• Title/Summary/Keyword: Social changes

Search Result 3,623, Processing Time 0.031 seconds

The Effects of Information Technology Acceptance and Digital Media Utilization Capability on Senior Entrepreneurship Intention: Focusing on the Mediating Effect of Opportunity Recognition (정보기술 수용성과 디지털미디어 활용역량이 시니어 창업의도에 미치는 영향: 기회인식의 매개효과를 중심으로)

  • Hong, JungKi;Heo, Chul-Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.17 no.4
    • /
    • pp.173-191
    • /
    • 2022
  • The global economic crisis, the trend of an aging society, and the rapid digital transformation are huge burdens and crises for our society. Due to these environmental changes and the economic recession, entrepreneurship and re-employment issues after retirement have emerged as social issues. This study was conducted to empirically analyze what factors affect seniors when they may start a business. In particular, as the fourth industrial revolution progresses, the focus was on the capability to utilize information and communication technology (ICT) and digital media that cannot be avoided. For empirical analysis, an online survey of seniors was conducted and 287 valid samples were analyzed. SPSS 24.0 and Macro Process 4.0 were used for statistical analysis. As a result of the empirical analysis of this study, self-efficacy and personal innovation for information technology acceptance(ICT), and communication capability using digital media had a significantly positive (+) effect on senior's entrepreneurial intention. However, the perceived usefulness of information technology and the capability to utilize digital media devices were not tested for significance. Among the variables that had a significant effect, personal innovation was found to have the greatest effect. Opportunity recognition was found to play a mediating role between self-efficacy, personal innovation, communication capabilities, and senior's entrepreneurial intention. The results of this study are of academic and practical significance in that digital media utilization capability is also an influential factor among various factors influencing the entrepreneurial intention of seniors.

Analysis on the Perception of the Cyber Dysfunction in the Intelligent Information Society According to the Introduction of the Bright Internet Trust Network (Bright Internet 신뢰네트워크 도입에 따른 지능정보사회의 사이버 역기능 해소에 대한 인식 분석)

  • Gyoo Gun Lim;Jae Ik Ahn
    • Information Systems Review
    • /
    • v.22 no.3
    • /
    • pp.99-118
    • /
    • 2020
  • At present, our society is developing into the intelligent information society in the wave of the 4th industrial revolution, and this change will have the positive effect of innovating all industry fields. However, due to the duality of technology, there will be positive and negative effects. With intelligence, threats to cyber dysfunction such as hacking, terrorism, privacy infringement, and illegal content distribution will become more serious. Until now, the security system of the Internet has been a proactive security system, but in recent years, a proposal for a trust network, a preventive security system, has been introduced. Therefore, this study aims to analyze the possibility of resolving cyber dysfunction of intelligent information society about Bright Internet, one of trust network technologies. This study defines the cyber dysfunction of the intelligent information society and analyzes the perceptions of changes in the cyber dysfunction of the intelligent information society on the introduction of the five principles of the Bright Internet. The change of cyber dysfunction severity of the intelligent information society due to the introduction of the trust network is analyzed to reflect the technical and social demands. This work will guide the structure of the trust network and the direction of practical technological introduction and its influence.

Economic Perspectives on Online Platforms: Scenario-based Case Studies (플랫폼 서비스 가치와 수수료에 대한 경제적 고찰)

