• Title/Summary/Keyword: Untact Era

Search Result 80, Processing Time 0.022 seconds

A Study on Library Service in the Post-COVID Era through Issues on Media (미디어 이슈를 통해 본 포스트 코로나 시대의 도서관 서비스 연구)

  • Park, Tae-Yeon;Oh, Hyo-Jung
    • Journal of Korean Library and Information Science Society
    • /
    • v.51 no.3
    • /
    • pp.251-279
    • /
    • 2020
  • This study noted the recent impact of Coronavirus Disease-19 (Corona 19) on the environment surrounding the library, and investigated the libraries' response activities. In addition, related issues on news media and social media were detected based on text mining techniques to engage environmental changes surrounding the library. Key issues were derived from 1,852 news reports on the library related to the Corona 19 situation and 227,983 tweets related to the library during the Corona 19 epidemic. Through this, implications were derived: prolonged 'Untact' situations, increased e-book lending, improved expectations for online services and librarians, and re-conceptualized library space. In addition, the direction of future services was discussed by selecting representative examples of library services provided in the non-face-to-face (untact) situation and dividing them into books, services, and spaces.

Research and Implementation of An Experiencing Fairy Tale Content for Young Inpatients using Augmented Reality (어린 입원 환자들을 위한 증강현실 체험 동화 콘텐츠 연구 및 개발)

  • Jo, Min-hwa;Jung, Jun-young;Choi, Kyu-ri;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
    • /
    • v.25 no.1
    • /
    • pp.102-107
    • /
    • 2021
  • In the case of long-term hospitalization for young patients, 'Hospital Schools' are operated to pursue school classes and to develop social and emotional abilities for them. However, face-to-face classes at hospital schools have been completely prohibited, and the untact or limited contact environment has been strengthened even for young patients due to the COVID-19 in recent years. Augmented Reality(AR) technology enables the development of experiential content with virtual environments, objects and characters similar to real life. The developed contents should revitalize the imagination of young patients living only in hospitals and allow them to experience, not only acquiring knowledge, but also improving interpersonal skills and sociality. This study is intended to provide diverse adventures and in-depth choice experiences to young patients who are struggling in an environment of untact and limited contact by creating experiential fairy tale contents using AR technology. In addition, long-term hospitalized children will be able to cultivate the will to overcome illness with positive emotions through the augmented reality experience fairy tale content studied and implemented in this study.

A Case Study on the Application of Flipped Learning in Untact Online Classes: Focusing on Social and Engineering Subjects (비대면 온라인 수업에서의 플립러닝 적용 사례연구: 사회계열 교과목과 공학계열 교과목을 중심으로)

  • Sung, Miyoung;Park, Yonghan;Jung, Se-Youn
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.5
    • /
    • pp.310-323
    • /
    • 2021
  • In this study, we analyzed the application of flipped learning in the untact online classes, focusing on thr social and engineering subjects of universities. Due to the unprecedented situation of COVID-19, the professors and learners were unable to conduct the face-to-faceclasses, and the existing flipped learning classes were analyzed separately from the social and engineering subjects. In particular, the results of this study will provide the basic data on the direction of post-corona-era university classes in that it can increase the effectiveness of flipped learning if it is linked to the flexibility of the university's academic system such as intensive course.

A Study on Activation Plan through Comparison of Normal Opera Performance / Untact Performance Characteristics (오페라 대면/비대면 공연 특성비교를 통한 활성화방안 고찰)

  • Jin, Yoon-Hee;Chang, Min-Ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.281-289
    • /
    • 2022
  • Our society is rapidly changing with the core technology of the 4th industrial revolution, the emergence of a generation with new characteristics, and the untact era following the With Corona policy. Although the transition to untact is accelerating in the field of performing arts, in the case of opera, face-to-face performances are mainly conducted by experts and enthusiasts through on-site performances. Therefore, it is necessary to consider the uncertainty of creating opportunities through the influx of new customers such as the MZ generation and the departure of existing experts and enthusiasts. In this study, in order to examine these existing problems, we conducted literature review and case analysis, compared the opera face-to-face/non-face-to-face performance characteristics, derived an activation plan, and conducted expert interviews to secure the coherence and validity of the plan. In conclusion, we thought that it was difficult to improve the sound and sound quality, impairing the sense of presence and emotion due to many shortcomings when operating non-face-to-face as a music genre with the characteristics of opera. Therefore, we established the direction of activating the opera mainly face-to-face, but making good use of the advantages of non-face-to-face, which is not limited by region and time, and promoting the direction of activating face-to-face and non-face-to-face performances complementary to each other through the concept of cultural enjoyment.

