2026 (10)
2025 (28)
2024 (46)
2023 (41)
2022 (30)
2021 (44)
2020 (46)
2019 (45)
2018 (36)
2017 (43)
2016 (40)
2015 (41)
2014 (56)
2013 (64)
2012 (41)
2011 (30)
2010 (39)
2009 (41)
2008 (48)
2007 (43)
2006 (47)
2005 (46)
2004 (51)
2003 (28)
2002 (25)
2001 (23)
2000 (6)
1999 (15)
포스트 코로나시대 의료기관 CRM시스템 구축모형 : 의원급 의료기관을 중심으로
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.1-12
※ 기관로그인 시 무료 이용이 가능합니다.
4,300원
The purpose of this study is to analyze the medical ecosystem in the post-corona era. In addition, this study introduces a new medical CRM model that allows primary-level hospitals to overcome the economic difficulties and to occupy a competitive advantage in the post-corona era. The medical environment in the post-corona era is expected to be changed by non-face-to-face treatment, reinforcement of public medical care, the transformation of a medical system centered on the primary-level hospitals, and the use of AI and big data technologies. The medical CRM model presented in this study emphasizes the establishment of mutual customer relationships through close information exchange between patients, primary-level hospital, and the government. In the post-corona era, primary-level hospitals should not simply be approached as private hospital pursuing profitability. These should be reestablished as the hospitals that can provide public health care services while ensuring stable profitability.
빅데이터 특성이 의사결정 만족도와 이용행동에 영향을 미치는 요인에 관한 연구
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.13-31
※ 기관로그인 시 무료 이용이 가능합니다.
5,400원
The purpose of this study is to find the factors that influence big data characteristics on decision satisfaction and utilization behavior, analyze the extent of their influence, and derive differences from existing studies. To summarize the results of this study, First, the study found that among the three categories that classify the characteristics of big data, qualitative attributes such as representation, purpose, interpretability, and innovation in the value innovation category greatly enhance decision confidence and decision effectiveness of decision makers who make decisions using big data. Second, the study found that, among the three categories that classify the characteristics of big data, the individuality properties belonging to the social impact category improve decision confidence and decision effectiveness of decision makers who use big data to make decisions. However, collectivity and bias characteristics have been shown to increase decision confidence, but not the effectiveness of decision making. Third, the study found that among the three categories that classify the characteristics of big data, the attributes of inclusiveness, realism, etc. in the integrity category greatly improve decision confidence and decision effectiveness of decision makers who make decisions using big data. Fourth, it was analyzed that using big data in organizational decision making has a positive impact on the behavior of big data users when the decision-making confidence and finally, decision-making effect of decision-makers increases.
학교 대면 수업 재개와 2차 감염자 분석 : 몬테카를로 기법 적용을 중심으로
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.33-41
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this study, we estimated the number of secondary COVID-19 infections caused by students with potential transmission potential home. When the existing Monte Carlo method was applied to Korean data, the average number of household members of the second COVID-19 infected was predicted. The summary of this study is as follows. First, in general, the number of secondary infections by students returning home from school is greatly influenced by the virus infection rate of each student group they contact while returning home from school. Korea-based empirical research on this is needed. Second, the number of secondary infections by Korean students was relatively lower than that of previous studies. This can be interpreted as being due to the domestic furniture structure. Third, unlike previous studies that assumed the distribution of secondary infected individuals as normal distribution, assuming a negative binomial distribution, the number of secondary infected individuals was sensitively changed according to the estimated parameters. Interpretation of this result shows that the number of secondary infections may vary depending on the time of decision making, the target region, and the target student group. Finally, according to the results of this analysis, a proposal was made to support education policy decisions.
4,000원
This article explores Kim Hye-soo's film acting from the perspective of performance, which means a socio-cultural action planned and intended for a certain purpose. Through the aspect of screen performance which the identity of the era that the performance study aims for is expressed through acting and reappeared in a system of verbal and non-verbal symbols, it was intended to enhance the academic value of Korean film acting. First, Kim Hye-soo's acting performance transforms by repeating genre acting. The sensuality and sexual attractiveness that evaluates Kim Hye-soo are repeated by the typical vision required by genre films, but the acting performance is not consumed or subordinated as a tool for visual pleasure. Second, Kim Hye-soo's body, face, emotion and audio are engraved with memories of the times, and the sociocultural identity of the performance is expressed through dynamic interaction between actions and reactions. Third, Kim Hye-soo's restored and recreated performance is sensitive to the changes of the times and is still in the process.
