• Title/Summary/Keyword: The era of Covid-19

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Approaches to Digital Health Passport for Healthy Travel in the the Era of COVID-19 (COVID-19시대에 건강한 여행을 위한 Digital Health Passport에 대한 접근법)

  • Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.81-92
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    • 2021
  • The purpose of this study is to present an approach to the "Digital Health Passport" (DHP), which will be the most important in the change of the travel industry among the sudden environmental changes brought about by COVID-19. To this end, this study reviewed a variety of empirical literature on DHP, and proposed a framework for DHP based on literature review. The framework is composed of travel intention, health information provision intention, and new technology acceptance/adoption of tourists. First, in terms of travel intention, providing information to DHP should not undermine the travel intention of the travelers. It should be possible to facilitate the travelers' enjoyment by using the information provided by the traveler. In addition, there is a need to assure that the data provided by travelers is managed in a reliable way. Second, it is necessary to understand why the travelers want to provide additional personal information (information disclosure), rather than seeing healthcare information only in terms of mandatory information provision. Finally, from the perspective of new technology, it is necessary to understand the intention of travelers to use/adopt DHP. The key implication of this work is that it proposed a DHP framework for realizing the travel bubble to predict and respond to foreign travelers' behaviors.

Research Analysis on STEAM Education with Digital Technology in Korea to Prepare for Post-Corona Era Education

  • Hyun, Jung Suk;Park, Chan Jung
    • International Journal of Contents
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    • v.16 no.3
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    • pp.101-110
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    • 2020
  • Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technology-based STEAM education.

A Plan for Activating Elderly Sports to Promote Health in the COVID-19 Era (코로나19 시대 건강증진을 위한 노인체육 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.141-160
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    • 2020
  • The purpose of this study was to devise a specific plan for activating sports to promote health in old age against the prolonged COVID-19 pandemic. Through literature review, it also analyzed the association between health status and COVID-19 in old age, suggested health promotion policies and projects for elderly people, and presented a plan for activating sport to promote health in old age against COVID-19 era. First, it is necessary to revise the relevant laws, including the Sport Promotion Act and the Elderly Welfare Act, partially or entirely, make developmental and convergent legislations for elderly health and sports, and establish an institutional device as needed. Second, it is necessary to build an integrated digital platform for the elderly and make a supporting system that links facilities, programs, information, and job creation as part of a New Deal program in the field of sports on the basis of the Korean New Deal. Third, it is necessary to train elderly welfare professionals. Efforts should be made to establish more departments related to elderly sports in universities and make it compulsory to place elderly sports instructors at elderly leisure and welfare facilities. Fourth, it is necessary to develop contents related to health in old age. This means performing diverse movements by manipulating them through a virtual reality (VR) simulation. Fifth, it is necessary to make a greater investment in research and development related to elderly sports and relevant fields. This means the need to conduct constant research on healthy and active aging in a systematic and practical way through multidisciplinary cooperation. Sixth, it is necessary to establish and operate an elderly management agency (elderly health agency) under the influence of the Office of the Prime Minister. This means the need to secure independence in implementing the functions related to health promotion in old age and make comprehensive operation, which involves all the issues of health promotion in old age, daily function maintenance and rehabilitation, social adjustment, and long-term care, by establishing an elderly management agency in an effort to give lifelong health management to the elderly and cope with the untact, New Normal age.

The Impact of Self-Efficacy on Nurses' Well-Being: Does Digital Competence Matter?

  • Li, Yali;Jing, Qi;Feng, Taiwen;Yang, Xiaoling
    • Journal of Korean Academy of Nursing
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    • v.53 no.4
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    • pp.385-396
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    • 2023
  • Purpose: Drawing on person-environment fit theory and social cognitive theory, this study aimed to examine how self-efficacy affects nurses' workplace well-being via person-job fit and the moderating role of digital competence. Methods: A two-wave survey was conducted to collect data. Data were collected from six hundred and ninety-five nurses at three Chinese hospitals between May 2022 and September 2022. We employed hierarchical regression analysis and bootstrapping to analyze the data. Results: Self-efficacy positively influenced person-job fit (β = .55, p < .001), which positively affected nurses' workplace well-being (β= .32, p < .001). Person-job fit mediated the effect of self-efficacy on nurses' workplace well-being. Additionally, digital competence strengthened the positive impact of self-efficacy on person-job fit (β = .12, p < .001). Conclusion: Recruiting nurses with both self-efficacy and digital competence benefits hospitals. It is critical for nurses to improve their digital competence for achieving person-job fit and attaining workplace well-being in the post-coronavirus disease 2019 (COVID-19) era.

