• Title/Summary/Keyword: 디지털 세계

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Digital Twin technology for Urban Policy Making (A Case Study of Policy Digital Twin of Sejong City) (디지털트윈 기술의 도시 정책 활용 사례 (세종시 도시행정 디지털트윈 프로젝트를 중심으로))

  • Jung, Y.J.;Cho, I.Y.;Lee, J.W.;Kim, B.H.;Lee, S.H.;Lim, C.G.;Lee, C.H.;Paik, E.H.;Jin, K.S.;Kim, Y.C.;Lee, S.M.;Choi, M.S.;KIM, T.H.;Chang, M.J.;Kim, S.O.;Kim, H.K.;Jung, S.J.;Lee, S.Y.;Ann, J.H.
    • Electronics and Telecommunications Trends
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    • v.36 no.2
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    • pp.43-55
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    • 2021
  • National and social issues are becoming increasingly common, but traditional policy-making methods are no longer effective. Therefore, evidence-based policy making is emerging as an alternative paradigm. Digital twin technology is one of the digital support tools for the new data-driven policy-making process. This study presents ongoing government experiments in the world where digital twin technology is applied to policy making and describes our experience in developing digital twin platforms in Sejong-the de facto administrative capital of South Korea.

Case Study on the Digital Marketing Strategy of AI-Based K-Food: Focusing on the Setting of SEO and Persona to enter the North American Market with Vegan Food (AI기반 K-Food의 디지털 마케팅 전략 사례연구: 비건푸드의 북미시장 진출을 위한 SEO와 페르소나 설정을 중심으로)

  • Chae-Ah Lee;Jeana Lee;Da-Jeen Ahn;Han-Jin Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.5
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    • pp.169-176
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    • 2024
  • The global rise in popularity of Korean culture presents a opportunity to promote K-Food. This study explores the digital marketing strategy for a CES award-winning K-Food brand, aiming to translate this cultural interest into tangible consumer experiences. First, we searched for influential media(Bloomberg and VegNews) related to vegan food, based on Google in 2024, then analyzed 452 posts using API. Through this, we extracted high-engagement keywords related to "vegan," such as organic, sustainable, plant-based, diet, and keto. As a result of analyzing detailed region for targeting, we suggested that effectiveness could be maximized by focusing on cities on the west coast of the US. Through this research, we develop target consumer personas and propose effective marketing strategies.

Comparative Analysis of the Keywords in Taekwondo News Articles by Year: Applying Topic Modeling Method (태권도 뉴스기사의 연도별 주제어 비교분석: 토픽모델링 적용)

  • Jeon, Minsoo;Lim, Hyosung
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.575-583
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    • 2021
  • This study aims to analyze Taekwondo trends according to news articles by year by applying topic modeling. In order to examine the Taekwondo trend through media reports, articles including news articles and Taekwondo specialized media articles were collected through Big Kinds of the Korea Press Foundation. The search period was divided into three sections: before 2000, 2001~2010, and 2011~2020. A total of 12,124 items were selected as research data. For topic analysis, pre-processing was performed, and topic analysis was performed using the LDA algorithm. In this case, python 3 was applied for all analysis. First, as a result of analyzing the topics of media articles by year, 'World' was the most common keyword before 2000. 'South and North Korea' was next common and 'Olympic' was the third commonest topic. From 2001 to 2010, 'World' was the most common topic, followed by 'Association' and 'World Taekwondo'. From 2011 to 2020, 'World', 'Demonstration', and 'Kukkiwon' was the most common topic in that order. Second, as a result of analyzing news articles before 2000 by topic modeling, topics were divided into two categories. Specifically, Topic 1 was selected as 'South-North Korea sports exchange' and Topic 2 was selected as 'Adoption of Olympic demonstration events'. Third, as a result of analyzing news articles from 2001 to 2010 by topic modeling, three topics were selected. Topic 1 was selected as 'Taekwondo Demonstration Performance and Corruption', Topic 2 was selected as 'Muju Taekwondo Park Creation', and Topic 3 was selected as 'World Taekwondo Festival'. Fourth, as a result of analyzing news articles from 2011 to 2020 by topic modeling, three topics were selected. Topic 1 was selected as 'Successful Hosting of the 2018 Pyeongchang Winter Olympics', Topic 2 was selected as 'North-South Korea Taekwondo Joint Demonstration Performance', and Topic 3 was selected as '2017 Muju World Taekwondo Championships'.