4차 산업혁명 시대 예술ㆍ과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.53-61
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.
융합산업의 기술궤적 추적에 관한 연구 : 마이크로의료로봇 산업을 중심으로
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.63-81
※ 기관로그인 시 무료 이용이 가능합니다.
5,400원
The advent of the convergence era led to the convergence of industries while increasing the uncertainty of R&D. R&D uncertainty can be addressed by identifying and addressing industrial innovation patterns, which Neo-Schumpeterian suggested can be identified through the process of identifying the technical characteristics of a particular industry, which can be embodied in the concept of technology trajectory. Thus, this study considered and proposed a method to track the technology trajectory of the convergence industry through topic modeling and patent citation network analysis, and applied it to the micro medical robot industry, which is a representative convergence industry, to track the technology trajectory of active catheter. In particular, it is intended to identify the unique characteristics of the industry by identifying the industry before the promotion of the national-led medical robot industry support policy. Therefore, we tried to understand the innovation pattern of the industry by tracking the technology trajectory of the industry before 2017, the time of full-scale support for the medical robot industry in the United States. Through tracking technology trajectories, the role of each technology classification, the development path, and the knowledge flow between applicants were analyzed empirically. The results of this study are expected to contribute to resolving the remaining uncertainties in the process of establishing an active catheter R&D strategy, one of the leading convergence industries, and furthermore, it is expected to be available for tracking technology trajectories in other industries.
AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.83-93
※ 기관로그인 시 무료 이용이 가능합니다.
4,200원
The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.
Kano모델 기반의 인터넷 개인방송 서비스 만족도 영향요인 고찰
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.95-110
※ 기관로그인 시 무료 이용이 가능합니다.
4,900원
This study aims to explore the Internet personal broadcasting quality factors that influence viewer satisfaction and dissatisfaction based on the motivation-hygiene theory. Specifically, the quality factors that affect viewer satisfaction of Internet personal broadcasting are derived from the perspectives of extrinsic (contents usefulness and media usability), intrinsic (emotional/cognitive/behavioral enjoyment and creator characteristics), and social motivation (visibility, subjective norm, image, sociality). The data of 200 respondents was used to analyze the relative impact of satisfaction and dissatisfaction with the Kano model, which assumes that viewer satisfaction at both functional and emotional levels varies over quality attributes. In the empirical analysis, the quality factors were classified into attractive, one-dimensional, must-be, and indifferent quality. In addition, it was found that the customer satisfaction coefficient was high in the order of uniqueness, differentiation, and visibility. On the other hand, as a result of applying the dissatisfaction coefficient, it was identified in the order of donation, content reliability, and creator responsiveness.
한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.111-121
※ 기관로그인 시 무료 이용이 가능합니다.
4,200원
The growth of online malls encourages the existing offline stores to manage their online stores or reinforce the purchasing service through related mobile applications (apps). This may seem to be the omni-channel strategy for connecting the existing customers to online shopping. This study, research on offline stores' acceptance of and satisfaction with smart phone apps, attempted to arrange some factors allowing consumers to be satisfied with such apps, and examine whether the satisfaction with the apps lead to that with the stores based on the EMTAM (Extended Mobile Technology Acceptance Model). In particular, the existing stores trying to enhance the omni-channel put on emphasis on the synergy between online and offline stores, rather than replace offline store with online ones. The results of an analysis showed that the factors influencing the satisfaction with apps included mobile usefulness (MU), mobile ease of use (MEOU) and mobile enjoyment (MEJ), and that the satisfaction with them had an effect on that with stores. On the basis of the findings, this study summarizes theoretical and practical suggestions.
0개의 논문이 장바구니에 담겼습니다.
선택하신 파일을 압축중입니다.
잠시만 기다려 주십시오.