• Title/Summary/Keyword: 거리두기

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A Study on the Factors Influencing Job Satisfaction among Delivery Drivers of Online Hypermarket (온라인 대형마트 배송기사의 일자리만족도 영향 요인 연구)

  • Park, Sonhyo;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.665-676
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    • 2022
  • The e-commerce had been expanding in the distribution channels, recently. Then, COVID-19 and social distancing rules led to a surge of online hypermarkets volume. In this study, we examined workplace environments of delivery drivers, firstly. Second, this study was also designed to examine the influencing factors of the perceived working environments change on the job satisfaction, dealing with the recent surge of work. We analyzed 324 data using various ways like descriptive statistics, one-way analysis of variance, factor analysis, and hierarchical regression analysis. The analysis revealed that their job satisfaction was lower than the average score and their working time was too long. In addition, the changes of the workplace environments were divided into labor intensity change and working condition change, which all had a significant effect on job satisfaction. So we should devise some long-term and short-term plans to make the level of job satisfaction among delivery drivers high on workplace environments.

메타버스(Metaverse)와 방송 미디어

  • Jeong, Sang-Seop
    • Broadcasting and Media Magazine
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    • v.27 no.1
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    • pp.59-70
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    • 2022
  • 메타버스 서비스란 '가상', '초월' 등을 뜻하는 영어 단어 '메타(Meta)'와 우주를 뜻하는 '유니버스(Universe)'의 합성어다. 현실세계와 같은 사회.경제.문화 활동이 이루어지는 3차원의 가상세계를 의미한다. 코로나 상황 속에서 비대면 소통의 수단 중 하나로 주목받으며 업무, 친목, 각종 행사 등 다양한 분야에서 활용되고 있다. 2022년 신년 사업 계획에서 메타버스 단어가 들어가지 않은 곳이 없다고 한다. 그만큼 핵심 키워드로 떠오르고 있다. 즉, 메타버스는 현실을 초월한 가상의 세계로 스마트폰, 컴퓨터 등 디지털 미디어에 담긴 세계를 뜻한다. 세상은 점차 바뀌어 가고 있다. 글로벌 통계 전문 업체 스태티스타는 2021년 307억 달러(약 35조 3265억 원) 규모이던 메타버스 시장 규모가 2025년에는 약 2969억 달러(약 341조 6428억 원)까지 커질 것으로 예측하였다. 현재 시장에서 통용되고 있는 메타버스에 대한 정의는, '현실세계의 사회·경제·문화적 활동이 유사하게 실현되거나, 현실에서 제공하지 못하는 경험을 제공하는 3차원 디지털 가상공간'으로 요약된다. 2021년의 메타버스는 더 이상 상상의 영역이 아니며, 현실세계 영역으로 침투하고 있는 것이다. 현실세계와 연결되는 가상세계, 실재감을 느낄 수 있는 가상공간이 점점 현실이 되어가고 있다. 1990년대 처음으로 등장한 메타버스 개념이 2020년대에 재부상 하였는데, 과거의 메타버스보다 몰입감과 실재감 있는 경험을 제공할 수 있는 XR 기술의 결합에 대한 기대감 때문이다. 지나온 30여 년간 메타버스가 뜨거운 주목을 받게 된 이유는 기술의 발전에 있다. 초고속인터넷 5G 상용화와 더불어 6G 출현, 가상현실, 증강현실이 일상에 스며들었기 때문이다. 이러한 기술 발달은 현실세계의 물리적 객체와 가상의 객체가 상호 작용할 수 있는 혼합현실까지 발전시키는 촉매제가 되었다. 여기에 지난 2년 동안 전 세계를 강타한 코로나19로 인해 비대면, 온라인 서비스가 확산되면서 메타버스는 개념이 아닌, 우리 일상의 한 부분으로 인정받게 되었다. 현재 우리 사회는 과거에는 불가능하다고 생각했던 사회적 거리두기, 재택근무, 온라인 수업 등을 진행하면서 이렇게도 사회가 돌아갈 수 있다는 것을 점차 느껴가고 있다. 더불어 현재 코로나로 인해 멀게만 느껴졌던 메타버스 세계를 반강제적으로 경험하고 있기도 하다. 이처럼 본 고에서는 최근에 나타난 메타버스를 이해하고 방송미디어(계)와 접목된 유형과 기술적, 서비스 사례를 파악하고, 주요 기업들의 추진 방향, 주요 시사점 및 결론으로 도출해보았다.

The Relationship between Leisure and Social Activities, Life Satisfaction, and Happiness of the Disabled : Focusing on the Time Before and After COVID-19 (장애인의 여가사회활동, 생활만족도, 행복의 관계 :COVID-19 전후 시점을 중심으로)

  • Jeon, Geun-Seong
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.560-566
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    • 2022
  • The purpose of this study was to examine the relationship of the changes between leisure and social activities, life satisfaction, and happiness of the disabled according to the time before and after COVID-19, and to examine the moderating effect of living alone. For the analysis, the data of 3,773 persons from the employment panel for the disabled were used for the analysis, and as a result of the analysis, it was confirmed that the decrease in leisure and social activities further reinforced the decrease in life satisfaction, and consequently the decrease in happiness also increased. In addition, it was found that the effect of leisure social activities on life satisfaction increases according to living alone. In other words, the decrease in leisure and social activities of the disabled led to a decrease in life satisfaction and decreased happiness. Through these results, although social distancing is important, support such as online gatherings, participation in cultural and artistic activities, and education is necessary as an intervention in reducing leisure and social activities, which can be an important protective factor in the lives of the disabled. Furthermore, it was suggested that screening for mental health and intervention for persons with disabilities living alone are necessary in case management of persons with disabilities.

