• Title/Summary/Keyword: Government Convergence Service

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An Analysis on the Evolutionary Characteristics of Ubiquitous City through Evolutionary Map of Ubiquitous City (유시티 진화 지도를 통한 유시티 진화 특성 분석)

  • JO, Sung-Soo;LEE, Sang-Ho;LEEM, Youn-Taik
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.2
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    • pp.75-91
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    • 2015
  • This study aims to analyse the U-City characteristics through the U-City historical mapping. The U-City characteristics were analysed by building the U-City historical map in terms of STIM model which consists of service, technology, infrastructure and management. The data for analysis is the National Informatization White Paper published by the NIA (National Information Society Agency) from 2002 to 2013. As a result, first, the U-City service were evolved from administration informatization, enterprise informatization, administration/living informatization and administration/space/private informatization through the intelligence facilities and space. Second, the U-City technology were changed through wire network, sensor/network, processing/super-highway network, convergence of network/security. Third, the U-City infrastructure have had evolutionary process such as wire computer network, wire/wireless network, intellectualization facility and intelligent facility space. Forth, the U-City management were carried out with making the unit network/infrastructure management, information connection/operating management and information integration/participation management. Therefore, the history of U-City has been making rapid development in government computerization, computer oriented society, information city and ubiquitous city.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

The Study of Key Success Factors of One-Person Creative Firms (1인 창조기업의 성공요인에 관한 연구)

  • Jeong, Joon-Soo;Nah, Kwan-Sik;You, Yen-Yoo
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.201-209
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    • 2014
  • The purpose of this study is to analyze subjective and objective factors for the successful operation of One-Person Creative Firms and find significant variables in accordance with the sales and net profit that are representing business performances. Additionally, we were trying to find that what One-Person Creative Firms have had a government assistance need the supports in order to achieving a good performance in sales and net profit. In the result of this study, the sales volume is related that two(2) subjective(Judgment, Planning) and four(4) objective factors(Patent Application, Patent Registration, Business Duration, Initial Capital). The net profit is related that Challenging Spirits in subjective factors and Run-up to the Business, Business Duration, Initial Capital in objective factors. Ultimately, these factors are important variables for the sales and net profit in relationship both the positive(+) and negative(-). This is an exploratory nature of the study rather than the rigorous hypothesis testing. Therefore, a rigorous hypothesis test study model to derive a more detailed study is needed based on the results of this study in the future.

A Study on the Policy Implication on the Addiction of Social Media Service User : Focusing on the Proposal of Korean SNS Addiction Index (KSAI) (소셜미디어 사용자의 중독에 관한 정책적 함의 연구 : 한국형 SNS 중독지수(KSAI) 제안을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.255-265
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    • 2013
  • This study deals with the policy proposals focusing on the addiction for the rapidly growing social media service (SNS) and its diagnosis. Researcher intends to define the SNS addiction and develops a diagnostic measure, which is a valuable subject. The reason is why the SNS becomes more convenient with prevalence of smart phones and the SNS addiction becomes enough severe to suggest internet addiction policy. Researcher presents the subjects into three parts. Firstly, the SNS addiction variables are derived and validated. Secondly, the path model between the SNS addiction variables is verified and discussed. Thirdly, researcher proposes the diagnostic results and the group comparison. Therefore, the result of this study is that the SNS addiction can be measured by the four elements, which are the failure in stopping the use of the SNS, time tolerance, living disability, withdrawal and anxiety. Researcher verifies the sequential impact of each variable and figures out the SNS addict through the presentation of a realistic measurement for the addiction index and the determination of the level of the addiction. By the above result, the researcher proposes the public relations of the government policy for the sound usage of the SNS and the self management of user. Finally, various proposed in this study will help to prevent juvenile crime, social problems in the future.