  • Kyeonghan Bae;YeonSu Park;JungWon Park;Jiyoung Alex Kim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.18 no.6
    • /
    • pp.117-132
    • /
    • 2023
  • With the recent spread of COVID-19, the size of the online shopping market continues to increase, and various online platforms are appearing in the market, and many small and medium businesses are entering the platform. As the recent increase in the use of the platform by small andmedium businesses as raised the issue of appropriate platform fees, the need for social discussions on the use of the platform and fees is raised. Currently, most discussions regarding fees primarily focus on specific cases from a negative perspective, and discussions that comprehensively consider the platform's utilization value and fees are insufficient. Therefore, this study aims to systematically and comprehensively understand platform fees by considering the value of using platform services and commission costs together. To achieve this, the economic value of each platform service was estimated and analyzed in detail. It selected two industries that are actively using online platforms, delivery services and e-commerce, and paid attention to changes in expected profits generated by sellers using platform services, and compared and analyzed expected profits based on estimated sales and costs for each scenario, such as whether sellers entered the platform and whether they used the service. As a result of the study, our results that entering the platform and using the platform service enable sales increase and cost reduction, which have a positive effect on the seller's expected profit. Through this study, we intend to understand platform fees from the perspective of user fees for platform service use and value acquisition, and based on this, estimate the economic value of platform services and fees to expand the value and cost of using platform services to a comprehensive and systematic discussion.

  • PDF

Analysis of User Demand for University Library Services in Korea (국내 대학도서관 이용자 수요 분석)

  • YouRa Youn;Youngmi Jung
    • Journal of Korean Library and Information Science Society
    • /
    • v.54 no.4
    • /
    • pp.229-254
    • /
    • 2023
  • The university library's service strategy needs to be established based on users, who are actual service consumers, including an outlook on changes in the social environment. Accordingly, in this study, college and graduate students, instructors, and researchers who are university library users were identified to understand users' perceptions of the university library functions and services currently provided, and the demand for services that need to be improved or developed. Data was collected through an online survey, with 1,216 responses from the student group and 433 responses from the researcher group. The survey results were organized by each group, and implications were drawn from common results. First, it was found that both groups had a continuous demand for strengthening the collection and access to information resources. Second, there was a need to expand information provision services, such as strengthening the sharing of information resources through cooperation with other organizations and wishing to use overseas academic materials in various ways. Third, although the library was recognized as an important institution, it was found that satisfactory use was not achieved due to lack of publicity. Fourth, it was found that university libraries recognize that they must provide open services to everyone without discrimination. The results of this study can be used as basic data when establishing strategies to develop and improve university library services optimized for users.

A Study on Records as an Act of Artistic Creation: Focusing on Archival Art (예술창작 행위로서의 기록에 대한 고찰 아카이브 아트를 중심으로)

  • Lee, Hosin
    • The Korean Journal of Archival Studies
    • /
    • no.80
    • /
    • pp.197-232
    • /
    • 2024
  • This study aims to understand archival art, which is spreading in the art world, and to look at records in a new way. Archival art refers to the act of creating and exhibiting art using records as a medium of expression. Archival art is attracting attention as a method of exhibition and creation of works, forming a trend in contemporary art. Archival art was born amid changes in art creation methods resulting from the rise of conceptual art, the development of media including photography and advancements in digital technology, and the influence of Foucault and Derrida's discourse on archives. The encounter between archives and art, which originated from photographic aesthetics in the 1920s, led to archival turn in contemporary art in the 1990s, thanks to the spread of conceptual art, digital technology, and postmodernism. Archival art not only subverts traditional art creation methods, but also includes criticism and deconstruction of social systems, including modern archives. Archival art rearranges and reorganizes records according to the artist's intention, and even accepts fiction rather than fact. The essence of records in archival art is not the reproduction of the past, but the expression of present needs. The way records are utilized in archival art shakes up the concept of records in archival science, calling for a new look at records as objects with not only legal and administrative value but also aesthetic value.

