International Journal of Internet, Broadcasting and Communication
The Institute of Internet, Broadcasting and Communication
- Quarterly
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- 2288-4920(pISSN)
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- 2288-4939(eISSN)
Domain
- Media/Communication/Library&Information > Media/Consumers
Aim & Scope
The International Journal of Internet, Broadcasting and Communication (IJIBC) is an international interdisciplinary journal published by the Institute of Internet, Broadcasting and Communication (IIBC). The journal aims to present the advanced smart convergence of all academic and industrial fields through the publication of original research papers. These papers present the original and novel findings as well as important results along with various articles that have the greatest possible impact on various disciplines from the wide areas of Internet, Broadcasting and Communication (IBC). The journal covers all areas of academic and industrial fields in 8 focal sections: A. Internet Internet and Information Protection Service and Application Security Network System Security Common Security Technology Industry Security and Convergence Security Internet Violation Internet Contents Other Internet related Technology B. Broadcasting Internet Broadcasting (Webcasting, IPTV) DMB (Digital Multimedia Broadcasting) Terrestrial Broadcasting Air Channel Broadcasting Digital Broadcasting Terminals (Set Top Box, Display) Digital Broadcasting Technology, Media and Service Digital Broadcasting Contents Mobile Broadcast, Ubiquitous Convergence, Realistic Broadcasting Other Broadcasting related Technology C. Communication Internet Communication Radio Wire Communication Fixed Communication, Mobile Communication, Satellite Communication Microwave Communication, Optical Communication Multimedia Communication Digital Communication, Data Communication and Computer Communication Mobile Communication Service, System, Terminal, Satellite Navigation, Payload and Control Broadband Communication Network : Network Structural Design/Operation Support, Service and Control, Transmission Network, Subscriber Network Communication Device, Application Service and Information Protection Radio Communication, EMI/EMC, Electromagnetic Device, Electromagnetic Diagnosis and Protection Other Communication related Technology D. Convergence of Internet, Broadcasting and Communication RFID, Mobile RFID and Service Application USN(Ubiquitous Sensor Network) and Application Technology U- Computing Platform, Application, Server Technology U- Computing Device and Peripherals Software: Embeded SW, SW Solution, System Integrated(SI), Internet SW Digital Contents : Computer Graphic, Virtual Reality, Contents Creation Planning, Digital Contents Production and Distribution, Game and u- learning ITS/Telematics : ITS, Telematics Terminal and Device, ITS Application Service, Telematics Application Service u- Robot Technology, u- Health Technology, u- Engineering and Construction Technology, u- Environmental Technology, u- City Technology, u- Eco Technology, u- Medical Technology Nano Information Technology(NIT), Culture Information Technology(CIT), Biomedical Technology(BIT), Environment Information Technology(EIT) HMI(Human Machine Interaction) Technology Other Internet Ubiquitous Convergence related Technology E. Device and Module Optical Application Device, Semiconductor Equipment, Semiconductor Device and System Electrical and Electronics Parts, Home Appliances, Electronic Application Device and Information Appliances Video/Sound Devices, Battery Display - LCD, PDP, FED, EL, Display Parts and Materials, E-Paper, 3D Display Manufacturing Equipment, Measuring and Inspection Equipment, Other Display Mobile Communication, Terrestrial·Satellite, Optical Communication, Multimedia and Antenna Module and Parts Other Devices and Module related Technology F. IT Marketing and Policy RFID Application, Distribution and Business Remote Control System(Medical, Educational, Conferential, etc.), Web Security, Contents Protection, Authorization Shopping Mall Construction, B2B, B2C, Electronic Transaction, Virtual Commerce System Contents(Webzine, Cartooon, Advertisement, Design, DMB, Mobile Device) Internet Movie Theater, Theater Broadcasting Communication Policy, Regulation, Standardization Informatization Policy Other IT Marketing and Policy related Technology G. NMS(New Media Service) CCS (Cloud Computing Service) Technology SNS (Social Network Service) Technology SCS (Social Commerce Service) Technology SUS (Smartphone Utilization Service) Technology CCS,SNS,SCS,SUS Policy and Regulation CCS,SNS,SCS,SUS Marketing CCS,SNS,SCS,SUS Standardization CCS,SNS,SCS,SUS Information Protection CCS,SNS,SCS,SUS Application H. Other IT related Technology"
KSCI KCIVolume 16 Issue 1