A Study on the Changes in Digital Perception of Information Vulnerable Class After COVID-19 (코로나이후 정보취약계층의 디지털인식변화에 관한연구)

  • Kim, So-Young;Jung, Jin-Teak
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.531-539
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    • 2021
  • Given the rapid development of information and communication technology (ICT) and the deepening of the information gap phenomenon in the context of the COVID-19 pandemic, researchers and practitioners need to understand the changing perceptions of new phenomena such as COVID-19 information gap on the existing information-vulnerable population. In this study, an empirical analysis was performed with the digital information gap survey data in 2020 to understand the potential impact of COVID-19 on the information gap according to the information-vulnerable class. This study is to verify the effect of information gap, marginalized groups, gender, and major factors of information services (contents, social relations, life services, information production, networking, social participation, non-face-to-face services) on the change in perception of digital information technology after Corona. Hierarchical regression analysis was performed. As a result of the analysis, it was found that the higher the content, social relationship, life service, networking, and digital non-face-to-face service, the higher the change in perception of digital information technology after Corona. Therefore, in light of the evolving phenomenon of COVID-19, it is considered that the government needs to provide education and training to strengthen the capabilities of the information-vulnerable class in order to resolve the digital information gap.

Analysis of domestic and foreign future automobile research trends based on topic modeling (토픽모델링 기반의 국내외 미래 자동차 연구동향 비교 분석: CASE 키워드 중심으로)

  • Jeong, Ho Jeong;Kim, Keun-Wook;Kim, Na-Gyeong;Chang, Won-Jun;Jeong, Won-Oong;Park, Dae-Yeong
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.463-476
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    • 2022
  • After industrialization in the past, the automobile industry has continued to grow centered on internal combustion engines, but is facing a major change with the recent 4th industrial revolution. Most companies are preparing for the transition to electric vehicles and autonomous driving. Therefore, in this study, topic modeling was performed based on LDA algorithm by collecting 4,002 domestic papers and 68,372 overseas papers that contain keywords related to CASE (Connectivity, Autonomous, Sharing, Electrification), which represent future automobile trends. As a result of the analysis, it was found that domestic research mainly focuses on macroscopic aspects such as traffic infrastructure, urban traffic efficiency, and traffic policy. Through this, the government's technical support for MaaS (Mobility-as-a-Service) is required in the domestic shared car sector, and the need for data opening by means of transportation was presented. It is judged that these analysis results can be used as basic data for the future automobile industry.

A Study on the Effect of Traditional Market Revitalization Factors on Management Performance (전통시장 활성화 요인이 경영성과에 미치는 영향)

  • Se-Yong Kwon;Mi-Rye Kang;Hyung-Ho Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.307-317
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    • 2024
  • The purpose of this study is to analyze the impact of merchants' perceptions of service quality, youth mall creation, and traditional market revitalization on management performance to derive factors that can improve the self-sustainability of the traditional market. In particular, it was intended to predict the practical effect of the youth mall creation project by including merchants' perceptions of the rapidly emerging youth mall to revitalize the traditional market. In this study, 430 small business owners from five private traditional markets in Iksan were surveyed, the research model was verified by analyzing the technical statistics, reliability, and validity of the data collected using the SPSS 21.0 program, and the hypothesis was verified through correlation and regression analysis. Although youth malls are actively promoted at the government level to revitalize traditional markets and improve management performance, this study confirmed that the creation of youth malls in traditional markets does not directly affect traditional market revitalization and management performance, confirming that policies to create youth malls that can actually help revitalize traditional markets and improve management performance in the future need to be promoted.

A Study on the Influence of IT Education Service Quality on Educational Satisfaction, Work Application Intention, and Recommendation Intention: Focusing on the Moderating Effects of Learner Position and Participation Motivation (IT교육 서비스품질이 교육만족도, 현업적용의도 및 추천의도에 미치는 영향에 관한 연구: 학습자 직위 및 참여동기의 조절효과를 중심으로)

