• Title/Summary/Keyword: smart era

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Quality management direction in the 4th industrial revolution era (제4차 산업혁명시대에서의 품질경영 방향)

  • Baik, Jaiwook
    • Industry Promotion Research
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    • v.5 no.4
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    • pp.1-13
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    • 2020
  • Since the 4th industrial revolution was thrown into the world at the Davos World Economic Forum in January 2016, the world has been undergoing major social and economic changes. In this study, the direction of quality management in the 4th industrial revolution era was examined. First, in all the major countries the industrial structural changes and smart business models were confirmed due to the convergence of new ICT such as IoT, robotics, 3D printing, big data, and AI with the existing technologies and industries. Second, we found that although the core technology level of the 4th industrial revolution in Korea is not as good as that of advanced countries, we have been working on expanding smart production methods and creating new industries by utilizing new ICT. Finally, it was confirmed that quality management is a real-time implementation of new ICT that reflects the needs of the market in real time based on big data from the planning and design stage of products or services.

A Study on the Information and Communication Policy in the era of Smart media and its Policy PR Direction (스마트미디어시대의 정보통신정책과 정책홍보방안)

  • Park, Sung-Ho
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.155-164
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    • 2012
  • Nowadays, Smart media services such as smartphone applications are proliferated through the convergence of social media and the information and communication technologies(ICT). In many countries, the ICT policy is strategically used to solve the economic recession and high unemployment rate caused by the global financial crisis. However, the Korean ICT policies have declined with the abolition of the Ministry of information and communication. This paper suggests the dynamic quality of life as a philosophical foundation of Korean ICT policy and the dynamic policy PR methods for the social consultation and people's approval(national consensus), because the component of dynamic quality of life are embodied in the elements of ICT policy that should be realized through the governance, in which both Korean government and people produce and consume the ICT policies together in the era of smart media.

Factors Influencing Acceptance and Use of New Technologies in the Metaverse Era : Focusing on the Difference between B2C Context and B2B Context (Metaverse 시대의 신기술 사용 의도에 영향을 미치는 요인: B2C 맥락과 B2B 맥락의 차이를 중심으로)

  • Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.125-139
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    • 2021
  • As the 4th industrial revolution progresses, new technologies and services are being born, growing, and maturing. Now, beyond the mobile era, the metaverse is being discussed as a new paradigm. Therefore, in this study, in preparation for the metaverse era, we tried to analyze what factors have an important influence when consumers want to use new technologies. In particular, the research was conducted focusing on how the context in which consumers use the technology changes depending on whether they are B2C or B2B. For this, augmented reality (AR) was selected in the B2C context by linking the research subject with the metaverse era, and the smart factory was selected in the B2B context. The research model for the analysis was established by deriving and setting common influence variables by reflecting the characteristics of the research target technology based on the modified extended unified theory of acceptance and use of technology. A survey was conducted for empirical analysis, and 150 AR and 150 smart factory subjects were analyzed. The empirical study results are as follows. The relationship between performance expectancy and intention to use, technology readiness and intention to use was found to have a significant positive (+) effect on both AR and smart factory. On the other hand, it was found that effort expectancy, social influence, and trust had a positive (+) effect on intention to use only in AR. Only in smart factory, facilitating conditions had a significant positive (+) effect on intention to use. It was also found that the perceived risk had a significant negative (-) effect on the intention to use only in the smart factory. The results of this study are academically significant in that we empirically test that influencing factors of technology use varies depending on the context in which it is used by consumers. In practice, it provided an implication of what to focus on first is being implemented.

An Exploratory Study on 'Smart Citizens Party' Model ('스마트시민정당' 모델에 관한 탐색적 연구)

  • Noh, Kyoo-Sung;Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.125-136
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    • 2011
  • This article is exploring the possibility of establishment of a 'Smart Citizens Party'. In the society based the social computing, the individual leads the technical progress and the society which is adapted for this circumstance is changing in the direction of user-centric. Also, in the political process, we can see this social phenomenon. In other words, there's a quite possibility that decision-making structure may shift from the top-down approach to the bottom-up approach by the networked individuals or flexible voluntary group. In this context, this paper will propose the 'Smart Citizens Party' model that accept the change of political and social environment due to the advent of the social computing and cope with this change. The 'Smart Citizens Party' means the 'Party for Smartizen' of this social computing era. The 'Smart Citizens Party' is the intermediate party that link the political party to the civil society and is smart citizen's party that is operated democratically by active participation of citizens. This paper will review on structure and operational issues of political parties in Korea and study future-oriented solution and/or way to discovered problems of political parties in Korea.

