• Title/Summary/Keyword: SW/ICT

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Development of a Design Model for the Direction of Education on S/W through Grouping (Grouping에 의한 SW교육 추진방향 정책설계 모형개발)

  • Kim, Sea Woo;Jang, Myoung Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.101-102
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    • 2018
  • 본 논문에서는 교과개정 개편으로 저학년부터 코딩교육의 의무화가 됨에 따라 현시점에서 코딩교육의 대표적인 교육사이트에 대한 현황 및 장단점을 살펴보고, 교육을 받은 S/W 인재들이 대학교에 진학하여 배우는 S/W 교육에 대해 살펴보고자 했다. 현재 미래 창조과학부에서 운영하는 S/W 중심대학에 관하여 적절한 운영 방향에 따라 각 대학교가 운영되고 있는지 조사해보고 이에 따른 개선 방향을 제시하고자 하고 대학교별로 K-ICT(Korea-Information&Communication Techonology) 전략에 부합하는 목표성을 가졌는지 그룹핑해서 나열하고 이에 따른 문제점을 분석하여 S/W 교육 추진 방향과 정책설계를 통한 미래 발전 방안을 K-ICT 중심의 목표와 S/W 중심학교가 NCS(National Competency Standards)에 부합하는 시스템 개발을 위한 연구의 필요성을 제시한다.

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산업분야별 경기전망

  • Korean Associaton of Information & Telecommunication
    • 정보화사회
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    • s.184
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    • pp.14-27
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    • 2007
  • '오늘보다 더 나은 내일' 새해를 맞는 모든 이들의 바람이다. IT업계의 바람도 이와 크게 다르지 않다. 다행스러운 것은 올해가 작년보다 조금 나을 것 같다는 예측들이 많다는 것이다. '정보화사회'가 신년을 맞아 산업 부문별로 경기를 전망한 결과, 유선전화 시장을 제외하고는 대부분의 산업이 역동적으로 움직일 것으로 예상됐다. 모바일 서비스 시장은 3G중심으로 급속히 재편될 것으로 예상됐으며, 휴대폰 시장은 전년 대비 13% 성장할 것으로 전망됐다. IT서비스관리 시장도 작년 대비 50% 이상 급성장 할 것으로 전망됐으며, SI 시장도 비교적 호재가 많을 것으로 예상됐다. 유선, 초고속 인터넷, 모바일, SI, 네트워크, 보안, HW, SW 등 11개 산업분야의 2007년 시장전망을 분석 정리했다.

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Elementary Pre-service Teachers' Perception and Readiness for Future-oriented Human Resource Development Policies (미래지향적 인재양성 정책에 대한 초등예비교사의 인식과 준비도)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.451-459
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    • 2019
  • Various policies have been implemented for human resources development in preparation for future society. Among the policies, STEAM education, SMART education and SW education are representative examples. In order for these policies to be implemented effectively in the school setting, teachers' positive perception and teaching competency are required. In consideration of the importance of pre-service teacher education, this study analyzed the current status of elementary pre-service teachers' perception and teaching readiness on STEAM education, SMART education and SW education, and sought implications that can be reflected in pre-service teacher education. The results of the study showed that the pre-service teachers' perception on the necessity of each policy was very high, and the understanding level of each policy was relatively high. Compared with this, it was found that pre-service teachers lacked training experience related to each policy, and the level of readiness for teaching was very low. As the most important task to be solved, many pre-service teachers selected the implementation of teacher education and seminars, and the distribution of instructional programs and materials. As the result of analyzing the difference according to pre-service teachers' individual characteristics, differences were found according to the level of their ICT utilization ability. Based on the results of this study, implications to be reflected in pre-service teacher training processes were suggested.

An Analysis of Economic Effects of The Fintech Industry (핀테크 산업의 경제적 파급효과 분석)

  • Jeong, Youngkeun;Park, Ho-Young;Park, Chuhwan
    • Journal of Information Technology Services
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    • v.17 no.1
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    • pp.47-58
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    • 2018
  • In this study, we define Fintech services as review previous literatures and identify the traditional Fintech service market for analysing the economic effects of the Fintech Industry by using the 2014 Input-Output Table. We can identify the current market of Fintech industry which consists of VAN, PG, financial SW, mobile banking and Fintech R&D and we conduct Input-Output analysis by using non-competitive import model. The Input-Output analysis results show that production inducement effect and front/rear chain effect of the Fintech Industry are below average of other industries. This is because the Fintech technology and industry were emerging in Korea at that time (2014), and thus the ripple effects are not significant. Especially, due to the existing white risk financial regulation, new business opportunities have not been open to adapt new ICT-financial technologies. Therefore, when the business ecosystem is build through deregulation and platforms of the financial sector, it is expected that the Fintech Industry will have a high ripple effect. In this study, we identify the current market of Fintech industry from ICT indusries and conduct Input-Output analysis. The economic effects of the Fintech industry are not remarkable, but it is significant to identify the emerging market and present the basic analysis of issued research field.

