• Title/Summary/Keyword: innovative action

Search Result 74, Processing Time 0.022 seconds

A study on the policy of de-identifying unstructured data for the medical data industry (의료 데이터 산업을 위한 비정형 데이터 비식별화 정책에 관한 연구)

  • Sun-Jin Lee;Tae-Rim Park;So-Hui Kim;Young-Eun Oh;Il-Gu Lee
    • Convergence Security Journal
    • /
    • v.22 no.4
    • /
    • pp.85-97
    • /
    • 2022
  • With the development of big data technology, data is rapidly entering a hyperconnected intelligent society that accelerates innovative growth in all industries. The convergence industry, which holds and utilizes various high-quality data, is becoming a new growth engine, and big data is fused to various traditional industries. In particular, in the medical field, structured data such as electronic medical record data and unstructured medical data such as CT and MRI are used together to increase the accuracy of disease prediction and diagnosis. Currently, the importance and size of unstructured data are increasing day by day in the medical industry, but conventional data security technologies and policies are structured data-oriented, and considerations for the security and utilization of unstructured data are insufficient. In order for medical treatment using big data to be activated in the future, data diversity and security must be internalized and organically linked at the stage of data construction, distribution, and utilization. In this paper, the current status of domestic and foreign data security systems and technologies is analyzed. After that, it is proposed to add unstructured data-centered de-identification technology to the guidelines for unstructured data and technology application cases in the industry so that unstructured data can be actively used in the medical field, and to establish standards for judging personal information for unstructured data. Furthermore, an object feature-based identification ID that can be used for unstructured data without infringing on personal information is proposed.

Empirical Analyses of the Factors Influencing on the Intention to Use Smart Home Services (스마트 홈 서비스 이용의도에 대한 영향요인에 관한 실증적 분석)

  • Lee, Il-Gu;Kim, Sang-Hoon
    • Journal of Service Research and Studies
    • /
    • v.9 no.2
    • /
    • pp.55-76
    • /
    • 2019
  • This study conducted empirical analyses to investigate the factors affecting the intention to use smart home services. Based on the previous relevant studies, the characteristics of smart home service were found to influence on the intention to use smart home service, and four variables(ubiquitous connectivity, reliability, context awareness, and security) concerning the service characteristics could be derived. And referring to the technology acceptance model(TAM), the updated TAM, IS success model, and the theory of reasoned action(TRA), three variables such as perceived ease of use, perceived usefulness and subjective norm were also likely to affect the intention to use smart home service, and the user innovativeness was inferred to play a role of moderating variable. In order to examine the research model and the hypotheses which could describe the relationship of the above mentioned variables, this study surveyed 447 people who were currently using or would use the smart home services, and then tested the hypotheses for 436 valid responses. The results of hypotheses testing showed that reliability, context awareness, and security have a significant effect on perceived usefulness and on perceived ease of use. However, it was found that ubiquitous connectivity significantly affected perceived usefulness but did not affect perceived ease of use. And perceived ease of use, perceived usefulness and subjective norm had significant effect on the intention to use smart home services. Also, user innovativeness as moderating variable was found to significantly influence on the magnitude of the relationship between ubiquitous connectivity and perceived usefulness and on that between reliability and perceived ease of use. This can be interpreted as the findings implying that innovative smart home-service users are likely to feel the smart home-services more useful than ordinary users when the degree of ubiquitous connectivity is higher, and are likely to perceive the use of smart home-services to be easier than ordinary ones when the degree of reliability is higher.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.85-106
    • /
    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.