• Title/Summary/Keyword: The digital revolution

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Reflections on the Possibility of Replacing the Registration System with a Blockchain System

  • Jong-Ryeol Park;Sang-Ouk Noe
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.7
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    • pp.169-179
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    • 2024
  • Currently, information technologies such as blockchain and metaverse are being innovatively developed in Korea and around the world. The government has defined the innovation of these cyber-related technologies as the fourth industrial revolution and presented the Digital New Deal as an important policy of the Korean version of the New Deal, and is implementing various policies and systems related to it. This situation is expected to affect the development of the real estate registration system in Korea. Moreover, as the Supreme Court is currently promoting the transition to a future registration system, it is necessary to examine whether blockchain technology, which allows parties to exchange value without a third party guaranteeing the transaction, can be used in the real estate registration system. In order to secure the credibility of the real estate registration as electronic information under the registration system that introduces electronic registration and blockchain system, the transparency of transaction identification and real estate registration details should also be recorded using the blockchain system as a way to prevent such crimes and legal disputes. As a solution, it is worth considering how to improve the reliability of transaction identification, recognize the actual examination rights of the registrar in the foundation system of the real estate register, and increase public trust by going through the notarization stage when recording rights such as real rights, and consider how to introduce a blockchain system at this stage to ensure integrity and reliability. In the stage before the current real estate registration and study system is converted to a blockchain system, the clarity, transparency, and consistency of the real estate registration entries with the actual real estate must be established so that the real estate study can finally be recognized as authoritative, thereby ensuring the trust of the transaction parties to the real estate study system that has adopted the blockchain system in the future, and bringing us closer to the goal of real estate transactions in the form of smart contracts between the parties who have trusted it based on transparency and integrity of real estate study in the real estate transaction market.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

A Study on the Definition of National Base Map in Response to the Changing Times (시대 변화에 대응하는 국가기본도 정의에 관한 연구)

  • Kim, Gihong;Lee, Yong Wook;Lee, Sang Ho;Park, Hong Gi
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.6
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    • pp.579-586
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    • 2019
  • The national base map of Korea has become more useful as the spatial information industry has developed rapidly. Beyond the simple application of the past paper map era, the role as important spatial information in the smart city and digital twin era is required with the IT (Information Technology) revolution. Therefore, the concepts of seamless, multi scale, object-oriented, customized production and real-time updating have emerged, and innovations in the distribution process through the internet are also taking place. Although the concept and definition in the law that is corresponds to the status of the national base map must be supported, the concept and definition of the paper map introduced from the surveying law in 1980 still exist. The definition of the national base map cannot meet current technological developments and social needs and does not reflect the perceptions of the majority of the people as well as the practical capacity of government organizations that manage it. Therefore, it is necessary to establish the concept of national base map in accordance with the current situation and to define it in the law. In this study, the concept of national base map was established and defined by comprehensive analysis of the development process of the national base map, the changes in the times and cases of the United States, the United Kingdom and Japan.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

Research on Christian self-identity in the metaverse era (메타버스시대의 기독교 자아정체감을 위한 연구)

  • Hyung Hee Kim
    • Journal of Christian Education in Korea
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    • v.76
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    • pp.173-192
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    • 2023
  • Purpose of study: The purpose of this study is to suggest the direction of Christian self-identity while paying attention to the metaverse era. It suggests the direction of education that forms a Christian self-identity based on the problems of identity crisis that may arise due to the problem of de-realization while accepting the situation of the metaverse that has emerged due to the digital revolution. Research content and method: Focusing on the discussion of metaverse and de-realization, this paper suggests the importance of Christian self-identity and the direction of education. For this purpose, four tasks of practical theology were carried out based on Richard Osmer's consensus model. As the desciptive-empirical task was carried out, the opportunities and risks of the metaverse were brought up. Through the interpretive task, the problem of metaverse and de-realization was presented. The normative task emphasized the importance of Christian self-identity, and the pragmatic task proposed an education oriented towards Christian self-identity. Conclusions and Suggestions: It is important for education in the metaverse era to form a sense of Christian self-identity. The purpose of education is the formation of Christian's self-identity, and the content is to build the Christian relationality self, equality self, and openness self. The teaching method is interactive teaching, and the teacher and learner can be presented as an encounter between interpreters. The environment is any area of interpreted life, and evaluation can manifest itself in Christian life as disciples and citizens. The suggestion is to suggest compedency education methods for acquiring Christian self-identity while considering various generations.

Accuracy Evaluation of 3D Slope Model Produced by Drone Taken Images (드론 촬영으로 작성한 비탈면 3차원 모델의 품질 분석)

  • Kang, Inkyu;Kim, Taesik
    • Journal of the Korean GEO-environmental Society
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    • v.21 no.6
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    • pp.13-17
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    • 2020
  • In the era of the fourth industrial revolution, drones are being used in various civil engineering fields. Currently, the construction and maintenance of slopes are generally managed by manpower. This method has a risk of safety accidents, and it is difficult to accurately evaluate the slope because it is difficult to secure the vision. In this paper, the effects of RTK and GCP on the 3D model of the slope were studied by using digital images taken by the drone. GNSS coordinates were measured for nine points to compare the quality of the slope 3D model, three points of which were used as the check points and the remaining points were used as GCPs. When making the 3D model of the slope using high-accuracy geotagging images using RTK, it was found that the error at the check point decreases as the number of GCP increases. Even if GNSS was used, it was found that the error at the check points of the 3D slope model was not significant when the GCPs were applied. However, it was found that even if high-accuracy geotagging images are used using the RTK module, a significant error occur when the 3D slope model is created without applying GCPs. Therefore, it can be stated that GCP must be applied to create the 3D slope model in which information about the height as well as plane information is important.