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The current study examined the causal relations among sustainable luxury campaigns' message framing types (negative vs. positive), sustainable brand image and perceived consumer effectiveness. The study tested the moderation of perceived brand luxury about the message framing types, sustainable brand image, and perceived consumer effectiveness. An online survey adopting luxury product is conducted with a total of 194 Korean consumers, testing the hypotheses. In the results, the message framing type is found to significantly affect perceived consumer effectiveness but not sustainable brand image. Perceived brand luxury significantly negatively moderates the relationship between the message framing type and perceived consumer effectiveness but not between the type and sustainable brand image. The results supported the positive influence of perceived consumer effectiveness on sustainable brand image. The moderation of perceived brand luxury was confirmed only for the relationship between the message framing type and perceived consumer effectiveness. The results empirically confirm that the message frame of luxury marketing could positively affect consumers' attitude formation, such as perceived consumer effectiveness, which is consistent with previous studies' research results. The results document that luxury brands using a negative message frame type had a more significant effect on perceived consumer effectiveness than the positive frame type. The findings contribute to the literature of new media-based sustainable marketing of luxury products as to how it affects consumers' brand evaluation and purchase intention, focusing on the causal relationships among the message-framing type of sustainable luxury marketing, sustainable brand image, and perceived consumer effectiveness. Given the increasing pursuit of sustainability in the luxury industry, the results contribute to deriving implications for sustainable marketing of efficient luxury brands.
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Illegal manipulation and alteration of digital content are becoming a social issue. To address this problem, there is an increasing demand for the development of technologies to prevent the manipulation and alteration of digital content. This paper proposes a data hiding algorithm capable of embedding a larger amount of confidential data in the original cover image while minimizing the degradation of image quality in stego images. The algorithm presented in this paper analyzes the characteristics of the image to extract corner points and then uses a method to insert watermarks around these extracted corner points. Additionally, through experimentation, it has been proven that this algorithm can insert a greater amount of watermark without degrading the image quality compared to other existing algorithms.
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As listed as one of the most important requirements for Post-Quantum Cryptography standardization process by National Institute of Standards and Technology, the resistance to various side-channel attacks is considered very critical in deploying cryptosystems in practice. In fact, cryptosystems can easily be broken by side-channel attacks, even though they are considered to be secure in the mathematical point of view. The timing attack(TA) and the simple power analysis attack(SPA) are such side-channel attack methods which can reveal sensitive information by analyzing the timing behavior or the power consumption pattern of cryptographic operations. Thus, appropriate measures against such attacks must carefully be considered in the early stage of cryptosystem's implementation process. The Montgomery multiplier is a commonly used and classical gadget in implementing big-number-based cryptosystems including RSA and ECC. And, as recently proposed as an alternative of building blocks for implementing post quantum cryptography such as lattice-based cryptography, the big-number multiplier including the Montgomery multiplier still plays a role in modern cryptography. However, in spite of its effectiveness and wide-adoption, the multiplier is known to be vulnerable to TA and SPA. And this paper proposes a new countermeasure for the Montgomery multiplier against TA and SPA. Briefly speaking, the new measure first represents a multiplication operand without 0 digits, so the resulting multiplication operation behaves in a very regular manner. Also, the new algorithm removes the extra final reduction (which is intrinsic to the modular multiplication) to make the resulting multiplier more timing-independent. Consequently, the resulting multiplier operates in constant time so that it totally removes any TA and SPA vulnerabilities. Since the proposed method can process multi bits at a time, implementers can also trade-off the performance with the resource usage to get desirable implementation characteristics.
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TCP is considered as one of the major candidate transport protocols even for constrained IoT networks..In our previous work, we investigated the congestion control mechanism of the uIP TCP. Since the uIP TCP sets the window size to one segment by default, managing the retransmission timer is the primary approach to congestion control. However, the original uIP TCP sets the retransmission timer based on the fixed RTO, it performs poorly when a radio duty cycling mechanism is enabled and the hidden terminal problem is severe. In our previous work, we proposed a TCP retransmission timer adjustment scheme for uIP TCP which adopts the notion of weak RTT estimation of CoCoA, exponential backoffs with variable limits, and dithering. Although our previous work showed that the proposed retransmission timer adjustment scheme can improve performance, we observe that the scheme often causes a node to set the retransmission timer for an excessively too long time period. In this work, we show that slightly modifying the dithering mechanism of the previous scheme is effective for improving TCP fairness.
