• Title/Summary/Keyword: Digital platform

Search Result 1,402, Processing Time 0.028 seconds

Classification standard of Communication Tool (플랫폼 분류 기준 고찰 : 감각의 입·출력)

  • Kim, Hyo-Yeun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.189-190
    • /
    • 2018
  • Digital content requires the concept and structure that give us insights into the languages between computers and humans and how humans experience manifested among the flow of characters, images, and voice. Communicology, $Vil{\acute{e}}m$ Flusser's original study, allows us to reconsider and to reconstruct the boundary of human awareness. This paper intends to begin understanding digital content consisting of numerical codes by reviewing communicology. communicology helps to break up pre-existing categories and thinking about new standards. ith the help of information technology. Planning content can be actualized by classifying and reconstructing content that are input/output of senses. The standard of classification is 'boundary' and 'direction,' communication elements that cannot be broken down any further. There is no need to communicate if there is no boundary. The operation of communication is comprised of 'direction.' Considering humankind as the standard, the boundary that takes in stimulation from outside can be seen as senses. Direction can be expressed as input/output. Output assumes that technical pictures receive information. The coordinates for various pre-existing platforms and content and uncovered platforms can be set with a consistent standard. This allows us to escape from the standard of flat content that was activated by sight and rationality at the ideology of characters, to seek a three-dimensional standard that can be vitalized by various senses and irrationality, and to reconstruct the input/output of senses to show the possibility of planning a new platform.

  • PDF

Digital Revolution and Welfare State Reforms: Revisiting Social Investment and Social Protection (기술혁명과 미래 복지국가 개혁의 논점: 다시 사회투자와 사회보호로)

  • Choi, Young Jun;Choi, Jung Eun;Ryu, Jung Min
    • 한국사회정책
    • /
    • v.25 no.1
    • /
    • pp.3-43
    • /
    • 2018
  • The digital revolution has brought about both positive expectations and negative concerns. Many experts predict that the current technological revolution, so-called "Fourth Industrial Revolution", which is expected to increase productivity in a disruptive way, has significant implications on employment and the labor market. In subsequence, the possible demise of the traditional employment system could markedly undermine the comtemporary welfare state. As a result, basic income has emerged as an alternative. However, little welfare state research has conducted the systematic review on the impact of the present technological revolution on employment and welfare states. In this paper, we will start to review the gist of the digital revolution and critically review recent studies on its effects on employment and welfare states together with actual case studies. In particular, we will investigate the experiences of platform economies of Uber and Amazon Mechanical Turk, and the German experience from 'Work 4.0'. Finally, we will discuss key issues of future welfare state reforms. This research argues that the effects of the technological revolution on employment and welfare state policies would be enormous, but they will be most likely to be mediated by domestic political and policy institutions. It emphasizes the importance of high-quality social investment that would enable individuals to flexibly adapt technological changes and support creative human capital resource. But, high-quality social investment could not be sustained without the decent social protection system that universally provides security to people.

Concept and Application of Groundwater's Platform Concurrency and Digital Twin (지하수의 플랫폼 동시성과 Digital Twin의 개념과 적용)

