• Title/Summary/Keyword: Security Environment Contents

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A Study on the Revision of the Notification Form and Procedures of Marine Incident (준해양사고 통보서식 및 절차 개정에 관한 연구)

  • Kang, Suk-Young
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.26 no.1
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    • pp.39-46
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    • 2020
  • Accident prevention is more important than follow-up, which is based on Heinrich's law. The marine incident system is a very meaningful system that can prevent similar accidents, and was introduced in 2010 in Korea in accordance with the enforcement of the Code for the Investigation of Marine Casualties and Incidents (CI Code). Based on the CI Code, ship owners or ship operators are required to notify the Central Chief Inspector using the designated notification form in the event of a marine incident, but the number of voluntary notifications is still small. In this regard, this study intends to provide a direction for improvement by conducting an in-depth analysis focusing on the lack of notification procedures and forms of the marine incident system. To this end, we analyzed related regulations, cases of excellent overseas shipping countries such as the United Kingdom and Singapore, cases of similar domestic transportation systems such as aviation and railways, and marine incident notification procedures and forms of leading shipping companies. Major improvements in the notification process include the transition of the marine incidents to voluntary reporting, the expansion of the reporting subjects, and the identification of the security of the informer's identity. The main contents of the notification form revision include the use of the term "reporting" instead of "notification," the content of the identity guarantee in the notification form, and the increase in statistical value through the expansion of optional entries.

A Study on the Improvement of Compensation Regime for Oil Pollution Accident in Korea (유류오염사고 피해보상제도 개선방향에 관한 연구)

  • Na, Eun-Young
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.12 no.2
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    • pp.104-110
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    • 2009
  • This study tries to give improvement directions of the law of oil spill focusing on the view that satisfying remuneration for victims should be considered. And it looks through the existing remuneration system provided by P&I Club and IOPC Fund. It also covers with issues related to remuneration in order to find the best for victims. The major contents of this study are as follows. First, the present law of compensation security to Marine oil pollution accident should be revised. Maximum value of remuneration needs to be raised and subjects liable to pay reparation need to be expanded. Second, in case the damage is widely different comparing to similar cases in foreign countries, it's hard to get complete remuneration from international corporations responsible for reparation. That's the reason the national emergency system for oil pollution must be established. Third, this study says the law that certainly defines a liability subject and that the liability is not necessarily caused by fault should be enacted. Last, it suggest that victims should have their object income data to facilitate establishment of the law of compensation for damages from marine oil pollution. To calculate proper remuneration, government should consider to choose one of public organizations as an investigator to damages and should collect accurate statistics relating to fishery. Furthermore, compensation system which can provide rapid reparation to victims needs to established by founding professional maritime organization of arbitration.

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A Basic Study of iBUM Development based on BIM/GIS Standard Information for Construction of Spatial Database (공간자료 구축을 위한 BIM/GIS 표준정보 기반 건축도시통합모델(iBUM)의 개발에 관한 기초연구)

  • Ryu, Jung Rim;Choo, Seung Yeon
    • Spatial Information Research
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    • v.22 no.5
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    • pp.27-41
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    • 2014
  • Recently, BIM(Building Information Modeling) has been applied to the infrastructure such as road and bridge, and information about the outside environment of buildings is needed for maintaining and managing the large urban facilities. In addition, the convergence between spatial information and Big-data has a large potentiality, in respect that considerable profits and developments in other application problems such as various simulations and urban plans, national land security, may be brought about on the basis of the interoperability of information between BIM and GIS. Therefore, this study attempted to suggest the development direction of a model integrating building for spatial information analysis and city on the subject by comparing and analyzing difference between information system and shape expression of IFC, CityGML and LandXML to efficiently link information between IFC as a standard model of BIM and CityGML as a standard model in the GIS sector and to prepare a basic fusion strategy and a method of utilization between BIM and GIS. The result of the study are as follow. Firstly, contents and structure of IFC, CityGML and LandXML are compared and analyzed. Secondly, the development direction of iBUM(Integrated Building and Urban Model) suggested, which is based on convergence technology for analysis of space information. Finally, a strategy and method of the BIM and GIS are proposed in the iBUM environment.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Open Digital Textbook for Smart Education (스마트교육을 위한 오픈 디지털교과서)

