• Title/Summary/Keyword: 디지털 세계

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Development of Smart Port Technology Introduction Priorities Using AHP Analysis - Focusing on the automation pier of Gwangyang Port - (AHP분석을 활용한 스마트항만 기술 도입 우선순위 도출 - 광양항 자동화부두를 중심으로 -)

  • Han, Seung-Hoon;Ahn, Seung-Hyun;Lee, Hye-Ryeong
    • Journal of Korea Port Economic Association
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    • v.40 no.2
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    • pp.79-90
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    • 2024
  • This study focuses on prioritizing the technology needed for the Gwangyang Port automated terminal. While the world's leading ports are moving forward with the implementation of full unmanned automation and digital smartisation, South Korea is still in the early stages of this process. In order to enhance domestic smart port capabilities and technological competitiveness, the government is promoting the construction of a fully automated terminal at Gwangyang Port. This terminal will test various advanced technologies in the domestic port sector and build infrastructure capable of responding to increasingly sophisticated technologies. The study defines the concept of a smart port for Gwangyang Port and derives an advanced technology pool from domestic and international research. Expert survey and AHP analysis were used to calculate the weight of each technology attribute based on characteristics and urgency. The integration of these weights and importance scores determined the priority of technology adoption. The results showed that automation and optimisation technologies had the highest priority, while environmental and energy-related technologies ranked lower.

A Study on the Development Direction of Information System in the Ship repair and Shipbuilding Industry in Busan (부산지역 수리조선업 정보시스템 발전 방향에 관한 연구)

  • Lee, Jang Gun;Shin, Jae-Young;Min, Se-Hong
    • Journal of Korea Port Economic Association
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    • v.40 no.1
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    • pp.61-70
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    • 2024
  • Despite the rapid expansion and diversification of the global ship repair and shipbuilding market, the domestic ship repair and shipbuilding industry is losing competitiveness due to a lack of infrastructure compared to its high technology level, concentration of new markets, aging technology personnel, lack of IT systems, and small businesses. Although attempts have been made to develop information systems at a very low level compared to other industries, there are few successful cases. Therefore, the purpose of this study is to understand the necessity of strategic integration and organizational integration from the perspective of informatization in the ship repair and shipbuilding industry through a survey of companies operating in Busan. After that, through face-to-face interviews with major repair shipyard companies in Busan, the direction of the development of the information system of the ship repair and shipbuilding industry was derived. The results of this study are expected to enhance the need for digital conversion of the ship repair and shipbuilding industry in the future and provide a significant direction for the establishment and application process of information systems.

Korean Government's Public Diplomacy in a New Cold War: An Evaluation of the 2nd Basic Plan for Public Diplomacy(2023-2027) (대립하는 세계와 한국의 공공외교: 제2차 공공외교 기본계획과 정책공공외교를 중심으로)

  • Euisuok Han
    • Public Diplomacy: Theory and Practice
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    • v.3 no.2
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    • pp.53-68
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    • 2023
  • Some observers call current conflicts in international relations as a new Cold War. But the characteristics of the new Cold War are more complicated than that of the Cold War. Under this condition, Korean government established the 2nd Basic Plan for Public Diplomacy in 2022. Compared with the 1st Basic Plan, the 2nd plan shows several progress such as expansion of items for knowledge (public) diplomacy and inclusion of global value as a part of public diplomacy for policy. The 2nd plan also emphasizes digital public diplomacy as a tool for enhancing the Korean government's public diplomacy. Despite substantial progress, the plan does not suggest definite and reliable global values as a part of Korean public diplomacy for policy. This study provides several important points to develop Korea's public diplomacy in a new Cold War.

A Study on the Development Direction of Medical Image Information System Using Big Data and AI (빅데이터와 AI를 활용한 의료영상 정보 시스템 발전 방향에 대한 연구)

  • Yoo, Se Jong;Han, Seong Soo;Jeon, Mi-Hyang;Han, Man Seok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.9
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    • pp.317-322
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    • 2022
  • The rapid development of information technology is also bringing about many changes in the medical environment. In particular, it is leading the rapid change of medical image information systems using big data and artificial intelligence (AI). The prescription delivery system (OCS), which consists of an electronic medical record (EMR) and a medical image storage and transmission system (PACS), has rapidly changed the medical environment from analog to digital. When combined with multiple solutions, PACS represents a new direction for advancement in security, interoperability, efficiency and automation. Among them, the combination with artificial intelligence (AI) using big data that can improve the quality of images is actively progressing. In particular, AI PACS, a system that can assist in reading medical images using deep learning technology, was developed in cooperation with universities and industries and is being used in hospitals. As such, in line with the rapid changes in the medical image information system in the medical environment, structural changes in the medical market and changes in medical policies to cope with them are also necessary. On the other hand, medical image information is based on a digital medical image transmission device (DICOM) format method, and is divided into a tomographic volume image, a volume image, and a cross-sectional image, a two-dimensional image, according to a generation method. In addition, recently, many medical institutions are rushing to introduce the next-generation integrated medical information system by promoting smart hospital services. The next-generation integrated medical information system is built as a solution that integrates EMR, electronic consent, big data, AI, precision medicine, and interworking with external institutions. It aims to realize research. Korea's medical image information system is at a world-class level thanks to advanced IT technology and government policies. In particular, the PACS solution is the only field exporting medical information technology to the world. In this study, along with the analysis of the medical image information system using big data, the current trend was grasped based on the historical background of the introduction of the medical image information system in Korea, and the future development direction was predicted. In the future, based on DICOM big data accumulated over 20 years, we plan to conduct research that can increase the image read rate by using AI and deep learning algorithms.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

