• Title/Summary/Keyword: Mobile Smart-Work

Search Result 169, Processing Time 0.023 seconds

Introduction of the Internet-only Bank and Development direction Proposal (국내 인터넷 전문은행의 도입과 발전 방향 제안)

  • Choi, Jeong-Il
    • Journal of Digital Convergence
    • /
    • v.14 no.9
    • /
    • pp.139-147
    • /
    • 2016
  • Korea is ahead of the launch of internet banking professional following to America, Europe and Japan. Internet banking is a professional non-store bank to conduct business such as deposits and loans on the internet and call centers. It is operating in a low-cost structure and minimizes the loans and deposits, various fees than traditional banks and obtains a profit. In order to be successful internet banking professional to develop a differentiated work with the existing banks should be competitive. In this paper, we explore and analyze the cases of Japan and the United States to present the future direction of domestic Internet banking professional future. Also it is expected to enable faster and more convenient one-stop financial services. Internet specialized bank is expected to continue to develop further by the inevitable competition with conventional banks as developing differentiated financial services. Deregulation of banks and industries and participation of various companies of security, insurance, telecommunications, and retail are expected to lead to the convergence among industries and development of new financial services.

A Study of Revitalizing Knowledge Management in Smartwork Environment (스마트워크 환경에서의 지식경영 활성화에 관한 연구)

  • Park, Dong-Jin;Kim, In-Whan;Lee, Yun-Jae
    • Journal of Digital Convergence
    • /
    • v.9 no.4
    • /
    • pp.223-233
    • /
    • 2011
  • Smartwork will gradually move from the routine job to the knowledge based job. Therefore, supporting the personal level knowledge activities and the organizational level KM(Knowledge Management) will have a critical effect on the organizational performance. The purpose of this research is to develop strategies that revitalize the knowledge management for organizations that are trying to implement smartwork under such context. First of all, through the research results reviewed from areas such as current teleworking, telecommuting, mobile working and virtual organization, we identify the characteristics of the knowledge management for smartwork. And then, we develop and propose KM strategy that would supplement the existing knowledge management method and techniques in the smartwork environment. Academically, this paper emphasizes the further research needs about KM in terms of smart work. Operationally, it outlines and guides to the KM strategies for the government and enterprise planners that are designing smartwork.

Dental hygienist's status and demand of continuing education contents (치과위생사의 보수교육 실태 및 희망보수교육 내용 요구도)

  • Lee, Sun-Mi;Lee, Jung-Hwa
    • Journal of Korean society of Dental Hygiene
    • /
    • v.19 no.2
    • /
    • pp.195-206
    • /
    • 2019
  • Objectives: The purpose of this study was to provide the basic data that can help the development and quality management of effective continuing education programs by analyzing the status and demand of continuing education contents for dental hygienists. Methods: The questionnaire had 30 questions, which included 5 questions on general characteristics, 4 on continuing education status, 3 on online continuing education, and 18 on desired continuing education. The survey was conducted for the members attending continuing education programs in 2018. Results: The mean age of the participants was 30.08 years, with an average career of 8.19 years. The continuing education was highly recognized, through the homepage of the association (52.5%); as speakers for continuing education, dental hygienists in the field of specialization were preferred (45.8%). Additionally, the preferred frequency of programs was twice a year (45.7%). For promoting continuing education, the use of mobile phone letter was preferred (65.8%). Moreover, 92.9% of respondents were aware of online continuing education, 49.9% had experience in online continuing education, and 59.9% said that they will actively use smart devices in the future. The requirement for the contents of continuing education was the highest at 4.34 points for health insurance cost and the lowest at 2.75 points for liberal arts classes. Conclusions: To provide effective continuing education, it is necessary to develop a customized continuing education program considering various variables, such as career, work place, and career break experience, thus reflecting the systematic requirement of surveys according to each characteristic.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
    • /
    • v.64 no.1
    • /
    • pp.136-151
    • /
    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Development of Greenhouse Cooling and Heating Load Calculation Program Based on Mobile (모바일 기반 온실 냉난방 부하 산정 프로그램 개발)

  • Moon, Jong Pil;Bang, Ji Woong;Hwang, Jeongsu;Jang, Jae Kyung;Yun, Sung Wook
    • Journal of Bio-Environment Control
    • /
    • v.30 no.4
    • /
    • pp.419-428
    • /
    • 2021
  • In order to develope a mobile-based greenhouse energy calculation program, firstly, the overall thermal transmittance of 10 types of major covers and 16 types of insulation materials were measured. In addition, to estimate the overall thermal transmittance when the cover and insulation materials were installed in double or triple layers, 24 combinations of double installations and 59 combinations of triple installations were measured using the hotbox. Also, the overall thermal transmittance value for a single material and the thermal resistance value were used to calculate the overall thermal transmittance value at the time of multi-layer installation of covering and insulating materials, and the linear regression equation was derived to correct the error with the measured values. As a result of developing the model for estimating thermal transmittance when installing multiple layers of coverings and insulating materials based on the value of overall thermal transmittance of a single-material, the model evaluation index was 0.90 (good when it is 0.5 or more), indicating that the estimated value was very close to the actual value. In addition, as a result of the on-site test, it was evaluated that the estimated heat saving rate was smaller than the actual value with a relative error of 2%. Based on these results, a mobile-based greenhouse energy calculation program was developed that was implemented as an HTML5 standard web-based mobile web application and was designed to work with various mobile device and PC browsers with N-Screen support. It had functions to provides the overall thermal transmittance(heating load coefficient) for each combination of greenhouse coverings and thermal insulation materials and to evaluate the energy consumption during a specific period of the target greenhouse. It was estimated that an energy-saving greenhouse design would be possible with the optimal selection of coverings and insulation materials according to the region and shape of the greenhouse.