Sasang Constitution Analysis and Wine Recommendation App suggestion through Mobile Face Recognition

  • Sung, Ki-hyuk;Ryu, Gi-hwan;Yun, Dai-yeol
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.3
    • /
    • pp.155-162
    • /
    • 2021
  • With the global COVID-19 pandemic, the tourism sector and all consumption have contracted with the untact era. Wine will also be sold and developed in various ways non-face-to-face in the future. Therefore, it is necessary to develop apps and web servers that focus on health in the era of single-person households and non-face-to-face. This study used facial recognition data based on photos of adult men and women in their 40s and 50s to analyze the Sasang constitution through a mobile app and web server, and suggested wine recommendations suitable for their constitution. First, the user's body information is entered. And through the facial recognition mobile app, recommend the right wine after analyzing the body type. if it's not like the first recommended wine, it is configured to receive another wine recommendation. In the future, the number of single-person households will increase further, and in the age of well-being, wine recommendations that fit my body will be useful. Wine recommendation suitable for Sasang constitution will be a useful mobile application to manage personal healt

A Study on Education Utilizing Metaverse for Effective Communication in a Convergence Subject

  • Jeon, Ju Hyun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.4
    • /
    • pp.129-134
    • /
    • 2021
  • Since the first semester of 2020, domestic and overseas universities mostly provided untact online classes and limitedly provided face-to-face classes due to COVID-19 in operating courses. The convergence subjects provided in undergraduate courses attach importance to contents-centered, design-based, hands-on education, and field experience. In the situation where online education was not revitalized, instructors in charge of convergence subjects had difficulty in developing online class materials, and students' satisfaction with the classes was not high. Especially, a problem was raised that students taking the convergence subjects that included practice had difficulty in communicating with the instructors. We would investigate the present condition of distance learning in domestic universities, which came suddenly due to the global pandemic of infectious disease and make suggestions for effective distance learning in the coming era of Metaverse by emphasizing the interaction and communication between instructors and learners through an analysis of distance learning of a convergence subject.

Review of Metaverse Technology (메타버스 기술에 대한 소고)

  • Jung, Sanghun;Lee, Seongok;Jeon, Sungwoo;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.341-344
    • /
    • 2021
  • Metaverse is a field that is growing explosively along with the COVID-19 pandemic. However, it can be seen from several cases that the existing concept of Mebatus is not misunderstood or that a new one has not appeared. It is hoped that an approach similar to this article will be helpful in the metavassus era to be developed in the future.

  • PDF

An Approach of Cognitive Health Advisor Model for Untact Technology Environment (언택트 기술 환경에서의 지능형 헬스 어드바이저 모델 접근 방안)

  • Hwang, Tae-Ho;Lee, Kang-Yoon
    • The Journal of Bigdata
    • /
    • v.5 no.1
    • /
    • pp.139-145
    • /
    • 2020
  • In the era of the 4th Industrial Revolution, the use of information based on AI APIs has a great influence on industry and life. In particular, the use of artificial intelligence data in the medical field will have many changes and effects on society. This paper is to study the necessary components to implement the "Cognitive Health Advisor model (CHA model)" and to implement the "CHA model using chatbot" based on this. It uses the open Cognitive chatbot to analyze and analyze the health status of users changing in their daily lives. The user's health information analyzed by the biometric sensor and chatbot consultation delivers the information to the user through the chatbot. And it implements a cognitive health advisor model that provides educational information for users' health promotion. Through this implementation, it intends to confirm the possibility of future use and to suggest research directions.

On Artifact Analysis for User Behaviors in Collaboration Tools - Using differential forensics for distinct operating environments (협업 툴의 사용자 행위별 아티팩트 분석 연구 - 운영환경에 따른 differential forensic 개념을 이용하여)

  • Kim, Young-hoon;Kwon, Tae-kyoung
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.3
    • /
    • pp.353-363
    • /
    • 2021
  • As the Untact era is rapidly changing, collaboration tools are increasing their utilization and value as digital technologies for non-face-to-face work. While instant messenger-based collaboration tools support a variety of functions, crime and accident concerns are also increasing in proportion to their convenience, such as information leakage and security incidents. Meanwhile, the digital forensics perspective on collaborative tools is not enough, so forensics research is needed. This study analyzes significant artifacts in the two operating environments through Windows and Android forensics research on Microsoft Teams, the collaboration tool with the highest share in the world. Also, based on differences in artifacts and data attributes according to the operating environment, by applying 'differential forensic', we proved that the usefulness of evidence can be improved by presenting a complementary analysis method and timeline configuration through information linkage.

The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.515-520
    • /
    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.