A Study on the Service Provision Direction of the National Library for Children and Young Adults in the 5G Era
Abstract
In order to establish a digital-based use environment for the provision of new information services suitable for the 5G era, it is necessary to discuss the direction of service provision by the National Library of Children and Young Adults in the 5G era. Based on utilization services in other fields, library services in the 5G era, including the development and provision of employee education and training services, ultra-high-definition and 360-degree realistic contents and education on library use, provision of multi-dimensional realistic media streaming broadcasting services, provision of telepresence education programs, activation of virtual communities, implementation of hologram performance halls/exhibit centers, and provision of unmanned book delivery services, environment monitoring, safety monitoring, and customized services, were proposed. In addition, based on 5G service, 5G technology, and library application direction, advancing into a producing and supporting base for ultra-realistic and immersive contents in the 5G era, strengthening online and mobile services in the non-contact era, and establishing a smart library environment were proposed as the service provision direction for the National Library of Children and Young Adults in the 5G era.
Keywords:
National Library for Children and Young Adults, 5G era, Children and Youth, Library Services, Direction of Service Provision1. Introduction
Since its opening in 2006, the National Library for Children and Young Adults, a representative national library that supports research activities of workers and researchers in related fields, has provided opportunities for children and young adults to develop their dreams, imaginations, and hopes for the future through the library. Nevertheless, the National Library for Children and Young Adults has the disadvantage of being located in the commercial district of Teheran-ro, Gangnam-gu, Seoul, to which the access of children and adolescents is limited due to its geographical location. In addition, the National Library for Children and Young Adults has constantly received users’ request for library relocation for the problems of being located at a commercial district near Gangnam Station where adult entertainment establishments are concentrated, insufficient parking spaces, lack of accommodatable spaces for group users or user participation programs, securing multipurpose spaces for family visitors, improvement of environment for spaces for children’s materials, distributed storages and restrictions on immediate service provision due to the lack of bookshelves and library spaces. In particular, with the advent of the 4th Industrial Revolution and the 5G era, there have been changes in the reading behavior of children and youth. The 3rd Reading Culture Promotion Basic Plan and the 2019 National Reading Survey, which studied the changes in reading behavior, introduced the changes in reading behavior by broadly dividing them into strengthened qualitative reading, change in reading method that emphasizes how to read rather than what to read, social reading activities that share knowledge and information gained through reading, expanded multimedia reading embracing interactive and multimedia elements, increased preference for e-books among all age groups, higher preference for audiobooks by students than adults, and a trend of decreased annual reading volume. In order to keep pace with such changes in the reading behavior and respond to new information demands of users, it is necessary to establish a digital-based use environment for the provision of new information services suitable for the 5G era and to discuss the direction of service provision by the National Library for Children and Young Adults in the 5G era.
The purpose of this study is to present the direction of service provision, as a library representing children and adolescents, in line with the changing roles in the 5G era by deriving implications through domestic and international case studies. More specifically, it is to set the mid-to-long term development direction centering on the expansion of the participatory reading promotion programs and library service provision direction characteristic to non-contacts, such as providing non-face-to-face and non-contact library services, and establish a plan for reorganization according to service expansion in order to respond to social changes arising from the 4th industrial revolution era, 5G era and COVID-19. In addition, it also aims to suggest a space composition that corresponds to the context of the National Library for Children and Young Adults, service expansion and creative and innovative complex cultural space.
2. Research Method and Content
This study was carried out largely through literature studies and case studies. Literature research includes research and analysis of domestic and international convergence and integrated reading promotion programs and operating services, research and analysis of reading promotion programs and services at the National Library for Children and Young Adults, development directions for children and youth reading promotion programs in the era of the 4th Industrial Revolution, and reading behavior of children and youth and direction of library service provision in the 5G era. Similarly, case studies include research and investigation on the current status and construction cases of children and youth libraries at home and abroad, case studies of children and youth reading content services in domestic and overseas complex cultural spaces, investigation of cases of the use of complex cultural spaces in children and youth libraries at home and abroad, and case studies of organization and division of duties among children and youth libraries at home and abroad. Also, the study conducted a survey on user needs for the relocation and reorganization of the National Library for Children and Young Adults and collected opinions from librarians and experts for analysis of user needs, opinions of librarians in charge of library services for children and youth, investigations of opinions of experts in the field of library and reading, library and information science, and review and reflection of opinions on each stage of the research through advisory meetings.
