• Title/Summary/Keyword: Digital Government

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The Study of the Correlation between Media Art Creative City and Local festival - with Lyon, Sapporo, Linz as the central figure - (미디어아트 창의도시와 지역축제의 연관성 연구 - 리옹, 삿포로, 린츠를 중심으로 -)

  • Jeong, Hye Young;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.399-409
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    • 2016
  • This study's purpose is to research the correlation between property and the major festivals with media art of exemplary 3 cities among 8 Unesco Media Art Creative Cities. As a result, it is drawn a conclusion that the below strategies are necessary to achieve success for Unesco Media Art Creative City. First, from the Creative City's point of view, on the basis of the maximization of various merits such as history, natural surroundings, and human resources of the city, it is necessary to reconcile a vision of the city and an identity of Media Art Creative City, and to seek for continuous growth of the city by consistency and durability of control tower within the local government. Second, from the local festival's point of view, it is necessary to provide a differentiated service in the existing media art festivals, to attract the fusion of media art and festivals, and the diversification and the popularization of media art programs. And, it needs to lead to involvement of young people with the fusion of on-line and off-line festivals, the fusion of analogue and digital festivals. In the conclusion, for the successful constructing of Media Art Creative City, it is necessary to maximize the merits of the city's own, to enhance the image for Media Art Creative City with the correlation between the merits and media art, and to differentiate the city's own various festivals, ant the same time, to converge them with media art technology. With these strategies, the local festival can make a new leap for global festival when it constitutes a whole with Media Art Creative City.

A Study on the Implementation of Urban Senior Multi-Carezon for the Elderly (고령화에 따른 도시형 노인 시니어 멀티 케어존 실효성에 관한연구)

  • Lee, Jong-Sik
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.2
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    • pp.273-286
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    • 2018
  • Korean government has taken various population policy so far According to demographic results, The aging population is rapidly aging and it is expected to deepen in the future. However, many senior citizens are also exposed to poor economic conditions and inconsistent health care risks Most seniors suffer from mental illness and chronic diseases. seniors in traditional cities feel very alienated as they change from large family to small family. As the number of elderly people living alone grows, social problems increase. At present, the health care for the elderly who live alone is not being taken properly, and they are under a very poor management system, both physically and mentally. Every human being has to be old, and we aim to spend our old age processes physically and mentally healthy. As the basic age of the elderly increases, it is necessary to consider various aspects of the welfare policies and medical policies that are followed. In this study, 100 elderly people over the age of 65 were surveyed for economic situations and physical and mental health conditions, and specially performed study on utility of 'urban senior multi care zone' to prove the necessity of introducing the latest digital devices to resolve these problems more effectively by analyzing serious feelings of alienation, loneliness, and emotional situations. Lastly, We conducted this research to find ways to help the elderly through customized health care.

Empirical Research on the Causal Effect of Implementation of "With-COVID19" Policy on the Viewer Engagement of Online Fitness Contents (위드코로나 정책이 온라인 피트니스 콘텐츠의 시청자 참여도에 미치는 영향에 대한 실증 연구)

  • Byoung-Hyuk Ahn;Jiye Baek
    • Information Systems Review
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    • v.25 no.4
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    • pp.1-25
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    • 2023
  • The online fitness industry has experienced rapid growth in recent years, overcoming physical constraints of conventional fitness programs. The COVID-19 pandemic accelerated the trend as social distancing policies were implemented. However, as financial distress of offline gyms worsened, the Korean government implemented the "With-COVID19" policy, which lifted most of the restrictions and regulations on offline gyms, on November 1st, 2021, raising concerns about the loss of drivers for the growth of the online fitness industry. Using regression discontinuity design in time (RDDiT), this study investigates the causal effect of the "With-COVID19" policy on the viewer engagement of online fitness content. Contrary to expectations that viewer engagement would decrease, it increased by 21%. Additionally, subgroup analysis based on opportunity cost reveals heterogeneity, and the high-cost group experienced a greater increase of 32% compared to low-cost group. Based on these findings, the study provides possible mechanisms of the increase, theoretical contributions on using RDDiT in the Information Systems, and practical implications for guidelines on managing online fitness platforms and content in the era of digital transformation.

