The Korean Archaeological Dictionary, which represents Korean archaeological knowledge information, contains refined and high-quality information written by expert collective intelligence. This is a characteristic that clearly distinguishes it from overseas archaeological data archives, and can be called differentiated infrastructure data. However, it has not played a role as an information service or knowledge information platform reflecting the latest digital technology. As a way to maximize these strengths and compensate for weaknesses, it was proposed to develop and operate a GIS-based knowledge and information platform for Korean archaeology. To realize this, it is necessary to develop a title management system centered on repositories and metadata that can collect and store various information, link open linked data design and related systems, develop a search function that can analyze and visualize data in response to the big data era, and establish a WebGIS-based information service system. This will be a platform to continuously manage, supplement, and update Korean archaeological knowledge information, build a ubiquitous environment where anyone can use information anytime, anywhere, and create various types of business models.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.24
no.4
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pp.15-20
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2024
Local governments are conducting smartphone usage training for the elderly to bridge the information gap caused by a super-aged society. However, the one-to-many educational approach has limitations, and the elderly face difficulties due to insufficient learning effectiveness. This study proposes an educational service that can be used in offline training settings, considering an environment where the elderly can repeatedly learn to address these issues. This service utilizes generative AI to identify the parts that users find challenging and provides personalized problems for individualized practice. Integrating this app with existing local government training programs is expected to significantly enhance the efficiency of smartphone education in terms of personalized 1:1 training, time management, and the appropriateness of educational content.
International Journal of Computer Science & Network Security
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v.24
no.8
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pp.32-42
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2024
The Internet of Things (IoT) is set to transform patient care by enhancing data collection, analysis, and management through medical sensors and wearable devices. However, the convergence of IoT device vulnerabilities and the sensitivity of healthcare data raises significant data integrity and privacy concerns. In response, this research introduces the Smart-Coord system, a practical and affordable solution for securing healthcare IoT. Smart-Coord leverages blockchain technology and coordinate-based access management to fortify healthcare IoT. It employs IPFS for immutable data storage and intelligent Solidity Ethereum contracts for data integrity and confidentiality, creating a hierarchical, AES-CBC-secured data transmission protocol from IoT devices to blockchain repositories. Our technique uses a unique coordinate system to embed confidentiality and integrity regulations into a single access control model, dictating data access and transfer based on subject-object pairings in a coordinate plane. This dual enforcement technique governs and secures the flow of healthcare IoT information. With its implementation on the Matic network, the Smart-Coord system's computational efficiency and cost-effectiveness are unparalleled. Smart-Coord boasts significantly lower transaction costs and data operation processing times than other blockchain networks, making it a practical and affordable solution. Smart-Coord holds the promise of enhancing IoT-based healthcare system security by managing sensitive health data in a scalable, efficient, and secure manner. The Smart-Coord framework heralds a new era in healthcare IoT adoption, expertly managing data integrity, confidentiality, and accessibility to ensure a secure, reliable digital environment for patient data management.
Cloud Native refers to the Technical Maturity Level of a cloud environment that can utilize all cloud resources to fully function. In converting public sector information resources to the cloud, the characteristics of the cloud are not being used well. Therefore, in this study, the qualitative research method cloud expert interview technique and the quantitative research method used text network analysis for domestic and foreign related articles. Through this, we analyzed the utilization trends related to domestic and foreign cloud natives and the cloud policies of developed countries. Through previous research, the core components of cloud-native were examined, and the need for agile methodologies that were not addressed in previous studies was raised. It is believed that these core components will be applied in the public sector to contribute to business innovation through digital innovation. In addition, this study aims to provide important implications for the use of cloud native in Korea through an in-depth discussion on how to spread cloud native in the public sector.
Kyung Ah Kim;Hakseung Kim;Eun Jin Ha;Byung C. Yoon;Dong-Joo Kim
Journal of Korean Neurosurgical Society
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v.67
no.5
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pp.493-509
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2024
In neurointensive care units (NICUs), particularly in cases involving traumatic brain injury (TBI), swift and accurate decision-making is critical because of rapidly changing patient conditions and the risk of secondary brain injury. The use of artificial intelligence (AI) in NICU can enhance clinical decision support and provide valuable assistance in these complex scenarios. This article aims to provide a comprehensive review of the current status and future prospects of AI utilization in the NICU, along with the challenges that must be overcome to realize this. Presently, the primary application of AI in NICU is outcome prediction through the analysis of preadmission and high-resolution data during admission. Recent applications include augmented neuromonitoring via signal quality control and real-time event prediction. In addition, AI can integrate data gathered from various measures and support minimally invasive neuromonitoring to increase patient safety. However, despite the recent surge in AI adoption within the NICU, the majority of AI applications have been limited to simple classification tasks, thus leaving the true potential of AI largely untapped. Emerging AI technologies, such as generalist medical AI and digital twins, harbor immense potential for enhancing advanced neurocritical care through broader AI applications. If challenges such as acquiring high-quality data and ethical issues are overcome, these new AI technologies can be clinically utilized in the actual NICU environment. Emphasizing the need for continuous research and development to maximize the potential of AI in the NICU, we anticipate that this will further enhance the efficiency and accuracy of TBI treatment within the NICU.