Morphological Characteristics Optimizing Pocketability and Text Readability for Mobile Information Devices (모바일 정보기기의 소지용이성과 텍스트 가독성을 최적화하기 위한 형태적 특성)

  • Kim, Yeon-Ji;Lee, Woo-Hun
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.323-332
    • /
    • 2006
  • Information devices such as a cellular phone, smart phone, and PDA become smaller to such an extent that people put them into their pockets without any difficulties. This drastic miniaturization causes to deteriorate the readability of text-based contents. The morphological characteristics of size and proportion are supposed to have close relationships with the pocketability and text readability of mobile information devices. This research was aimed to investigate the optimal morphological characteristics to satisfy the two usability factors together. For this purpose, we conducted an controlled experiment, which was designed to evaluate the pocketability according to $size(4000mm^2/8000mm^2)$, proportion(1:1/2:1/3:1), and weight(100g/200g) of information devices as well as participants' pose and carrying method. In the case of male participants putting the models of information device into their pockets, 2:1 morphological proportion was preferred. On the other hand, the female participants carrying the models in their hands preferred 2:1 proportion$(size:4000mm^2{\times}2mm)$ and 3:1 proportion$(size:8000mm^2{\times}20mm)$. For the device in the size of $4000mm^2$, it was found that the weight of device has an significant effect on pocketability. In consequence, 2:1 proportion is optimal to achieve better pocketability. The second experiment was about how text readability is affected by size $(2000mm^2/4000mm^2/8000mm^2)$ and proportion(1:1/2:1/3:1) of information devices as well as interlinear space of displayed text(135%/200%). From this experiment result, it was found that reading speed was increased as line length increased. Regarding the subjective assessment on reading task, 2:1 proportion was strongly preferred. Based on these results, we suggest 2:l proportion as an optimal proportion that satisfy pocketability of mobile information devices and text readability displayed on the screen together. To apply these research outputs to a practical design work efficiently, it is important to take into account the fact that the space for input devices is also required in addition to a display screen.

  • PDF

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
    • /
    • v.13 no.3
    • /
    • pp.393-399
    • /
    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

A Measurement System for Color Environment-based Human Body Reaction (색채 환경 기반의 인체 반응 정보 측정 시스템)

  • Kim, Ji-Eon;Jeong, Chang-Won;Joo, Su-Chong
    • Journal of Internet Computing and Services
    • /
    • v.17 no.2
    • /
    • pp.59-65
    • /
    • 2016
  • The result of analyzing the cognitive reaction due to the color environment has been applied to various filed especially in medical field. Moreover, the study about the identification of patient's condition and examination the brain activity by collecting the bio-signal based on the color environment is being actively conducted. Even though, there were a variety of experiments by convention the color environment using a light or LED color, it still has a problem that affects the psychological information. Therefore, our proposed system using a HMD (Head Mounting display) to provide a completed color environment condition. This system uses the BMS(Biomedical System) to collect the biometric information which responds to the specific color condition and the human body response information can be measured by the development the Memory and Attention test on Mobile phone. The collection of Biometric information includes electro cardiogram(ECG), respiration, oxygen saturation (Sp02), Bio-impedance, blood pressure will store in the database. In addition, we can verify the result of the human body reaction in the color environment by Memory and Attention application. By utilizing the reaction of the human body information that is collected thought the proposed system, we can analyze the correlation between the physiological information and the color environment. And we also expect that this system can apply to the medical diagnosis and treatment. For future work, we will expand the system for prediction and treatment of Alzheimer disease by analyzing the visualization data through the proposed system. We will also do evaluation on the effectiveness of the system for using in the rehabilitation program.

A Fuzzy-AHP-based Movie Recommendation System using the GRU Language Model (GRU 언어 모델을 이용한 Fuzzy-AHP 기반 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
    • /
    • v.19 no.8
    • /
    • pp.319-325
    • /
    • 2021
  • With the advancement of wireless technology and the rapid growth of the infrastructure of mobile communication technology, systems applying AI-based platforms are drawing attention from users. In particular, the system that understands users' tastes and interests and recommends preferred items is applied to advanced e-commerce customized services and smart homes. However, there is a problem that these recommendation systems are difficult to reflect in real time the preferences of various users for tastes and interests. In this research, we propose a Fuzzy-AHP-based movies recommendation system using the Gated Recurrent Unit (GRU) language model to address a problem. In this system, we apply Fuzzy-AHP to reflect users' tastes or interests in real time. We also apply GRU language model-based models to analyze the public interest and the content of the film to recommend movies similar to the user's preferred factors. To validate the performance of this recommendation system, we measured the suitability of the learning model using scraping data used in the learning module, and measured the rate of learning performance by comparing the Long Short-Term Memory (LSTM) language model with the learning time per epoch. The results show that the average cross-validation index of the learning model in this work is suitable at 94.8% and that the learning performance rate outperforms the LSTM language model.