• Title/Summary/Keyword: Untact

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The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

A Study of Factors Affecting Intention to Use Mobility Sharing Service (공유 모빌리티 서비스의 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Yong Seok;Pi, Chae Hee;Choi, Jeongil
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.73-87
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    • 2021
  • The COVID-19 pandemic has brought about many changes in our daily lives and in industries as a whole. The most notable change was the spread of the untact culture to minimize face-to-face contact. The spread of the untact culture has changed the use of public transportation. Looking at the results of previous SARS and MERS studies, it was found that as the pandemic spreads, the use of public transportation decreased. Recently, the mobility sharing service is attracting attention as a personalized means of transportation instead of public transportation. Therefore, in this study, the factors affecting the intention to use the mobility sharing service were to be identified by the actual users. In this study, economic benefit, convenience, sustainability, and sense of belonging were set as independent variables based on previous studies. In addition, the relationship between the perceived usefulness and perceived pleasure of these factors of use on intention to use was empirically analyzed through PLS-SEM. As a result of the study, it was found that economic benefits, convenience, sustainability, and sense of belongingness had a significant effect on intention to use through perceived usefulness and enjoyment. This study was meaningful in that it was verified through the study that economic benefits, convenience, sustainability, and a sense of belongingness were significant variables affecting the intention to use through usefulness and pleasure.

A Study on Dynamics Analysis and Position Control of 5 D.O.F. Multi-joint Manipulater for Uncontact Remote Working (원격작업을 위한 5자유도 다관절 매니퓰레이터의 동특성 분석 및 위치제어에 관한 연구)

  • Kim, Hee-Jin;Jang, Gi-Wong;Kim, Seong-Il;Han, Sung-Hyun
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.1
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    • pp.87-99
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    • 2022
  • We propoes a study on the dynamic characteristics analysis and position control of 5-degree multi-joint manipulators for untact remote working at construction sites and manufacturing plants. The main frame of freedom multi-joint manipulator consists of five elements, boom cylinder, boom cylinder, arm cylinder, bucket cylinder, and rotation joint and link. In addition, the main purpose of the proposed system is to realize the work of the manufacturing process or construction site by remote control. Motion control of the entire system is a servo valve control method by hydraulic servo cylinders for one to four joints, and a servo motor control method is applied for five joints. The reliability of the proposed method was verified through performance experiments by computer simulation.

The Impact of COVID-19 Pandemic on Indonesia's Economy and Alternative Prospects for Untact Society

  • Lee, Kyungchan
    • SUVANNABHUMI
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    • v.13 no.2
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    • pp.7-35
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    • 2021
  • This research is an attempt to understand the economic and social consequences that are occurring in Indonesia due to the spread of COVID-19. Indonesia, which has maintained solid economic growth since the inauguration of President Jokowi's government, is also experiencing difficulties to deal with unexpected COVID-19 pandemic as the global economic turmoil has had a very significant impact on its economy. The economic impact of COVID-19 can be felt, starting from the phenomenon of panic buying, the free fall of the stock price index, the depreciation of the Rupiah against the Dollar, sluggish activities in the processing industry, and ultimately it has an impact on slowing economic growth. Various policies and measures have been taken by the Indonesian government to minimize the negative impact caused by the COVID-19 pandemic on the economy. One such area is electronic commerce business or e-commerce that witnessed a vast increase of online and non-cash transaction amid rising voices that the country needs to prepare for the advent of a new economic system, the so-called New Normal era. The Covid-19 pandemic will temporarily slow economic growth and delay some development projects and policy initiatives as the Indonesian government diverts capital from infrastructure development to help respond to the crisis. However, the Jokowi administration's efforts for continuous reform are expected to accelerate the transition to the digital economy.

Platform Design for Using Membership Service Between Untact Order (비대면 주문 간 멤버쉽 서비스 활용을 위한 플랫폼 설계)

  • Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.38-40
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    • 2022
  • The purpose of this paper is to design a platform that is easier for users to provide membership services to consumers in systems used for non-face-to-face orders such as interphones and kiosks than conventional systems. In the past, memberships used cards, smartphones, and personal information to create barcodes, but consumers have difficulty managing memberships that exist in each company, and as unmanned ordering stores through kiosks and interphones increase, more and more consumers do not accumulate membership services. In order to increase the usability of membership services, an integrated platform design for the utilization of membership services is proposed. The purpose is to integrate and provide each membership service history with one view, and to provide consumers with a platform to integrate and check multiple services into one.