A Study on World University Evaluation Systems: Focusing on U-Multirank of the European Union (유럽연합의 세계 대학 평가시스템 '유-멀티랭크' 연구)

  • Lee, Tae-Young
    • Korean Journal of Comparative Education
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    • v.27 no.4
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    • pp.187-209
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    • 2017
  • The purpose of this study was to highlight the necessity of a conceptual reestablishment of world university evaluations. The hitherto most well-known and validated world university evaluation systems such as Times Higher Education (THE), Quacquarelli Symonds (QS) or Academic Ranking of World Universities (ARWU) primarily assess big universities with quantitative evaluation indicators and performance results in the rankings. Those Systems have instigated a kind of elitism in higher education and neglect numerous small or local institutions of higher education, instead of providing stakeholders with comprehensive information about the real possibilities of tertiary education so that they can choose an institution that is individually tailored to their needs. Also, the management boards of universities and policymakers in higher education have partly been manipulated by and partly taken advantage of the elitist ranking systems with an economic emphasis, as indicated by research-centered evaluations and industry-university cooperation. To supplement such educational defects and to redress the lack of world university evaluation systems, a new system called 'U-Multirank' has been implemented with the financial support of the European Commission since 2012. U-Multirank was designed and is enforced by an international team of project experts led by CHE(Centre for Higher Education/Germany), CHEPS(Center for Higher Education Policy Studies/Netherlands) and CWTS(Centre for Science and Technology Studies at Leiden University/Netherlands). The significant features of U-Multirank, compared with e.g., THE and ARWU, are its qualitative, multidimensional, user-oriented and individualized assessment methods. Above all, its website and its assessment results, based on a mobile operating system and designed simply for international users, present a self-organized and evolutionary model of world university evaluation systems in the digital and global era. To estimate the universal validity of the redefinition of the world university evaluation system using U-Multirank, an epistemological approach will be used that relies on Edgar Morin's Complexity Theory and Karl Popper's Philosophy of Science.

Waiting for Digital Art - digital vs analogue (디지털 아트를 위한 기다림 - 디지털 대 아날로그)

  • Shin, Jun-Hyouk
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.22 no.1
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    • pp.22-29
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    • 2013
  • In general, to conduct aesthetic restorations, various analyses are carried out using a camera from the initial examination with the final prosthesis in consideration. With the reality that many dentists are using digital cameras, it can be considered that the time of digital impression has already started. Just as the recent general trend is that more and more internationally renowned photographers are switching their film cameras to digital counterparts, it is likely that CAD/CAM will show another direction in the area of the aesthetic dentistry that we may want to pursue. With the word 'digital', the convenience and economics often come to mind in the first place. However, from the dental clinical viewpoint, it is important to improve and develop the CAD/CAM system based on understanding its specialty and superiority while respecting the conventional analog techniques. However, a regretful aspect is that it is often difficult to catch up with the latest advancements for proper referencing and follow-up of digital technologies since the CAD/CAM device and material are developing very rapidly. Accordingly, although it is ideal to have hands-on experiences in various digital material and devices, and adapt to their fast changes, it must be stressed that the clinical application is to be implemented on the basis of the proven traditional way of dental clinics in order to obtain better outcomes. This presentation will explore types of approaches that can be made by combining the traditional techniques and the CAD/CAM from the aesthetic viewpoint. In addition, it is hoped and eagerly awaited that the CAD/CAM restoration may play a significant role in the field of the 'digital art'.

The Instructional Design Using Storytelling in Home Economics Education (가정교과에서의 스토리텔링(storytelling)을 활용한 수업 설계 방안)

  • Kim, Eun-Jeung
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.143-157
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    • 2011
  • It is a story through which people share their ideas and express their thoughts. Storytelling is temporally and spatially interconnected narration that consists of characters, background, its beginning and its conclusion. Furthermore, the story in storytelling is a means of delivering culture and history; thanks to the development of various media, delivering and exchanging the story are conducted in a variety of forms. Due to the technological advancement, the way storytelling is done has changed, which was a method called digital storytelling. This storytelling has been frequently used in education; that is, teachers utilize stories to communicate their thoughts. As receivers, students understand a shade of meaning and the role of language, thus reorganizing the important factors in the context of meaningful events. However, in practice the classes are so teacher-centered that the role of students are relegated to that of passive learners, thus debilitating the interaction between participants; as a result, this situation shows serious limitations in that it does not improve students' practical skills. Despite this situation, home economics has attempted to broaden students' practical knowledge and has enabled them to acquire procedural knowledge as its main objectives in the context of the entire life. To overcome this problem, this study attempts to demonstrate the lesson model utilizing the storytelling where the lively participation in the process and results of learning can increase learners' self-confidence and responsibility. This lesson model is believed to facilitate the communication among participants including teachers and students. Through this alternative teaching method, learners can participate in the process of learning so that they can acquire practical knowledge: this method can be a step-stone for further development. In conclusion, the development of curriculum and lesson plans should be encouraged.