Interactive Visual Analytic Approach for Anomaly Detection in BGP Network Data (BGP 네트워크 데이터 내의 이상징후 감지를 위한 인터랙티브 시각화 분석 기법)

  • Choi, So-mi;Kim, Son-yong;Lee, Jae-yeon;Kauh, Jang-hyuk;Kwon, Koo-hyung;Choo, Jae-gul
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.135-143
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    • 2022
  • As the world has implemented social distancing and telecommuting due to the spread of COVID-19, real-time streaming sessions based on routing protocols have increased dependence on the Internet due to the activation of video and voice-related content services and cloud computing. BGP is the most widely used routing protocol, and although many studies continue to improve security, there is a lack of visual analysis to determine the real-time nature of analysis and the mis-detection of algorithms. In this paper, we analyze BGP data, which are powdered as normal and abnormal, on a real-world basis, using an anomaly detection algorithm that combines statistical and post-processing statistical techniques with Rule-based techniques. In addition, we present an interactive spatio-temporal analysis plan as an intuitive visualization plan and analysis result of the algorithm with a map and Sankey Chart-based visualization technique.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Adolescent Mind Healing Effect Through Music Activity (음악 활동을 통한 청소년 마음 치유 효과)

  • Lee, Sin-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.443-456
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    • 2021
  • This study was conducted to determine the extent to which music and art education had an effect on relieving depression and stress caused by COVID-19 and social distancing for teenagers in Seoul. To this end, with the cooperation of the Seoul Metropolitan Office of Education, an official document was issued to elementary, middle, and high schools in Seoul, and a study on the current status of about 1,745 students was conducted. Therefore, this study intends to prove through this study that music activity can significantly contribute to relieving depression and stress in adolescents on the basis that COVID-19 has a significant effect on the induction of depression and stress in adolescents. To this end, based on previous research, while examining the changes in the psychological state of Koreans due to COVID-19, we would like to analyze the depression and stress of adolescents intensively. And by experiencing music activities, it will be confirmed that depression and stress caused by COVID-19 can be relieved to a large extent through physiological and emotional changes. Furthermore, based on the survey, we intend to suggest that music activities will help adolescents to improve their emotional stability, cultural sensitivity, and self-esteem, and ultimately develop into healthy cultural people in terms of education.

Metaverse's Characteristic Factors Affecting Word-of-Mouth Intention: Focused on Flow and Satisfaction (메타버스 서비스의 구전의도에 영향을 미치는 요인에 관한 연구: 만족과 플로우를 중심으로)

  • Kim, Jun;You, Jaehyun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.99-122
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    • 2022
  • Due to the social distancing in the Corona era, people are looking for an alternative online. As 'eXtended Reality' including various technologies, AR, VR and so on, is also on the rise, and the 'MZ' generation is growing to a new consumer group, the Meta-Verse is again in the spotlight. However, existing studies related to the Meta-Verse were mostly listing fragments of definition and classification or focused on eXtended Reality technologies and a subordinate concept. Hence, this study wold like to conduct an empirical analysis to verify influences of Metaverse's characteristic factors over word-of-mouth intention through flow and satisfaction.

WiFi CSI Data Preprocessing and Augmentation Techniques in Indoor People Counting using Deep Learning (딥러닝을 활용한 실내 사람 수 추정을 위한 WiFi CSI 데이터 전처리와 증강 기법)

  • Kim, Yeon-Ju;Kim, Seungku
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1890-1897
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    • 2021
  • People counting is an important technology to provide application services such as smart home, smart building, smart car, etc. Due to the social distancing of COVID-19, the people counting technology attracted public attention. People counting system can be implemented in various ways such as camera, sensor, wireless, etc. according to service requirements. People counting system using WiFi AP uses WiFi CSI data that reflects multipath information. This technology is an effective solution implementing indoor with low cost. The conventional WiFi CSI-based people counting technologies have low accuracy that obstructs the high quality service. This paper proposes a deep learning people counting system based on WiFi CSI data. Data preprocessing using auto-encoder, data augmentation that transform WiFi CSI data, and a proposed deep learning model improve the accuracy of people counting. In the experimental result, the proposed approach shows 89.29% accuracy in 6 subjects.

Prediction of Covid-19 confirmed number of cases using ARIMA model (ARIMA모형을 이용한 코로나19 확진자수 예측)

  • Kim, Jae-Ho;Kim, Jang-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1756-1761
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    • 2021
  • Although the COVID-19 outbreak that occurred in Wuhan, Hubei around December 2019, seemed to be gradually decreasing, it was gradually increasing as of November 2020 and June 2021, and estimated confirmed cases were 192 million worldwide and approximately 184 thousand in South Korea. The Central Disaster and Safety Countermeasures Headquarters have been taking strong countermeasures by implementing level 4 social distancing. However, as the highly infectious COVID-19 variants, such as Delta mutation, have been on the rise, the number of daily confirmed cases in Korea has increased to 1,800. Therefore, the number of cumulative confirmed COVID-19 cases is predicted using ARIMA algorithms to emphasize the severity of COVID-19. In the process, differences are used to remove trends and seasonality, and p, d, and q values are determined and forecasted in ARIMA using MA, AR, autocorrelation functions, and partial autocorrelation functions. Finally, forecast and actual values are compared to evaluate how well it was forecasted.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.