A Study on the Leading Trends in Contemporary Public Design Analyzed in the Context of Main Social & Cultural Paradigms (현대의 사회.문화적 패러다임 변화와 연관된 공공디자인의 신경향 분석에 관한 연구)

  • Lee, Jeongmin
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.76-86
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    • 2012
  • 21st century has different characters from 20th century which was an era of machine and rationality based on the industrial revolution. With the advent of the digital revolution, it became an era of pluralism, culture, and emotion. The digital technology made it possible to connect the whole world together in real time and brought about the entirely new notion of time and space. It also dramatically altered the world view. Now we have a different set of social and cultural values from the past. This paper researched the influences of these social and cultural changes on public designs. The leading trends of public designs were analyzed and the successful cases were studied. The main research methodologies were the document review and the instrumental case study. The major social & cultural paradigms of a present era were classified as 'pluralism', 'digital & information revolution', 'human-centered value (against machine-centered value of 20th century)', and 'organic world view'. Each of the classified paradigms was analyzed more to find out the influences on the various trends of public designs. 'Pluralism' has influence on 'experiential public design', 'community art', and 'public design of local values'. 'Digital & information revolution' has influence on 'content-centered public design', 'smart public design', 'immaterial public design', and 'performance in public design'. 'Human-centered value' has influence on 'universal design approach in public design', and 'emotional public design'. 'Organic world view' has influence on 'sustainable public design', and 'ecological public design'.

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Analysis of Covid-19, Tourism, Stress Keywords Using Social Network Big Data_Semantic Network Analysis

  • Yun, Su-Hyun;Moon, Seok-Jae;Ryu, Ki-Hwan
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.204-210
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    • 2022
  • From the 1970s to the present, the number of new infectious diseases such as SARS, Ebola virus, and MERS has steadily increased. The new infectious disease, COVID-19, which began in Wuhan, Hubei Province, China, has pushed the world into a pandemic era. As a result, Countries imposed restrictions on entry to foreign countries due to concerns over the spread of COVID-19, which led to a decrease in the movement of tourists. Due to the restriction of travel, keywords such as "Corona blue" have soared and depression has increased. Therefore, this study aims to analyze the stress meaning network of the COVID-19 era to derive keywords and come up with a plan for a travel-related platform of the Post-COVID 19 era. This study conducted analysis of travel and stress caused by COVID-19 using TEXTOM, a big data analysis tool, and conducted semantic network analysis using UCINET6. We also conducted a CONCOR analysis to classify keywords for clustering of words with similarities. However, since we have collected travel and stress-oriented data from the start to the present, we need to increase the number of analysis data and analyze more data in the future.

Tutorial: Design and Optimization of Power Delivery Networks

  • Lee, Woojoo
    • IEIE Transactions on Smart Processing and Computing
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    • v.5 no.5
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    • pp.349-357
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    • 2016
  • The era of the Internet of Things (IoT) is upon us. In this era, minimizing power consumption becomes a primary concern for system-on-chip designers. While traditional power minimization and dynamic power management (DPM) techniques have been heavily explored to improve the power efficiency of devices inside very large-scale integration (VLSI) platforms, there is one critical factor that is often overlooked, which is the power conversion efficiency of a power delivery network (PDN). This paper is a tutorial that focuses on the power conversion efficiency of the PDN, and introduces novel methods to improve it. Circuit-, architecture-, and system-level approaches are presented to optimize PDN designs, while case studies for three different VSLI platforms validate the efficacy of the introduced approaches.

Security Problems and Measures for IP Cameras in the environment of IoT

  • Kang, Gil-uk;Han, Sang-Hoon;Lee, Ho
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.107-113
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    • 2019
  • Along with the development of IOT, the number of people using IOT devices has enormously increased and the IOT era has come. Especially, people using the IP cameras among Internet devices have been drastically increasing. It is because the IP cameras are well networked and comparatively cheap compared with CCTVs, and they can also be monitored and controlled in real time through PCs and smart phones for the purposes of general theft prevention and shop surveillance. However, due to the user's serious lack of security awareness and the fact that anyone can easily hack only with simple hacking tools and hacking sites information, security crimes that exploit those have been increasing as well. Therefore, this paper describes how easily the IP cameras can be hacked in the era of IOT, what kind of security incidents occurred, and also suggests possible government measures and new technical solutions to those problems.

User Experience and the Multi-Stage Adoption of Mobile Apps

  • Kim, Ambrose;Kim, Kyoung-jae
    • Journal of Information Technology Applications and Management
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    • v.21 no.2
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    • pp.49-79
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    • 2014
  • The adoption of technology has always been of interest to academicians and practitioners of the field of Management Information System. This is so because without proper and adequate adoption, technology-no matter how beneficial or advanced it may be-will be of little value to users. Numerous researches, such as the researches of the Technology Acceptance Model (TAM) or the Unified Theory of Acceptance and Use of Technology (UTAUT), had been conducted to understand the human nature in association with the adoption or rejection of technologies that have bombarded the users. The coming of smart technologies (i.e., smart phones and devices), however, seems to have fundamentally changed the environment for adoption. The ubiquity combined with mobility of technology, especially when it comes to mobile apps, seem to make the old PC era of two-stage-pre and post-adoption models obsolete. A new model of adoption that identifies the determinants of technology acceptance and continuance is needed for the smart age. To this end, this paper undertakes an empirical study, by analyzing 229 users of Social Networking Service (SNS) mobile apps, to identify the role of user experience on the multi-stage adoption of technology, and provides results that User Experience (UX) plays the crucial role of bridging the separate stages of pre and post adoption of technologies. The paper concludes by providing practical implications of the new model as it relates to mobile apps and technologies, and recommendations for further studies to get a better understanding of technology adoption in the smart age.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.