• Title/Summary/Keyword: 디지털 세계

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Comparative Analysis of Evaluation and Recognition for Refugees' Qualification in Netherlands and Norway (네덜란드와 노르웨이의 난민 학위·자격 평가인정제도 비교 분석)

  • Chae, Jae-Eun
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.37-45
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    • 2021
  • Since the Syrian Civil War in 2011, the number of refugees has been on the rise in Korea as well as worldwide. In addition to recognition of legal status for refugees, employment and education support, and qualification recognition are emerging as social issues. In this context, this study aims to compare the cases of Netherlands and Norway in terms of evaluation and recognition of refugees' qualifications. The findings of the study show that although there were concerns about the lack of official documents to verify the qualifications of refugees, the two countries have developed a special process for the evaluation and recognition for refugees respectively according to the Lisbon Recognition Convention. In addition, both countries have developed a recognition of prior learning system which has made the qualification recognition process flexible from a point of refugees. These experiences could be used as benchmarks for the Korean government which has a responsibility to develop its own qualification recognition system for refugees in the near future.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

Smart Healthcare in the Era of the Covid-19 Pandemic: Strategies and Tasks for Mental Health Social Work (코로나시대 스마트헬스케어의 적용가능성과 과제: 정신건강 사회복지 분야를 중심으로)

  • Lee, Jieha;Lee, Hyunjin;Hong, Seunghye;Park, Young
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.679-688
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    • 2022
  • This paper focuses on the usability of smart healthcare based on the development of Information and Communication Technology(ICT), briefly introduces concepts and the current status related to smart healthcare, and discusses strategies and future tasks in the field of mental health welfare in the COVID-19 era. This paper first introduces the smart healthcare programs of the National Mental Health Center and the Seoul Mental Health Welfare Center. Second, we introduce various smart healthcare programs used in Germany, China, the U.S., and Australia, review the actual examples, and examine both public and private responsiveness. Finally, we examine the possibility of using smart healthcare in the mental health social work system in South Korea and examine future tasks and implications. This paper would contribute to the growth of world-class mental health social work services.

Proposal of Network RTK-based Boundary Surveying Drone Using Mobile GCS (Mobile GCS를 이용한 Network RTK 기반 경계 복원 측량 드론)

  • Jeong, Eun-ji;Jang, Min-seok;Lee, Yon-sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1942-1948
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    • 2021
  • The cadastre in Korea was established with the outdated technology of the Japanese colonial period, and thus currently 15% of the Korea domestic land does not match the cadastral map. Accordingly, the government has been establishing the Korean cadastre under the name of 'Cadastral Re-investigation Project' and is changing the origin of the survey to the world geodetic system. Assuming that the project is completed, we propose a drone boundary survey method that can be used to easily survey using the exact digital cadastral information. The developed mobile GCS application can control the drone and acquire the boundary point coordinates recorded in the cadastre, and the drone automatically flies to mark the boundary points. The developed prototype of drone made a tour along the 6 boundary points in 2 minutes.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

An Exploratory Study of Information Needs and Information Seeking Behaviors of Overseas Users for Korea-related Materials (해외 한국관련 정보 이용자의 정보요구와 정보추구행동에 대한 탐색적 연구)

  • Kwon, Nahyun;Suh, Jiyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.121-144
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    • 2022
  • The purpose of this study is to investigate the information needs, information seeking behavior, and information use of people who seek information on Korea overseas. A total of 382 survey responses from 52 countries and in-depth interview data from 26 participants were collected and analyzed. As a result, the respondents were categorized into three groups, namely Hallyu culture enjoyment, Korean language learning, and Korean studies research groups, by their unique information needs and information seeking behaviors. Pandemic boosted the demand for digital data expansion and digital archiving efforts. Various information problems caused by language, technology and policy obstacles were revealed. Findings suggest strategies to assist Korea-related information users.

Determinants of Wage for Web-based Platform Workers: In perspective of evaluation by previous employers (웹 기반형(Web-based) 플랫폼 노동자의 임금 결정요인: 이전 고용주에 의한 평가의 관점에서)

  • Lim, Jisun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.1-14
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    • 2022
  • The purpose of this study was to find the wage determinants of web-based platform workers. For this purpose, a total of 3,575 web-based platform workers' information from Freelancer.com, a global platform labor market, in September 2018 were used and whether or not newly available indicators such as evaluations by previous employers had a significant effect on the wage increase of platform workers using OLS and QR methods. As an OLS estimation results, the number of reviews, as well as education and experience, affects the wages of platform workers. However, as a result of the QR estimation, experience rather than education, recommendation rather than a review has a more significant effect on the wage of web-based platform workers as the wage level rises.

A Study on the Privacy Protection Trends and Policies of Korea·the U.S.·EU (한·미·EU의 개인정보보호 동향 및 정책에 대한 고찰)

  • Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.26 no.4
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    • pp.244-248
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    • 2022
  • The various digital services that people are experiencing recently are bringing about changes in the daily lives, and these changes are due to the spread of the Fourth Industrial Revolution. The 4th Industrial Revolution is based on the development of ICT technology, and ICT technology inevitably generates issues such as the use and protection of personal information as well as the use of public data. Accordingly, countries around the world are making efforts to revitalize new industries by wisely solving conflicting issues between the use and protection of personal information through legislation. There are some differences in the protection and use of personal information in Korea, the United States, and the EU. Korea trys to make the legislation that prioritizes the use of data, and the United States establishes individual laws governing the protection of personal information by sector, while the EU has clarified the strengthening personal information protection. This paper aims to find out how personal information protection is defined in Korea, the United States, and the EU through enacted laws and organize the direction of the future policies.

A Study on the Development Direction of Traditional Cultural Contents in the Age of Convergence Media (융합미디어 시대에서 전통문화 콘텐츠의 발전방향 연구)

  • Shan, Xinyi;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.99-104
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    • 2022
  • In the age of convergent media, traditional media and network media are highly integrated, and benefits are shared, which promotes the increase of traditional culture communication channels, the change of communication methods, and the change of the mode of interaction with audiences. This article analyzes the difficulties of traditional culture dissemination by enumerating some excellent cultural programs in China. At the same time, combined with the current situation of convergence media, it discusses how to transform invisible traditional culture into visual digital content, and make it widely disseminated by means of convergence media. It provides reference for the development of traditional culture, and has enlightening significance for creating high-quality cultural programs and spreading mainstream culture.

A Study on Blockchain-Based Mass NFT Content Minting

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.49-56
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    • 2023
  • Currently, e-commerce is changing from a digital twin to a metaverse world. The metaverse world is an intermediate form between virtual and real worlds and is operated as a coin-based meta-commerce. In this meta-commerce world, blockchain-based NFT coins are used when trading items (contents). In this study, we studied how to issue a large number of NFT coins (certification) rather than issuing a single type of NFT. The research method was designed to produce content layer-based and automatically create the desired quantity using a mass NFT index and automatic generation method. In this study, a layer overlap method (background, body, etc.) was used with a Phyton-based program for mass minting. As a result, it can be used as a blockchain-based certificate that can prove a group of many people. In addition, the content created with the NFT index was registered on the NFT sales site to confirm its utilization and value.