A Study Covering the Comparative Analysis of Educational Systems in Major Countries for Regular Cybersecurity Education (사이버보안 정규교육화를 위한 주요국 교육체계 비교분석 연구)

  • YOO, Jiyeon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.397-405
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    • 2021
  • With the recent phenomenon of the Intelligence Information Society, the cyber security paradigm has begun to change. In particular, the increase of the interconnectedness of the hyperlinked society has extended the scope of damage that can be caused by cyber threats to the real world. In addition to that, it can also be a risk to any given individual who could accompany a crisis that has to do with public safety or national security. Adolescents who are digital natives are more likely to be exposed to cyber threats, which is mainly due to the fact that they are significantly more involved in cyber activities and they also possess insufficient security comprehension and safety awareness. Therefore, it is necessary to strengthen cyber security capabilities of every young individual, so that they can effectively protect themselves against cyber threats and better manage their cyber activities. It examines the changes of the security paradigm and the necessity for cyber security education, which is in direct accordance to the characteristics of a connected society that further suggests directions and a basic system of cyber security education, through a detailed analysis of the current state of Domestic and Overseas Cyber Security Education. The purpose of this study was to define cybersecurity competencies that are necessary within an intelligent information society, and to propose a regular curriculum for strengthening cybersecurity competencies, through the comparison and meticulous analysis of both domestic and overseas educational systems that are pertinent to cybersecurity competencies. Accordingly, a cybersecurity competency system was constructed, by reflecting C3-Matrix, which is a cyber competency system model of digital citizens. The cybersecurity competency system consists of cyber ethics awareness, cyber ethics behavior, cyber security and cyber safety. In addition to this, based on the basic framework of the cybersecurity competency system, the relevant education that is currently being implemented in the United States, Australia, Japan and Korea were all compared and analyzed. From the insight gained through the analysis, the domestic curriculum was finally presented. The main objective of this new unified understanding, was to create a comprehensive and effective cyber security competency curriculum.

Quantification of Soil Properties using Visible-NearInfrared Reflectance Spectroscopy (가시·근적외 분광 스펙트럼을 이용한 토양 이화학성 추정)

  • Choe, Eunyoung;Hong, S. Young;Kim, Yi-Hyun;Song, Kwan-Cheol;Zhang, Yong-Seon
    • Korean Journal of Soil Science and Fertilizer
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    • v.42 no.6
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    • pp.522-528
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    • 2009
  • This study focused on establishing prediction models using visible-near infrared spectrum to simultaneously detect multiple components of soils and enhancing the performance quality by suitably transformed input spectra and classification of soil spectral types for prediction model input. The continuum-removed spectra showed significant result for all cases in terms of soil properties and classified or bulk predictions. The prediction model using classified soil spectra at an absorption peak area around 500nm and 950nm efficiently indicating soil color showed slightly better performance. Especially, Ca and CEC were well estimated by the classified prediction model at $R^{2}$ > 0.8. For organic carbon, both classified and bulk prediction model had a good performance with $R^{2}$ > 0.8 and RPD> 2. This prediction model may be applied in global soil mapping, soil classification, and remote sensing data analysis.

A Study on the Expression of Symbolism in the Production of Animation for the Original Work 'Grave of the Fireflies(火垂 墓)' ('반딧불의 묘' 원작에 대한 애니메이션 연출의 상징성 표현 연구)

  • Kim Il-Tae;No Su-Ah
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.111-121
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    • 2005
  • The appearance of digital culture swiftly has changed the culture in domestic and international arenas before and after the year 2004 and the image and animation have become two of the most important expression media in contemporary age. Among the Japanese animations that have demonstrated the rapid development of cartoon and animation in the world, the director Dakahata Isao's 'Graves of the Fireflies' that has influenced many works has been evaluated as one of the noticeable works that has a unique method and scenario dramatization in terms of producing the original novel into an animation. This study investigates the metaphor and symbolism shown in this work according to each sequence, divides the production ability in the work into three elements and applies them to the important elements such as camera, colors and mise-en-scene when the original work is depicted into image. It can be summarized in more detail as in the following: firstly, I study the rhythm of camera corresponding to the symbolism of the angle that the camera has and production; secondly, I analyze the artistic elements appeared in the process of expressing the original work into the image, especially the production for the colors and symbolism contained in them and the composition of screen. Thirdly, I analyze how effectively the atmosphere for the situations for the original work is expressed in animation with the aid of one of the image elements, mis-en-scene. It is expected that the analyzed findings will be effective as a way of overcoming the limitation of expressions that the original work in text and the study on these processes will become good examples to the relevant workers and will be the good references to the producers who are interested in the creation of animation in Korea.

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The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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