Global Value Chain Structure Analysis for ICT Industry (정보통신산업(ICT)의 글로벌 가치사슬구조분석)

  • Cho, Sang Sup;Chae, Dong Woo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.65-78
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    • 2019
  • This study describes the accounting approach of separating the value chain components that occur between the origin and destination of a country's total exports, and applied this analysis to the nation's information and communication industry. As a result of this study, the analysis results of ICT's global value chain for the United States and China, focusing on Korea, are as follows: First of all, the value added standard was relatively lower than the export amount standard for the information and communication industry. In particular, the gap was starkly visible in the information and communication manufacturing sector, where global vertical specialization was developed relatively. As a representative sector, the computer-related equipment sector exported to China became more specialized vertically than other information and communication industries. Next, the method of participating in vertical specialization of Korea's information and communication sector and its relative position in the global value chain came from domestic products (0.25/35.16) whose total exports, which were double calculated in the case of the U.S. market, returned home. On the other hand, about 32.68 percent returned to the Chinese market. Finally, in the global value chain level, the SW sector occupied a medium vertical culture location for the information and communication equipment sector and the information and communication service sector.

The study of the field customized SW training course design based on the analysis of the field suitability of the university SW education (대학 SW 교육의 현장 적합도 분석에 기반한 현장 맞춤형 SW 교육 과정 설계에 대한 연구)

  • Cha, Joon Seub
    • Smart Media Journal
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    • v.4 no.4
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    • pp.86-92
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    • 2015
  • Recently, it is entering the hyper connectivity age due to the development of sensor and communication technology. In particular, it is emerging new industries such as the IoT, bigdata, cloud by convergence with the ICT and other industries. Because these industries are high the gravity of the software, the demand for software manpower is increasing rapidly. But university curriculum don't deviate from the traditional curriculum, and lack of positive response to these changes is occurring a mismatch with the industry demand. In this paper, investigate a software curriculums of the four-year university, and will attempt to investigate the perception about the university software course of the corporate perspective. Also, we draw a on-site fitness of universities training course by analysis of importance on software training courses between universities and businesses. Finally, we propose a strategy model for software training course design appropriate for the field.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Prosumer Marketing for the Open Source Software(OSS) utilizing the Social Media Platform (소셜 미디어 플랫폼을 활용한 오픈소스 SW의 프로슈머 마케팅 연구)

  • Kim, Tae-Yang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.411-427
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    • 2014
  • The interest on the Open Source Software(OSS) has been increasing as the Microsoft's latest Windows XP support ended. In this light trend, this study can contribute to the OSS marketing area. Specifically, it examined that the activation of online brand community about the OSS can affect to prosumer marketing of the OSS utilizing social media platform. In addition, the OSS social media platform users' loyalty for the OSS was investigated. The findings show that content, consumer support, UI, and reward among the activate factors of online brand community significantly affected to the activation of OSS social media platform. The brand reputation, however, was found insignificant to the activation of OSS social media platform. In addition, the activation of OSS social media platform can positively affect to their loyalty for the OSS. It means that participation to the social media activities about OSS and interaction with others in the network can help to form positive attitude for the OSS. In conclusion, the prosumer marketing utilizing social platform can be an important strategy as a new solution of the OSS business in the rapidly changing ICT ecosystem environment.

Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.

An Analysis on the Economic Impact of ICT Based Innovation within Creative Industries in South Korea (창조산업 내 ICT기반 혁신의 경제적 파급효과 분석)

  • Lee, Youngjoo;Kim, Byungchae;Lee, Yeonwoo
    • Journal of Technology Innovation
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    • v.23 no.3
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    • pp.341-372
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    • 2015
  • While creativity and innovation is the key to drive the creative economy in the South Korea, the development of analysis framework to evaluate the size and performance is limited. The present study suggests a framework and a method to assess economic impact of the creative economy using inter-industry analysis which employs input-output efficiencies populated by the Korean Bank and empirical data from the national informatization survey conducted by the National Information-society Agency(NIA). The results indicated that, as of 2013, despite of economy downturn, the creative innovation based on the information communication technology(ICT) had been significantly led the production, value-added, and employment inducement. The effect is predominant in the creative industry in an broad sense, that is, technology intensive manufacturing industry. Theoretical and policy implications are discussed.