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Untact Teleradiology System based on Mobile medical imaging devices (모바일 영상진단기기기반 비대면 판독 시스템)

  • Noh, Si-Hyeong;Lee, Chungsub;Kim, JiEon;Kim, Tae-Hoon;Jeong, Chang-Won;Yoon, Kwon-Ha
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.317-319
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    • 2021
  • 최근 코로나 19가 장기화하면서, 비대면서비스로 대체되고 있는 한편, 의료분야에도 서비스 패러다임이 변화되고 있다. 특히, 국내의 법 제도적으로 묶여 있는 원격 의료서비스의 적용이 가능하고 상급종합병원에서는 비대면 진료서비스를 도입하고 있다. 본 논문에서 제안하는 비대면 원격판독시스템은 모바일 의료영상진단기기를 기반으로 의료사각지대에 있는 환자들의 영상촬영과 이에 대한 판독 서비스를 제공하기 위한 시스템이다. 제안한 시스템은 의료환경에 적용하기 위해 환자의 개인정보를 보호하고, 원격으로 환자의 영상 데이터를 판독하기 위한 시스템과 그 처리 과정을 보인다. 그리고 끝으로 구축된 시스템의 수행 결과를 보인다.

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A Comparison of Learning Effects of Untact and Face-to-Face Classes Based on Team Project (팀 프로젝트 기반 언택트 수업과 대면 수업 방식의 학습 효과 비교)

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.85-87
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    • 2021
  • 컴퓨터 전공자들의 프로그래밍 개발 중심의 팀 프로젝트 수업은 프로그래밍 개발 능력과 팀원들 간의 협업 능력을 키울 수 있는 수업으로서, 기존에는 대면수업을 통해 교수자와 학습자간 그리고 팀을 이룬 학습자들 간에 긴밀한 상호작용으로 진행되어왔다. 그러나 2020년 COVID-19의 확산으로 대부분의 대학 수업들이 비대면 방식으로 진행됨에 따라 팀 프로젝트 수업 역시 비 대면으로 운영되어야 했으며 팀 활동을 위해 다양한 온라인 커뮤니케이션 방법이 모색되어야 했다. 본 연구에서는 팀 프로젝트 수업을 기존의 대면 수업으로 운영하였을 경우와 비대면 방식으로 운영하였을 때 학습자들이 느끼는 학습 효과에 대해 비교해보고자 한다. 대면 수업과 비대면 수업에 참여했던 학습자들을 대상으로 설문을 실시하여 팀 프로젝트 수업을 통한 학습 이해도, 수업 흥미도, 학습자간의 소통의 원활성, 수업 참여의 적극성 그리고 전체적인 수업 만족도에 대한 설문 결과를 비교 분석하였다. 향후 포스트 코로나 시대에는 대면과 비대면의 하이브리드 커뮤니케이션 방식이 대세를 이룰 것으로 예측되고 있는 만큼 대학 수업 방식에도 변화가 필요할 것이며 본 연구는 이를 위한 기초 연구로 활용될 수 있다.

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A Travel Trend in the Untact Era, 'GO Car Camping' (언택트 시대의 떠오르는 여행 트랜드, 'GO차박')

  • Park, Ha Yun;Park, Yeon Su;Lee, Young Jin;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.237-238
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    • 2022
  • 본 연구에서는 언택트 시대에 여행 트렌드가 된 차박을 위한 모바일 앱 'GO차박'을 설계하고 구현하였다. 코로나 19로 인해 언택트 문화가 새로운 트렌드로 자리 잡게 되면서 '차박'에 대한 관심이 급격하게 증가하게 되었다. 이에 따라 차박에 대한 정보를 찾는 수요자와 정보는 증가하였으나 방대한 정보에 대한 용이한 접근을 제공하고 증가하는 수요자를 만족시킬 수 있는 어플리케이션은 미흡하였다. 따라서 본 연구에서는 많은 차박 수요자들에게 쉽게 접근하여 차박에 대한 정보를 종합적이고 간편하게 찾아볼 수 있고 서로 정보 공유도 할 수 있는 모바일 앱을 제공하고자 'GO차박'을 개발하게 되었다. 방대한 정보를 다루기 때문에 깔끔한 UI를 구성하였고 Firebase와 NaverSearch API, Naver Map API, OpenWeatherAPI를 사용하여 정보의 정확도를 높이고자 하였다. 본문에서는 차박 앱에 대한 주요 기능들을 설명하고 결론에서는 'GO차박'의 기대 효과와 향후 확장 방향에 대해 제시하고 있다.

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360 VR-based Sokcho Introduction Video Production (360 VR기반 속초 소개 영상 제작)

  • Lee, Jun-yeong;Im, So-Yeon;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.493-495
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    • 2022
  • This video is based on the newly emerged next-generation Media 360 VR. With the development of technology, digital content has developed and the opening of the COVID-19 pandemic untact era, people have found content that they can enjoy without going directly. 360 VR is a next-generation media that allows users to enjoy content in a three-dimensional manner as if they went to the site without having to go to the site. Using this, we would like to study the effective creation of local promotional videos.

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