• 제목/요약/키워드: 사회.문화적 파급효과

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정보통신분야의 기술정책수립 모형개발

  • 배종태;류희숙
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.10a
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    • pp.173-176
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    • 1996
  • 정보통신기술은 현재 및 미래의 생활양식, 사회모습, 정치/경제/문화등에 이르기까지 모든 분양에 미치는 파급효과가 크기 때문에, 정보통신 기술개발에 관한 의사결정에 있어서는 기술 정책적인 고려가 반드시 필요하다. 그러나, 그 동안 정보통신 기술개발에 관한 의사결정에서 국가 차원의 정책적 고려가 매우 미흡하였다. 본 연구에서는 정보통신 분야에서의 기술정책에 대한 체계적 접근을 시도하였다. 본 연구의 결과는 세부분으로 구성되어 있다. 첫째, 정보통신 분야 기술정책의 체계를 제시하였다. 기존의 관련자료와 기술개발 전문가 및 정책 입안자들과의 면담을 거쳐 본 연구에서는 정보통신 기술정책에 포함되어야 할 주요내용을 1. 비전 및 우선순, 2. 산업조직및 하부구조, 3. 기술확보, 관리및 활용, 4. 정부 역할 및 정책 추진 기본 체계, 5. 국가 기술혁신시스템의 구축등 5개 부문으로 구분하고 각 부문별로 우리나라 정책현황과 문제점, 개선방안을 검토하였다. 둘째, 정보통신 기술개발에 관한 의사결정에서 고려해야 할 사항들을 정리하여 3단계 기술정책 수립모형을 개발하였다. 1단계에서는 검토대상사업이 정보통신 기술정책의 기본 지침과 일치하는지 확인하고, 2단계에서는 검토대상사업이 정보통신 기술정책의 내용상 우선순위에 부합하는지 검토한다. 3단계에서는 구체적인 기술정책지표에 의해 검토대상사업을 항목별로 검토하고 종합평가하여 최종의사결정을 한다. 여러 기술정책지표 항목들에 대해 가중치를 주어 평점모형(Scoring Model)을 통해 종합지표를 산출할 수도 있다. 셋째, 본 연구에서 제시한 3단계 기술정책 의사결정과정 모형을 CDMA 개발의 타당성을 검증하였다., (4) 교수-학생간의 인간적인 관계, (5) 숙제 및 과제물과 같은 5가지의 요인으로 구성되어진 것으로 분석되었다. 특히 한국학생을 대상으로 하여 AHP를 이용하여 각 요인들의 수업효과에 대한 상대적 가중치를 조사하였다. 특이한 결과는, 미국학생의 경우 수업준비 및 강의 방법이 상대적으로 중시된 반면, 한국학생들은 미국학생들이 비교적 덜 중시하는 교수-학생간의 인간적인 관계가 수업효과를 높이는데 가장 큰 기여를 하는 것으로 나타났다. 본 연구는 한국 문화의 특징이라 할 수 있는 교수-학생간의 인간적인 관계가 중시되는 교육환경하에서, 정보화 사회의 한 수업형태인 재택수업을 외국(특히 미국)의 방법을 그대로 따라 실시할 경우, 많은 부작용이 있을 수 있다는 것을 암시하며, 따라서 우리 교육문화에 맞는 재택수업 형태의 개발이 시급함을 제시한다고 하겠다.column density of HCaN is (1-3):n1014cm-2. Column density at distant position from MD5 is larger than that in the (:entral region. We have deduced that this hot-core has a mass of 10sR1 which i:s about an order of magnitude larger those obtained by previous studies.previous studies.업순서들의 상관관계를 고려하여 보다 개선된 해를 구하기 위한 연구가 요구된다. 또한, 준비작업비용을 발생시키는 작업장의 작업순서결정에 대해서도 연구를 행하여, 보완작업비용과 준비비용을 고려한 GMMAL 작업순서문

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Study on the Direction of Specialized Development for Andong City Cultural Industry Promotion District (안동시 문화산업진흥지구 특화발전 방향에 관한 연구)