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This study is a descriptive survey to determine the effects of fundamentals of nursing skills education with peer evaluation on self-leadership, self-directed learning ability, and learning attitude. The factors affecting self-directed learning ability were peer evaluation, self-leadership, and learning attitude (F=118.81, p<.001), with an explanatory power of 50.4%. The factors affecting learning attitude were peer evaluation, self-leadership, and self-directed learning ability (F=48.89, p<.001), with an explanatory power of 29.5%. Based on the results of this study, we believe that it is necessary to apply various teaching methods such as peer evaluation and promote self-leadership to improve self-directed learning and learning attitude.
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With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.
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International exchange implementing the Internet began inevitably due to the pandemic, but it provided Digital Nomads with new experiences in their lives using the Internet. This study the possibility and challenge of international exchange implementing the Internet identified. To this end, we explored its strengths and weaknesses through interviews and descriptions of students who participated in international exchange. As a result, we identified that students were positive in the diverse aspects of communication tools and ways, whereas they were negative because they felt difficulties in the physical environment, inaccessible physical conditions especially. They were also negative in the emotional exchange, an ice-breaking which needed much more time than offline exchange. Therefore, we identified in the case of designing or conducting student activities implementing the Internet, including international exchange, the possibility of activities implementing the Internet could be much more extended if their developer various programs considered in the introduction step.
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Deep reinforcement learning (RL) significantly influences autonomous vehicle development by optimizing decision-making and adaptation to complex driving environments through simulation-based training. In deep RL, an activation function is used, and various activation functions have been proposed, but their performance varies greatly depending on the application environment. Therefore, finding the optimal activation function according to the environment is important for effective learning. In this paper, we analyzed nine commonly used activation functions for RL to compare and evaluate which activation function is most effective when using deep RL for autonomous vehicles to learn highway merging. To do this, we built a performance evaluation environment and compared the average reward of each activation function. The results showed that the highest reward was achieved using Mish, and the lowest using SELU. The difference in reward between the two activation functions was 10.3%.
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This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.
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The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.
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In the field of artistic creation, the iterative development of AI-generated video software has pushed the boundaries of multimedia content creation and provided powerful creative tools for non-professionals. This paper extensively examines two leading AI-generated video software, PIKA Labs and RUNWAY, discussing their functions, performance differences, and application scopes in the video generation domain. Through detailed operational examples, a comparative analysis of their functionalities, as well as the advantages and limitations of each in generating video content, is presented. By comparison, it can be found that PIKA Labs and RUNWAY have excellent performance in stability and creativity. Therefore, the purpose of this study is to comprehensively elucidate the operating mechanisms of these two AI software, in order to intuitively demonstrate the advantages of each software. Simultaneously, this study provides valuable references for professionals and creators in the video production field, assisting them in selecting the most suitable tools for different scenarios, thereby advancing the application and development of AI-generated video software in multimedia content creation.
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The Effect of Mirror Therapy to Improve Upper Extremity Function in Stroke Patients: A Meta-analysisThis meta-analysis systematically reviewed studies on mirror therapy focused on arm and hand function in stroke patients, aiming to comprehensively assess the efficacy of mirror therapy interventions and furnish empirical support for its potential application and future development in the context of stroke rehabilitation. A rigorous search for articles published in international journals up to the year 2022 was conducted. Various assessment tools were employed to calculate effect sizes, evaluating the impact of mirror therapy on arm and hand function in stroke patients. Utilizing a random-effects model, mean effect sizes were determined, yielding a total effect size of 0.545. The effect sizes for the Brunnstrom Recovery Stage (BRS), Box and Block Test (BBT), Modified Barthel Index (MBI), Fugl-Meyer Assessment (FMA), and grip strength test were 0.957, 0.596, 0.490, 0.488, and 0.417, respectively. In summary, we suggest that mirror therapy engenders positive changes in functional recovery among stroke patients, establishing a foundation for its tailored clinical application based on individual subject characteristics.
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Runway released an updated version, Gen-2, in March 2023, which introduced new features that are different from Gen-1: it can convert text and images into videos, or convert text and images together into video images based on text instructions. This update will be officially open to the public in June 2023, so more people can enjoy and use their creativity. With this new feature, users can easily transform text and images into impressive video creations. However, as with all new technologies, comes the instability of AI, which also affects the results generated by Runway. This article verifies the feasibility of using Runway to generate the desired video from several aspects through personal practice. In practice, I discovered Runway generation problems and propose improvement methods to find ways to improve the accuracy of Runway generation. And found that although the instability of AI is a factor that needs attention, through careful adjustment and testing, users can still make full use of this feature and create stunning video works. This update marks the beginning of a more innovative and diverse future for the digital creative field.