3. Theoretical Background
3.1 Concept and Application Industry of 5G
5G is one of the new technologies that emerged in the era of the 4th industrial revolution. If an analogy between the 4th Industrial Revolution and humans is to be drawn, various devices of the 4th Industrial Revolution corresponds to the body organs, data to the sensory information that human body feels, artificial intelligence to the human brain, and 5G to the neural network that connects all of them together (Hong, 2019). Then, how is 5G that acts as a neural network defined? 5G (fifth-generation mobile communication) is a next-generation mobile wireless network technology, and is defined as mobile communication with improved eight technologies compared to 4G mobile communication (IMT-Advanced).
The characteristics per mobile communication generation are shown in Table 2. In the 4G era, services that utilize large amounts of data, such as mobile streaming services e.g. Netflix and YouTube, have grown representatively based on the popularization of smartphones and tablets, and increased transmission speed, and text-oriented SNS has changed to share photos and videos. On the other hand, in the coming 5G era, diversification of provided contents and convergence of technologies representing the 4th industrial revolution such as cloud and IoT are expected to be promoted on the basis of improved features.
The main features of 5G networks are presented as ① Enhanced Mobile Broadband, ② Low Latency and Ultra-Reliable Communication, and ③ Massive Machine Type Communication (Samjeong KPMG Economic Research Institute, 2019; NIA National Information Society Agency, 2019).
As such, the key feature of 5G is to transmit large-data contents at a speed of 20 Gbps, which is 20 times faster than that of 4G mobile communication (LTE). In addition, since the data processing capacity is 100 times larger, it does not only have low latency, enhanced mobile broadband, and massive MTC but also receives multimedia services without interruptions while moving at 500 km/h. In fact, it is a system providing IoT services by connecting about 100,000 deices to one base station through a network (Korean Intellectual Property Office, 2017). With the advent of the 4th industrial revolution, immersive display services, such as virtual reality, augmented reality, and holograms, ultra-low-latency services, such as autonomous driving and remote control of robots, and super-access services, such as IoT, are required by numerous industries, leading to the effortless emergence of 5G mobile communication that can fulfill such requirements (Korean Intellectual Property Office, 2017). Furthermore, it can be also said that a prerequisite environment for the realization and convergence of the 4th industrial revolution technologies has been established through 5G technologies.
3.2. 5G Application Industry and Service
5G, the fifth generation mobile communication, is a general-purpose technology characterized by ‘high speed',‘large capacity',‘high density',‘high energy efficiency',‘low latency', and ‘high stability' and has a great influence on the whole industry. Technology development and standardization have been undertaken to support changes, beyond the changes in daily life, in various industries (Lee, 2019). Virtual reality, augmented reality, autonomous vehicles, medical services, and mining are expected to be some of the major industrial fields to which 5G technology will be applied (OECD 2019), and attempts to incorporate 5G centering on energy, transportation, mobility, healthcare, agriculture, public safety, environment, travel, and culture have been made. It is also anticipated that 5G technology will be expanded to more diverse areas in the future.
In 2014, the Ministry of Science, ICT and Future Planning established the ‘Creative 5G Mobile Strategy' and selected future SNS, mobile stereoscopic image, intelligent service, high-speed service, and UHD/holograms as the five core 5G services. Indeed, KT, Giga Korea Project, and Korea Information and Communication Technology Association also selected and introduced major fields and services that can utilize 5G.
First, KT presented 41 applications in 7 industries based on 5G. The KT Economic Management Research Institute published the 5G guidebook, “The Beginning of All New Worlds, 5G. Changes You.” The 5G guidebook explains features such as massive MTC, ultra-low latency and enhanced mobile broadband and introduces applications that can be used through technologies such as virtual reality, real-time monitoring, and remote control.
In addition, industrial areas that are expected to increase synergy when converged with 5G are selected and invested in.