Reflections on the Possibility of Replacing the Registration System with a Blockchain System

  • Jong-Ryeol Park;Sang-Ouk Noe
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.7
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    • pp.169-179
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    • 2024
  • Currently, information technologies such as blockchain and metaverse are being innovatively developed in Korea and around the world. The government has defined the innovation of these cyber-related technologies as the fourth industrial revolution and presented the Digital New Deal as an important policy of the Korean version of the New Deal, and is implementing various policies and systems related to it. This situation is expected to affect the development of the real estate registration system in Korea. Moreover, as the Supreme Court is currently promoting the transition to a future registration system, it is necessary to examine whether blockchain technology, which allows parties to exchange value without a third party guaranteeing the transaction, can be used in the real estate registration system. In order to secure the credibility of the real estate registration as electronic information under the registration system that introduces electronic registration and blockchain system, the transparency of transaction identification and real estate registration details should also be recorded using the blockchain system as a way to prevent such crimes and legal disputes. As a solution, it is worth considering how to improve the reliability of transaction identification, recognize the actual examination rights of the registrar in the foundation system of the real estate register, and increase public trust by going through the notarization stage when recording rights such as real rights, and consider how to introduce a blockchain system at this stage to ensure integrity and reliability. In the stage before the current real estate registration and study system is converted to a blockchain system, the clarity, transparency, and consistency of the real estate registration entries with the actual real estate must be established so that the real estate study can finally be recognized as authoritative, thereby ensuring the trust of the transaction parties to the real estate study system that has adopted the blockchain system in the future, and bringing us closer to the goal of real estate transactions in the form of smart contracts between the parties who have trusted it based on transparency and integrity of real estate study in the real estate transaction market.

Exploring the Meaning of the 2018 'Comprehensive Plan for Vitalizing Democratic Citizenship Education' (2018년 '민주시민 교육 활성화를 위한 종합계획' 의미탐색)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.51-60
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    • 2024
  • The purpose of this study is to explore the meaning of the 2018 'Comprehensive Plan for the Vitalization of Democratic Citizenship Education' centered on the '2022 Revised Curriculum General Discussion'. Research Results First, in the case of strengthening democratic citizenship education in schools, one of the main tasks in the general discussion of the 2022 revised curriculum emphasizes democratic citizenship education to cultivate citizenship. are doing Second, in the case of teacher professionalism enhancement and support for educational activities, development of teaching and learning materials and reinforcement of teacher training are promoted in the 2022 revised curriculum summary. Third, in the case of creating a democratic school culture, the 2022 revised curriculum outline guarantees student safety and learning rights through remodeling or remodeling old schools to restructure learning spaces and realize a digital-based learning environment. Fourth, in the case of revitalization of student autonomy, in the general discussion of the 2022 revised curriculum, the autonomy of the school curriculum considering the needs of students and school conditions is expanded, and classes centered on participatory experiences and self-government activities are strengthened. Fifth, in the case of establishing a democratic citizenship education support system, the 2022 revised curriculum outline establishes a mutual cooperation system that respects the roles and expertise of various educational subjects and a mutual cooperation system between the local community and the educational community.

A Study on Setting Expected Targets for Satisfaction with the Frequency of Use of Construction Technology Information (건설기술정보의 활용 빈도 만족도에 대한 기대 목표치 설정에 관한 연구)

  • Seong-Yun Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.2
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    • pp.251-268
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    • 2024
  • Recently, with the implementation of the "e-Government Performance Management Guidelines," there is a growing demand for setting performance indicators for information systems. For systems that provide information services to the public, such as CODIL, it is not easy to set performance indicators. This study presented a research model that applies Monte Carlo simulation to set expected performance targets that can be achieved through CODIL based on objective evidence. Among the survey contents conducted from 2015 to 2023, the statistical characteristics of user satisfaction regarding the frequency of use of construction technology information provided by CODIL were designated as input variables. Future expected targets and confidence intervals from 2024 to 2026 were designated as outcome variables. The expected target value was measured by generating 5 simulation alternatives and 1,000 random numbers for each alternative. Next, the measured expected goals were interpreted and compared with the results of time series regression analysis measured in previous studies. Although, as in previous studies, the expected target value could not be predicted based on time series regression analysis that considers the correlation between years. However, compared to previous studies, this study can be considered a more accurate analysis result because it predicted the expected target value based on 5,000 input variables.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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A Survey on the Cheolwon Castle of Taebong-guk During the Japanese Colonial Period (일제강점기 태봉국 철원성 조사와 봉선사지)

