• 제목/요약/키워드: future Internet

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The Effect of the Introduction Characteristics of Cloud Computing Services on the Performance Expectancy of Firms: Setting Up Innovativeness as the Moderator (클라우드 컴퓨팅 서비스의 도입특성이 기업의 인지된 기대성과에 미치는 영향: 기업의 혁신채택성향을 조절변수로)

  • Jae Su Lim;Jay In Oh
    • Information Systems Review
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    • 제19권1호
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    • pp.75-100
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    • 2017
  • Today, firms are constantly transforming and innovating to survive under the rapidly changing business environment. The introduction of cloud computing services has become popular throughout society as a whole and is expected to result in many changes and developments not only in firms and but also in the public sector subject to innovation. The purpose of this study is to investigate the effect of the characteristics of cloud computing services on the perceived expected performance according to innovativeness based on innovation diffusion theory. The results of the analysis of the data collected from this research are as follows. The convenience and understanding of individuals' work as well as the benefits of cloud computing services to them depend on the innovative trend of cloud computing services. Further, the expectations for personal benefit and those for organizational benefit of cloud computing services are different from each other. Leading firms in the global market have been actively engaged in the utilization of cloud computing services in the public sector as well as in private firms. In consideration of the importance of cloud computing services, using cloud computing services as the target of innovation diffusion research is important. The results of the study are expected to contribute to developing future research models for the diffusion of new technologies, such as big data, digital convergence, and Internet of Things.

Metadata extraction using AI and advanced metadata research for web services (AI를 활용한 메타데이터 추출 및 웹서비스용 메타데이터 고도화 연구)

  • Sung Hwan Park
    • The Journal of the Convergence on Culture Technology
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    • 제10권2호
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    • pp.499-503
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    • 2024
  • Broadcasting programs are provided to various media such as Internet replay, OTT, and IPTV services as well as self-broadcasting. In this case, it is very important to provide keywords for search that represent the characteristics of the content well. Broadcasters mainly use the method of manually entering key keywords in the production process and the archive process. This method is insufficient in terms of quantity to secure core metadata, and also reveals limitations in recommending and using content in other media services. This study supports securing a large number of metadata by utilizing closed caption data pre-archived through the DTV closed captioning server developed in EBS. First, core metadata was automatically extracted by applying Google's natural language AI technology. The next step is to propose a method of finding core metadata by reflecting priorities and content characteristics as core research contents. As a technology to obtain differentiated metadata weights, the importance was classified by applying the TF-IDF calculation method. Successful weight data were obtained as a result of the experiment. The string metadata obtained by this study, when combined with future string similarity measurement studies, becomes the basis for securing sophisticated content recommendation metadata from content services provided to other media.

With Corona Era, exploring policy measures to prevent non-face-to-face lonely deaths - Focusing on Daegu Metropolitan City's AI and IOT cases of lonely death prevention (With 코로나 시대 비대면 고독사 예방정책 방안 모색 - 대구광역시 AI, IOT 고독사 예방 사례를 중심으로)

  • Ha-Yoon Kim;Tai-Hyun Ha
    • Journal of Digital Convergence
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    • 제21권3호
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    • pp.49-62
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    • 2023
  • Due to social and cultural changes and the growth of aging people living as a single because of aging, lonely deaths are steadily increasing, and each local government has begun to define them as a social problem. The legal basis began to be established. In order to explore policy measures to prevent lonely deaths, this study examined cases of lonely death prevention policies using smart digital information technology (AI, IOT), which is being promoted by Daegu Metropolitan City to promote non-face-to-face policies to prevent lonely deaths. Policies related to lonely deaths are divided into two axes: lonely death prevention projects and post-excavation support projects. In order to operate these businesses efficiently, the provision of non-face-to-face services through artificial intelligence and the Internet of Things is recognized as a new service delivery system, so the importance and necessity of non-face-to-face services is increasing. It is time that multifaceted changes and preparations are needed, such as establishing a system to expand the non-face-to-face industry at the national level. In order to respond to another national disaster situation in the future, the non-face-to-face smart care system is being expanded in various welfare policies such as preventing lonely deaths. It will have to be activated.

An Exploratory Study of on the Crime Patterns and Risk of Climate Gentrification (기후 젠트리피케이션으로 인한 범죄양상과 위험성에 관한 시론적 연구)

  • Sei Youen Oh
    • Journal of the Society of Disaster Information
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    • 제20권3호
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    • pp.601-608
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    • 2024
  • Purpose: The purpose of this study is to predict the criminal patterns and risks of conflicts caused by inequality such as weakening regional ties and social exclusion caused by climate change and present basic policy data to solve them. Method: This study was mainly conducted through analysis of contents and cases through the use of media information such as the Internet and newspapers, and some literature research. Result: The crime patterns and characteristics of climate gentrification are as follows. First, rising sea levels caused by climate change will temporarily increase crimes related to real estate speculation. Second, social exclusion due to public service and environmental inequality will intensify, leading to terrorist crimes such as riots and hate crimes. Third, due to the weakening of regional ties, young people in poverty in the region will participate in organized violence crimes such as drugs and gangs or become crime victims. Conclusion: Therefore, it is necessary to prepare policy countermeasures through cooperation with institutions. In particular, it is necessary to explore ESG policy measures in police activities in consideration of environmental factors in the future.

