• Title/Summary/Keyword: digital revolution

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A Study on the Role of Designer in the 4th Industrial Revolution -Focusing on Design Process and A.I based Design Software- (인공지능 시대에서 미래 디자이너의 역할에 관한 고찰 -디자인 프로세스와 디자인 소프트웨어를 중심으로-)

  • Jeong, Won-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.279-285
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    • 2018
  • The purpose of this study is to propose the role of future designers and capabilities to be developed in the age of A.I. Active and preliminary designers should prepare themselves to develop necessary capabilities. As a method of study, we investigated the meaning of design and the changing role of designers from the past to present. Additional research was conducted on generative design, design processes, and A.I based design software. Finally, based on the analysis, we proposed the role of future designers and their capabilities in the age of A.I. In conclusion, the role of future designer should lead social innovation through creativity by coworking with artificial intelligence based on understanding and empathy for users. Based on this research, designers are expected to develop unique humanities skills such as empathy and creativity and work with AI in response to $4^{th}$ industrial revolution.

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

Type Analysis and Countermeasures of Side Effects of using Smart Phone (스마트폰 이용의 부작용 유형 분석 및 대응 방안)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2984-2994
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    • 2013
  • The emergence of smart phones has brought about a revolution in introducing a computer into the palm of a hand, and this revolution has lead to a smart society that offers comfort and joy in life; however, some side effects including a smart phone syndrome have been identified on a wider and more varied scale compared with any other IT devices of the past. This paper deduced side effect types and key issues according to type focusing on risk factors in accordance with the purpose of the use of smart phones, and diagnosed social effects based on them. In addition, based on the diagnosed results, the study proposed solutions to minimize side effects in order to produce social understanding and sympathy concerning the desirable utilization of smart phones. The proposed solutions should be able to cope with visible and potential side effects systematically by helping people to utilize smart phones, which are a platform of creativity, cooperation, communications, and entertainments, in a desirable way.

A Study on Issues and Tasks of Humanity and Social Science in a Fourth Industrial Revolution Era (제4차 산업혁명시대 인문사회학적 쟁점과 과제에 관한 연구)

  • Kim, Jin-Young;Heo, Wan-Gyu
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.137-147
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    • 2018
  • To prepare for and implement policies for the Fourth Industrial Revolution, which is characterized by convergence, super-connectivity, and AI, this study summarized the effects and characteristics of individual technologies on our society and discussed the issues with humanity and social science perspectives. As a result, in terms of AI technology, the issues of job losses, project-type works, basic income and robot taxes, accountability of AI, and algorithm inequality were dealt with. Security, cyber hacking and privacy infringement issues were highlighted in big-data technology. In the part of block-chain and bioengineering, the society of decentralization, the concentration, digital divide, and ethical issues were discussed. On-demand economic aspects highlighted the problems of civil ethics and human commercialization. Lastly, the development of VR is discussed including side effects such as cyber-syndrom, avoidance of reality, and so on.

Jumpstarting the Digital Revolution: Exploring Smart City Architecture and Themes

  • Maha Alqahtani;Kholod M. Alqahtani
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.110-122
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    • 2023
  • Over the last few decades, various innovative technologies have emerged that have significantly contributed to making life easier for humans. Various information and communication technologies (ITCs) have emerged as a result of the global technological revolution, including big data, IoT, 4G and 5G networks, cloud computing, mobile computing, and artificial intelligence. These technologies have been adopted in urban planning and development, which gave rise to the concept of smart cities in the 1990s. A smart city is a type of city that uses ITCs to exchange and share information to enhance the quality of services for its citizens. With the global population increasing at unprecedented levels, cities are overwhelmed with a myriad of challenges, such as the energy crisis, environmental pollution, sanitation and sewage challenges, and water quality issues, and therefore, have become a convergence point of economic, social, and environmental risks. The concept of a smart city is a multidisciplinary, unified approach that has been adopted by governments and municipalities worldwide to overcome these challenges. Though challenging, this transformation is essential for cities with differing technological and social features, which all have the potential to determine the success or failure of the digital transformation of cities into smart cities. In recent years, researchers, businesses, and the government have all turned their attention to the emerging field of smart cities. Accordingly, this paper aims to represent a thorough understanding of the movement toward smart cities. The key themes identified are smart city definitions and concepts, smart city dimensions, and smart city architecture of different layers. Furthermore, this article discusses the challenges and some examples of smart cities.

Study on the Attitudes toward Artificial Intelligence and Digital Literacy of Dental Hygiene Students