NIA National Information Society Agency also introduced major services that can be implemented based on the three characteristics and five core technologies of 5G as follows. The types that can be applied to industries based on the three characteristics of enhanced mobile broadband, massive MTC, and ultra-low latency were selected as the five core technologies. Most 5G-related services can be implemented with a combination of technologies such as remote control, context recognition, mass connection, fixed wireless access, and ultra-realistic and immersive technologies.
3.3. 5G Era and Library Service
Among the various 5G application services mentioned above, this study focused on the cases related to the services that have been actively used and implemented. By doing so, an attempt was made to derive implications that should be noted by the library in the 5G era.
Through VR/AR technology, one of the representative immersive media, that reproduces performances as the same as those played at actual sites, users can watch a performance, almost the same quality as that of the actual site, at anywhere they are.
In addition to performances, it can be applied to a wide scope of entertainment contents that are not easy to actually experience, such as sports viewing and documentaries utilizing costly equipment, safety education, expeditions to the far-flung corners of the world, cultural experiences, and virtual experiences of famous places and tourist attractions.
One of the main expected effects that can be derived from the following examples is that it is possible to reproduce situations that are difficult or limited in reality with VR/AR for training. Therefore, for the purpose of library application, first, it is expected to be useful for job education and safety education as employee education and training services for librarians. Second, by developing and providing ultra-high-definition, 360-degree immersive contents, it is expected to be able to produce and provide various immersive contents such as games and travel.
With the development of digital and communication technologies, the distribution and demand for multimedia contents centered on audio and video in various fields such as the Internet and personal media as well as broadcasting and movies are rapidly expanding. Previous media services focused on the expression of simple sounds and images due to various technical limitations; however, in the world of 5G, it became possible to express and process multi-dimensional immersive media that can give users a sense of immersion and provide multi-dimensional immersive media streaming broadcasting services.
Moreover, multi-view interactive 3D services of 5G can provide users with a sense of depth and three-dimensional effects of videos. Multi-view videos refer to the filming of three-dimensional scenes from multiple angles using multiple cameras; a scene is captured from different angles to provide an image from a desired angle to users. Nonetheless, since there are as many images as the number of cameras, the amount of data is very large, and a technology for effectively storing and transmitting them is essential.
The main expected effect that can be derived from the following examples is that the users can feel a sense of realism, as if they are in the library, regardless of the actual location and time. For the direction of library application, first, contents using VR/AR, such as introduction of internal and external spaces of the library and education related to library use, as a form of library use education, are expected to be developed and provided. In fact, 360° multi-view videos have already been used by many libraries for the introduction and exploration of their libraries. Second, it is the provision of multidimensional immersive media streaming broadcasting service; without visiting the library, performances, events, and various programs held in the library can be filmed as 360-degree videos and provided as live or filmed copies.
Technologies that make users feel as if they are in the same place even though they are at a distant place are collectively called Telepresence Service. In addition to feeling the presence of something, it can also consider sharing the five senses, including tactile sensations. In order to share these senses, images such as VR and holograms may be used, or physical systems such as robots may be used (Korea Information and Communication Technology Association, 2022). On the other hand, “telepresence” education is the application of technology to communicate with life-size people far away by using 5G communication technology.
These technologies are expected to contribute to bridging the educational gap by providing high-quality lectures to middle and high school students in farming and fishing villages. As such, the provision of telepresence education programs is also included in the direction of library application. It is highly anticipated that the library will not only provide video contents using 5G technology through various platforms, but also provide real-time education programs regardless of region and distance through telepresence education programs.
Avatar communication is one of the ways to support non-contact communication. For the realization of avatar communication, 3D image big data plays an important role. Artificial intelligence studies the big data through machine learning, analyzes individual photos, and implements them in the form of emoticons. When a 3D avatar capable of projecting one's own image is created based on facial recognition technology, large data transmission and computing technology enable the individual's actions or facial expressions to be expressed in real time, and 5G allows implementing more delicate emotion expression of the avatar.
The main expected effect that can be derived from the following examples is that the users can make friends to shop, listen to music, and participate in K-pop star performances and fan meetings in a virtual space. Therefore, it is possible to promote virtual space communities. The users can enter into virtual space to read, learn, play games, and communicate with other library users.