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YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang 106
This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests. -
Breast cancer classification using ultrasound, while widely employed, faces challenges due to its relatively low predictive value arising from significant overlap in characteristics between benign and malignant lesions, as well as operator-dependency. To alleviate these challenges and reduce dependency on radiologist interpretation, the implementation of automatic breast cancer classification in ultrasound image can be helpful. To deal with this problem, we propose a semi-supervised deep learning framework for breast cancer classification. In the proposed method, we could achieve reasonable performance utilizing less than 50% of the training data for supervised learning in comparison to when we utilized a 100% labeled dataset for training. Though it requires more modification, this methodology may be able to alleviate the time-consuming annotation burden on radiologists by reducing the number of annotation, contributing to a more efficient and effective breast cancer detection process in ultrasound images.
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In this paper, we proposed an effective technique that uses location-based encryption technique and spatial encryption technique to improve security vulnerabilities in previous reversible data hiding technique that can hide twice as much confidential data as the NSAS technique. If the proposed technique is applied to hide confidential data in an image, the same amount of confidential data can be hidden compared to the previous technique, but the security of confidential data is greatly enhanced. By hiding confidential data in an image using the proposed technique, high-quality stego-image can be generated, making it impossible to visually distinguish whether confidential data is hidden in the image. Additionally, confidential data can be restored from stego-image without loss, and the original cover image can also be restored without loss. Through experiments, it was confirmed that when confidential data is hidden by applying the proposed technique, the quality of the stego-image is maintained up to 39.73dB, and the security of the stego-image is greatly strengthened.
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Young-Soo Kim;Gyeong Chan Mun;Janghwan Kim;Sam-Hyun Chun;R. Young Chul Kim 140
In Current artificial structures, we must periodically make their safety inspections. In this process, we should consider the safety of workers and the accuracy of safety checks and also consider time and cost savings for safety inspections. Additionally, in the fields of architecture and civil engineering, we are unavoidable the use of foreign commercialized BIM model tools. To address these challenges, we propose mapping crack areas and BIM 3D design drawings based on augmented reality (AR) for the safety inspection of Huge Bridges. For this purpose, we define indexing of 2D/3D drawing models, create the tabulation of all 2D/3D drawings into a database, analyze QR codes, and finally integrate with augmented reality devices. we may expect our method to improve the efficiency of safety inspections on bridge sites. Moreover, we will enable the domestics of our pure technology. -
We are designed was to find an efficient warm-up method for resistance training for muscle hypertrophy, and 10 males with at least 3 years of resistance training experience were selected as subjects. The 75% 1RM was measured directly based on the pre-measured bench press 1RM. After that, the main experiment of 75% 1RM bench press according to the three warm-up methods was conducted one week apart, and all experiments were randomized and cross-over. Performance according to the warm-up method (3) was measured by total exercise volume, and physiological changes were determined by myocardial workload. All post-measurement data were analyzed using SPSS.22.0 and analyzed using repeated measures one-way ANOVA and contrast comparisons were made using the deviation method. The results showed that the method of gradually increasing the number of repetitions by performing the same intensity as the intensity of the main exercise in the form of muscle hypertrophy, but at submaximal repetitions, showed the highest performance.
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The purpose of this study was to investigate the muscle activity of internal oblique, rectus femoris, and multifidus according to knee posture and foot bar angle during pilates reformer high flank exercise. Twelve women in their 20s were recruited within six months of their experience as pilates instructors. The subjects performed six types of high flanks according to knee posture and foot bar angle. EMG signals of internal oblique, rectus femoris, and multifidus during exercise were measured and analyzed by integral EMG. The collected data were processed by repeated measures two-way ANOVA. In this paper it shows the following results. First, internal oblique iEMG was not significantly different according to knee posture and foot bar angle. Second, the rectus femoris had an interaction effect according to knee posture and foot bar angle. Third, there was no significant difference in multifidus according to knee posture and foot bar angle. In conclusion, according to the exercise method, the activity of the rectus femoris was the highest in the knee bending and high foot-bar angle high plank exercise, and there was no difference between the internal oblique and multifidus.
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Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.