  • Doo Houng Choi;Byung-woo Kim;E Jae Kwon;Hwa-young Kim;Cheol Seo Ki
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2023.05a
    • /
    • pp.13-13
    • /
    • 2023
  • 디지털 기술은 오늘날 플랫폼과 디지털 트윈의 기술도입을 통해 현실 세계를 네트워크와 가상세계와의 연결이 통합되어진 가상 현실 세계의 입문 도약이다. 현실에서 가상현실의 사이의 디지털 전환(digital transformation)에는 디지털 기술과 솔루션을 비즈니스의 모든 영역에 통합하는 것이 포함된다. 이러한 디지털 전환의 핵심은 데이터에 관한 것이며, 데이터를 활용하여 가치를 창출하고 고객경험과 비즈니스 영역을 극대화하는 방식을 제공한다. 최적의 데이터를 제공하기 위한 플랫폼과 가상 현실세계 구현을 위한 디지털 트윈의 상호연계 관한 기본 개념은 데이터 수집, 데이터 분석, 데이터 시각화 및 데이터 보고와 같은 데이터 비즈니스이다. 현장 데이터는 디지털 양식을 통해 수집, 기록, 저장된다. 현장 IoT 기반 데이터(사진 및 비디오 매체 등)는 지속적으로 수집되고 종종 다른 데이터베이스에 저장되지만 지리 공간적 위치에 연결되지 않는다. 모든 디지털 발전을 조화시키고 지하수 데이터에서 더 빠른 이해를 도출하기 위해서는 디지털 트윈이 시작되어야 한다. 단일 지하수플랫폼에서 현장 조건을 시각화하고 실시간 데이터를 스트리밍하며, 과거 3D 데이터와 상호작용하여지질 또는 지화학 데이터를 선택적 사용을 위해 지하수 플랫폼과 디지털 트윈이 연계되어야 한다. 데이터를 디지털 정보모델과 연결하면 디지털 트윈에 생명을 불어넣을 수 있지만 디지털 트윈의 가치를 극대화하려면 여전히 데이터 플랫폼 서비스와 전달 방식을 선택해야 한다. 지하수 플랫폼동시성을 갖는 디지털 트윈은 정적 및 동적 데이터를 저장하는 데이터베이스 또는 크라우드 서비스에서 데이터를 가져오는 API(애플리케이션 프로그래밍 인터레이스), 디지털 트윈을 위한 호스팅 공간, 디지털 대상을 구축하는 소프트웨어, 구성 요소 간 읽기/쓰기를 위한 스크립트, chatGPT 및 API를 활용할 수 있다. 이를 통해 수집된 데이터의 실시간 양방향 통신기술인 지하수 플랫폼 기술을 활용하여 디지털 트윈을 적용하고 완성할 수 있고, 이를 지하수 분야에도 그대로 적용할 수 있다. 지하수 분야의 디지털 트윈 기술의 근간은 지하수 모니터링을 위한 관측장치와 이를 활용한 지하수 플랫폼의 구축 및 양방향 자료전송을 통한 분석 및 예측기술이다. 특히 낙동강과 같이 유역면적이 넓고 유역 내 지자체가 많아 이해관계가 다양하며, 가뭄과 홍수/태풍 등 기후위기에 따른 극한 기상이변가 자주 발생하고, 또한 보 및 하굿둑 개방 등 정부정책 이행에 따른 민원이 다수 발생하는 지역의 경우 하천과 유역에 대한 지하수 플랫폼과 디지털 트윈의 동시성 기술적용 시 지하수 데이터에 대한 고려가 반드시 수반되어야 한다.

  • PDF

A Policy Study to Improve the Utilization of Public Data in Busan (부산지역 공공데이터 활용도 향상을 위한 정책연구)

  • Bae, Soohyun;Kim, Sungshin;Jeong, Seok Chan
    • The Journal of Bigdata
    • /
    • v.6 no.2
    • /
    • pp.1-15
    • /
    • 2021
  • The unprecedented pandemic of infectious diseases called COVID-19 has dampened human and material movement, and changes in the global economic structure have caused various economic and industrial problems such as worsening employment along with the domestic and international economic recession. In this crisis situation, the government announced the "New Deal" as a new card to enhance economic vitality following the "emergency disaster support fund." This means that the first business of the Digital New Deal, the beginning and core of the New Deal, begins digital transformation from collecting data, which is the "rice" of digital transformation to the data dam. Until now, not only the government but also local governments have established and operated platforms for collecting and sharing public data by establishing various data portals. It is evaluated that it lacks utilization for commercialization as not only the government but also local governments focus only on building the platform without considering the business model when building the initial public data platforms. In particular, in the case of regions, there is a lack of public data to be used for data business, so it is necessary to utilize data from public institutions in the region. In this study, various data collection, data quality improvement, and data utilization improvement were suggested as measures to solve these problems.

Geospatial Data Pipeline to Study the Health Effects of Environments -Limitations and Solutions- (환경의 건강 영향 연구를 위한 공간지리정보 데이터 파이프라인 -자료활용의 제한점과 극복방안-)

  • Won Kyung Kim;Goeun Jung;Dongook Son;Sun-Young Kim
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.27 no.3
    • /
    • pp.60-75
    • /
    • 2024
  • Research on health outcomes of environmental factors has been implemented by multiple and interacting factors, including environmental, socio-demographic, economic, and traffic aspects. There are still significant challenges and limitations in constructing databases for the connections between contributing factors and an integrated approach to environmental health research even though there has been a dramatic increase in data availability and incredible technological advance in data storage and processing. This study emphasizes the necessity of establishing a geospatial data pipeline to analyze the impact of environmental factors on health. It also highlights the difficulties and solutions related to the construction and utilization of a geospatial database. Key challenges include diverse data sources and formats, different spatio-temporal data structures, and coordinate system inconsistencies over time within the same geospatial data. To address these issues, a data pipeline was constructed with pre-processing and post-processing for the data, resulting in refined datasets that could be used for calculating geographic variables. In addition, an AWS-based relational database and shared platform were established to provide an efficient environment for data storage and analysis. Guidelines for each step of the process, including data management and analysis, were developed to enable future researchers to effectively use the data pipeline.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.25 no.4
    • /
    • pp.67-88
    • /
    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.425-436
    • /
    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