Holography is a technology that records three-dimensional information that is no different from a real object using the effect of light interference, and hologram refers to a photographic film or a reproduced image in which an image of an object is recorded through holography technology. (Korea Information and Communication Technology Association, 2022, 5G service roadmap 2022). Through the development of hologram technology, real-time, ultra-immersive mobile holographic communication services are expected to become available in the future. Those who cannot actually go to the stadium and watch major Olympic Games can get a very realistic user experience, compared to watching the games through the TV, via real-time ultra-immersive mobile hologram tables using hologram technology. In addition, through 5G-based real-time hologram technology, holographic text information can be sent and received, and the image of the user who sent the message appears on the mobile device based on the hologram technology. In the case of a video call, it is also possible to provide an unaffected user experience, such as having a conversation with others reproduced through hologram technology on a mobile device.
The main expected effect that can be derived from the following examples is using hologram technology, one of the hyper-realistic and immersive media, during performances such as concerts to enable singers at various locations to perform as if they are on the same stage. Consequently, hologram performance hall/exhibition hall is also included in the direction of library application. Various performances and exhibitions through holograms are expected to be available in the performance halls and exhibition halls of the library.
It refers to services that can create new added value through the convergence of 5G and traffic systems, including smart traffic services and drone-based services, such as autonomous driving vehicles, traffic safety, and traffic control. In particular, drones can be used in many application fields with the advantage of being able to monitor and fly a wide area without space constraints, receiving public attention as an industrial field capable of continuous growth. If the technical limitations of drones are overcome through 5G technology, drones are expected to be applied to military, disaster monitoring, large structure management, smart vehicles, disaster rescue activities, logistics, and the construction of a mobile surveillance network using drones. In addition, the 5G network for drone services is divided into and include a data link for transmitting images and collected data captured by drones and a control link for controlling drones. Moreover, drones can also be used for monitoring disasters and checking the condition of large structures such as dams and bridges. In doing so, a network among drones and various sensors installed in the area can be established.
The main expected effect that can be derived from the following examples is that services can be provided in a variety of ways for users who are difficult to make a visit. As such, unmanned book delivery service seems to be within the direction of library application. If remote control technology, artificial intelligence, drone technology and autonomous driving technology are used, book delivery service through unmanned vehicle control is likely to be available. In fact, as mentioned in <Table 10>, Wing's drone service has been used to provide library's drone-based book lending service for the first time to teenagers in the Montgomery County School District, Maryland. After receiving students’ orders for books through Google Form, librarians at local libraries search for the books and prepare them by hanging the books on a string lowered to the ground by drones. Then, the drones go to the Wing's drone launch facility to deliver the books to a corresponding destination. When the drone arrives at the destination, it will drop the books and pull back the string to terminate the delivery service
Following the Industrial Revolution and the Information Revolution, the whole world is undergoing a revolution of hyper-connectivity based on the Internet of Things (IoT), in which everything is connected to the Internet. As the number of things connected to the Internet rapidly increases and the price of sensors decreases, it is expected to create utility values through disruptive innovation in various fields of society. When 5G is activated, various types of terminals having completely different characteristics compared to 4G will appear. Beyond the smartphones everyone carries around, one person will have several wearable devices, and various devices in living spaces will have a communication function, ensuring effective communication and generating a very large amount of information. Exceeding the scope of communication between people, vast amount and various dimensions of information, including time and space, will be collected through various object terminals before being stored in a huge storage device and used for various purposes through big data technology.
In addition, mobile broadband public safety communication refers to the radio wave communication used by organizations responsible for instruction or management at emergency sites for various accidents and disasters. Market needs for services that can systematically improve the ability to respond to situations that threaten public safety are expected to arise steadily.
First, environmental monitoring can be derived from the following examples for the direction of library application. It includes various sensing devices and lighting with the aim of controlling lighting and temperature in the library, improving energy efficiency, and preventing crime. Second, the safety of the library can be monitored in real time by connecting CCTVs with wireless sensors installed in the library.
The scope of IoT can be divided in various ways from the scope of an individual to the scope of a society (see Table 15).
The main expected effect that can be derived from the following examples is providing information based on big data collected from user terminals and sensors. In addition, it can provide customized knowledge service by converging/processing the experience of library users and the knowledge of experts. Libraries can thus provide customized services and develop library collection based on big data information collected through user terminals and various sensors in the library.
