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노규성 한국디지털컨텐츠학회 2002 한국디지털콘텐츠학회논문지 Vol.3 No.2
오늘날 디지털화는 거스를 수 없는 시대적 추세이다 그러나 디지털경영 체제가 대기업과 일부 중소기업을 중심으로 추진되고 있어, 대다수 중소기업의 경쟁력은 갈수록 악화될 가능성이 있다. 본 연구의 목적은 디지털경영 체제 구축을 통한 중소기업의 경쟁력 강화 방안을 모색하는 것이다. 이러한 연구목적 달성을 위하여 먼저 중소기업의 정보화 수준을 기반으로 중소기업의 디지털경영 실태를 파악하고 이를 개선하기 위한 과제를 도출한다. 또한 본 연구는 이런 분석을 토대로 중소기업의 디지털경영 추진을 위한 좌표로서 디지털 경영 참조모델을 도출하고 이를 중소기업 현장에서 전략적으로 추진할 대안과 방법을 정리하고자 한다. Digitalization might be one of the most prevalent buzzwords these days. While most large enterprises and some small and medium enterprises(SMEs) are introducing the digital management system, most SMEs are still not. Therefore, competitive force of these most SMEs might be go from bad to worse. The purpose of this paper is to grape the method to strengthen competitive force of SMEs and to study the strategy for digital management of SMEs. To achieve this goal, this study will analyze the state of digital management of SMEs, grasp at themes for improving it. Also, this study will develop digital management model for SMEs and discuss alternatives and methods of digital management to drive strategically on the spot small and medium enterprises
소프트웨어 중심 에듀테크 개발: 디지털 미디어 역사학의 구성과 의미
최원재 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.10
This study proposes that digital media history is a branch of history using digital methodology. Digital media history has a distinct curriculum of video image production in more detail than in the existing digital history. It largely comprises two areas: database building and video image production. In digital media history, learners first secure in-depth and diverse domainknowledge by establishing a framework of historical awareness on the subject through historical databases. They then use digitalvideo editing software such as VFX and 3D modeling to generate ideas and produce realistic video images. Today, theseimmersive video images are used as materials for virtual worlds. If history learners develop their capabilities as digital videomedia producers, they can develop content production techniques that can be used in the digital virtual world. Therefore, in digitalmedia history, learners can develop the ability to live in the digital virtual world by forming historical awareness through mediaand producing it with digital media by maximizing their historical-digital narrative capabilities.
인공지능 활용과 디지털 헬스케어 활성화의 구조적 관계: 구조방정식의 적용
한대현(Daehyun Han) 한국디지털콘텐츠학회 2024 한국디지털콘텐츠학회논문지 Vol.25 No.1
In this study, based on previous research results, the structural model between artificial intelligence utilization and digital healthcare activation was verified, thereby confirming that the age group had a moderating effect within the model. A structural equation model was introduced to identify the causal relationship between the use of artificial intelligence and the activation of digital healthcare. A basic structural model was established through research to identify the relationships between various variables involved in digital healthcare. Data from the Korea Development Institutes 2021 Digital Healthcare Awareness Survey were used for the analysis. The analysis results are as follows. First, the use of artificial intelligence had a positive effect on the activation of digital healthcare. Second, the age group did not show a moderating effect on digital healthcare activation. This study will provide an academic basis for adding variables to the modification and expansion of models in digital healthcare perception research. Additionally, the study can be used as supporting evidence for establishing and implementing digital healthcare policies.
길진호(Jin-Ho Kil),신민수(Minsoo Shin) 한국디지털콘텐츠학회 2013 한국디지털콘텐츠학회논문지 Vol.14 No.1
Recently the value and importance of contents industry is rapidly increasing. In particular, consumption on contents convergence integrating contents and new technologies is being increased as smart devices become popular. Next generation contents convergence industry is being recognized as a new engine for national economic development. However there is no concrete framework defining next generation contents convergence industry. This fact brings about serious problems in defining the scope of the industry. To develop effectively new industry, there is a strong need to define types of contents convergence based on dominant factors leading content convergence trend while shedding light on contents, technologies and industry. To define classification of next generation contents convergence indudstry, this study analyzes attributes of contents convergence and carries out conjoint analysis. Based on the attributes found from conjoint analysis, the study suggests new classification scheme of contents convergence industry.
인공지능과 감정 반응: 디지털휴먼을 통한 혐오표현 감소 연구
김정민(Jung-Min Kim),최정우(Jungwoo Choi),서경진(Kyoung-Chin Seo) 한국디지털콘텐츠학회 2024 한국디지털콘텐츠학회논문지 Vol.25 No.1
With an increase in the importance of digital human technology, the demand for human-like conversations has emerged. In this context, the chatbot “Lee Luda” was developed but caused user discomfort owing to its use of hate speech, prompting various studies on hate speech detection. However, the use of hate speech is rampant online. This study aims to address the problem from a different aspect than existing hate speech detection. The proposed method involved a digital human system designed to detect hate speech and convey discomfort to users, thereby facilitating emotional transfer and enhancing awareness of hate speech. To verify its effectiveness, a survey was conducted presenting the responses of the digital human to hate speech and scored 3.95±0.65 out of 5 points. Therefore, this method helped in recognizing the issues with hate speech. Based on the research findings, the introduced system is expected to be applicable not only to the problem of hate speech but also to moral, bias, and criminal issues and is expected to help users become aware of these problems.