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In this paper, we introduce a novel approach to enhance document security by integrating Computer Generated Hologram(CGH) encryption technology with a system for document encryption, printing, and subsequent verification using a smartphone application. The proposed system enables the encryption of documents using CGH technology and their printing on the edges of the document, simplifying document verification and validation through a smartphone application. Furthermore, the system leverages high-resolution smartphone cameras to perform online verification of the original document and supports offline document decryption, ensuring tamper detection even in environments without internet connectivity. This research contributes to the development of a comprehensive and versatile solution for document security and integrity, with applications in various domains.
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The desktop-level 3D printing machines makes it easier for independent designers to produce collectible models. Desktop 3D printers that use FDM (Fused Deposition Modeling) technology usually use a minimum nozzle diameter of 0.4mm. When using FDM printers to make Gunpla models, Thin slice structures are prone to slicing errors, which lead to deformation of printed objects and reduction in structural strength. This paper aims to analyze the printing model that produces errors, control a single variable among the three variables of slice layer height, slice wall thickness and filament type for comparative testing, and find a way to avoid gaps. To provide assistance for using FDM printers to build models containing thin-walled structures.
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Various artificial intelligence neural network models that have emerged since 2014 enable the creation of new content beyond the existing level of information discrimination and withdrawal, and the recent generative artificial intelligences such as ChatGPT and Gall-E2 create and present new information similar to actual data, enabling natural interaction because they create and provide verbal expressions similar to humans, unlike existing chatbots that simply present input content or search results. This study aims to present a model that can improve the ChatGPT communication skills of university students through curriculum research on ChatGPT, which can be participated by students from all departments, including engineering, humanities, society, health, welfare, art, tourism, management, and liberal arts. It is intended to design a way to strengthen competitiveness to embody the practical ability to solve problems through ethical attitudes, AI-related technologies, data management, and composition processes as knowledge necessary to perform tasks in the artificial intelligence era, away from simple use capabilities. It is believed that through creative education methods, it is possible to improve university awareness in companies and to seek industry-academia self-reliant courses.
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Self-efficacy is a major factor related to performance and needs to be improved in business and education field. This study explains the effectiveness of school career assistance to improve college students' self-efficacy. Furthermore, it demonstrates the moderating effects of grit and regulatory focus (promote and prevention). School career assistance is based on group support, and moderating variables in this paper are individual characteristics. In these group and individual dimensions, if the effectiveness of school career assistance varies depending on individual characteristics, schools will be able to establish self-efficacy improvement strategies more appropriate for individual students. School would understand individual characteristics such as grit and regulatory focus, then could make individual strategy for enhancing self-efficacy and performance. Hence, it is expected that the performance of school and student will improve through the self-efficacy improvement plan presented in this study.
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This study seeks to provide implications for domestic-related policies through exploratory analysis research to support AI-based policy decision-making. The following should be considered when establishing an AI-based decision-making model in Korea. First, we need to understand the impact that the use of AI will have on policy and the service sector. The positive and negative impacts of AI use need to be better understood, guided by a public value perspective, and take into account the existence of different levels of governance and interests across public policy and service sectors. Second, reliability is essential for implementing innovative AI systems. In most organizations today, comprehensive AI model frameworks to enable and operationalize trust, accountability, and transparency are often insufficient or absent, with limited access to effective guidance, key practices, or government regulations. Third, the AI system is accountable. The OECD AI Principles set out five value-based principles for responsible management of trustworthy AI: inclusive growth, sustainable development and wellbeing, human-centered values and fairness values and fairness, transparency and explainability, robustness, security and safety, and accountability. Based on this, we need to build an AI-based decision-making system in Korea, and efforts should be made to build a system that can support policies by reflecting this. The limiting factor of this study is that it is an exploratory study of existing research data, and we would like to suggest future research plans by collecting opinions from experts in related fields. The expected effect of this study is analytical research on artificial intelligence-based decision-making systems, which will contribute to policy establishment and research in related fields.