The digital environment has become an integral part of human lives today. This study aimed to investigate Mukbang watching status and its association with eating behaviors, eating habits, and the nutritional status of children. We conducted a survey of the actual status of Mukbang watching, and nutrition quotient of children (NQ-C) among 222 students in elementary schools in Daejeon. The prevalence of viewing Mukbang content was 68.9%, the most common frequency of viewing was 1~2 times per month (36.5%), and the duration of watching a single episode was less than 10 minutes (54.9%). Overall, 31.4% of students responded that they ate while watching a Mukbang and, 66.0% said they felt hungry after watching a Mukbang. YouTube (82.4%) was the most common source of viewing Mukbang. The most common reason for watching Mukbang was because all the students found the content entertaining. The NQ-C score of all the subjects surveyed was 58.95, which is a moderate grade. The scores of NQ-C, balance, and practice factors were significantly higher in boys than in girls. In addition, the scores of NQ-C, and balance and moderation were significantly higher in Mukbang non-viewers than viewers for all subjects and more specifically boys. These results suggest that watching Mukbang is associated with poor nutritional status in elementary school children. Therefore, it is necessary to consider the Mukbang watching status when providing nutrition guidance to instill healthy eating habits in children.
Kyungjae Bae;Ok Nam Park;Jin Ho Park;Dahee Chung;Tae-Kyung Kim;Ji Hei Kang
Journal of the Korean Society for Library and Information Science
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v.58
no.3
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pp.333-358
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2024
To promote libraries as "Libraries for All," it is essential to assess the current state of regional library infrastructures and explore policy support strategies for their improvement. This study develops the 'Library Vitality Index' as a metric to evaluate libraries' capabilities as sustainable infrastructures. The index assesses various aspects, including libraries' environmental responsiveness, accessible design, level of digital transformation, and capacity to provide universal cultural services. The research involved a comprehensive review of domestic and international cases, Delphi surveys, and expert group interviews to derive the final set of indicators. These indicators were weighted based on their importance using AHP analysis. The final index consists of three components: regional library activation (300 points), individual library capacity (470 points), and feedback systems (30 points), with a total of 800 points. The index includes 108 items, divided into 14 for regional library activation, 88 for individual library capacity, and 6 for feedback systems.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
The purpose of this study is to clarify the characteristics of the soundscape in a natural park and an urban park. The study sites were a natural park (Chiaksan Nationalpark) and an urban park (Rose Park) in Wonju City, Gangwon Province. Soundscape recording was conducted using Digital Recorder from April 2015 to January 2016. The analysis period was 8 days per season, with a total of 64 days (2 places). Analysis items were soundscape's daily cycle, soundscape type, and seasonal variation. According to the result of the daily cycle analysis of the soundscape, the natural park was dominated by the biophony in accordance with the cycle of the sun, and the airplane sound was observed in the daytime. Meanwhile, anthrophony was consistently produced in the urban park 24 hours a day. As a result of the detailed type analysis of the soundscape, the sources of biophony were classified into wild birds, mammals, insects and amphibians, and the sources of geophony were classified into rain and wind. The anthrophony was mostly airplane sound. In the urban park, wild birds appeared to most influence the biophonic sounds while rain and the wind were the most frequent sounds that contribute to geophony. The most influential components of anthrophony in the urban park were in the order of automobiles, people, music, construction, cleaning, and airplane sound. As a result of the seasonal difference analysis of the soundscape, it was statistically significant that the natural park shows higher biophony in spring, summer, and autumn compared to the urban park. Anthrophony in the urban park appeared to be higher than the natural park in all seasons. The significance of this study is that it is the first study to identify the characteristics of the soundscape of a natural park and an urban park emanating from different landscapes in South Korea.
This study tried to propose a smart farm technology strategy suitable for the domestic situation, focusing on the differentiation suitable for the domestic situation of ICT technology. In the case of advanced countries in the overseas agricultural industry, it was confirmed that they focused on the development of a specific stage that reflected the geographical characteristics of each country, the characteristics of the agricultural industry, and the characteristics of the people's demand. Confirmed that no enemy development is being performed. Therefore, in response to problems such as a rapid decrease in the domestic rural population, aging population, loss of agricultural price competitiveness, increase in fallow land, and decrease in use rate of arable land, this study aims to develop smart farm ICT technology in the future to create quality agricultural products and have price competitiveness. It was suggested that the smart farm should be promoted by paying attention to the excellent performance, ease of use due to the aging of the labor force, and economic feasibility suitable for a small business scale. First, in terms of economic feasibility, the ICT technology is configured by selecting only the functions necessary for the small farm household (primary) business environment, and the smooth communication system with these is applied to the ICT technology to gradually update the functions required by the actual farmhouse. suggested that it may contribute to the reduction. Second, in terms of performance, it is suggested that the operation accuracy can be increased if attention is paid to improving the communication function of ICT, such as adjusting the difficulty of big data suitable for the aging population in Korea, using a language suitable for them, and setting an algorithm that reflects their prediction tendencies. Third, the level of ease of use. Smart farms based on ICT technology for the development of the Industry6.0 (1.0(Agriculture, Forestry) + 2.0(Agricultural and Water & Water Processing) + 3.0 (Service, Rural Experience, SCM)) perform operations according to specific commands, finally suggested that ease of use can be promoted by presetting and standardizing devices based on big data configuration customized for each regional environment.
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