  • Bae, Su-Bin;Kwon, Gi-Chang
    • 지역과문화
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    • v.4 no.1
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    • pp.1-26
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    • 2017
  • The 21st century recognizes culture as a high value-added strategic industry as it is called the culture era, and the cultural industry plays a role in driving regional economic development by raising the value added of other industries due to various ripple effects. As the institutional apparatus for developing such cultural industry, the Culture Industry Promotion Basic Law was enacted. Based on this, the Central Government designated the Jung-gu Dong and Seo-gu Dong as the Cultural Industry Promotion District of Andong City in 2010 but it has not been activated until 2017. The purpose of this study is understanding the situation and problems of the Cultural Industry Promotion District of Andong city and to discuss the direction of development. The research methods were analyzed by using questionnaires using AHP analysis technique for experts and practitioners related to culture industry. SPSS 23 was used for the validity and reliability of the questionnaire, and VBA was used for weighting and consistency index calculation in AHP analysis. As a result in the upper layer, Economy efficiency was found to be the most important factor of the three upper layer factors (Economy, Publicity, and Sociality) in order to activate the Cultural Industry Promotion District of Andong city. In the case of the Lieutenant layer, it is analyzed that the Job Creation is an important factor in the Economy category, the Settlement and Environment for Cultural Industry in the Publicity category, and the Activation of Urban Culture Activity in the Sociality category. As a result of analyzing the direction of promotion of the Cultural Industry Promotion District of Andong City centered on these factors, it concluded that the industry related to performance should be focused.

A Study on the Effect of EXPO 2012 Yeosu on the Economy of Gwangyang Bay Area (여수세계박람회의 경제적 효과 제고방안: 광양만권을 중심으로)

  • Kim, Gil-Seong;Park, Bok-Jae
    • Journal of Korea Port Economic Association
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    • v.24 no.3
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    • pp.37-55
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    • 2008
  • This paper attempts to examine the effect of EXPO 2012 Yeosu on the economy of Gwangyang bay area. Based on previous successful EXPOs, We identified four major positive effects (direct economic impact, regional infrastructure developments, redevelopment of slum areas and industrial complex, and internationalization of Gwangyang bay area). Especially, EXPO 2012 Yeosu will contribute to make the job creation of 97,842 employees and promote tourism industry. To maximize the above positive effects of EXPO 2012 Yeosu, we suggest several strategic alternatives in this paper. First of all, we need to make several plans for realizing the specialized theme of EXPO 2012 Yeosu. Second, local governments should create a more favorable business environment for foreign investors. Third, we have to make the strategic tourism programs to attract foreign tourists. Finally, local governments need to make the several communication strategies of utilizing mass media and non-mass media.

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Space Design Expression Method According to the Analysis of the Characteristics of Movies - Focused on the Characteristics Expressive of the Illusionist - (영화의 특성 분석에 따른 공간디자인의 표현방법 - 환영성 표현 특성을 중심으로 -)

  • 송춘의
    • Archives of design research
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    • v.17 no.1
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    • pp.231-240
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    • 2004
  • Space design in the 21st century has been developed in connection with media more various than ever. In the age of image represented by popular culture, space design connected with media is based on post-reason thoughts constituting the post-modern society, and reflects polysemously and pluralistically changes in the society through the identification of art with life. The movie, which is an image perceived particularly sensibly and the most impractical simulated image among various illusionary media images composing the contemporary society, is growing rapidly in interrelation with various fields of art based on its peculiar nature, and its influence is getting more extensive. The movie manipulates mass society to create what does not exist and restore lost images into new realities through the reproduction of extremely realistic senses, and uses them in establishing virtual realities and creating illusionary images representing the age of simularc. The illusionary expression of the movie produces new meanings through disintegrating existing meanings and recombining them, and expresses popular culture from a position closest to our everyday life. Such an analytical attitude toward the illusionary movie reflecting our society can be a new approach to space design. The present study attempts to suggest the possibility of applying such an illusionary characteristic of the movie as a methodology of space design by utilizing the characteristic as a conceptual language of space design.

