global competitiveness of Telemedicine Industry in Korea (우리나라 원격의료산업의 글로벌 경쟁력 강화를 위한 정책 과제)

  • Yoon, Young-Han
    • International Commerce and Information Review
    • /
    • 제13권3호
    • /
    • pp.325-351
    • /
    • 2011
  • This paper is focused on problem in the law and system caused by the infringement of medical information and in the law and system indicate the solution. Interests in the medical service are increasing in internet environment as life quality of the people improves because of development in information and medical technology. The current main issues of the legislative system and the law improvement suggestion for telemedicine activation which is related to the ubiquitous health in which the medicine field and IT technology convergence appearance. In particular, South Korea in the privacy-related legislation should be amended. The reason, Medical information record contains a lot of patient's private secrets. Therefore, if privacy protection is not enough this could cause problem violate a patient's privacy. Thus we need consequently the maintenance of the health medical treatment field to suit a telemedicine environment of a law system. Specifically, this law enacted to protect medical treatment information and the technical security services with confidence and stability against security treats are necessary.

  • PDF

A Study about the Direction and Responsibility of the National Intelligence Agency to the Cyber Security Issues (사이버 안보에 대한 국가정보기구의 책무와 방향성에 대한 고찰)

  • Han, Hee-Won
    • Korean Security Journal
    • /
    • 제39호
    • /
    • pp.319-353
    • /
    • 2014
  • Cyber-based technologies are now ubiquitous around the glob and are emerging as an "instrument of power" in societies, and are becoming more available to a country's opponents, who may use it to attack, degrade, and disrupt communications and the flow of information. The globe-spanning range of cyberspace and no national borders will challenge legal systems and complicate a nation's ability to deter threats and respond to contingencies. Through cyberspace, competitive powers will target industry, academia, government, as well as the military in the air, land, maritime, and space domains of our nations. Enemies in cyberspace will include both states and non-states and will range from the unsophisticated amateur to highly trained professional hackers. In much the same way that airpower transformed the battlefield of World War II, cyberspace has fractured the physical barriers that shield a nation from attacks on its commerce and communication. Cyberthreats to the infrastructure and other assets are a growing concern to policymakers. In 2013 Cyberwarfare was, for the first time, considered a larger threat than Al Qaeda or terrorism, by many U.S. intelligence officials. The new United States military strategy makes explicit that a cyberattack is casus belli just as a traditional act of war. The Economist describes cyberspace as "the fifth domain of warfare and writes that China, Russia, Israel and North Korea. Iran are boasting of having the world's second-largest cyber-army. Entities posing a significant threat to the cybersecurity of critical infrastructure assets include cyberterrorists, cyberspies, cyberthieves, cyberwarriors, and cyberhacktivists. These malefactors may access cyber-based technologies in order to deny service, steal or manipulate data, or use a device to launch an attack against itself or another piece of equipment. However because the Internet offers near-total anonymity, it is difficult to discern the identity, the motives, and the location of an intruder. The scope and enormity of the threats are not just focused to private industry but also to the country's heavily networked critical infrastructure. There are many ongoing efforts in government and industry that focus on making computers, the Internet, and related technologies more secure. As the national intelligence institution's effort, cyber counter-intelligence is measures to identify, penetrate, or neutralize foreign operations that use cyber means as the primary tradecraft methodology, as well as foreign intelligence service collection efforts that use traditional methods to gauge cyber capabilities and intentions. However one of the hardest issues in cyber counterintelligence is the problem of "Attribution". Unlike conventional warfare, figuring out who is behind an attack can be very difficult, even though the Defense Secretary Leon Panetta has claimed that the United States has the capability to trace attacks back to their sources and hold the attackers "accountable". Considering all these cyber security problems, this paper examines closely cyber security issues through the lessons from that of U.S experience. For that purpose I review the arising cyber security issues considering changing global security environments in the 21st century and their implications to the reshaping the government system. For that purpose this study mainly deals with and emphasis the cyber security issues as one of the growing national security threats. This article also reviews what our intelligence and security Agencies should do among the transforming cyber space. At any rate, despite of all hot debates about the various legality and human rights issues derived from the cyber space and intelligence service activity, the national security should be secured. Therefore, this paper suggests that one of the most important and immediate step is to understanding the legal ideology of national security and national intelligence.

  • PDF