1.I4 is the only move that saves the cluster of eight white stones in the lower middle right.
Looking over the board, it can be seen that this has been a particularly low-scoring game; it's almost as if the players have been more interested in invading each other's territory than creating their own. But White has done a little better and will win by five to ten points, provided he plays 1.I4. (Otherwise Black can kill eight stones as well as gaining substantial territory.)
White 1.I4 forces Black to play 2.H3 in order to prevent the cluster of eight stones from connecting to the three-stone group at G2, H2 and I2 (which is alive by virtue of being guaranteed to touch two adjacent sides in a home corner). Now White plays 3.J4 and Black must play 4.J3 to again prevent a connection to the three-stone group. White then plays 5.K4 and the eight-stone cluster has two opportunities to live: either by 7.D2 (thus securing in itself a connection to two adjacent sides in a home corner!) or by 7.L5 (thus hooking up with a large cluster of white stones that touches two non-adjacent sides --- the right side and the lower left side).
It's worth noting that White cannot save his eight stones by starting out with 1.D2. Black will seize 2.I4 himself and White's follow-up at 3.B2 is futile --- it guarantees a connection to two adjacent sides, but it's in an away corner.