• Title/Summary/Keyword: 비대면 문화

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A Study on Dynamic Resource Management Based on K-Means Clustering in Cloud Computing (K-Means Clustering 알고리즘 기반 클라우드 동적 자원 관리 기법에 관한 연구)

  • Kwak, Minki;Yu, Heonchang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.107-110
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    • 2021
  • 글로벌 퍼블릭 클라우드 산업 규모는 매년 폭발적으로 성장하고 있으며 최근 COVID-19 등 비대면 문화 확산에 따라 지속 확장되고 있다. 클라우드 사업자는 유한한 인프라 자원으로 다수의 사용자에게 양질의 IT 서비스 제공을 위해 잉여 자원 할당을 최소화하는 것이 중요하다. 그러나 일반적인 퍼블릭 클라우드 환경에서는 정적 자원 할당 기법을 채택하고 있기 때문에 사용자의 주관적인 판단에 따라 잉여 자원의 발생은 필연적이다. 본 논문에서는 머신 러닝 기법 중 K-Means Clustering 알고리즘을 적용하여 클라우드 동적 자원 관리 기법을 제안한다. K-Means Clustering 기반으로 클라우드에 탑재된 각 Instance 의 자원 사용률 데이터를 분석하고, 분석 결과를 토대로 각 Instance 가 속한 Cluster 에 대하여 자원 최적화 작업을 수행한다. 이를 통해 전체 데이터센터 관점에서 잉여 자원의 발생을 최소화하면서도 SLA 수준 및 서비스 연속성을 보장한다.

Autonomous Mobile Guide Robot Service R&D (자율주행 가이드 로봇 서비스 연구개발)

  • Kim, Seong-Jin;Kwon, Hyeok-Min;Choi, Soo-Heon;Jang, Jong-Hyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.809-811
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    • 2022
  • 최근 온라인 유통의 약진 속에서 대표적인 오프라인 유통인 백화점 채널이 예전에 비해 경쟁력이 약화 되었다는 평가를 받고 있다. 이는 유통채널로서의 경쟁력이 약화 된 것이지, 복합 문화 센터의 경쟁력은 나날이 느는 추세다. 길이 복잡한 백화점에서 비대면 방식으로 시설 안내 및 길 찾기 동행, 사용자 나이 및 성별에 따른 매장 추천, 고객 센터 연결 등을 고객에게 제공하는 가이드 로봇을 통하여 경쟁력을 키우고자 해당 서비스를 제안한다.

A study on the direction of team project education based on new industry (신산업체 기반 팀 프로젝트 교육 방향에 관한 연구)

  • Sang-jung Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.223-224
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    • 2023
  • 본 논문에서는 코로나 19로 인한 환경의 변화는 팀 프로젝트 교육에도 많은 변화를 가지고 왔다. 개인적인 성향이 매우 강해졌고, 비대면 환경에 3년 가까이 노출된 학생들은 현재 대면을 통한 팀 프로젝트의 어려움을 호소하고 있다. 그렇다면 현재 산업체 또한 비슷한 어려움이 있을 것인데, 산업체에서는 어떻게 극복하고 있는지, 신산업 분야의 산업체 FGI(Focus Group Interview)를 통해 팀 프로젝트의 실무실태를 파악하고 학생 교육에 필요한 프로세스 및 필요 조건 등을 분류하여 개선 방향 및 효과적인 적용 방법을 제시하여 수업의 질적 양적 향상에 기여 하고자 한다.

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On an Application of the Sound Massage for Safe Wet Shaving (안전한 습식면도를 위한 소리마사지 적용 연구)

  • Tian, Zhixing;Bae, Myung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.605-609
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    • 2022
  • Shaving for adult men is one of the essential requirements for life. For physiological reasons, most adult men have beards, and if men trim their beards and take good care of them, their appearance becomes cleaner. If a dull blade is used for a wet razor, or if an appropriate massage is not used, skin irritation may occur, resulting in shaving wounds. Therefore, the convenience and comfort of the razor are required as much as the skin becomes smooth after shaving. In this paper, a pre-shaving method of sound massage was proposed to reduce the irritation of wet shaving on the skin and increase the convenience of shaving. It softens the skin or secretes oil through non-face-to-face low-frequency speakers to increase skin gloss, making shaving smooth and safe. We recorded the sound of the wet shave state to determine the skin condition before and after the wet shave, and objectively compared and analyzed the effect with this sound spectrum. In other words, it can be seen from the experimental results that the sound massage before shaving reduces the friction between the razor and the skin and the skin and beard by -7.0 dB, improving the skin wound of the wet shave and achieving a refreshing shave.

Open Markets and FDS(Fraud Detection System) (오픈마켓과 부당거래 방지 시스템)

  • Yoo, Soon-Duck;Kim, Jung-Ihl
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.113-130
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    • 2011
  • Due to the development of information and communication technology, the global influence on politics, economics, society, and culture has grown. A major example of this impact on the economic sector is the growth of e-commerce, which increases both the speed and efficiency of businesses. In light of these new developments, businesses need to shift away from the misconception that information overwhelms to embrace the enhanced competitiveness that e-commerce provides. However, concern about fraudulent transactions through e-commerce is pertinent because of the loss in both critical revenue and consumer confidence in open markets. Current solutions for fraudulent transactions include real-time monitoring and processing, payment pending, and confirmation through SMS, E-mail, and other wired means. Our research focuses on the management of Fraud Detection Systems (FDS) to safeguard online electronic payment systems. With effective implementation of our research we hope to foster an honorable online trading culture and protect consumers. Future comparative research in domestic and abroad markets would provide further insight into preventing fraudulent transactions.

