• Title/Summary/Keyword: 비대면 경제

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A Study on Implementation and Design of Scheme to Securely Circulate Digital Contents (디지털콘텐츠의 안전한 유통을 위한 구조 설계 및 구현에 관한 연구)

  • Kim, Yong;Kim, Eun-Jeong
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.27-41
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    • 2009
  • With explosive growth in the area of the Internet and IT services, various types of digital contents are generated and circulated, for instance, as converted into digital-typed, secure electronic records or reports, which have high commercial value, e-tickets and so on. However, because those digital contents have commercial value, high-level security should be required for delivery between a consumer and a provider with non face-to-face method in online environment. As a digital contents, an e-ticket is a sort of electronic certificate to assure ticket-holder's proprietary rights of a real ticket. This paper focuses on e-ticket as a typical digital contents which has real commercial value. For secure delivery and use of digital contents in on/off environment, this paper proposes that 1) how to generate e-tickets in a remote e-ticket server, 2) how to authenticate a user and a smart card holding e-tickets for delivery in online environment, 3) how to save an e-ticket transferred through network into a smart card, 4) how to issue and authenticate e-tickets in offline, and 5) how to collect and discard outdated or used e-tickets.

A Study on the Analysis of China's Telemedicine Industry from the Perspective of the Industrial Innovation System and its Implications for Korea (산업혁신체제 관점에서의 중국의 원격의료 산업 분석과 국내로의 함의점 연구)

  • Kim, Mikyung;Zhang, Yi
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.441-453
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    • 2021
  • Recently, the untact healthcare industry due to COVID-19 has been attracting attention, and the telemedicine industry based on medical information has become a field of the healthcare industry receiving attention. However, in Korea, due to obstacles in the legal system, telemedicine is still illegal between doctors and patients. In the case of neighboring China, the reality is the opposite of the recent rapid growth of the telemedicine industry under the leadership of the government. This study looks at this from the perspective of the industrial innovation system on the grounds that telemedicine is an industry and innovative technology needs to be changed to clarify the difference between domestic and Chinese telemedicine industries. As a result of analyzing China's telemedicine industry on the seven sub-divisions of demand conditions, innovators, networks et al., Such as seizing appropriate opportunities for demand driving effects and appropriate communication between economic actors were identified as major success factors. This researcher proposes the following suggestions. first, it conforms to the current digital New Deal policy flow, and conducts a demand survey on the change in demand for medical services in the 4th Industrial Revolution and the Untact Era. For the introduction, a plan to conduct a demand survey for the public and second, second, a plan to grow and intensively foster digital high-tech medical care as a new industry was suggested.

A Study on the Factors Affecting User Behavior of Internet Medical Apps (인터넷 의료 애플리케이션 사용 행위에 영향을 미치는 요소에 관한 연구)

  • Han, Xiao;Lee, Hong;Kim, Hyeong-woo
    • Smart Media Journal
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    • v.9 no.4
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    • pp.81-90
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    • 2020
  • Due to the recent economic development and the improvement of income level in China, the desire for quality medical services is increasing compared to the past. As an alternative to satisfy these needs, various applications using smart phones and the like are being developed. The new corona that occurred in December 2019 began to show great interest in non-face-to-face telemedicine services using smart phones due to the worldwide spread of the coronavirus. Therefore, in this study, a total of 200 people were surveyed on the top three mobile medical applications in China, and the data of 120 people who actually used medical applications were analyzed based on Venkatesh's UTAUT2 theory. A study was conducted on the intent to use and the factors affecting the in-law behavior. First, it has become clear that the interactive characteristics, expectations for effort, price value, interest in privacy, habits, and promotional conditions have a positive impact on the user's use. Second, it was investigated that the user's intention to use influences the behavior of use, and among the intentions of use, it was found that the mobilization characteristic expectation, hedonistic motivation, price value, habits, and promotion conditions affect the use behavior. Third, a study result was derived that the controlling variables such as gender, age, school age, and annual income do not affect the user's intention to use mobile medical applications as a controlling variable. Finally, due to the nature of mobile devices that use the Internet, various security vulnerabilities exist, and this can cause great damage or personal and social impact. Therefore, for the development of mobile medical services in China, it is necessary to re-establish a research model through comprehensive and in-depth considerations to supplement these problems in the future.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