  • Kang, Ryeo-Eun;Yang, Sung-Byung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.169-196
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    • 2017
  • The fourth industrial revolution represents a revolutionary change in the business environment and its ecosystem, which is a fusion of Information Technology (IT) and other industries. In line with these recent changes, the Ministry of Employment and Labor of South Korea announced 'the Fourth Industrial Revolution Leader Training Program,' which includes five key support areas such as (1) smart manufacturing, (2) Internet of Things (IoT), (3) big data including Artificial Intelligence (AI), (4) information security, and (5) bio innovation. Based on this program, we can get a glimpse of the South Korean government's efforts and willingness to emit leading human resource with advanced IT knowledge in various fusion technology-related and newly emerging industries. On the other hand, in order to nurture excellent IT manpower in preparation for the fourth industrial revolution, the role of educational institutions capable of providing high quality IT education services is most of importance. However, these days, most IT educational institutions have had difficulties in providing customized IT education services that meet the needs of consumers (i.e., learners), without breaking away from the traditional framework of providing supplier-oriented education services. From previous studies, it has been found that the provision of customized education services centered on learners leads to high satisfaction of learners, and that higher satisfaction increases not only task performance and the possibility of business application but also learners' recommendation intention. However, since research has not yet been conducted in a comprehensive way that consider both antecedent and consequent factors of the learner's satisfaction, more empirical research on this is highly desirable. With the advent of the fourth industrial revolution, a rising interest in various convergence technologies utilizing information technology (IT) has brought with the growing realization of the important role played by IT-related education services. However, research on the role of IT education service quality in the context of IT education is relatively scarce in spite of the fact that research on general education service quality and satisfaction has been actively conducted in various contexts. In this study, therefore, the five dimensions of IT education service quality (i.e., tangibles, reliability, responsiveness, assurance, and empathy) are derived from the context of IT education, based on the SERVPERF model and related previous studies. In addition, the effects of these detailed IT education service quality factors on learners' educational satisfaction and their work application/recommendation intentions are examined. Furthermore, the moderating roles of learner position (i.e., practitioner group vs. manager group) and participation motivation (i.e., voluntary participation vs. involuntary participation) in relationships between IT education service quality factors and learners' educational satisfaction, work application intention, and recommendation intention are also investigated. In an analysis using the structural equation model (SEM) technique based on a questionnaire given to 203 participants of IT education programs in an 'M' IT educational institution in Seoul, South Korea, tangibles, reliability, and assurance were found to have a significant effect on educational satisfaction. This educational satisfaction was found to have a significant effect on both work application intention and recommendation intention. Moreover, it was discovered that learner position and participation motivation have a partial moderating impact on the relationship between IT education service quality factors and educational satisfaction. This study holds academic implications in that it is one of the first studies to apply the SERVPERF model (rather than the SERVQUAL model, which has been widely adopted by prior studies) is to demonstrate the influence of IT education service quality on learners' educational satisfaction, work application intention, and recommendation intention in an IT education environment. The results of this study are expected to provide practical guidance for IT education service providers who wish to enhance learners' educational satisfaction and service management efficiency.

Examining the Influence of Science Museum Service Quality on Customer Satisfaction and Revisit Intention - A Case of Gwacheon National Science Museum - (과학관 서비스 품질이 고객만족도 및 재방문 의도에 미치는 영향 분석 - 국립과천과학관을 중심으로 -)

  • Choi, Jung won;Nam, Tae woo;Cho, Jae min
    • Korea Science and Art Forum
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    • v.27
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    • pp.277-288
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    • 2017
  • The number of science museums in Korea has expanded quantitatively from 72 in 2008 to 128 in 2016. This study started with the fact that the government puts a lot of budget into building a science museum, but there are more than one quarter of science museums with less than 50 spectators per day and many inefficient institutions. The number of visitors is an important factor in improving the efficiency of the science museum operation. The purpose of this study is to analyze the relation between the service quality of the science museum and the customer satisfaction and the intention to revisit and to find out what kind of effort should be concentrated in the science museum to attract more visitors. Questionnaires were written in the exhibition, education, and culture fields of the Gwacheon National Science Museum. The results were derived by frequency analysis, reliability analysis, factor analysis, and multiple regression analysis. The results and contents of the study are as follows. First, in the field of exhibition, the quality of exhibition facilities was expected to affect customer satisfaction and intention to return, but did not have a meaningful relationship. Second, the education sector has been found to affect customer satisfaction and return intention in all aspects of service quality (operation and contents, instructors, educational facilities and environment). Third, in the field of culture (event), the quality of the cultural program influences the visitor satisfaction, but it does not affect the intention to revisit. The science museum can provide satisfaction to visitors by combining activities such as science and arts. Despite the limitations, it is necessary to make efforts to improve the visitor satisfaction and revisit by proceeding with the convergence research on the entire National Science Museum in the future.

A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.