In summary, 5G wireless mobile communication (5G, 5 Generation) technology can be said to be the core infrastructure of the 4th industrial revolution that connects (massive MTC) large data and everything in real time (ultra-low latency) faster (enhanced mobile broadband) without delay (Ministry of Science and Technology Information and Communication, 2019). When 5G mobile communication is commercialized various services are expected to be available through increased information transmission capacity and speed and expanded range of content utilization. Focusing on the services in which 5G has been actively used and implemented, the following implications for libraries to pay attention to and the directions for providing services that can be used in the library in the 5G era are suggested as followed. (see Table 13).
3.4. Service Provision Direction for the National Library for Children and Young Adults in the 5G Era
Based on the 5G application services and the directions of 5G technology application in the library mentioned earlier in the text, the study seeks to suggest the service provision direction for the National Library for Children and Young Adults in the 5G era. More specifically, based on the suggestions made earlier, the promotion works and contents of each phase that the National Library for Children and Yong Adults can refer to, in terms of contents and services, are as follows (see Table 17).
In the cultural industry such as reading, performances, sports, and tourism, the need to provide user experiences for holograms and VR/AR contents has been on the rise. Therefore, it is necessary to develop ultra-realistic and immersive contents using cutting-edge technologies for the library in the era of the 4th industrial revolution and 5G.
In order for the library to perform its function as a base for producing and supporting ultra-realistic and immersive contents and to provide programs and services for various immersive contents and ultra-high-quality videos, the library must be equipped with relevant spaces, equipment, and facilities. Daeseong-dong, equipped with a wireless-based standalone VR device through the ‘Genie Sarangbang', real-time live sports, movies, and entertainment contents can be enjoyed via VR. In virtual reality, the user can create interactive contents themselves or experience them together. For the production and support of such immersive 5G contents, 5G-based VR/AR content development equipment such as HMD with 5G module and 360° VR camera have been secured.
Meanwhile, from a spatial standpoint, makerspace is a representative space of the recent library where the users can experience and use various technologies to perform different production and creation activities. Therefore, it is deemed essential for the National Library for Children and Young Adults to help the library users experience immersive contents, secure spaces for direct production of realistic contents and ultra-high-quality video and sound sources and expand equipment and facilities through strengthening makerspaces.
Next, the library is expected to become able to develop and provide ultra-realistic and immersive contents. As the transmission and reception of high-speed, large data is made available by 5G, the use and spread of 8K and augmented and virtual reality contents are accelerating. For example, in the field of culture and tourism, with the ‘Seokguram HMD Travel Experience Center' service provided at the 2015 Gyeongju Culture Expo, visitors were not only able to virtually experience Seokguram at close range, but also enjoy the game elements included in the program (Newsland, 2015). In addition, hologram works of cultural properties were exhibited at the Children’s National Folk Museum of Korea, and demonstration exhibitions were also held at the National Museum newly built in Kazakhstan (Korea Creative Content Agency, 2015). Accordingly, the library sector is also expected to become able to produce and provide various immersive contents based on topics related to reading, such as games, exploration, experience, and travel.
The implementation details for the production and provision are as follows.
First, in order for the library to perform its function as a base for producing and supporting ultra-realistic and immersive contents and to provide programs and services related to various realistic contents and ultra-high-quality images, the library must be equipped with relevant equipment and facilities. For the production and support of such immersive 5G contents, 5G-based VR/AR content development equipment such as HMD with 5G module and 360° VR camera must also be secured. Meanwhile, from a spatial standpoint, it seems necessary for the National Library for Children and Young Adults to help the library users experience immersive contents and secure spaces for direct production of realistic contents and ultra-high-quality video and sound sources through strengthening makerspaces.
Second, the‘digital textbooks and realistic content apps' and ‘future education experience center' promoted by the Ministry of Education, realistic career education contents developed by each city, and SKT's‘Establishment of Augmented Reality (AR) and Mixed Reality (MR) Eco Museum Based on 5th Generation Mobile Edge Computing (5G MEC)’ can be used as a reference in setting the direction of the library's hyper-realistic and immersive content development.