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SARS-CoV-2 detection and infection scale prediction model in sewer system (하수도 체계에서의 SARS-CoV-2 검출 및 감염 확산 예측)

  • Kim, Min Kyoung;Cho, Yoon Geun;Shin, Jung gon;Jang, Ho Jin;Ryu, Jae Won
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.392-392
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    • 2022
  • 세계적 규모의 팬데믹 감염병의 출현은 전 세계적으로 경제적, 문화적, 사회적 파급효과가 매우 강력하며 전 인류를 위협하고 있다. 최근에 발병한 중증급성 호흡기질환 코로나바이러스 2(Severe Acute Respiratory Syndrome Coronavirus 2, SARS-CoV-2)는 2019년 12월 중국 우한에서 첫 보고 되었고 2022년 현재까지 종식되지 않고 있으며 바이러스의 전파력과 치명률이 높고 무증상 감염상태일 때에도 전염이 가능하여 현재 역학조사의 사후적 대응에 대한 한계가 있어 선제적 대응을 위한 수단이 필수 불가결해지고 있는 실정이다. 하수기반역학(Waste Based Epidemiology, WBE)이란 하수처리장으로 유입되기 전의 하수를 분석하여 하수 집수구역 내 도시민의 생활상을 예측하는 것으로 하수로 배출된 감염자의 분비물 및 배설물 속 바이러스를 하수관로에서 신속하게 검출함으로써 특정지역의 감염성 질환 전파 정도와 유행하는 타입(변이)등을 분석하고 기존 역학조사의 문제점을 극복할 수 있으며 선제적인 대응이 가능하다. 현재 COVID-19의 대유행과 관련하여 WBE를 기반으로 한 다양한 연구가 진행되고 있으며 실제 환자의 발생과 상관관계가 있음이 확인되고 있고 백신 접종과 새롭게 발생한 변이바이러스의 관계 속에서 발생하는 변수를 고려한 모델이 없다는 점을 들어 새로운 감염병 확산 예측 모델에 대한 필요성 또한 커지고 있다. 본 연구에서는 병원에서부터 하수처리장까지의 하수관거와 하수처리장에서의 SARS-CoV-2 검출농도 및 거동을 파악하는 것을 목적으로 하고 있으며 COVID-19의 감염규모 확산에 관한 방법론에서 수학적모델 (Euler Method, RK4 Method, Gillespie Algorithm)과 딥러닝 기반의 Nowcasting model과 Fore casting model을 살펴보고자 한다.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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A Study of Research Trend about Internet of Things (사물인터넷(IoT)에 관한 국내 연구 동향 분석)

  • Joo, Chungmin;Na, Hyungjin
    • Informatization Policy
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    • v.22 no.3
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    • pp.3-15
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    • 2015
  • This study aims to examine the recent trend of domestic researches on the Internet of Things(IoT) which has drawn a lot of attention in the field of ICT. This meta-analysis analyzes 101 studies published in academic journals from 2010, focusing on research topics, methods and the fields of study. The results show that the research topics of most used studies were related to the technological and industrial issues, and especially in the technical field, the major topic was suggesting new IoT technology. The most research method was testing research followed by the literature review. Even though engineers are holding the mainstream of the IoT technology, some experts in the field of social science release their articles nowadays. These results indicate that the IoT has a great ripple effect both technologically and socioculturally, and researches need to be vitalized in the fields of industry, service, policy and institution as well as technological fields. In addition, the research for the future should extend methodological diversity and take more convergence approaches in a variety of fields.

Middle School Home Economics Teaching·Learning Course Plan Development of Unification Education (중학교 가정교과 통일교육 교수·학습 과정안 개발)

  • Yoon, Nam-Hee;Sohn, Sang-Hee
    • Journal of Korean Home Economics Education Association
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    • v.30 no.1
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    • pp.43-63
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    • 2018
  • The purpose of this study is to examine the various contexts affecting life culture through practical reasoning process and to select the goal and contents system of unification education in middle school home economics to form healthy unification community and to develop teaching and learning process. Based on the Unification Education Guidelines, Unification Education Pre-Study, Pre-Study on North Korean Defectors, and Analysis of the 2015 Revision Home Economics Curriculum in Korea, Goal and content system. Based on this, we developed a teaching and learning process and a student activity place applying practical reasoning process after extracting practical problems, and prepared a final development plan based on the results of two expert group evaluations. The results of this study are summarized as follows. First, the goal of unification education in the middle school home economics class is to 'Based on the social-cultural context, we develop the ability to cultivate healthy reunification by respecting the differences between the cultures of the two Koreas and discovering common values in a unified society and resolving practical issues in a unified society.'. Second, the content system of middle school home economics unification education was selected as the core theme of 'Unification Education Focused on the Living Culture'. The content elements were comprehending the socio - cultural context that affects the life culture of the two Koreas, Related language, maintenance of diversity of dietary culture in each region including North Korean food, social norms and attire, correct housing value and common living etiquette. Based on the goals of unification education in the middle school home school curriculum, we selected practical issues as 'What should we do to create a healthy unified community?'. Third, the teaching and learning process of unification education in junior high school home economics education is to recognize the problem of unification, to analyze the factors affecting the life culture of the two Koreas, to grasp the effect of the action and the ripple effects, to select alternative methods, And 4 subjects for 8 teaching learning course plan, and 35 teaching materials.

A Study on the Effect of Designation of Agricultural Heritage for Rural Regeneration (농촌 재생을 위한 농업유산 지정 효과 측정 연구)

  • Jee Yoon Do;Myeong Cheol Jeong
    • Journal of Environmental Impact Assessment
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    • v.32 no.4
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    • pp.214-229
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    • 2023
  • This study was aimed to derive the following regional characteristics and implications by reviewing the effects of local communities and overseas cases through agricultural heritage and related systems to prepare rural regeneration measures using agricultural and rural heritage. First, The study was examined to improve the awareness to improve awareness of the value and preservation of heritage through the designation of agricultural heritage. However, it was found that it was necessary to prepare for social problems such as the aging population in the future. Second, most of the residents' perceptions showed a positive perception of the designation of agricultural heritage, but they were somewhat less recognized in terms of economics, so it was found that regeneration measures were needed to compensate for this. Third, as a result of applying the effect measurement model, the preservation and management effect that meets the purpose of the system is high, and the effect varies depending on projects such as local governments and residents' councils. Fourth, as a result of examining rural regeneration measures through overseas cases, it was found that rather than large-scale development, various cultural and natural resources and activation measures were prepared by expanding the scope to surrounding areas. This study was conducted only on agricultural heritage areas, but it is meaningful that agricultural and rural heritage should be reviewed from various perspectives suitable for the current trend, and it is meaningful in that it considers not only local residents' perception but also regional effects and revitalization measures.

Typology of Perception on Media Fortune-contents in Digital Age (디지털시대 미디어운세콘텐츠에 관한 인식 유형화)

  • Lee, Jei-Young;Won, Joon-Heui
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.213-221
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    • 2010
  • The purpose of this study is to consider a social influence and fitness with related a ripple effect of media fortune-contents in digital age. This Work was studied by Q-methodology to approach in-depth and essential meaning about this study. The perception type of this study was divided into three types. Above all, in this study we investigate two points to us. Points of this study ; First, how the type of the perception is divided on the subjectivity about Media Fortune-contents in Digital Age? Second, what is a trait of character in same or different quality within these types? The result reveals three types that divided '1 : Scientific Appeal Type ; N=10', '2 : Value-depended Type ; N=7', '3 : Positive Preference Type ; N=3'. Those types found that there is very different type all over. In conclusion, it was found that general mass preferred and enjoyed positively on fortune culture, and were concerned about various a practical use and participation of media fortune-contents.