Effects of Brand Image on the Purchasing Attitude of Customer (브랜드이미지가 구매태도에 미치는 영향)

  • Chung, Sui-Rhane;Lee, Jin-Ho
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.59-68
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    • 2005
  • In 20th century, that is the times of mass production with mass consumption, a company supplies standard product by the system of mass production line. Therefore, the company, itself, had to introduce its product quality to the customers. It was the buying criterion of consumer against product. In that period, a company utilized its identity in order to give customers product information such as product value, price and quality, etc. However, as digital technology with the wide-spread of informationalization & technical revolution is developed, products have diversification and customers have better incomes. So, buying method tends to thi purchase of self-satisfaction generally. In the buying criterion of consumerbased on personality & sensibility, a company must offer the buying criterion of product which can appeal the special quality & image of product itself to customers, and it must stop appealing the Cl of company under the condition of mass production by product quality and function. This study tried to focus on the method which can create effective brand and its image that are the buying criterion of new product. Also, this study tried to find the effective relation between economical & social paradigm which is the result of social informationalization with intensive knowledge, and buying determination of customer, And, this study tried to present guideline of effective brand image and brand special Quality that is affected to buying determination of customers together. The model of Positive analysis had two types. The first model studied the mutual relation between economical/social change factors and special quality of brand. And, the second model studied the mutual relation between the cause of special quality of brand and formation of brand image through regression analysis. Therefore, the construction of sensitive brand image for forming brand must be requested. The sensitive brand image is highly related to preference of sensibility, and it must be based on mind identity & visual identity. And, mind identity must have creation of value, satisfaction, combination of community, personal preference, etc. Visual identity must have esthetic order, and originality of molding, etc. Namely, brand image must form the accommodation of era change, personality & sensibility satisfaction, the effectiveness of service, etc., in order to create effective brand image.

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The Effect of Managerial Coaching Behavior on Employees' Creativity in IT field: Focused on the Moderating Effect of Creative Self-efficacy and the Mediating Effect of Unlearning (IT분야 관리자의 코칭행동이 조직구성원들의 창의성에 미치는 영향: 폐기학습의 매개효과와 창의적 자기효능감의 조절효과 중심으로)

  • Park, Hyun-Ju;Oh, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.400-423
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    • 2020
  • In the era of the fourth industrial revolution, IT workers' use of creativity has become more important than workers' in other fields in that they should apply new digital technologies to their companies for organizational innovation. In this regard, this study is to verify the effect of managerial coaching behavior on the creativity of employees in the IT field and identify the mediating effect of unlearning and the moderating effect of creative self-efficacy. A survey was conducted on IT workers in Seoul and the metropolitan area and a total of 439 copies of the questionnaire survey were used for confirmatory factor analysis on SPSS 25.0 and AMOS 25.0 and for mediating and moderating effect analysis on SPSS Process Macro 3.0. The results suggested that managerial coaching behavior has a positive effect on the creativity and unlearning ability of employees. They also showed that unlearning has a significant effect on one's creativity, mediating the relationship between managerial coaching behavior and the creativity of employees. Also, they identified that creative self-efficacy moderates the relationship between managerial coaching behavior and unlearning. This study has theoretical and practical significance in that it makes a timely contribution to expand the research area for coaching effect and identifies the influential mechanism behind managerial coaching by verifying the direct effects of managerial coaching behavior on the creativity of the IT sector workers and finding indirect influential factors.

Analyzation and Improvements of the Revised 2015 Education Curriculum for Information Science of Highschool: Focusing on Information Ethics and Multimedia (고등학교 정보과학의 2015 개정 교육과정에 대한 분석 및 개선 방안: 정보윤리와 멀티미디어를 중심으로)

  • Jeong, Seungdo;Cho, Jungwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.208-214
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    • 2016
  • With the rising interest in intelligence information technology built on artificial intelligence and big data technologies, all countries in the world including advanced countries such as the United States, the United Kingdom, Japan and so on, have launched national investment programs in preparation for the fourth industrial revolution centered on the software industry. Our country belatedly recognized the importance of software and initiated the 2015 revised educational curriculum for elementary and secondary informatics subjects. This paper thoroughly analyzes the new educational curriculum for information science in high schools and, then, suggests improvements in the areas of information ethics and multimedia. The analysis of the information science curriculum is applied to over twenty science high schools and schools for gifted children, which are expected to play a leading role in scientific research in our country. In the future artificial intelligence era, in which our dependence on information technology will be further increased, information ethics education for talented students who will play the leading role in making and utilizing artificial intelligence systems should be strongly emphasized, and the focus of their education should be different from that of the existing system. Also, it is necessary that multimedia education centered on digital principles and compression techniques for images, sound, videos, etc., which are commonly used in real life, should be included in the 2015 revised educational curriculum. In this way, the goal of the 2015 revised educational curriculum can be achieved, which is to encourage innovation and the efficient resolution of problems in real life and diverse academic fields based on the fundamental concepts, principles and technology of computer science.

A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.