Journal of Korea Society of Digital Industry and Information Management
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v.14
no.2
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pp.35-47
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2018
The 4th industrial revolution, digital image technology has developed beyond the limit of multimedia industry to advanced IT fusion and composite industry. Particularly, application technology related to HCI element algorithm in 3D image object recognition field is actively developed. 3D image object recognition technology evolved into intelligent image sensing and recognition technology through 3D modeling. In particular, image recognition technology has been actively studied in image processing using object recognition recognition processing, face recognition, object recognition, and 3D object recognition. In this paper, we propose a research method of human factor 3D image recognition technology applying human factor algorithm for 3D object recognition. 1. Methods of 3D object recognition using 3D modeling, image system analysis, design and human cognitive technology analysis 2. We propose a 3D object recognition parameter estimation method using FACS algorithm and optimal object recognition measurement method. In this paper, we propose a method to effectively evaluate psychological research techniques using 3D image objects. We studied the 3D 3D recognition and applied the result to the object recognition element to extract and study the characteristic points of the recognition technology.
Kim, Baek-Gyu;Roh, Jung-Suk;Bang, Hee-Jae;Heo, Min;Park, Jin-Ha;Jeon, Chung-Hwan
Journal of Korea Foundry Society
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v.40
no.3
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pp.61-65
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2020
Rheo-diecasting with stirring has been used in many material industries. As the 4th Industrial Revolution approaches the world, eco-friendly high-strength and light-weight materials become more important. Casting methods have been studied and used for aluminum-alloy automobile parts. This study carried out the effect analysis of the micro-structure and mechanical properties, such as yield/ultimate tensile strength, elongation, and hardness, of A356 using the 6-pole EMS (electro-magnetic stirring) casting process with a high electromagnetic force. As a result, the hardness and elongation of the A356 after T6 heat-treatment show a significant improvement, respectively, by 20% and 50%.
Environmental pollution by Using of a fossil fuel, a reckless and growth-oriented development since the Industrial Revolution has caused global change of environment. An issue largest among this is a climate change. A global mean temperature since 19th century has climbed up $0.4{\sim}0.8^{\circ}C$. After The Kyoto Protocol regarding a greenhouse gas reduction goal took effect, be situations that decrease of greenhouse gas was acutely required. Interest of utilization of the new & renewable energy is increasing every day. This study shows that at first divided a country to nine range by natural geography, and second executed Meteorological data analysis of recent 30 years considering level of significance by nine range. The results of this study are that in heating load calculation of building, periodic temperature data management is required because facility capacity and cost are affected greatly by outdoor temperature, and temperature by climate range needs consideration of pertinent area. Lastly, ground temperature was assumed of the weather in region, the ground and soil.
Recently, the Internet of Things is attracting attention as an important key technology of the 4th Industrial Revolution, and SW education using physical computing is suggested as a good alternative to supplement the problems raised by beginners in programming education. Among the many teaching tools that can be used for physical computing education, MODI is a modular manufacturing tool that anyone can easily assemble like Lego. MODI is a teaching tool that can improve learners' achievement by linking a self-linked block-type code editor called MODI Studio to lay the foundation for programming in a relatively small amount of time and immediately check the results in person. In this paper, a physical computing education method using MODI was designed to be applied to basic programming courses for programming beginners and applied to after-school classes for middle school students. As a result, it was found that students' interest and satisfaction were much higher in physical computing classes using MODI than in text-based programming classes. It can be seen that physical computing education that allows beginners to see and feel the results in person is more effective than grammar-oriented text programming, and it can have a positive effect on improving basic programming skills by increasing students' participation.
Journal of Korea Society of Digital Industry and Information Management
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v.15
no.3
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pp.1-14
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2019
The 4th Industrial Revolution, intelligent automobile application technology is evolving beyond the limit of the mobile device to a variety of application software and multi-media collective technology with big data-based AI(artificial intelligence) technology. with the recent commercialization of 5G mobile communication service, artificial intelligent automobile technology, which is a fusion of automobile and IT technology, is evolving into more intelligent automobile service technology, and each multimedia platform service and application developed in such distributed environment is being developed Accordingly, application software technology developed with a single system SoC of a portable terminal device through various service technologies is absolutely required. In this paper, smart device design for ontology design of intelligent automobile open platform enables to design intelligent automobile middleware software design technology such as Android based SVC Codec and real time video and graphics processing that is not expressed in single ASIC application software technology as SoC based application designWe have experimented in smart device environment through researches, and newly designed service functions of various terminal devices provided as open platforms and application solutions in SoC environment and applied standardized interface analysis technique and proved this experiment.
Journal of the Korea Fashion and Costume Design Association
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v.21
no.3
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pp.93-108
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2019
This study analyzed the influence of experiential marketing factors of 3D printing and Internet services on technology acceptance factors and usage intention. Furthermore, we analyzed how the user's innovativeness shows the effect on the intention to use. Data acquired from a total of 518 college students was used for the final analysis, which was perfromed by SPSS 21.0 and AMOS 23.0 programs. The results of this study are as follows. We analyzed the influence of the experiential marketing factors of fashion service utilizing the 3D printing and the Internet of Things on the acceptance of technology and intention to use these technologies. As for 3D printing, first, sensory and behavioral factors are positively related to the acceptance of technology. Second, emotional and cognitive factors have negative effects on all technology acceptance. Third, relational factors did not show a significant influence on several conditions of technology acceptance. Fourth, the effects of technology acceptance on the willingness to use have a positive effect on several conditions factors, except the effort expectation. As for the result concerning the Internet of Things first, behavioral factors have a positive effect on all technology acceptance. Second, emotional factors have a negative effect on all technology acceptance. Third, cognitive factors did not have a significant effect on various conditions and showed negative effects on several factors. Fourth, sensory and relational factors did not affect the acceptance of technology. Fifth, the effects of technology acceptance on the intention to use are affected by several conditions, except for effort expectation. As a result of analyzing the moderating effects of user's innovativeness on the willingness to use, 3D printing did not show any significant effect on innovation. However, the Internet of Things has a significant influence on the user acceptance of technology acceptance.