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This study investigated the effect of the delivery service quality of Mongolian online shopping on the customer value, customer trust, and relationship persistence intention of Mongolian consumers. Through this, the purpose of this study is to understand the priorities of the quality conditions of delivery services (accuracy, economy, information, safety, tangibility, etc.) that Mongolian consumers value. The empirical analysis results of this study are as follows. First, the effect of delivery service quality on the intention to continue the relationship showed partially significant results. In other words, economics, information, and safety, excluding accuracy and tangibility, influenced the intention to continue the relationship. Second, the effect of delivery service quality on customer value was partially significant. In other words, accuracy, economy, safety, and tangibility, excluding informativity, influenced customer value. Third, the effect of delivery service quality on customer reliability was partially significant. In other words, economics, safety, and tangibility, excluding accuracy and informativity, influenced customer reliability. Fourth, the hypothesis of customer value on customer reliability was adopted, followed by the hypothesis of customer value on relationship continuity intention. Finally, the hypothesis of customer reliability on relationship continuity intention was adopted.
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This study attempted to demonstrate the role of perceived value and trust in the relationship between mobile banking service quality and use satisfaction. A survey was conducted on customers of Mongolian banks, and an analysis was conducted based on the collected data With the development of the fintech industry, the Internet-based mobile banking market is striving to provide convenient services to consumers. The result led to the introduction of an online-oriented Internet bank that can operate 24 hours a day regardless of time and space. The characteristic of operating only with the Internet has a positive aspect of providing services quickly and conveniently, but at the same time, including concerns about security and personal information leakage. This can make you hesitate to use the service. Therefore, we attempted to find out how the quality of mobile banking service affects the perceived value and satisfaction of using trust. A survey was conducted to verify the contents of the research model and hypothesis. This is to secure data to be used for empirical analysis of research hypotheses. The survey was conducted with 124 consumers in Ulaanbaatar, the capital of Mongolia. Based on the analysis results, we understood the satisfaction of consumers using mobile banking and suggested ways for consumers to improve their actual satisfaction using mobile banking. Specifically, service quality sensitivity, security, convenience, and design had a positive effect on perceived value or trust, ultimately leading to consumer satisfaction.
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We analyzed the effect of local college students' economic activities on the local economy. The analysis method was an industry-related analysis based on data obtained from a survey. As a result of the analysis, local university students were found to be sensitive to price when consuming due to insufficient living infrastructure around local universities. In addition, as a result of analyzing the impact of local college students' consumption expenditures on the local economy, especially local income, using a regional industry correlation table, the total income generated was KRW 130.6 billion (direct and indirect income effects KRW 90.9 billion, induced income effects KRW 39.6 billion), and the number of people induced to be employed was KRW 130.6 billion. It was estimated that there were 2,145 people per year. We examined the effect of local college students' economic activities on the local economy through quantitative analysis. This is a contribution point of the study as evidence supporting the maintenance and necessity of local universities, and suggests that the government and local governments should take active interest and efforts in fostering local universities.
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We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.
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We studied to aim for exploring practical approaches to enhance the effectiveness of creativity education by using artificial intelligence and the metaverse in the field of media contents. Recognizing the need for educational innovation to adapt to the accelerating changes driven by the advancements in artificial intelligence and the metaverse, and considering the increasing importance of fostering creativity as a key competitive advantage for future talents, we focused on research implementing creativity education in the media contents domain. To achieve this, we conducted this study during a semester-long media contents course utilizing artificial intelligence and the metaverse in real classroom setting. We involved in this study collecting feedback and opinions from students to investigate and identify effective strategies for enhancing the impact of creativity education. As a result, we proposed the utility of media contents class using artificial intelligence and the metaverse in enhancing students' creativity. By elucidating which teaching methods are most effective, we contributed to derive beneficial outcomes for media contents creative education.
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This study focused on social connection apps and support among various measures to prevent 'killing and abandonment of infants', which has recently become a social issue. The research method attempted to show the necessity of a social-linked app by analyzing the contents of 12 cases with peculiarities in the infant murder process in the judgment after 2021. Infanticide mothers were found to be economically and socially vulnerable, and they killed infants to continue their lives. Focusing on the mind of human respect rather than the judicial meaning of punishing crime, the development of social connection apps and support services that allow both mothers and infants to be healthy and socially protected were proposed. The first is a great transformation of economic support and awareness for pregnancy, childbirth, and parenting. Second, it is necessary to develop a confidentiality counseling and information app that can comprehensively support medical directions and social welfare in consideration of the health status of the fetus and women and the socio-economic situation. Third, it is proposed to promote the use of the Internet such as joint childcare facilities of social communities, child protection institutions, and adoption systems. The government should investigate the reasons for not being able to register birth, the root causes of killing and abandonment of infants, and come up with practical plans and policies for them.
