This study aims to analyze the research trends on the civic participation in a smart city and to present implications to policy makers, industry professionals and researchers. As rapid urbanization is defining development trend of modern city, urban problems such as transportation, environment, and energy are spreading and intensifying around the city. Countries around the world are introducing smart cities to solve these urban problems and to achieve sustainable development. Recently, many countries are modifying urban planning from top-down to down-up by actively engaging citizens to participate in the urban construction process directly and indirectly. Although the construction of smart cities is being promoted in Korea to solve urban problems, awareness of smart cities and civic participation are low. In order to overcome this situation, discussions on ideas and methods that can increase civic participation in smart cities are continuously being conducted. Therefore, in this study, by collecting publication containing both 'Smart Cities' and 'Participation (Engagement)' in Scopus DB, the topics of related studies were categorized and research trends were analyzed using topic modeling. Through this study, it is expected that it can be used as evidence to understand the direction of civic participation research in smart cities and to present the direction of related research in the future.
The retirement of the Korean baby boomer generation has become a major factor in an aging society as a large proportion of the population has moved from the middle-aged to the elderly. In addition, after being busy working at a structured workplace for over 30 years, after retirement, they could not adapt to the unstructured environment, causing depression and leading to social problems such as the risk of suicide. research was needed. This study uses photovoice to in-depth research on the research question of how retirees' perception of death preparation, who wants to live a life prepared until death, is used. This is the purpose of this study. The study participants were 7 baby boomer retirees, the data were collected for 2 months, and the perception derived as a result of analyzing the photos, explanations, and in-depth interviews taken by the subject analysis method was used to prepare It was a necessity for education. In the discussion of this study, it is urgent to develop a death preparation education program that can help the baby boomer retirees, and I would like to suggest that the cooperation of local organizations in charge of the program is necessary. This study is meaningful in that it presents basic data in preparing social welfare policy measures for the elderly after retirement through the awareness of death preparations of baby boomer retirees.
Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.
Han, Sang Kyu;Kim, Yoo Jung;An, A Ju;Heo, Eun Young;Kim, Jeong Whun;Lee, Joong Seek
Design Convergence Study
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v.16
no.6
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pp.123-135
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2017
In recent mobile health care service, health management using number of steps is becoming popular. In addition, a variety of activity trackers have made it possible to measure the number of steps more accurately and easily. Nevertheless, the activity tracker is not popularized, and it is a trend to use the pedometer sensor of the smartphone as an alternative. In this study, we tried to find out how much the number of steps collected by the smartphone versus the actual number of steps in actual situations, and what factors make the difference. We conducted an experiment to collect number of steps data of 21 people using the smartphone and wearable device simultaneously for 7 days. As a result, we found that the average number of steps of the smartphone is 62% compared to the actual number of steps, and that there is a large variation among users. We derived a regression model in which the accuracy of smartphone increases with the degree of awareness of smartphone. We expect that this can be used as a factor to correct the difference from the actual number of steps in the smartphone alone healthcare service.
The purpose of this research is to analyze the current status of hospital life guides in Korean and overseas hospitals, draw problems, and propose a design improvement. in order to improve the visual convenience and efficiency of information delivery of hospital life guidelines. As a result of examining and analyzing the current status of the notice on hospital life in 16 hospitals at home and abroad, problems such as information selection without certain standard, increase of items due to unnecessary items, and forms that do not consider the convenience for notice use were discovered. In order to solve them, this study suggested a survey questionnaire for finding detailed improvements, and it divided the participants into two groups of 50 patients/nurses and 50 nurses in each. The study carried out a user awareness investigation and survey on the efficiency and understanding of information, number and importance of items, and color and form, and then made another sample notice to conduct a detailed survey on color and form. As a result, the study could identify that important items for each users were different. It is considered that a new design with improved visual convenience of users and efficiency of information delivery, by applying layout and graphic elements as well as selecting information that meets consumer demand, will be proposed based on this.
This study is a descriptive research study conducted to find out the level of perception of the good death among nursing students and compare sub-factors among the perceptions of a good death. As for the research method, 102 people who explained the purpose of the study and agreed to participate were conveniently recruited. As a research tool, 'Measure of concept of a Good Death' by Schwartz et al. (2003) was translated by Lee (2017), and the research was conducted through online. For data analysis, statistical techniques such as descriptive statistics, frequency analysis, t-test, and one-way ANOVA of the IBM SPSS Statistics 26 program were used. Factors showing average differences in scores for each of the three sub-factors of good death awareness were derived from the experience of clinical practice. The mean of good death (3.13±0.36 points) of nursing students who experienced clinical practice was statistically significantly higher than that of students without clinical practice experience (2.90±0.31 points) (t=3.156, p=.002). In particular, the mean of good death for 'closure' was statistically significantly higher for those with experience in clinical practice (3.46±0.39 points) than those without experience (3.16±0.37 points) (t=3.476, p=.001). Through this study, it was confirmed that nursing students' perception of a good death differed depending on whether or not they were in clinical practice. The results of this study are expected to provide basic data for the establishment of effective educational strategies for the perception of good death in nursing students.