  • Koo, Young-Il;Park, Choong-Shik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.177-189
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    • 2013
  • In Smart Education, the roles of digital textbook is very important as face-to-face media to learners. The standardization of digital textbook will promote the industrialization of digital textbook for contents providers and distributers as well as learner and instructors. In this study, the following three objectives-oriented digital textbooks are looking for ways to standardize. (1) digital textbooks should undertake the role of the media for blended learning which supports on-off classes, should be operating on common EPUB viewer without special dedicated viewer, should utilize the existing framework of the e-learning learning contents and learning management. The reason to consider the EPUB as the standard for digital textbooks is that digital textbooks don't need to specify antoher standard for the form of books, and can take advantage od industrial base with EPUB standards-rich content and distribution structure (2) digital textbooks should provide a low-cost open market service that are currently available as the standard open software (3) To provide appropriate learning feedback information to students, digital textbooks should provide a foundation which accumulates and manages all the learning activity information according to standard infrastructure for educational Big Data processing. In this study, the digital textbook in a smart education environment was referred to open digital textbook. The components of open digital textbooks service framework are (1) digital textbook terminals such as smart pad, smart TVs, smart phones, PC, etc., (2) digital textbooks platform to show and perform digital contents on digital textbook terminals, (3) learning contents repository, which exist on the cloud, maintains accredited learning, (4) App Store providing and distributing secondary learning contents and learning tools by learning contents developing companies, and (5) LMS as a learning support/management tool which on-site class teacher use for creating classroom instruction materials. In addition, locating all of the hardware and software implement a smart education service within the cloud must have take advantage of the cloud computing for efficient management and reducing expense. The open digital textbooks of smart education is consdered as providing e-book style interface of LMS to learners. In open digital textbooks, the representation of text, image, audio, video, equations, etc. is basic function. But painting, writing, problem solving, etc are beyond the capabilities of a simple e-book. The Communication of teacher-to-student, learner-to-learnert, tems-to-team is required by using the open digital textbook. To represent student demographics, portfolio information, and class information, the standard used in e-learning is desirable. To process learner tracking information about the activities of the learner for LMS(Learning Management System), open digital textbook must have the recording function and the commnincating function with LMS. DRM is a function for protecting various copyright. Currently DRMs of e-boook are controlled by the corresponding book viewer. If open digital textbook admitt DRM that is used in a variety of different DRM standards of various e-book viewer, the implementation of redundant features can be avoided. Security/privacy functions are required to protect information about the study or instruction from a third party UDL (Universal Design for Learning) is learning support function for those with disabilities have difficulty in learning courses. The open digital textbook, which is based on E-book standard EPUB 3.0, must (1) record the learning activity log information, and (2) communicate with the server to support the learning activity. While the recording function and the communication function, which is not determined on current standards, is implemented as a JavaScript and is utilized in the current EPUB 3.0 viewer, ths strategy of proposing such recording and communication functions as the next generation of e-book standard, or special standard (EPUB 3.0 for education) is needed. Future research in this study will implement open source program with the proposed open digital textbook standard and present a new educational services including Big Data analysis.

The Job Satisfaction and Self-assessment of Public Health Nutritionists (보건 영양사의 직무만족도 및 자기진단평가)

  • 박혜련;권지영
    • Korean Journal of Community Nutrition
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    • v.4 no.1
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    • pp.83-94
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    • 1999
  • This study was carried out to investigate the general characteristics of public health nutritionists, the current status of nutrition services operation, the recognition about nutrition services of public health center related man power, the job satisfaction and self-assessment and the need for a retraining course of public health nutritionists. The subjects were 58 public health nutritionists who responded to the questionnaire distributed at the annual retraining program in 1998. The results of this study are summarized as follows. 1) 46.5% of the nutritionists were 26-30 years old, 62.1% were 4 year university graduates 74.1% were food and nutrition majors and 51.7% were daily workers. 2) Among the public health center-related manpower, the recognition about nutrition services was the highest for the manager of family health section, followed by the head of public health centers, and then the general nurse in public health centers. 3) The ranking of the reasons for job satisfaction of the public health nutritionists was, relationship with colleagues(3.84), inhabitants response after nutrition counselling(3.53), specialized value realization/conviction about duty(3.35), contents of the work(3.10), value achievement(3.08), self achievement/development(3.00), self discretion(2.92), participation in policy decisions(2.90), work load(2.75), chance of retraining and acquisition of new information(2.73), working environment(2.69), supervisio $n^port by superiors(2.67), salary(2.38), supply of necessary education material, technique(2.37), and budget security(2.22). 4) The satisfaction of the inhabitant's responses after nutrition counseling was the highest among the 4 year university graduates(p<0.05), the satisfaction of the specialized value realization/conviction about duty was the highest among the nutritionists 26-30 years old(p<0.05). Food and nutrition majors(p<0.05) and those having worked less than 3-5years at public health centers also showed much satisfaction(p<0.05). Satisfaction with the salary was the lowest among the food and nutrition majors(p<0.01) and daily workers(p<0.001). The satisfaction with the participation in policy decisions was the lowest among the daily workers(p<0.01). 5) The ranking for the level of self-assessment were, nutrition and dietetic practice(2.92), communication(2.80), management(2.77), public health science and practice(2.66)(p<0.01). The general characteristics such as the level of education, major, employment condition, current public health center's tenure, and charge experience of the nutrition guidance work were not significantly related to self-assessment except the management part(p<0.05). The higher the satisfaction of specialized value realization/conviction about the duty, the better the total score on the self-assessment(p<0.05)..