A Case Study of Untact Lecture on Albert Camus' La Peste using Big Data (빅데이터를 활용한 『페스트』(알베르 카뮈) 비대면 문학 강의 운영 사례 연구)

  • MIN, Jinyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.59-65
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    • 2021
  • This is a case study on the use of Albert Camus' La Peste, which has gained its popularity in today's generation of post-COVID as well as the use of big data analysis tools for major and elective classes. First, we asked students majoring in French to compare the use of vocabulary and the number of appearances for characters using big data analysis, for about 400 pages of the original text. As a result, we were able to confirm a similar relationship between Camus' Absurdism and the vocabulary used within La Peste, in addition to noting the heavy frequency of resistant characters. Students in elective classes were asked to read the literature in a Korean-translated version to determine the frequency of vocabulary and characters' appearances. Students were able to strongly relate to La Peste due to its commonality between COVID and the plague in the literature. We also received high levels of class satisfaction regarding the use of big data analysis tools. The students showed a positive response both towards choosing La Peste as the work of literature and using big data, the main tool in the Fourth Industrial Evolution. We were able to identify good results even in a non-contact environment, as long as the literature does not rely on traditional methods but rather lectures to reflect current situations.

A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.

Church Education in the COVID-19 Era (포스트 코로나 시대의 교회교육)

  • Yu, Jae Deog
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.13-37
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    • 2020
  • The World Health Organisation(WHO), paying attention to the spread and fatality of the coronavirus(COVID-19), which first occurred in Wuhan, China, declared a global emergency. Although many countries implement strict measures to slow down the spread, WHO officially declared a pandemic. COVID-19 has sparked fears of an impending economic crisis and recession. Due to the economic crisis caused by social distancing, self-isolation and travel restrictions, the collapse of the world economic system centered on free trade and the decline of globalization are mentioned. Political leadership that has not responded properly to the pandemic is challenged, and nearly all of society is rapidly changing to a non-contact and immobile culture. COVID-19 has seriously affected all levels of the education system, from preschool to tertiary education. The so-called old concept of deschooling is realizing in the field of education through digital media paradoxically. Church education is facing a serious crisis as well. Churches are seeking now a new normal that includes theological reflection on the pandemic, online worship, education, and non-face-to-face ministry to overcome the worst unexpected crisis. In the post-corona era, church education must actively seek alternatives in response to rapidly changing surrounding conditions and reconstruct educational philosophy(theology) that focuses on Christian values. In addition, it is necessary to start operating a mobile(or online) church school that combines offline and online. It is necessary to introduce 'Blended Learning' method that combines non-face-to-face and face-to-face learning, and by combining church school and homeschooling, churches and families need to share the responsibility of education in faith.

Big Data using Artificial Intelligence CNN on Unstructured Financial Data (비정형 금융 데이터에 관한 인공지능 CNN 활용 빅데이터 연구)

  • Ko, Young-Bong;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.232-234
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    • 2022
  • Big data is widely used in customer relationship management, relationship marketing, financial business improvement, credit information and risk management. Moreover, as non-face-to-face financial transactions have become more active recently due to the COVID-19 virus, the use of financial big data is more demanded in terms of relationships with customers. In terms of customer relationship, financial big data has arrived at a time that requires an emotional rather than a technical approach. In relational marketing, it was necessary to emphasize the emotional aspect rather than the cognitive, rational, and rational aspects. Existing traditional financial data was collected and utilized through text-type customer transaction data, corporate financial information, and questionnaires. In this study, the customer's emotional image data, that is, atypical data based on the customer's cultural and leisure activities, is acquired through SNS and the customer's activity image is analyzed with an artificial intelligence CNN algorithm. Activity analysis is again applied to the annotated AI, and the AI big data model is designed to analyze the behavior model shown in the annotation.

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Discourse of Library Trilemma in the Context of Global Megatrend (글로벌 메가트렌드와 도서관 트릴레마 담론)

  • Yoon, Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.52 no.1
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    • pp.1-26
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    • 2021
  • In most countries, public libraries have played a role as a hub of knowledge and information, complex culture of local communities, and a third place for meeting and communication. And recent public libraries are focusing on enhancing their core competencies and expanding services using digital technologies to meet the era of digital transformation and the 4th industrial revolution. However, after the COVID-19 pandemic occurred, all public libraries are repeatedly closed, reopened, and partially closed, and all resources are devoted to providing non-contact, digital and online alternative services, and are expected to continue in the future. As a result, future public libraries are bound to face a trilemma in which digital expandability, complex cultural space, and importance as a place of knowledge and information service are conflicting. This study discoursed on the public library trilemma in the post-COVID-19 era and suggested ways to overcome it. The orientation of the future public library is the fusion and harmony of multiplicity and multipurpose, place and space, knowledge & information and complex culture, face-to-face service and remote service. The main body of a public library is not the finger (digital and non-contact), but the moon (knowledge information center).