성폭력 피해 회복을 위한 정보 접근성 및 정신건강 증진 애플리케이션 콘텐츠 개발
박영,이지하 한국디지털콘텐츠학회 2022 한국디지털콘텐츠학회논문지 Vol.23 No.2
본 연구의 목적은 성폭력 피해 경험자가 일상생활로의 회복을 위하여 필요한 정보에 접근성을 용이하게 하고, 정신건강을 향상시킬 수 있는 모바일 애플리케이션 콘텐츠를 개발하기 위함이다. 본 연구는 성폭력 이론 고찰, 기존 성폭력 관련 앱 분석, 전문가 자문을 토대로 모바일 애플리케이션 ‘올리브(allive)’의 콘텐츠를 개발하였다. ‘올리브’는 “All live, 우리 모두 같이 함께하고, alive 우리 살아가고 있어요.”라는 슬로건을 포함하며, 성폭력 피해 회복을 위한 연대의 의미와 성폭력 피해 경험자의 일상 회복을 향한 욕구를 강조하였으며, 크게 심리지원과 정보 제공 두 가지 콘텐츠로 구성되어 있다. 심리지원 콘텐츠는 ‘들여다보기’, ‘마음 돌보기’ 메뉴를, 정보 제공 콘텐츠는 ‘알아보기’, ‘우리들 이야기’, ‘지원기관’ 메뉴를 포함한다. 성폭력 피해 경험자를 위한 ‘올리브’ 앱은 장기적이고 지속적인 자가관리를 통해 정신 및 신체 건강 증진에 기여하고, 다양한 영역에서 활용될 수 있는 확장 가능성이 있을 것으로 기대된다.
유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발
이경아(Kyung-A Lee),박은영(Eun-Young Park) 한국디지털콘텐츠학회 2018 한국디지털콘텐츠학회논문지 Vol.19 No.5
This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children’s over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children’s learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.
블록체인 기반 디지털 플랫폼상의 국내 조각투자에 관한 사례연구
서병완,김준홍 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.3
Many attempts are being made to use blockchain technology in various fields. Public and private interests in Bitcoin in Korea have been increasing since 2017. Several legislations have been enforced by the Korean government to preserve blockchain’s prominent position in the future of our nation. In this study, we examined the concept and applications of fractional investment in blockchain-based digital platforms and investigated in detail the status of five representative fractional investment platforms and their sales of real estate, artworks, watches, wine, automobiles, and right to copyrighted music, among others. Considering that the business of fractional investment in digital platforms is still in its infancy, we find it necessary to strengthen the relevant legislation to protect platform operators and investors, and for a stable platform operation, make product information more transparent, and improve technical acceptance for investors of different ages. In the future, this study is expected to serve as a base for the research on fractional investment in blockchain-based platforms.
장애인의 사회적 자본과 코로나 19 이후 디지털 정보 서비스 이용량 변화 간의 관계 : 디지털 리터러시 역량의 매개효과를 기반으로
권종실(Jong-Sil Kwon) 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.7
This study investigates the mediating effect of digital literacy competency between social support and the level of changes in digital information service usage on individuals with disabilities after COVID-19. For this, a multivariate regression analysis and Sobel test were conducted using the survey results of 2,200 individuals with disabilities from the “2022 Survey on the Digital Divide” data, collected by National Information Society Agency. This study revealed that the social support received by individuals with disabilities influenced the extent of changes in digital information service usage after COVID-19, and the digital literacy competency was found to have a mediating effect on the level of change in digital information service usage after COVID-19. The results derived from this study suggest that to increase the degree of utilization of digital information services on the disabled, social support that serves as a digital assistant, as well as a practical support system and effective support plan with regard to digital competency are needed.
정주연(Ju-Yeon Jung),김승채(Seung-Chae Kim),우탁(Tack Woo) 한국디지털콘텐츠학회 2022 한국디지털콘텐츠학회논문지 Vol.23 No.11
Todays children born after mid-2010 are very familiar with VR and can easily experience virtual environments anywhere. The education of todays preschoolers, who are the generation more familiar with VR than anyone else, needs to be provided with an advanced digital environment, but there are not many continuously usable VR educational contents that are actually distributed to children in early childhood. Therefore, for preschoolers who are accustomed to digital culture, a VR education program that breaks away from the existing analog method is needed. In this paper, a VR storybook was produced for preschool childrens reading education. Unlike existing VR programs, this storybook is designed with an emphasis on interaction and is expected to lead children to immerse themselves in reading.