  • Sim, Jaeyoaun
    • Korean Journal of Heritage: History & Science
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    • v.52 no.1
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    • pp.258-271
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    • 2019
  • Recent changes in inter-Korean relations have encouraged South Korean archaeologists' interest in northern cultural heritage and their desire to conduct research. However, it is doubtful how much the South Korea really knows about the cultural ruins in North Korea and the cultural ruins to be found in the DMZ. In Korea, research data on the Japanese colonial period is scattered amongst national institutions and it is not possible to to collect, identify and document the data available in each institution. Typically, the data of Keiichi Ogawa(小川敬吉) is difficult to understand in its printed from. In addition, Ogawa has collected data from several national government agencies, and work is underway to collect architectural data and construct digital archives. This situation will not occur if we publish the data collected so far in digital form. Therefore, there is an urgent need to fully disclose the data related to Cheolwon which is owned by national institutions. If this data is analyzed, sufficient archaeological information can be obtained without excavation. On the other hand, one must wonder if the whole landscape of Cheolwon castle of Taebongguk cand be understood by investigating the interior of Cheolwon castle. This effort should be preceded by a survey on the ruins and the remains of the southern part of the southern boundary line. Rapid development and large-scale arrangement of cultivated land are likely to make it difficult to restore the external landscape related to the tillage demand that is required by the current situation. In the process of restoration of the actual Gyeongwon Line, it has been confirmed that serious irregularity has caused damage and the landscape has been transformed. In order to minimize these risks, it is urgent that we investigate the relics scattered in the southern part of the country, and not devote ourselves to the investigation of Cheolwon. In this regard, how much military, roads, excavation and archaeologists are prepared, centered on Cheolwon and scenery is an important question. I am curious as to how much preparation is provided to the Chulwon-gun and Gangwon-do in terms of administrative assistance, and how much archaeologists and excavation agencies are aware of the archaeological information of the inside and the southern part of the DMZ. Furthermore, how long have people been aware of the archaeological remains on the North Korean side? In order for da iscussion on Cheolwon and scenery to progress, it is necessary to carry out a precise investigation and accumulation of data on the remains in South Korea.

A Study on the Development Direction of Medical Image Information System Using Big Data and AI (빅데이터와 AI를 활용한 의료영상 정보 시스템 발전 방향에 대한 연구)

  • Yoo, Se Jong;Han, Seong Soo;Jeon, Mi-Hyang;Han, Man Seok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.9
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    • pp.317-322
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    • 2022
  • The rapid development of information technology is also bringing about many changes in the medical environment. In particular, it is leading the rapid change of medical image information systems using big data and artificial intelligence (AI). The prescription delivery system (OCS), which consists of an electronic medical record (EMR) and a medical image storage and transmission system (PACS), has rapidly changed the medical environment from analog to digital. When combined with multiple solutions, PACS represents a new direction for advancement in security, interoperability, efficiency and automation. Among them, the combination with artificial intelligence (AI) using big data that can improve the quality of images is actively progressing. In particular, AI PACS, a system that can assist in reading medical images using deep learning technology, was developed in cooperation with universities and industries and is being used in hospitals. As such, in line with the rapid changes in the medical image information system in the medical environment, structural changes in the medical market and changes in medical policies to cope with them are also necessary. On the other hand, medical image information is based on a digital medical image transmission device (DICOM) format method, and is divided into a tomographic volume image, a volume image, and a cross-sectional image, a two-dimensional image, according to a generation method. In addition, recently, many medical institutions are rushing to introduce the next-generation integrated medical information system by promoting smart hospital services. The next-generation integrated medical information system is built as a solution that integrates EMR, electronic consent, big data, AI, precision medicine, and interworking with external institutions. It aims to realize research. Korea's medical image information system is at a world-class level thanks to advanced IT technology and government policies. In particular, the PACS solution is the only field exporting medical information technology to the world. In this study, along with the analysis of the medical image information system using big data, the current trend was grasped based on the historical background of the introduction of the medical image information system in Korea, and the future development direction was predicted. In the future, based on DICOM big data accumulated over 20 years, we plan to conduct research that can increase the image read rate by using AI and deep learning algorithms.