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The study explores the evolving landscape of overseas expansion strategies by Korean corporations, focusing on recent geopolitical tensions, the COVID-19 pandemic, and disruptions in global supply chains. It emphasizes the challenges faced by industries producing high-value products and delves into the concept of "Friend-Shoring" policies in the United States, leading major Korean companies to invest in local semiconductor, battery, and automotive factories. Recognizing the potential fragmentation of Korea's manufacturing sector, the paper introduces the "Mother Factory" strategy as a policy initiative, inspired by Japan's model, to establish core production facilities domestically. The discussion unfolds by examining the cases of major companies in Japan and the United States, highlighting the need for Korea to adopt a mother factory strategy to mitigate risks associated with friend-shoring policies. Inspired by Intel's "Copy Exactly" approach, the paper proposes a Korean mother factory model integrating smart factory technology and digital twin systems. This strategic shift aims to enhance responsiveness to geopolitical challenges and fortify the competitiveness of Korean high-tech industries. Finally, the paper proposes a Korean Mother Factory based on smart factory concepts. The suggested model integrates smart factory technology and digital twin frameworks to enhance responsiveness and fortify competitiveness. In conclusion, the paper advocates for the adoption of a comprehensive Korean Mother Factory model to address contemporary challenges, foster advanced manufacturing, and ensure the sustainability and competitiveness of Korean high-tech industries in the global landscape. The proposed strategy aligns with the evolving dynamics of the manufacturing sector and emphasizes technological advancements, collaboration, and strategic realignment.
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In this paper, layered UNet with warmup and dropout tricks was used to segment teeth instantly by using data labeled for each individual tooth and increase performance of the result. The layered UNet proposed before showed very good performance in tooth segmentation without distinguishing tooth number. To do instance segmentation of teeth, we labeled teeth CBCT data according to tooth numbering system which is devised by FDI World Dental Federation notation. Colors for labeled teeth are like AI-Hub teeth dataset. Simulation results show that layered UNet does also segment very well for each tooth distinguishing tooth number by color. Layered UNet model using warmup trick was the best with IoU values of 0.80 and 0.77 for training, validation data. To increase the performance of instance segmentation of teeth, we need more labeled data later. The results of this paper can be used to develop medical software that requires tooth recognition, such as orthodontic treatment, wisdom tooth extraction, and implant surgery.
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Artificial intelligence (AI), the Internet of Things (IoT), and Big Data are playing important roles in improving or upgrading energy efficiency. Furthermore, their roles in energy efficiency are expected to become more and more essential. This study conducted a bibliometric comparative analysis on the features in the articles on the AI, the IoT, and the Big Data in energy efficiency by using the Web of Science database and compared the features in their trends in article publications, citations, countries, research areas, journals, and funding agencies from 2012 to 2022. This study attempted to make significant contributions by shedding new light on the following features. Among the AI, the IoT, and the Big Data in energy efficiency, the most articles were published and the most article citations were received in the AI in energy efficiency. China was found out to be the most leading country. Engineering and computer science were revealed to be the first research area. IEEE Access and IEEE Internet of Things were ranked with first journal. National Natural Science Foundation of China was the first research funding agency concerning the articles published in the AI, the IoT, and the Big Data in energy efficiency from 2012 to 2022.
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At a specific juncture in industrial development, animation emerges as a product imbued with discernible features characteristic of the mechanical replication era. Through the integration of technology, it continually gives rise to postmodern cultural traits. Notably, the trajectories of postmodernism in China and Western Europe exhibit divergence. Following the reform and opening up, both postmodernism and modernism found acceptance and became interwoven. Chinese animated films, influenced by postmodernism, actively challenge traditional animation norms, exemplifying postmodern characteristics such as deconstruction, intertextuality, indeterminacy, collage, and diversity. This article endeavors to delve into the discourse surrounding postmodernism in both Western and Chinese contexts. It aims to scrutinize the manifestation of postmodern features, particularly with regard to ethnic elements, traditional mythological texts, and gender representations in Chinese animated films. Consequently, it becomes imperative to contemplate the affirmative adaptation and independent development of postmodernism within the unique Chinese milieu. Building upon an analysis of noteworthy traditional animated film genres and developmental trends in China, this study focuses on animated films from the 21st century, specifically Monkey King: Hero is Back, Big Fish & Begonia, Dahufa, White Snake and Nezha: Birth of the Demon Child. The paper seeks to explore the overarching characteristics of postmodernity reflected in the linguistic environment of postmodernism in China.