The Future Education Experience Center of the Korea Education and Research Information Service can be considered as one of the examples that can be referred to. The Future Education Experience Center of the Korea Education and Research Information Service is used as an experimental space for experiencing future classrooms and researching future education. The center can be regarded as a test bed of IT technology suitable for new teaching-learning model research and future education environment. The main space is composed of general classroom space, exhibition/performance space, group activity space, creative experience space, counseling/research space, and emotion/book space.
Another example would be the digital textbooks and realistic content (AR/VR/360˚) apps. According to the 2015 revised curriculum, the Ministry of Education distributed digital textbooks for social science, science, and English to the 3rd and 4th grades students of elementary school and the 1st grade students of middle school this year, mandating software education for the 1,351 middle schools that introduced a course in information to their first grade students (Ministry of Education, 2018). Realistic content apps for 3rd-4th grade elementary school students can be used by installing a separate app for each immersive content, and 5th to 6th grade elementary school students /1st-2nd grade middle school students can install an integrated app for realistic contents to selectively choose and install immersive content apps within the integrated app. There are two ways to access immersive contents. The first method is to install and start the corresponding immersive contents by clicking on the displayed immersive contents in the digital textbook (AR/VR Sub-menu in “Order” >“ Order of Contents”). The second method, including how to install the contents, a list of immersive contents, how to use (application guide), AR marker, uploaded to the Edunet site (https://www.edunet.net), "Digital Textbook"> "Realistic Contents Utilization Materials" page (Kim, 2019).
Along with the post-corona, 5G era, 4th industrial revolution and new technologies, the demand for non-contact services has been increasing in all areas of society. In fact, the 5G era has dramatically increased communication capacity and enabled real-time transmission of large-data contents and easy access to the mobile service while moving at high speeds. As such, the environment for ultra-large, high-speed data will allow the users to easily access through various devices, increasing the usability of online and mobile services.
In particular, the reasons to strengthen mobile services are as follows.
First, the global digital content market, which continues to grow as the spread of various smart devices increases, is expected to grow by an annual average of 13.8% from $474.8 billion in 2018 to $1,174.1 billion in 2025. Second, mobile convergence media services are emerging in various fields, and the demand for such services is also rapidly increasing. Among various mobile convergence media services, augmented reality/virtual reality, hologram/multi-view interactive 3D service, robot/drone-based service, and smart healthcare service have been receiving much attention from the public. Third, more diverse contents need to be developed and provided in line with the social and cultural changes requiring the reinforcement of non-face-to-face, non-contact online services.
According to the needs, the reinforcement of online and mobile services in the non-contact era can be largely divided into four areas. First, the video contents in library services need to be strengthened. Considering that ‘YouTube’ is the application used by domestic smartphone users for the longest time (WiseApp, 2019), all events, exhibitions, lectures, and cultural programs held in the library can be produced and distributed as video contents. In fact, video media increasingly account for larger part of users' preference and use. Rather than accessing print media and reading, the users show a desire to enjoy life through various digital and audiovisual materials (Choi and Cho, 2015). High-speed and large data transmission and reception through 5G will prepare an environment for using 8K contents, beyond 4K, and make high-definition video streaming and ultra-realistic (augmented and virtual reality) contents available and widespread. Therefore, the National Library for Children and Young Adults can also provide live or recorded video contents by filming 360-degree images of various performances, educational and cultural programs held in the library. This is expected to provide various library services to a wider range of users, such as those who cannot visit the library, children in island areas, and marginalized groups through web or mobile.
Second, it is necessary to provide employee education and training through online and mobile services for librarians specializing in children and adolescents’ materials. Considering the result of the survey conducted in this study showing that librarians look forward to having more systematic and nationwide education programs, developing and distributing employee education and training programs can be regarded as a representative development direction for online and mobile services. In particular, dynamic and immersive contents are expected to be developed to a level that will change offline travel and business meetings into online meetings in a virtual environment if further elaborated through education, training, and remote access and control.
Third, education for library use needs to be made available online or through mobile. Contents using VR/AR related to library introduction and use education, such as 360-degree virtual tours, must be developed and provided. In addition, dynamic and immersive contents are expected to be developed to a level that will change offline travel and business meetings into online meetings in a virtual environment if further elaborated through education, training, and remote access and control.
