• Title/Summary/Keyword: communication technology

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A Study on the Evaluation of Librarian's Competency Value (도서관 사서의 역량가치 평가 연구)

  • Cha, Sung-Jong;Kim, Jinmook;Park, Heejin
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.107-133
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    • 2021
  • This study was performed in order to provide suggestions on how to strengthen librarian competency by evaluating and analyzing the competency value of librarians as information professions. First, the study divided the common competency value of librarians as human capital of libraries into skills, knowledge, behavior and attitude, and analyzed each area of competency value for librarians of the A-library. As a result, the average of the 'librarian's behavior and attitude' area was the highest, followed by the 'librarian's skill' area and the 'librarian's knowledge' area. Second, in terms of 'librarian's skill', A-library librarians' competence values were high in the order of 'communication', 'leadership', 'technology' and in the terms of 'librarian's knowledge' ones were high in the order of 'law and policy', 'marketing', 'learning and growth' and 'finance and accounting'. In addition, in areas of 'librarian's behavior and attitude', the factors were high in the order of 'ethics and values', 'interpersonal relationships' and 'customer service'. Third, the analysis of whether the average difference exists depending on the characteristics of A-library librarians on their evaluation of the competency value shows that only the 'working period' factor in the total competency value and the two factors 'age' and 'working period' were statistically significant in the 'librarian's knowledge' area. Forth, as a result of a regression analysis to identify the characteristics of A-library librarians and their impact on competency value, only the 'final education' factor was statistically significant for the competency value of the 'librarian's skill' area. Fifth, in the survey on problems and desirable improvement measures in increasing the competency value of librarians, the proportion of presenting problems and improvement plan in systemic aspects such as the 'librarian qualification system' and 'librarian training system' was high.

Effect of Irrigation of River Water and Swine Slurry Liquid Fertilizer on Kenaf (Hibiscus cannabinus L.) Growth Cultivated Using Soil Moisture Control System in Reclaimed Land (자동 수분 제어시스템을 이용한 간척지 케나프 재배시 하천수 및 액비 관개 효과)

  • Kang, Chan-Ho;Lee, In-Sok;Lee, Jin-Jae;Kim, Hee-Jun
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.66 no.1
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    • pp.87-96
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    • 2021
  • Information and Communication Technology (ICT) remote soil moisture control system including soil sensing, automatic water supply chain, and remote alarming system was established on reclaimed land and operated stably. The system was operated using river water around the reclaimed land without fertilizer. On applying this system to control soil moisture, the kenaf germination rate was improved up to two times. Kenaf biomass was 4,748 kg/10a and was higher than that of untreated soil moisture management. When the nutritious liquid fertilizer was used, kenaf yield reached 8,390 kg/10a, which was lower than 10,848 kg/10a of the non-reclaimed land treated with standard chemical fertilizers. As the soil moisture was managed stably through the ICT remote soil moisture control system, the quality of the kenaf crop was improved, resulting in a 7% increase in dry weight, and a 11.5% increase in plant hardness. The estimated kenaf yield was 5,039 kg/10a when 800 tonnes of water were supplied by the ICT remote soil moisture control system with the stream water around Saemangeum reclaimed land without chemical fertilizers and organic matter.

A Study on the Difference between Balanced and Dominant Learning Styles and Learning Strategies by Learning Factors of College Students

  • Kim, Ji Sim;Kim, Kyong Ah;Park, Mi Soon;Ahn, You Jung;Oh, Suk;Jin, Myung Sook
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.65-73
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    • 2021
  • This study investigated differences in learning styles and learning strategies according to learning factors: major fields, achievements, and grades and differences in learning strategies according to learning styles for college students. Unlike previous studies that analyzed differences focused on the dominant learning style, the learning style was subdivided into a balanced and dominant learning style. In the analysis of the 179 participants in M colleges, it was found that the difference between the learning style and the learning strategy according to the learning factors was not significant. But, there was a significant difference in the use of cognitive strategies according to the learning style in the dimension of information input, and in the use of all strategies according to the information processing style. It was analyzed that active learners had a high level of using cognitive strategies, visual learners had a high level of using external strategies, and balanced learners had a high level of using internal strategies. Based on the results, the training strategies to understand the learning style and to improve the level of use of the learning strategy in the learning competency improvement program was proposed.

Validation of ICT·Living Lab-based Program Effectiveness for Improving Health and Quality of Life Among the Elderly in Small and Medium-Sized Cities (중소도시 지역 거주 고령자의 건강 증진을 위한 ICT-리빙랩(Living lab) 기반 프로그램 효과성 검증)

  • Park, Da Sol;Lee, Hey Sig;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.10 no.3
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    • pp.137-149
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    • 2021
  • Objective : This study aimed to verify the effectiveness of ICT-Living Lab-based programs to promote the health of elderly residents in small and medium-sized cities, thus, providing basic data for solving the health and quality of life problems faced by modern society. Methods : The tow-month program included 14 elderly individuals visiting senior center located in W City, from October to November 2019. The program was organized by consulting four senior experts and one ICT expert. The program consisted of 10 min for advance assessment, 10 min for preparation activities, 30 min for main activities, and 10 min for finishing, and 60 min for eight sessions over two months, once a week. Results : EQ-5D increased from 0.76 to 0.84, compared to pre-assessment(p=.009*). EQ-VAS scores increased from 36.43 to 65.71 (p=.001*). MMSE-DS increased from 21.21 to 24.14 (p=.000*). SGDS-K decreased from 3.36 to 3.21, but this was not statistically significant (p=.854). Conclusion : The ICT·Living Lab-based program could be used as a basic material for future research as one of the ways to improve health and quality of life by preventing and addressing the problems faced by the elderly in modern society.