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Transforming Patient Health Management: Insights from Explainable AI and Network Science IntegrationThis study explores the integration of Explainable Artificial Intelligence (XAI) and network science in healthcare, focusing on enhancing healthcare data interpretation and improving diagnostic and treatment methods. Key methodologies like Graph Neural Networks, Community Detection, Overlapping Network Models, and Time-Series Network Analysis are examined in depth for their potential in patient health management. The research highlights the transformative role of XAI in making complex AI models transparent and interpretable, essential for accurate, data-driven decision-making in healthcare. Case studies demonstrate the practical application of these methodologies in predicting diseases, understanding drug interactions, and tracking patient health over time. The study concludes with the immense promise of these advancements in healthcare, despite existing challenges, and underscores the need for ongoing research to fully realize the potential of AI in this field.
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Mi Yeul Hyun;Suyoung Choi;Moonju Lee;Hyo Jeong Song 314
Objectives: This study aimed to identify the prevalence of falls in community-dwelling older adults and to identify associated factors using the 2019 Community Health Survey. Methods: The original data was from the 2019 Community Health Survey, and the study sample comprised 1,642 older adults aged 65 years and older in Jeju province. Data collection was conducted from August 16 to November 20, 2019, through an interview done by a trained investigator. Respondents were queried about demographic characteristics, riding bicycles, hospital treatment due to an accident or poisoning in the previous year, fall experiences in the past year, fear of falling, self-management status, and pain and discomfort. Multivariate logistic regression analysis was used to evaluate for associations between potential risk factors and falls. Results: The prevalence of falls in this community-dwelling older adults was 13.1%. Falls were associated with riding bicycles (odds ratio = 4.7; 95% confidence interval: 2.26-9.81), fear of falling (odds ratio = 0.3; 95% confidence interval: 0.24-0.49), hospital treatment due to an accident or poisoning in the previous year (odds ratio = 7.8; 95% confidence interval: 5.02-12.19), self-management status (odds ratio = 0.6; 95% confidence interval: 0.34-0.89), and pain and discomfort (odds ratio = 0.6; 95% confidence interval: 0.40-0.87). Conclusions: We found that the prevalence of approximately about 13% of older adults living in a community has experienced falls. Based on the results of the study, we provided primary data to develop the care management intervention program to prevent falls and avoid risk factors that cause falls in community-dwelling older adults. -
This study attempted to obtain implications for digital education policy by reviewing the Framework Acts and Enforcement Decrees related to digital education. To this end, the following were explored. First, the concept and components of digital competency were reviewed. Second, the Framework Acts and Enforcement Decrees related to digital education policy were reviewed using the above concepts. Third, the characteristics and implications of the Framework Acts and Enforcement Decrees for digital education were explored. The results are as follows: Korea's digital education policy tried to reflect the categories that digital competency must cover, even its function and dysfunction role. However, to achieve their purpose, it is necessary to maintain consistency with related laws or policies. We identified that amendments to the Basic Act and related articles are essential to effectively enforce the Digital-Based Distance Education Activation Basic Act. A reevaluation of the correlation between Article 10, emphasizing digital media literacy education, and Article 5 of the enforcement decree is necessary. Revision of the enforcement decree to align with Article 10's objectives is vital to ensure proactive measures for promoting digital literacy and competence as mandated by the Basic Act.
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Bongmo Kang;Ikjong Bae;Jaesub Han;Youngwan. Kim;Jaehyun Shin;Jihan Joo;Seonghyun Ryu 330
In this paper, a Ka-band high-output active phased array antenna device applicable to small radars and seekers was designed, and the improved performance was studied. The radiation device assembly consists of 1x8 arrangements, and the step flared notch antenna type. It shows low active reflection loss characteristics in broadband, and low loss characteristics by applying the air-strip feeding structure, and is designed to enable beam steering up to 45 degrees. The TRM(transmit receive module) output power is more than 2.0W per channel using GaN HPA in the transmitting path, and satisfies more than 25.0 dB gain and less than 6.0 dB noise figure in the receiving path. Accordingly, the Effective Isotropically Radiated Power(EIRP) of the antenna unit shows the performance of 0.00 dB or more and the receive gain-to-noise temperature ratio(G/T) of 0.00 dB/k or more. For demonstration, we have designed aforementioned planar array antenna which consists of 64 radiating elements having a size within 130 mm x 130 mm x 300 mm and weight of less than 4.9 kg..