  • Seon-Ju Sim;Ji-Hye Kim;Min-Hee Hong;Su-Min Hong;Myung-Jin Lee
    • Journal of dental hygiene science
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    • v.24 no.3
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    • pp.171-180
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    • 2024
  • Background: The Fourth Industrial Revolution highlights the importance of artificial intelligence (AI) and digital literacy in dental hygiene education. However, research on students' attitudes toward AI and their digital literacy levels is limited. Therefore, this study investigated the attitudes of dental hygiene students toward AI and digital literacy levels. Methods: In total, 167 dental hygiene students in Baekseok University participated in the study and provided informed consent. The survey tool included general characteristics, smartphone usage patterns, attitudes toward AI, and digital literacy levels. Attitudes toward AI and digital literacy based on general characteristics and smart device usage were analyzed using t-tests and one-way ANOVA. Correlations among attitudes toward AI, digital literacy awareness, and digital literacy behaviors were analyzed using Pearson's correlation analysis. The impact of AI attitudes and digital literacy awareness on digital literacy behavior was examined using linear regression analysis. Results: Students with higher interest in their major had more positive attitudes toward AI, and those with higher smart device usage showed increased AI attitudes and digital literacy (p<0.05). Simple frequency or duration of smartphone use did not affect digital literacy, but students who perceived their smart device usage positively and believed that they used smart devices effectively in their studies exhibited higher levels of digital literacy (p<0.05). A positive attitude toward AI is associated with higher levels of digital literacy (p<0.05). Digital literacy awareness and attitudes toward AI influenced digital literacy behavior (p<0.05). Conclusion: These results suggest that the qualified utilization and application of digital devices in dental hygiene education are important. Improving the educational curriculum is necessary; as a result, digital technology can be effectively utilized, and various educational programs should be introduced to enhance digital literacy.

A Study on The Plastic Characteristic of Furniture Design Using Cyberspace (사이버공간을 이용한 가구디자인의 조형적 특성에 관한 연구)

  • Kim, Gun-Soo
    • Journal of the Korea Furniture Society
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    • v.21 no.4
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    • pp.326-337
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    • 2010
  • The invention and development of digital computer networks since the post-modern culture and creating new ideas, and in nearly all areas since the industrial revolution has had the greatest impact. A new paradigm for the 21st century, the Internet and ubiquitous, and mobile devices are being created by the new culture is being created. Rapidly being replaced by digital and analog, and 'Digilog' fusion concept has appeared. In addition, the development of computer cyberspace culture, art, design and structure are changing. In the field of furniture design, changing design processes and innovative design philosophy that change is now occurring. These symptoms experienced at the same time, almost every country on Earth is a phenomenon. Since the 20th century, computer network design based on the relationship between digital and cyber culture espoused by philosophers studied society and organic modernism and organic design of digital-based differences are confirmed through the case. Using digital technology, modeling case study of a furniture designer in cyber space and the creation of human capabilities and the fusion of computing power will be studied in modern furniture design.

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Problems of Spatiotemporal Structure in the Digital Design (디지털미디어를 이용한 디자인에 있어서 시공간 구조의 문제)

  • 김석화
    • Journal of the Korea Computer Industry Society
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    • v.5 no.1
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    • pp.109-122
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    • 2004
  • It is the emergence of multimedia based on information revolution that foretells and develops the largest change in the transfiguration of a modern design. In this paper, the basic principle and characteristics of a new design model is compared and analyzed, and the change of communication based on information form in order to examine the concept and characteristics of digital as today's new media in detail is considered in an changed environment. And also a new theoretical ground is derived about ‘virtual reality’ and ‘interaction’ which is the important characteristics of a digital media so as to compare the property of digital with that of analogue, analyze them and specify the concept and characteristics of digital. Thus the validity of this study is proved by a new interpretation methode of ‘spatiotemporal structure’ on the digital design on the basis of the above mentioned things

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Research on job competency reinforcement through online social innovation project in the public sector (공공분야 온라인 사회혁신 프로젝트를 통한 직무역량 강화 연구)

  • Park, Jeongsun;Park, Sanghyeok;Park, Eunhye;Lee, Myunggwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.2
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    • pp.77-91
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    • 2022
  • Social innovation refers to activities that solve social problems by developing new ideas in cooperation with actors close to the field for the purpose of preserving the sustainability of society. In the field of social innovation, voices calling for a bottom-up method that starts with citizen participation are growing, and the need to improve public officials' awareness of social innovation and strengthen professionalism is being raised. In the era of Covid 19 and the 4th industrial revolution, digital literacy is being emphasized to us. In the field of social innovation, the need to strengthen social activities using digital media is growing. In this paper, an example of online social innovation project education based on the design thinking methodology was presented for public officials in Busan to improve their awareness of social innovation and secure expertise, and the effect of job competency reinforcement was statistically verified. As a result of statistical analysis, the average difference between the 'online communication' factor and the 'online empathy' factor was the largest, and it can be interpreted that digital literacy for social innovation has been strengthened.

Class Design Applying Flipped Learning Combined with Project-Based Learning: Focusing on Digital Painting Tool for Class (플립러닝형 프로젝트 기반학습을 적용한 수업 설계: Digital Painting Tool 수업을 중심으로)

  • Sung, Rea;Kong, Hyunhee
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.29-45
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    • 2022
  • The Fourth Industrial Revolution era requires people to have the ability of integrated thinking, critics, sensitivity, and creativity in an integrated manner. Therefore, teaching methods are expected to become more suitable for the trend. In this belief, current teacher-leading education method should move to students' self motivating one and consist of programs in which students voluntarily involve. In this reason, this study suggests FPBL educational method model that is combines project-based learning with flipped learning by analysing preceding research and digital painting tool class was designed by applying it. As a result of applying the designed class model to the class, all of the class satisfaction, effectiveness, and interaction were evaluated positively. Problems such as limitations of project classes due to non-face-to-face classes, large amount of learning before class, and reduced concentration during class were found. Therefore, when the FPBL class model is conducted non-face-to-face, it will be necessary to further strengthen the role of the instructor, provide lecture videos summarizing the core contents, and improve concentration by providing active participation and fun using various digital tools. The result of the study looks significant by confirming the possibility of applying FPBL model not only in design education but also other educational settings.