  • PDF

A Study of a User's Continuous Usage Behavior in a Mobile Data Service Platform: The Roles of Perceived Fee and Perceived Anxiety (모바일 데이터 서비스 플랫폼에서 지속사용 행동에 관한 연구: 재무적 비용과 정신적 비용의 역할 관점에서)

  • Kim, Byoung-Soo;Lee, Jong-Won;Kang, Young-Sik
    • Information Systems Review
    • /
    • v.12 no.1
    • /
    • pp.209-227
    • /
    • 2010
  • One type of innovative multimedia platform environments is mobile data services (MDS), exemplified by Nate, Show, and OZ. In the context of MDS, enhancing user's continuance intention is a significant challenge to the continuing growth and long-term viability of MDS. Because the cost of using MDS is borne mainly by users, they are likely to evaluate it based on perceptions of what is received and what is given. This study identifies perceived usefulness and perceived enjoyment as the 'get'components, and perceived fee and perceived anxiety as the 'give' components. To understand the role of get and give components in the MDS post-adoption environment, this study incorporates these components into expectation confirmation model. We collected data from 204 users who had direct experiences with MDS within recent 3 months. The data was analyzed by employing PLS (partial least squares). Theoretical and practical implications of our findings are discussed.

Implementation of PersonalJave™ AWT using Light-weight Window Manager (경량 윈도우 관리기를 이용한 퍼스널자바 AWT 구현)

  • Kim, Tae-Hyoun;Kim, Kwang-Young;Kim, Hyung-Soo;Sung, Min-Young;Chang, Nae-Hyuck;Shin, Heon-Shik
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.7 no.3
    • /
    • pp.240-247
    • /
    • 2001
  • Java is a promising runtime environment for embedded systems because it has many advantages such as platform independence, high security and support for multi-threading. One of the most famous Java run-time environments, Sun's ($PersonalJave^{TM}$) is based on Truffle architecture, which enables programmers to design various GUIs easily. For this reason, it has been ported to various embedded systems such as set-top boxes and personal digital assistants(PDA's). Basically, Truffle uses heavy-weight window managers such as Microsoft vVin32 API and X-Window. However, those window managers are not adequate for embedded systems because they require a large amount of memory and disk space. To come up with the requirements of embedded systems, we adopt Microwindows as the platform graphic system for Personal] ava A WT onto Embedded Linux. Although Microwindows is a light-weight window manager, it provides as powerful API as traditional window managers. Because Microwindows does not require any support from other graphics systems, it can be easily ported to various platforms. In addition, it is an open source code software. Therefore, we can easily modify and extend it as needed. In this paper, we implement Personal]ava A WT using Microwindows on embedded Linux and prove the efficiency of our approach.

  • PDF

Modeling FORM Architectures Based on UML 2.0 Profiling (UML 2.0 프로파일링을 이용한 FORM 아키텍처 모델링)

  • Yang, Kyung-Mo;Jo, Yoon-Ho;Kang, Kyo-Chul
    • Journal of KIISE:Software and Applications
    • /
    • v.36 no.6
    • /
    • pp.431-442
    • /
    • 2009
  • The Software Product Line (SPL) engineering is one of the most promising software development paradigms. With Feature-Oriented Reuse Method (FORM), reusable and flexible components can be built to aid the delivery of various software products such as mobile phone and digital TV applications based on commonalities and variabilities identified during Feature modeling. Model Driven Architecture (MDA) is also an emerging technology which supports developing software products to work on different platforms with platform independent models (PIM). Combining advantages of these two approaches is helpful to build a group of software products which share common Features while working on various platforms. As first step to combine FORM with MDA, we extend UML2.0 with profiles by which FORM architectures and parameterized Statecharts can be modeled. Secondly, we provide rules to examine whether Features are allocated at positions of elements of Statecharts consistently between a Feature model and a parameterized Statechart. Some rules are designed to check the consistency between FORM architectures and parameterized Statecharts. A case study on an elevator control system is provided to demonstrate the feasibility of our modeling approach and consistency checking rules.