A Study on the Design and Implementation of Multi-Disaster Drone System Using Deep Learning-Based Object Recognition and Optimal Path Planning (딥러닝 기반 객체 인식과 최적 경로 탐색을 통한 멀티 재난 드론 시스템 설계 및 구현에 대한 연구)

  • Kim, Jin-Hyeok;Lee, Tae-Hui;Han, Yamin;Byun, Heejung
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.4
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    • pp.117-122
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    • 2021
  • In recent years, human damage and loss of money due to various disasters such as typhoons, earthquakes, forest fires, landslides, and wars are steadily occurring, and a lot of manpower and funds are required to prevent and recover them. In this paper, we designed and developed a disaster drone system based on artificial intelligence in order to monitor these various disaster situations in advance and to quickly recognize and respond to disaster occurrence. In this study, multiple disaster drones are used in areas where it is difficult for humans to monitor, and each drone performs an efficient search with an optimal path by applying a deep learning-based optimal path algorithm. In addition, in order to solve the problem of insufficient battery capacity, which is a fundamental problem of drones, the optimal route of each drone is determined using Ant Colony Optimization (ACO) technology. In order to implement the proposed system, it was applied to a forest fire situation among various disaster situations, and a forest fire map was created based on the transmitted data, and a forest fire map was visually shown to the fire fighters dispatched by a drone equipped with a beam projector. In the proposed system, multiple drones can detect a disaster situation in a short time by simultaneously performing optimal path search and object recognition. Based on this research, it can be used to build disaster drone infrastructure, search for victims (sea, mountain, jungle), self-extinguishing fire using drones, and security drones.

A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

ESG Management, Strategies for corporate sustainable growth : KT's company-wide goals and strategies (ESG 경영, 기업의 지속가능성장을 위한 전략 : KT의 전사적 목표와 전략)

  • Kang, Yoon Ji;Kim, Sanghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.233-244
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    • 2022
  • One of the most noteworthy topics in recent corporate management is ESG(Environmental, Social, Governance). Although there are many companies that have declared ESG management, KT has declared full-fledged ESG management in 2021 and is sharing its sustainable management strategy with stakeholders. In addition, KT is strengthening ESG management by issuing ESG bonds for the first time in the domestic ICT industry. At a time when the information technology industry became more important due to COVID-19, this study attempted to examine KT's ESG management goals and strategies by dividing them into environmental, social, and governance areas. KT was aiming to achieve environmental integrity through 'environmental management', 'green competence', 'energy resources', and 'eco-friendly projects' in the environmental field. In addition, in the social field, genuine creating social value was pursued through 'social contribution', 'co-growth', and 'human rights management'. Finally, in the governance area, it was aiming for a transparent corporate management system to pursue economic reliability through 'ethics and compliance' and 'risk management'. In particular, KT was promoting its own ESG management by promoting strategies to solve environmental and social problems using AI and BigData technologies based on the characteristics of a digital platform company. This study aims to derive implications for ESG strategy establishment and ESG management development direction through KT's ESG management case in relation to ESG management, which has emerged as a hot topic.

Design of an Visitor Identification system for the Front Door of an Apartment using Deep learning (딥러닝 기반 이용한 공동주택현관문의 출입자 식별 시스템 설계)

  • Lee, Min-Hye;Mun, Hyung-Jin
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.45-51
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    • 2022
  • Fear of contact exists due to the prevention of the spread of infectious diseases such as COVID-19. When using the common entrance door of an apartment, access is possible only if the resident enters a password or obtains the resident's permission. There is the inconvenience of having to manually enter the number and password for the common entrance door to enter. Also, contactless entry is required due to COVID-19. Due to the development of ICT, users can be easily identified through the development of face recognition and voice recognition technology. The proposed method detects a visitor's face through a CCTV or camera attached to the common entrance door, recognizes the face, and identifies it as a registered resident. Then, based on the registered information of the resident, it is possible to operate without contact by interworking with the elevator on the server. In particular, if face recognition fails with a hat or mask, the visitor is identified by voice or additional authentication of the visitor is performed based on the voice message. It is possible to block the spread of contagiousness without leaving any contactless function and fingerprint information when entering and exiting the front door of an apartment house, and without the inconvenience of access.

Resistive E-band Textile Strain Sensor Signal Processing and Analysis Using Programming Noise Filtering Methods (프로그래밍 노이즈 필터링 방법에 의한 저항 방식 E-밴드 텍스타일 스트레인 센서 신호해석)

  • Kim, Seung-Jeon;Kim, Sang-Un;Kim, Joo-yong
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.67-78
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    • 2022
  • Interest in bio-signal monitoring of wearable devices is increasing significantly as the next generation needs to develop new devices to dominate the global market of the information and communication technology industry. Accordingly, this research developed a resistive textile strain sensor through a wetting process in a single-wall carbon nanotube dispersion solution using an E-Band with low hysteresis. To measure the resistance signal in the E-Band to which electrical conductivity is applied, a universal material tester, an Arduino, and LCR meters that are microcontroller units were used to measure the resistance change according to the tensile change. To effectively handle various noises generated due to the characteristics of the fabric textile strain sensor, the filter performance of the sensor was evaluated using the moving average filter, Savitsky-Golay filter, and intermediate filters of signal processing. As a result, the reliability of the filtering result of the moving average filter was at least 89.82% with a maximum of 97.87%, and moving average filtering was suitable as the noise filtering method of the textile strain sensor.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.