The Journal of the Convergence on Culture Technology
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v.9
no.4
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pp.291-301
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2023
The purpose of this study is to examine the perception of early childhood teachers on ecological art activities oriented to education for sustainable development. The research results are as follows. First, Early childhood teachers recognized the visual art of natural media, the pursuit of community values, and the participation and communication of social members as educational significance of ecological art activities. And difficulties in practicing ecological art were recognized as lack of educational environment, lack of ecological art teaching materials and specific examples, and teachers' lack of understanding of ecological art. Also, they recognized that ecological art activities foster core competencies in art experience area, such as nature-friendly communication skills, eco-friendly sensibility, and creative convergence skills. Second, regarding ecological art activities and sustainable development education, early childhood teachers considered the difficulties in practice as lack of awareness about sustainable development, lack of play meia and materials, lack of educational policies and support, and insufficient teacher training programs. Also, regarding the SDGs that can be practiced in ecological art activities, teachers were found to be highly aware of 'grow affordable and clean energy', 'improve clean water and sanitation', 'provide quality education' in the order. In the contents of education for sustainable development that can be practiced in ecological art activities, teachers are given the order of 'climate change response', 'clean energy', 'water and sanitation', 'quality education', 'health and well-being' and 'marine ecosystem'. was highly recognized. If an ecological art activity program is developed, the rate of responding that it will be used is high, so it is considered that the development of an ESD-oriented ecological art activity program is urgent.
The use of digital information according to the development of information and communication technology and the 4th industrial revolution is continuously increasing and diversifying, and in proportion to this, crimes using digital information are also increasing. However, there are few cases of establishing an environment for processing and analysis of digital evidence in Korea. The budget allocated for each organization is different and the digital forensics laboratory built without solving the chronic problem of securing space has a problem in that there is no standard that can be referenced from the initial configuration stage. Based on this awareness of the problem, this thesis conducted an exploratory study focusing on tools and equipment necessary for building a digital forensics laboratory. As a research method, focus group interviews were conducted with 15 experts with extensive practical experience in the digital forensic laboratory or digital forensics field and experts' opinions were collected on the following 9 areas: network configuration, analyst computer, personal tools·equipment, imaging devices, dedicated software, open source software, common tools/equipment, accessories, and other considerations. As a result, a list of tools and equipment for digital forensic laboratories was derived.
The reality of this study is that, in accordance with the development trend of human body art, art makeup and semi-permanent makeup are emerging as promising industries in the beauty industry among beauticians, and awareness of professional skill improvement is gradually increasing over time. Accordingly, interest in semi-permanent makeup has increased not only among beauticians who specialize in beauty industry or learn semi-permanent makeup, but also at beauty academies where they learn many beauty techniques, and this trending technology has been promoted at international beauty competitions by holding skill competitions for beauty technicians who specialize in semi-permanent techniques. As a venue for exchanging information about education, it is expected that synergistic effects such as dissemination of the education system can be expected. Korea's rapid industrial development has brought about great changes in the supply and demand of professional and detailed skilled manpower and in the formation of manpower in terms of technical level according to industrial development, and the skills and professional skills of beauty beauticians have improved due to the excellence of the professional education qualifications of beauticians and high skill evaluations. This had a significant impact on self-development and led to a re-recognition of the importance of efforts to achieve skilled skills.
C4I system is an integrated battlefield information system that automates the five elements of command, control, communications, computers, and information to efficiently manage the battlefield. C4I systems play an important role in collecting and analyzing enemy positions, situations, and operational results to ensure that all services have the same picture in real time and optimize command decisions and mission orders. However, the current C4I has limitations whenever a new weapon system is introduced, as it only provides battlefield visualization in a single area focusing on the battlefield situation for each military service. In a future battlefield that expands not only to land, sea, and air domains but also to cyber and space domains, improved command and control decisions will be possible if organic data from various weapon systems is gathered to quickly visualize the battlefield situation desired by the user. In this study, the visualization technology applicable to the future C4I system is divided into map area, situation map area, and display area. The technological implementation of this future C4I system is based on various data and communication means such as 5G networks, and is expected to enable hyper-connected battlefield visualization that utilizes a variety of high-quality information to enable realistic and efficient battlefield situation awareness.
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