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An exploratory study on the impacts of International Digital Tax Agreement on Korean Industry (디지털세 국제 합의가 국내 산업에 미치는 영향에 대한 탐색적 연구)

  • Lee, Jinhui;Kim, Taeyeol
    • Journal of Platform Technology
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    • v.9 no.4
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    • pp.10-31
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    • 2021
  • The digital tax, recently referred to as the Google tax was finally agreed at the 31st General Assembly of the OECD (October 8, 2021) with full support by 136 countries and will take effect from 2023. The purpose of this study is to analyze the digital tax prepared by the OECD for global MNEs, and to suggest the impacts on the Korean industry and to present the Korean governmental countermeasures. As the first study, we analyzed the international agreement on digital tax. In results, we found that even if global MNEs do not set up a business operation in overseas countries, if sales and profits are generated, 25% of the excess profit is borne as tax (pillar 1), and when MNEs do business in all the countries, they are liable to at least a 15% tax (pillar 2). We think that countries around the world have prepared a minimum countermeasure to protect their companies in anticipation that global MNEs will easily encroach on their markets in the future. As the second study, in order to discover the reason why the MNEs are so strong, we investigated the trends of Google and B2B SaaS companies in details. In results, we discovered that the global MNEs establishes a digital platform partnership ecosystem that enables them to enter foreign markets easily and expand rapidly. In conclusion, as a countermeasure for the Republic of Korea, governmental policies were proposed at the corporate (startup nurturing), industry, and national level respectively.

Political Economic Analysis of the Central Bank Digital Currency (중앙은행 디지털 화폐에 대한 정치경제학적 분석)

  • YoungBin Hahn
    • Analyses & Alternatives
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    • v.7 no.2
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    • pp.147-178
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    • 2023
  • While most of countries today are opposing the issuance of private-led cryptocurrency, nevertheless they are actively jumping into the issuance of government-led digital currency such as CBDC. This article aims to find an answer to this dual attitude of countries. To achieve the purpose, this article finds out the characteristics of political power and economic interest that digital currency has and applies it to the international dimension of the Bretton Woods II System. Then come up to the conclusion that the answer can be found in the fact that the current dual attitude of countries is closely related to the crisis of the international monetary order. The Bretton Woods II System, which led the world economy through reckless monetary expansion based on credit currency, exposed its limitations through the 2008 global financial crisis and put countries into difficulties. In this situation, the cryptocurrency, which appeared by raising the issue of the monopoly power of the central authority in issuing currency, had no choice but to act as an opportunity to drive countries further and further into a corner. This article views CBDC as a national response to address these issues. In other words, countries maintain their monetary power by absorbing the challenge of private digital currency at the government level through CBDC, and use this as a stepping stone to reorganize the international monetary order in crisis with the intention to use it as a means to their advantage. That is what this article is trying to argue.

The Study on well-aging using digital fitness technology (디지털피트니스 기술을 활용한 웰에이징에 관한 연구)

  • Seungae Kang
    • Convergence Security Journal
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    • v.24 no.3
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    • pp.231-237
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    • 2024
  • The rapid aging of the global population poses significant challenges to public health systems, as it often correlates with various physical, cognitive, and social declines among the elderly. Traditional approaches to promoting healthy aging emphasize the importance of physical activity, mental engagement, and social connectivity. However, factors such as mobility issues and resource constraints can limit the accessibility and effectiveness of these approaches. Digital fitness technologies, including wearable devices, mobile applications, virtual reality platforms, and AI-based feedback systems, present innovative solutions with the potential to enhance the physical, cognitive, and social well-being of older adults. This study analyzes the latest trends in digital fitness technologies and proposes strategies for effective utilization in promoting well-aging. Specifically, it addresses the need for improved technology accessibility through affordable devices and user-friendly interfaces, the development of personalized fitness programs, strategies to enhance ongoing participation such as social interaction and gamification, and solutions for data protection and ethical issues. Effective implementation of these strategies is expected to significantly improve the health and well-being of older adults. Future research and policy development should incorporate these elements to maximize the impact of digital fitness technologies and enhance the overall quality of life for the elderly.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.