The healthcare industry is a digital healthcare that combines technology based on the 4th Industrial Revolution, dealing with information on individual health and medical care, and is a fusion of health care services and medical science and technology. It is questionable whether digital healthcare according to the paradigm change can be discussed by the concept of medical practice under the existing Medical Act. There is no clear definition of the concept of medical practice in the Medical Service Act, but the concept is established through precedents. In addition, under the Medical Service Act, the subject of medical practice is limited to medical personnel. However, digital healthcare sometimes diagnoses and treats diseases using digital technology by medical personnel. On the other hand, what is possible by non-medical personnel is digital healthcare. This is because digital healthcare is understood as a concept that includes health care such as exercise, eating habits, and weight control. For this reason, if the concept of medical practice under the "Medical Act" on digital healthcare is included, it is subject to criminal punishment for "unlicensed medical practice" prescribed in Article 27 of the "Medical Act". In the health and medical industry, digital transformation and convergence with information and communication technology are rapidly progressing. As a result, there is a need to newly define it as 'digitalized medical practice' or 'information and communication technology (ICT)-based medical practice' separately from existing medical practices. The concept of medical practice has variability, not a fixed and invariable concept. However, in response to this demand, it is not an infinite expansion of the concept of medical practice, but a request to reset its scope. Therefore, the concept of medical practice should be legislated by reflecting the demand of consumers for the medical service system.
The purpose of this study is to examine the seonbi spirit of Hoseo Confucian scholars in the 17th century centering around Noron's representative figures, Song Siyeol and Song Jungil, Mupyeonmudang's Gwon Si, and Soron's Yun Jeung. Criteria for being true seonbi and being equipped with seonbi spirit can be Chulcheojibyeon (出處之辯), Uirijibyeon (義利之辯), and Hwaijibyeon (華夷之辯). Considering these criteria, we can regard them as seonbi. Also, their seonbi spirit is differentiated from others in that they pursued the spirit of integrity, manners, and harmony more actively than anyone else. The seonbi spirit of Hoseo Confucian scholars in the 17th century is essentially characterized by the fact that it was the methodology and core virtue to reach Daedongsahoe through the realization of royal politics. In this sense, they strived to practice Uiri, the theoretical ground of it, carry out the project of Bukbeol, and establish Yehak aggressively. In this perspective, Hoseo Confucian scholars in the 17th century were true seonbi intending to apply and practice the spirit of Confucianism, for example, Sugichiin (修己治人), Iyonghusaeng (利用厚生), and DAedeokjohwa (大德調和), according to the historic mission of the time. Lastly, the seonbi spirit of Hoseo Confucian scholars in the 17th century can turn out to be an excellent alternative to eradicate social ills in this age. Particularly, if the current government uses seonbi spirit properly with the execution of 'the Act on the Promotion of the Humanities and Humane Spirit and Culture' or 'the Act on the Promotion of Character Education', it can form great contents for character education. Accordingly, this researcher here proposes a general model of character education using the seonbi spirit of Hoseo Confucian scholars in the 17th century and a convergent model of character education appropriate for the age of the fourth industrial revolution.
The 4th Industrial Revolution and Covid 19 are moving the fashion industry from offline to online. Fashion shows that took place offline are being replaced by online. Online is greatly increasing consumers' digital customer experience based on digital technologies. In this study, we studied the effect of digital experience factors on digital customer satisfaction based on the Schmitt(1999)'s experience marketing. The effect of digital customer satisfaction on purchase, continuous use intention, and recommendation intention were also studied. In addition, the moderating effect of experience frequency was studied. We randomly sampled 180 individuals among fashion mall users.. SPSS 24, AMOS 23 and Process Macro 3.5 were used for statistical analysis. In the study in which digital experience factors influence digital customer satisfaction, all except the digital act showed positive influence. The impact of influence was digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163). Digital customer satisfaction have been positive impact on purchasing, continuance use and recommendation intention. In the moderating effect of digital experience frequency, between digital feel, digital act and digital customer experience showed a statistically effective relationship. Based on the this study, We suggested theoretical and practical implications.
Journal of The Korean Association of Information Education
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v.25
no.5
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pp.847-857
/
2021
Recently, domestic schools are increasingly interested in environmental education related to COVID-19 and the severe climate crisis, as well as artificial intelligence education related to the 4th industrial revolution that is rapidly approaching us. In particular, AI education is highly likely to be applied to 5th to 6th graders of elementary school, so measures related to connection with 1st to 4th graders are needed. There are many students who are not proficient in computers in the lower grades of elementary school, so there may be many restrictions in using the currently used teaching aids. Therefore, this study tried to develop an artificial intelligence education program for the lower grades of elementary school to secure the linkage of artificial intelligence education. The theme of the program was developed based on the topic of environmental education, which has recently increased in interest. As for the educational method, considering the developmental stage of the lower grades of elementary school, the STEAM education method was used, which was fused with various subjects and unplugged using play and games without a computer. of the program. For validity verification, Lawshe (1975)'s content validity ratio (CVR) calculation formula was used. The verification results were analyzed to be suitable for the purpose of development of all programs. In the future, it is necessary to measure the degree of effectiveness by applying the program proposed in this study to the lower grades of elementary school.
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