Psychological and Pedagogical Features the Use of Digital Technology in a Blended Learning Environment

  • Volkova Nataliia;Poyasok Tamara;Symonenko Svitlana;Yermak Yuliia;Varina Hanna;Rackovych Anna
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.4
    • /
    • pp.127-134
    • /
    • 2024
  • The article highlights the problems of the digitalization of the educational process, which affect the pedagogical cluster and are of a psychological nature. The authors investigate the transformational changes in education in general and the individual beliefs of each subject of the educational process, caused by both the change in the format of learning (distance, mixed), and the use of new technologies (digital, communication). The purpose of the article is to identify the strategic trend of the educational process, which is a synergistic combination of pedagogical methodology and psychological practice and avoiding dialectical opposition of these components of the educational space. At the same time, it should be noted that the introduction of digital technologies in the educational process allows for short-term difficulties, which is a usual phenomenon for innovations in the educational sphere. Consequently, there is a need to differentiate the fundamental problems and temporary shortcomings that are inherent in the new format of learning (pedagogical features). Based on the awareness of this classification, it is necessary to develop psychological techniques that will prevent a negative reaction to the new models of learning and contribute to a painless moral and spiritual adaptation to the realities of the present (psychological characteristics). The methods used in the study are divided into two main groups: general-scientific, which investigates the pedagogical component (synergetic, analysis, structural and typological methods), and general-scientific, which are characterized by psychological direction (dialectics, observation, and comparative analysis). With the help of methods disclosed psychological and pedagogical features of the process of digitalization of education in a mixed learning environment. The result of the study is to develop and carry out methodological constants that will contribute to the synergy for the new pedagogical components (digital technology) and the psychological disposition to their proper use (awareness of the effectiveness of new technologies). So, the digitalization of education has demonstrated its relevance and effectiveness in the pedagogical dimension in the organization of blended and distance learning under the constraints of the COVID-19 pandemic. The task of the psychological cluster is to substantiate the positive aspects of the digitalization of the educational process.

Analysis of the Meaning of the 3rd Career Education 5-Year Basic Plan (2023-2027) (제3차 진로 교육 5개년 기본 계획(2023-2027)의미 분석)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.1
    • /
    • pp.25-34
    • /
    • 2024
  • The purpose of this study is to present the direction of career education by analyzing the meaning of the 3rd Five-Year Basic Plan for Career Education (2023-2027). The meaning of the 3rd Five-Year Basic Plan for Career Education (2023-2027) is: First, the 1st Comprehensive Career Education Plan (2010-2013) and the 2nd Five-Year Basic Plan for Career Education (2016-2020) It is most meaningful that the achievements and limitations of the program were analyzed and reflected in the 3rd 5-year basic plan for career education (2023-2027). Second, the career education presented in the 2022 revised curriculum is faithfully reflected. Third, the range of career education has not only increased, but also has been expanded in depth. Based on this, the direction of career education is presented. First, career education needs to be carried out throughout life. Second, it is necessary to respond sensitively to rapid social environment changes. Third, career education needs to be conducted in an organic relationship between government agencies. Career education policies need to be established and implemented from a holistic perspective of various government agencies such as industry, labor, and education.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.52 no.1
    • /
    • pp.1-16
    • /
    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Analysis of the Relationship Between the 2022 Revised Middle Science Curriculum and Korean Science Education Standards (KSES) (2022 개정 중학교 과학과 교육과정과 과학교육표준(KSES)의 연관성 분석)

  • Dojun Jung;Minsu Kim
    • Journal of Science Education
    • /
    • v.48 no.1
    • /
    • pp.1-14
    • /
    • 2024
  • The Korean Science Education Standards (KSES) were developed to support the establishment of a domestic national science curriculum to respond to future social and environmental changes as an action plan to improve scientific literacy in the context of science education. In this study, we analyzed the relationship between KSES and the 2022 revised middle science curriculum focusing its learning contents and learning objectives and sought effects of the successful implementation of the curriculum. As a result, the content system of the 2022 revised middle science curriculum was highly related to the categories of knowledge in KSES. Attempts to deal with the content related to the nature of science was also confirmed through content elements in science and society domains. In the case of achievement standards, it was focused on some areas of the performance expectations in KSES, but the level of statement of the achievement standards closely matched the level of middle school students as suggested by KSES. From these results, it was possible to confirm the high relationship between the 2022 revised middle science curriculum and KSES, as well as the possibility of using KSES as an international indicator for establishing future science education plans.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
    • /
    • v.7
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF