• Title/Summary/Keyword: 애플리케이션 효과

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Legal and Economic Analysis of Changes in Customer Value of Fintech and Financial Services

  • Lee, Jung Woo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.279-291
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    • 2020
  • It has already been a few years since the word Fintech in Korea started to attract attention. These days, they believed that Fintech was just a boom, but these days it is recognized as a catalyst for financial transformation. Large venture companies are also launching demonstration experiments by creating new organizations that can respond to Fintech. It feels like a big tide is coming to the cautious and conservative financial industry. Finance is made up of digital information. Fintech is an evolutionary process in which finance, expressed by digital information, is transformed into information technology (IT) and human economic activities are reorganized. It is FinTech. You won't be able to understand the real effects of Fintech by sticking to individual applications like remittance payments or household account book services. Fintech is an innovation that changes the structure of economic activity itself. In fact, it is from now on that a big impact will come. In other words, now is the time when we are thinking of a dream that we have not yet dreamed of. In this paper, I will examine how fintech originated, spread to Korea, and how it intends to change Korea's finance in the future. Financial institutions have used the fruits of information technology advances in the direction of pursuing stability and stability, without major changes in the way they work. However, the movement of Fintech that started in Silicon Valley in the United States shows that the fruit can be used in other directions. The fruit of technological progress is expected to expand year by year in the future. It is a request of the times to use it to improve user convenience and to pursue innovation that is beneficial to society. We expect the flow of Fintech to accelerate innovation in the Korean financial industry.

Developing the District Unit Plan Simulation using Procedural Modeling (절차적 모델링을 활용한 지구단위계획 시뮬레이션 개발)

  • Jun, Jin Hwan;Kim, Chung Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.546-559
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    • 2021
  • This research aimed to develop the district unit plan simulation using procedural modeling based on shape grammar. For this, Esri's CityEngine 2020.0 was selected as a main development tool, and Inside Commercial Area in Bangi-dong, Songpa-gu, Seoul as the research site where about 25% of the total area was developed over the past five years. Specifically, the research developed the simulation through the following three phases of Data-Information-Knowledge after selecting necessary parameters. In the Data phase, 2 and 3 dimensional data were obtained by utilizing data sharing platforms. In the next Information phase, the acquired data were generated into various procedural models according to the shape grammar, and the 2D and 3D layers were then integrated using relevant applications. In the final Knowledge phase, three-dimensional spatial analysis and storytelling contents were produced based on the integrated layer. As a result, the research suggests the following three implications for the simulation development. First, data accuracy and improvement of sharing platforms are needed in order to effectively carry out the simulation development. Second, the guidelines for district unit plans could be utilized and developed into shape grammar for procedural modeling. Third, procedural modeling is expected to be used as an alternative tool for communication and information delivery.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.

A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

A Study on the Improvement of Collection, Management and Sharing of Maritime Traffic Information (해상교통정보의 수집, 관리 및 공유 개선방안에 관한 연구)

  • Shin, Gil-Ho;Song, Chae-Uk
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.4
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    • pp.515-524
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    • 2022
  • To effectively collect, manage, and share the maritime traffic information, it is necessary to identify the technology trends concerning this particular information and analyze its current status and problems. Therefore, this study observes the domestic and foreign technology trends involving maritime traffic information while analyzing and summarizing the current status and problems in collecting, managing, and sharing it. According to the data analysis, the problems in the collecting stage are difficulties in collecting visual information from long-distance radars, CCTVs, and cameras in areas outside the LTE network coverage. Notably, this explains the challenges in detecting smuggling ships entering the territorial waters through the exclusive economic zone (EEZ) in the early stage. The problems in the management stage include difficult reductions and expansions of maritime traffic information caused by the lack of flexibility in storage spaces mostly constructed by the maritime transportation system. Additionally, it is challenging to deal with system failure with system redundancy and backup as a countermeasure. Furthermore, the problems in the sharing stage show that it is difficult to share information with external operating organizations since the internal network is mainly used to share maritime transportation information. If at all through the government cloud via platforms such as LRIT and SASS, it often fails to effectively provide various S/W applications that help use maritime big data. Therefore, it is suggested that collecting equipment such as unmanned aerial vehicles and satellites should be constructed to expand collecting areas in the collecting stage. In the management and sharing stages, the introduction and construction of private clouds are suggested, considering the operational administration and information disclosure of each maritime transportation system. Through these efforts, an enhancement of the expertise and security of clouds is expected.

Characteristics of Science Education Apps Developed by Preservice Elementary Teachers and Elementary Teachers' Thoughts about Education Developing Apps (초등 예비교사가 제작한 과학교육용 앱의 특징과 앱 제작 교육에 대한 초등교사의 생각)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.1
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    • pp.17-33
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    • 2023
  • This study examined inservice elementary teachers' thoughts on the development of educational apps by preservice elementary teachers and implications for TPACK education for preservice elementary teachers. A case study was conducted in which preservice elementary teachers developed a science education app, and the three teachers were surveyed for their thoughts regarding this. The results regarding the characteristics of the developed app by preservice teachers were as follows. First, "inquiry" had the highest value among educational goals intended by the preservice teachers. In addition, the scores for tool-type apps and apps in which interaction between learners and instructors occurs were relatively high. Second, most of the preservice teachers developed apps to meet curriculum goals, but their apps showed low-level characteristics in terms of the constructive and cooperative dimensions. The results of the analysis of the thinking of elementary school teachers regarding the education development apps are as follows. First, elementary school teachers assigned the lowest scores to the effectiveness of the apps, and to this problem, the achievement standard with respect to the curriculum and the evaluation and modification activities fir the apps were proposed. Second, the teachers indicated that it would be appropriate to provide the experience of making apps to directly improve the TPACK of preservice teachers. Third, the respondents thought that preservice teachers should develop block coding literacy to create apps using App Inventor. Fourth, the teachers considered it necessary to emphasize simulated instructions, as well as the experience of collecting and handling data through apps to improve preservice teachers' TPACK app development for educational use.

Literature Review on Applying Digital Therapeutic Art Therapy for Adolescent Substance Addiction Treatment (청소년 마약류 중독 치료를 위한 디지털치료제 예술치료 적용을 위한 문헌연구)

  • Jiwon Kim;Daniel H. Byun
    • Trans-
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    • v.16
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    • pp.1-31
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    • 2024
  • The advent of digital media has facilitated easy access for adolescents to environments conducive to the purchase of narcotics. In particular, there's an increasing trend in the purchase and consumption of narcotics mediated through Social Network Services (SNS) and messenger services. Adolescents, sensitive to such environments, are at risk of experiencing neurological and mental health issues due to narcotic addiction, increasing their exposure to criminal activities, hence necessitating national-level management and support. Consequently, the quest for sustainable treatment methods for adolescents exposed to narcotics emerges as a critical challenge. In the context of high relapse rates in narcotic addiction, the necessity for cost-effective and user-friendly treatment programs is emphasized. This study conducts a literature review aimed at utilizing digital platforms to create an environment where adolescents can voluntarily participate, focusing on the development of therapeutic content through art. Specifically, it reviews societal perceptions and treatment statuses of adolescent drug addiction, analyzes the impact of narcotic addiction on adolescent brain activity and cognitive function degradation, and explores approaches for developing digital therapeutics to promote the rehabilitation of the addicted brain through analysis of precedential case studies. Moreover, the study investigates the benefits that the integration of digital therapeutic approaches and art therapy can provide in the treatment process and proposes the possibility of enhancing therapeutic effects through various treatment programs such as drama therapy, music therapy, and art therapy. The application of art therapy methods is anticipated to offer positive effects in terms of tool expansion, diversification of expression, data acquisition, and motivation. Through such approaches, an enhancement in the effectiveness of treatments for adolescent narcotic addiction is anticipated. Overall, this study undertakes foundational research for the development of digital therapeutics and related applications, offering economically viable and sustainable treatment options in consideration of the societal context of adolescent narcotic addiction.

Analysis of the Impact of Generative AI based on Crunchbase: Before and After the Emergence of ChatGPT (Crunchbase를 바탕으로 한 Generative AI 영향 분석: ChatGPT 등장 전·후를 중심으로)

  • Nayun Kim;Youngjung Geum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.3
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    • pp.53-68
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    • 2024
  • Generative AI is receiving a lot of attention around the world, and ways to effectively utilize it in the business environment are being explored. In particular, since the public release of the ChatGPT service, which applies the GPT-3.5 model, a large language model developed by OpenAI, it has attracted more attention and has had a significant impact on the entire industry. This study focuses on the emergence of Generative AI, especially ChatGPT, which applies OpenAI's GPT-3.5 model, to investigate its impact on the startup industry and compare the changes that occurred before and after its emergence. This study aims to shed light on the actual application and impact of generative AI in the business environment by examining in detail how generative AI is being used in the startup industry and analyzing the impact of ChatGPT's emergence on the industry. To this end, we collected company information of generative AI-related startups that appeared before and after the ChatGPT announcement and analyzed changes in industry, business content, and investment information. Through keyword analysis, topic modeling, and network analysis, we identified trends in the startup industry and how the introduction of generative AI has revolutionized the startup industry. As a result of the study, we found that the number of startups related to Generative AI has increased since the emergence of ChatGPT, and in particular, the total and average amount of funding for Generative AI-related startups has increased significantly. We also found that various industries are attempting to apply Generative AI technology, and the development of services and products such as enterprise applications and SaaS using Generative AI has been actively promoted, influencing the emergence of new business models. The findings of this study confirm the impact of Generative AI on the startup industry and contribute to our understanding of how the emergence of this innovative new technology can change the business ecosystem.

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