Facilitation plan for non-face-to-face disaster psychological recovery support service based on ICT in the post-corona era (포스트 코로나 시대 ICT 기반 비대면 재난심리회복지원 서비스 촉진 방안 고찰)

  • Lee, Jung-Hwa;Kim, Hee-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.463-468
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    • 2022
  • COVID-19 is a complex disaster, not an infectious disease-level disaster, and it is difficult to respond with the existing disaster response management method. As a result, experiencing psychological stress and trauma such as 'Corona Blue' has emerged as a new social problem. This study examined the changes in non-face-to-face counseling services using ICT technology and the application cases of image, AI, and VR by companies as the transition to the digital economy accelerates. Based on this, disaster psychological recovery support services were considered to improve the psychological recovery and quality of life of the people after a disaster by establishing a more efficient counseling system and developing counseling services using ICT technology.

Structural review of the intelligent online judge system (지능형 온라인 평가 시스템의 구조적 고찰)

  • Lim, Isaac;Cho, Minwoo;Lee, Jisu;Jang, Jiwon;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.499-501
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    • 2021
  • Recently, artificial intelligence and SW have occupied an important position worldwide as the foundation technology of the era of the 4th industrial revolution, and web browser-based programming learning systems are becoming common due to changes in the learning environment caused by COVID-19. In accordance with this trend, this paper proposes a functionally scalable microservice-based system structure for an online evaluation system as a tool for learning algorithms that are the basis of artificial intelligence and SW. In addition, a functional structure for applying machine learning to automatic evaluation functions under the proposed system structure is also proposed.

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An Empirical Study on On/Offline Service Quality of Delivery Apps, Conversion Cost, Customer Satisfaction, and Continuous Use Intention (배달 앱 온·오프라인 서비스 품질과 전환비용, 고객 만족, 그리고 지속적 사용의도에 관한 실증적 연구)

  • Chae, Hyun-Sik;Kim, Eun-Jung;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.35-46
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    • 2021
  • This study investigates the behavior of users using delivery apps as non-face-to-face lifestyles accelerated due to the 4th industrial revolution era and Covid 19. Specifically, this study examines the effect of customers' perceived service quality on the conversion cost, customer satisfaction, and continuous use intention. Based on the results, the main purpose of this study is to provide useful information and implications for entrants (restaurants) who have signed up and operated and platforms that connect customers, restaurants, and delivery people.

Utilization of Subway Stations for Drone Logistics Delivery in the Post-Pandemic Era (포스트 팬데믹 시대 드론 물류배송을 위한 지하철 역사의 활용방안)

  • Moon, Sang-Won;Lee, Han-Byeol;Kang, Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.375-383
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    • 2021
  • Due to COVID-19, people are building new lifestyles such as online shopping, online travel, and video conferencing by limiting going out and gatherings. Such rapid social change is causing new problems and deepening existing problems at the same time. In particular, as online consumption increases significantly, traffic congestion, air pollution, and the heavy workload of delivery drivers are deepening in the daily logistics industry, and face-to-face delivery is emerging as a new problem. With the advent of the 4th industrial revolution, unmanned delivery using drones, artificial intelligence, and autonomous driving is emerging as an alternative to the existing logistics industry. However, space for logistics facilities and securing additional logistics sites due to drone flight are emerging as new problems to be solved. Therefore, it is intended to link additional services such as logistics movement, storage, and delivery by utilizing the existing transportation business, the subway, as a space for a logistics facility for drones that can solve existing problems and new problems.

Arduino-based Heart Rate Device for Smart Healthcare (스마트 헬스케어를 위한 아두이노 기반의 심박 측정기 제작)

  • Shin, Chae-lynn;Cho, Young-bok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.104-105
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    • 2021
  • Along with the rapid development of ICT, health management is continuing based on various smart healthcare devices in an aging society and non-face-to-face era caused by COVID-19. In this paper, a heart rate monitor was manufactured using the DF Robot SEN0203 heart rate sensor based on Arduino so that you can check your health and maintain a healthy life by measuring the heart rate per minute in real time to support personalized health management. The device manufactured through this thesis can be used in various ways, such as a wristband or a smart watch.

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A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.