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A Study on the Trend of Digital Content Industry (디지털 콘텐츠 산업동향에 관한 연구)

  • BAE, Sung-Pil
    • Industry Promotion Research
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    • v.6 no.2
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    • pp.1-10
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    • 2021
  • The content of the information age does not simply convey content but includes all the transactions that arise from its interaction. The types and forms of information being traded through this interaction are recognized differently from the contents that have been passed on to mankind so far by creating new meaningful content. Because the distribution of interactive content transcending the concept of time-to-time in the network environment is an important component of access to added value in the new world, unlike the content of simple concepts seen in the products of communication so far. In this study, the purpose of this study is to recognize the current status and problems of the Korean digital content industry and to seek ways to revitalize the Korean digital content industry to lead the global market in the future. Specifically, first, we want to learn about the concept of digital content. Second, we would like to look at the industrial trends of digital content at home and abroad. Third, we present a plan to streamline digital content. Fourth, derive research results and implications. In this work, the following results are derived: First, in order for Korea to enter a digital content powerhouse, each government department must first break away from the selfishness of the ministry and actively cooperate to efficiently establish and implement various policies. Second, e-books should be introduced just as current paper and CD-ROM titles are exempt from VAT, and security solutions, related technology development, and copyright issues should be urgently addressed to revitalize the market. Third, the demand for high-quality content should increase as information infrastructure such as high-speed information and communication networks and satellite broadcasting is established.

Personalized Recommendation System for IPTV using Ontology and K-medoids (IPTV환경에서 온톨로지와 k-medoids기법을 이용한 개인화 시스템)

  • Yun, Byeong-Dae;Kim, Jong-Woo;Cho, Yong-Seok;Kang, Sang-Gil
    • Journal of Intelligence and Information Systems
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    • v.16 no.3
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    • pp.147-161
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    • 2010
  • As broadcasting and communication are converged recently, communication is jointed to TV. TV viewing has brought about many changes. The IPTV (Internet Protocol Television) provides information service, movie contents, broadcast, etc. through internet with live programs + VOD (Video on demand) jointed. Using communication network, it becomes an issue of new business. In addition, new technical issues have been created by imaging technology for the service, networking technology without video cuts, security technologies to protect copyright, etc. Through this IPTV network, users can watch their desired programs when they want. However, IPTV has difficulties in search approach, menu approach, or finding programs. Menu approach spends a lot of time in approaching programs desired. Search approach can't be found when title, genre, name of actors, etc. are not known. In addition, inserting letters through remote control have problems. However, the bigger problem is that many times users are not usually ware of the services they use. Thus, to resolve difficulties when selecting VOD service in IPTV, a personalized service is recommended, which enhance users' satisfaction and use your time, efficiently. This paper provides appropriate programs which are fit to individuals not to save time in order to solve IPTV's shortcomings through filtering and recommendation-related system. The proposed recommendation system collects TV program information, the user's preferred program genres and detailed genre, channel, watching program, and information on viewing time based on individual records of watching IPTV. To look for these kinds of similarities, similarities can be compared by using ontology for TV programs. The reason to use these is because the distance of program can be measured by the similarity comparison. TV program ontology we are using is one extracted from TV-Anytime metadata which represents semantic nature. Also, ontology expresses the contents and features in figures. Through world net, vocabulary similarity is determined. All the words described on the programs are expanded into upper and lower classes for word similarity decision. The average of described key words was measured. The criterion of distance calculated ties similar programs through K-medoids dividing method. K-medoids dividing method is a dividing way to divide classified groups into ones with similar characteristics. This K-medoids method sets K-unit representative objects. Here, distance from representative object sets temporary distance and colonize it. Through algorithm, when the initial n-unit objects are tried to be divided into K-units. The optimal object must be found through repeated trials after selecting representative object temporarily. Through this course, similar programs must be colonized. Selecting programs through group analysis, weight should be given to the recommendation. The way to provide weight with recommendation is as the follows. When each group recommends programs, similar programs near representative objects will be recommended to users. The formula to calculate the distance is same as measure similar distance. It will be a basic figure which determines the rankings of recommended programs. Weight is used to calculate the number of watching lists. As the more programs are, the higher weight will be loaded. This is defined as cluster weight. Through this, sub-TV programs which are representative of the groups must be selected. The final TV programs ranks must be determined. However, the group-representative TV programs include errors. Therefore, weights must be added to TV program viewing preference. They must determine the finalranks.Based on this, our customers prefer proposed to recommend contents. So, based on the proposed method this paper suggested, experiment was carried out in controlled environment. Through experiment, the superiority of the proposed method is shown, compared to existing ways.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.