Impacts of Social Distancing for COVID-19 on Urban Space Use in Seoul (COVID-19 사회적 거리두기가 도시공간이용에 미치는 영향)

  • Park, Hong Il;Lee, Sangkyeong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.39 no.6
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    • pp.457-467
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    • 2021
  • This paper aims to analyze changes in urban space use due to social distancing measures for COVID-19 using de facto population data in Seoul during daytime, which is estimated by Seoul Metropolitan Government and telecommunication company of KT using public big data and LTE signal data. The result of kernel density estimation and spatial autocorrelation analysis shows that the distribution patterns of de facto population in 2019 and 2020 were generally similar. This is a result of showing that the government's social distancing measures enabled a certain level of normal activities while suppressing the spread of COVID-19. However, analyzing de facto population subtracting 2019 from 2020 showed different results at the micro level. De facto population decreased in commercial areas but increased in residential areas. This means that COVID-19 social distancing measures had spatially uneven effect. The results of analyzing the effect of regional, land use, economic, educational, and accessibility characteristics on the changes of de facto population using spatial regression analysis are as follows. The higher the density of commercial facilities, the more businesses subject to regulations and schools and universities that require non-face-to-face classes, the more de facto population decreased. Conversely, it was found that de facto population increased in areas with many houses and parks due to telecommuting.

A Study on the Method of Manufacturing Lactic Acid from Seaweed Biomass (해조류 바이오매스로부터 Lactic acid를 제조하는 방법에 관한 연구)

  • Lee, Hakrae;Ko, Euisuk;Shim, Woncheol;Kim, Jongseo;Kim, Jaineung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.28 no.1
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    • pp.1-8
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    • 2022
  • With the spread of COVID-19 worldwide, non-face-to-face services have grown rapidly, but at the same time, the problem of plastic waste is getting worse. Accordingly, eco-friendly policies such as carbon neutrality and sustainable circular economy are being promoted worldwide. Due to the high demand for eco-friendly products, the packaging industry is trying to develop eco-friendly packaging materials using PLA and PBAT and create new business models. On the other hand, Ulva australis occurs in large quantities in the southern seas of Korea and off the coast of Jeju Island, causing marine environmental problems. In this study, lactic acid was produced through dilute acid pretreatment, enzymatic saccharification, and fermentation processes to utilize Ulva australis as a new alternative energy raw material. In general, seaweeds vary in carbohydrate content and sugar composition depending on the species, harvest location, and time. Seaweed is mainly composed of polysaccharides such as cellulose, alginate, mannan, and xylan, but does not contain lignin. It is difficult to expect high extraction yield of the complex polysaccharide constituting Ulva australis with only one process. However, the fusion process of dilute acid and enzymatic saccharification presented in this study can extract most of the sugars contained in Ulva australis. Therefore, the fusion process is considered to be able to expect high lactic acid production yield when a commercial-scale production process is established.

Environmental analysis and strategy to jointly host the 2027 Chungcheong Summer World University Games (2027 충청 하계세계대학경기대회 공동유치를 위한 환경분석 및 전략)

  • Lee, Jong-Hyun;Kim, Hwa-Ryong;Jeon, Sang-Wan
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.333-346
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    • 2022
  • This study proposes a strategy to attract visitors by analyzing the justification for hosting the 2027 Summer World University Games in Chungcheong, Korea, as well as by assessing the internal and external factors to promote regional development. Using Environmental Analysis as the diagnostic approach, we focus on strength/opportunity (SO), strength/threat (ST), weakness/opportunity (WO), and weakness/threat (WT) analyses. SO analysis show that a matching strategy of mid- to long-term cooperation among the four cities and provinces in Chungcheong and development of local sports by promoting its linkages to science, and industry offer best strategic use-value. ST analysis shows that optimal infrastructure development and establishment of competition management strategies in preparation for non-face-to-face engagement make balanced regional development possible. WO analysis shows the need for rearrangement and renovation of outdated sports facilities, development of programs linked to convergence sports tourism products, efficient and strategic attraction activities, and promoting sustainable development of bed town cities. WT analysis suggests that the imbalance in regional development due to expansion of sports facilities, insufficient cultural contents in tourism, and tourism demand fluctuation are potential problems. Follow-up studies can focus on deeper analysis of the possibility and attractiveness of hosting the Summer World University Games in Chungcheong, Korea using qualitative methods such as focus group interviews and in-depth interviews with stakeholders and local residents.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.