A Study on the Utilization of Digital Twin Training Equipment based on EduTech for Vocational Training (직업 훈련에서 에듀텍 기반 디지털 트윈 훈련장비 활용 방안 연구)

  • Sang-Bong Lee;Young Kyoun Jung;Jaemin Yoo;Byungil Jang;Yun-Seok Jung;Jun-Ki Min
    • Journal of Practical Engineering Education
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    • 제16권5_spc호
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    • pp.709-724
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    • 2024
  • The purpose of this study is to come up with a plan enhancing the effectiveness of vocational competency development projects based on Edutech, which was accelerated by the era of COVID-19 and the expansion of the Internet industry which was established by the fourth industrial revolution. For this purpose, we conducted literature review on existing remote training and carried out a survey to analyze the pros and cons, effectiveness, necessary functions, and improvements of diginal twin training equipment on employees of large and small enterprises as well as unemployed people including students. Through this, it is confirmed that digital twin training equipment has limitations in replacing real equipment at the current level, but if it is improved in the future, it can be used for various purposes as training equipment. In addition, through consultation with human resources personnel and educational expert, we suggested utilization plans on mixed training, national/private technical qualification, training for foreign workers, and military personnel social adaptation training as plans to exploiting digital twin training equipment in the field of vocational ability development.

A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern (시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로)

  • Lee, Sang-Gun;Min, Suk-Ki;Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • 제18권3호
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    • pp.91-121
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    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.

A Study Of Design With Application On Of Gem Cutting Technique (보석 컷팅디자인을 활용한 보석산업활성화에 관한 연구)

  • Jang, Myeong Soo;Park, Seungchul
    • Journal of Digital Convergence
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    • 제10권10호
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    • pp.483-490
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    • 2012
  • In parallel with advancement of the industrial society and accompanied quality-of-life improvement, jewelry is now rather viewed as one of common accessories used in daily life, than as a luxurious item as treated before change of perception about it in the past, attracting thus gradually multiplying demand for it. Thanks to rapid spread of multi media like the Internet, an increasing number of people have come to develop great liking for exceptional design and unique format of jewelry products. Following drain of their reserves, natural gems are unlikely to meet the demand for them fully in the future. As a consequence, it seems essential to rely on synthetic, artificial, imitation jewelry or organic substances and quasi-mineral in amorphous structure for substitute jewelry. Since synthetic jewelry has such a great potential as substitute jewelry, it is expected to maximize added value to jewelry if and when accompanied with development of creative design and upgrading of processing technology for jewelry, in addition to various types of synthetic jewelry and glass that have been already put in use as substitute substances. Synthetic jewelry is thus believed to be able to greatly contribute to progress of the jewelry industry. In many countries of the world, jewelry and gem industry has been regarded as one of promising sectors vital in enriching the national wealth. In this context, the Korean Ministry of Finance and Economy announced in July 2007 "an activating policy for the jewelry and gem industry, declaring to cultivate and grow it to be new engine for the nation's growth". The present paper thus aims to conduct a study exclusively on cutting design of synthetic jewelry as a part of measures to activate the jewelry industry in Korea. Efforts are made to develop designs for jewelry that are unique and different from the conventional stereotyped form of polishing and are added with color, pattern and fashionable cutting. Priority is given in this regard to designing jewelry that may attract general public and may be shared by public beyond the limit of conventional design for jewelry and producing products that stand in contrast with other products. By upgrading the quality of jewelry design, competitiveness of the jewelry industry may be ensured and the creative area of jewelry design may be expanded by far.

Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • Proceedings of the KSPS conference
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    • 대한음성학회 1997년도 7월 학술대회지
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    • pp.176-178
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    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

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A Study on the Development Strategy of Smart Learning for Public Education (스마트러닝의 공교육 정착을 위한 성공전략 연구)

  • Kim, Taisiya;Cho, Ji Yeon;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • 제16권6호
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    • pp.123-131
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    • 2015
  • Recently the development of ICT has a big impact on education field, and diffusion of smart devices has brought new education paradigm. Since people has an opportunity to use various contents anytime and communicate in an interactive way, the method of learning has changing. In 2011, Korean government has established the smart education promotion plan to be a first mover in the paradigm shift from e-learning to smart learning. Especially, government aimed to improve the quality of learning materials and method in public schools, and also to decrease the high expenditure on private education. However, the achievement of smart education policy has not emerged yet, and the refinement of smart learning policy and strategy is essential at this moment. Therefore, the purpose of this study is to propose the successful strategies for smart learning in public education. First, this study explores the status of public education and smart learning environment in Korea. Then, it derives the key success factors through SWOT(Strength, Weakness, Opportunity, Threat) analysis, and suggests strategic priorities through AHP(Analytic Hierarchy Priority) method. The interview and survey were conducted with total 20 teachers, who works in public schools. As a results, focusing on weakness-threat(WT) strategy is the most prior goal for public education, to activate the smart learning. As sub-factors, promoting the education programs for teachers($W_2$), which is still a weakness, appeared as the most important factor to be improved. The second sub-factor with high priority was an efficient optimizing the capability of new learning method($S_4$), which is a strength of systematic public education environment. The third sub-factor with high priority was the extension of limited government support($T_4$), which could be a threat to other public schools with no financial support. In other words, the results implicate that government institution factors should be considered with high priority to make invisible achievement in smart learning. This study is significant as an initial approach with strategic perspective for public education. While the limitation of this study is that survey and interview were conducted with only teachers. Accordingly, the future study needs to be analyzed in effectiveness and feasibility, by considering perspectives from field experts and policy makers.

NUI/NUX of the Virtual Monitor Concept using the Concentration Indicator and the User's Physical Features (사용자의 신체적 특징과 뇌파 집중 지수를 이용한 가상 모니터 개념의 NUI/NUX)

  • Jeon, Chang-hyun;Ahn, So-young;Shin, Dong-il;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • 제16권6호
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    • pp.11-21
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    • 2015
  • As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.