The library should develop and provide contents using VR/AR related to library introduction and use education so that users can explore the inside and outside spaces of the library or take courses related to library use without physically visiting the library. For instance, through thousands of photos taken inside the building, users can enjoy“360-degree virtual tour” for free. In addition, by placing Trigger Images in various places of the library, users can see what facilities and services are provided by the library through an augmented reality app.
Fourth, the generalization of mobile and Internet supply, combined with the SNS post-corona era, is expediting online program progress and communication. Therefore, the National Library for Children and Young Adults is expected to provide reading-related information or operate reading clubs and reading programs through SNS, chat programs, and video call programs that the users use in their daily lives,
In a 5G environment, network slicing technology can simultaneously implement mobile broadband and IoT as a single technology and a network (Shin, 2019). In the IoT (Internet of Things) environment, where various mobile devices are connected, wearable devices and mobile devices of users are connected to sensors and spaces in the library, expanding the area of mobile communication. Therefore, it is necessary to establish a smart library environment based on multi-sensor technologies in the 5G environment.
5. Conclusion
The purpose of this study is to present the direction of service provision, as a library representing children and adolescents, in line with the changing roles in the 5G era by deriving implications through domestic and international case studies. In particular, this study derives and promotes the four strategies of the 3rd Reading Culture Promotion Basic Plan (2019-2023), ‘Social Reading’, ‘Spreading the Value of Reading’, ‘Realizing Inclusive Reading Welfare’, and ‘Creating Future Reading Ecosystem’. and its 13 key tasks. The mid-to-long-term development direction of the National Library for Children and Young Adults in the 4th Industrial Revolution and 5G era covered in this section is in line with the strategy of “Creating Future Reading Ecosystem.”One of the key tasks for creating future reading ecosystem, “Preparing a Foundation for the Spread of Digital Reading,” is seeking strategic responses to changes in the smart environment. More specifically, the promotion direction is set to develop and operate a reading platform based on artificial intelligence (AI) to use it as a core foundation for everyday reading, prepare a foundation for the spread of digital content development, and improve creativity to enhance interest and value in reading, As a limitation of this study and as an objective of future study, more specific service models based on the collection of opinions of librarians on 5G library services need to be presented.
References
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Younghee Noh has an MA and PhD In Library and Information Science from Yonsei University, Seoul. She has published more than 50 books, including 3 books awarded as Outstanding Academic Books by Ministry of Culture, Sports and Tourism (Government) and more than 120 papers, including one selected as a Featured Article by the Informed Librarian Online in February 2012. She was listed in the Marquis Who’s Who in the World in 2012-2016 and Who’s Who in Science and Engineering in 2016-2017. She received research excellence awards from both Konkuk University (2009) and Konkuk University Alumni (2013) as well as recognition by “the award for Teaching Excellence” from Konkuk University in 2014. She received research excellence awards form ‘Korean Y. Noh and Y. Shin International Journal of Knowledge Content Development & Technology Vol.9, No.3, 75-101 (September 2019) 101 Library and Information Science Society’ in 2014. One of the books she published in 2014, was selected as ‘Outstanding Academic Books’ by Ministry of Culture, Sports and Tourism in 2015. She received the Awards for Professional Excellence as Asia Library Leaders from Satija Research Foundation in Library and Information Science (India) in 2014. She has been a Chief Editor of World Research Journal of Library and Information Science in Mar 2013 ~ Feb 2016. Since 2004, she has been a Professor in the Department of Library and Information Science at Konkuk University, where she teaches courses in Metadata, Digital Libraries, Processing of Internet Information Resources, and Digital Contents.
Ji-Yoon Ro has MA in Library & Information Science from Chung-Ang University, Seoul. She is Researcher of the Institute of Knowledge Content Development & Technology. She has published one book, and seven articles, and has participated in five projects relevant to the library. Also, she is now PhD Student in Department of Library & Information Science at the Konkuk University in Korea. Her works focus specifically on Sharing Economy, Social Economy, Knowledge Sharing, Blockchain and Library, Cooperative Networks, Social Informatics, and Urban Regeneration and Library. Ji-Yoon Ro is the corresponding author and can be contacted at: rojyliv@gmail.com