• Title/Summary/Keyword: 디지털리더

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The Moderate Effect of Market Maven to Intention of Word of Mouth on New Product (마켓메이븐이 신제품의 구전의도에 미치는 조절효과에 관한 연구)

  • Song, Yongtae
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.241-252
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    • 2016
  • The purpose of this study is to explain the word-of-mouth communication that evolve differently from traditional marketing communications using existing mass media in an environment of the flooding of new products. In particular, people use digital devices as internet users and various communication is activated in blogs and communities. It is expanding that companies use market maven as a facilitator of communication. The role of Market maven due to the spread of the Internet seems to be more meaningful for marketing activities. Market maven is a look at how it should study moderate effect on word of mouth of new products. Empirical results show that perceived curiosity and perceived innovativeness of new product has a positive impact on the word of mouth of new product, and was confirmed in a moderate effect of market maven.

The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Model Verification of a Safe Security Authentication Protocol Applicable to RFID System (RFID 시스템에 적용시 안전한 보안인증 프로토콜의 모델검증)

  • Bae, WooSik;Jung, SukYong;Han, KunHee
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.221-227
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    • 2013
  • RFID is an automatic identification technology that can control a range of information via IC chips and radio communication. Also known as electronic tags, smart tags or electronic labels, RFID technology enables embedding the overall process from production to sales in an ultra-small IC chip and tracking down such information using radio frequencies. Currently, RFID-based application and development is in progress in such fields as health care, national defense, logistics and security. RFID structure consists of a reader that reads tag information, a tag that provides information and the database that manages data. Yet, the wireless section between the reader and the tag is vulnerable to security issues. To sort out the vulnerability, studies on security protocols have been conducted actively. However, due to difficulties in implementation, most suggestions are concerned with theorem proving, which is prone to vulnerability found by other investigators later on, ending up in many troubles with applicability in practice. To experimentally test the security of the protocol proposed here, the formal verification tool, CasperFDR was used. To sum up, the proposed protocol was found to be secure against diverse attacks. That is, the proposed protocol meets the safety standard against new types of attacks and ensures security when applied to real tags in the future.

The Role of Health Committee for Health Management of Rural Residents in the COVID-19 Epidemic (코로나19 유행 상황에서 농어촌지역 건강마을 건강위원의 역할)

  • Kim, Yunyoung;Kim, Keonyeop;Hong, Nam-Soo;Kang, Soo Jin;Kim, Eunhwi;Kim, Jong-Yeon;Park, Min-Ah
    • Journal of agricultural medicine and community health
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    • v.46 no.4
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    • pp.218-229
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    • 2021
  • Objectives: The purpose of this study was to suggest the direction of the Healthy Village project for rural residents in accordance with the prolonged COVID-19 by investigating the digital environment for major health problems, the role of a health leader, necessary projects, and non-face-to-face projects for Healthy Village members in the COVID-19 epidemic. Methods: Telephone interview surveys were conducted with 585 residents from November 30, 2020 to December 21, 2020. Results: Health problems perceived by residents were in the order of concerns about infection (48.5%), depression (32.5%), difficulties in using medical services (9.4%), and lack of exercise (7.7%). The role of the health committee in the COVID-19 situation was "encouraging people to follow quarantine rules" with 91.3%. As a necessary health village project, there was a high demand for the provision of health products and mental health projects. 17.9% said that there is a computer or smart device connected to the Internet in their home, and 42.2% said that there is someone in the village who can easily get help if there is a problem in accessing and using Internet information. 36.9% were able to watch videos, and 22.2% were able to use the Internet through public facilities. Conclusion: In a public health crisis, where the provision of public health and medical services to rural residents is not smooth, it is necessary to manage health and quarantine through health leaders in the village, and it is required to establish a digital environment infrastructure that can conduct community participatory health village projects in a non-face-to-face environment.

The Effect of Employee's Self-Leadership on the Job Engagement: Focusing on the Moderating Effect of Overall Justice (셀프리더십이 조직 구성원의 직무열의에 대하여 미치는 영향: 전반적 조직공정성의 조절효과를 중심으로)

  • Ha, Sun-Bok
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.77-90
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    • 2022
  • The recent introduction of working from home due to COVID-19 has created a situation where it is difficult for organizational leaders to face their members in person, making it difficult for leadership in the general meaning to exert influence on subordinates. In this situation, this study attempted to suggest a self-leadership in which members of the organization motivate themselves and lead themselves as an alternative. In particular, this study attempted to confirm that self-leadership can be useful to MZ generation. In order to verify the effectiveness of self-leadership, job engagement was used as a dependent variable, and the mediation effect of loneliness was verified to determine how members' self-leadership affects their job engagement. In addition, it was confirmed how the self-leadership of members affects loneliness differently depending on the situational factors of overall justice. This study suggests that self-leadership can play a positive role in the current COVID-19 situation and generation MZ, and that the value of justice should be considered more important in each organization.

Structural Relationships between the Variables of Coaching Leadership, Job Characteristics and Organizational Effectiveness in Convergence Environment (기업의 융복합 환경에서 코칭리더십, 직무특성, 조직효과성 변인 간의 구조적 관계)

  • Kwon, Kee-Chang;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.247-262
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    • 2016
  • The importance of coaching leadership has been highlighted to enhance creativity and competence of human resources in convergence environment. This paper was validated through a structural relationships model, the impact of coaching leadership on behavioral dimensions of organizational effectiveness by focusing on mediating role of job characteristics. Coaching leadership activities showed a significant positive effect on job characteristics and turnover intentions. Job characteristics appear to have a mediating effect on the relationship between coaching leadership and organizational effectiveness, especially the coaching leadership itself not necessarily to improve organizational citizenship behavior, can increase organizational citizenship behavior when formed into a positive awareness of the job characteristics of organizational members.

A Case Study on the differentiation strategy of University Advertising (대학광고의 차별화 전략에 관한 사례연구 -남서울대학교의 N+캠페인 광고를 중심으로-)

  • Yoon, Il-Ki
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.311-321
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    • 2012
  • This study tries to find the possibility of differentiation strategy and looks into N+ advertising campaign of NAMSEOUL University that has been doing since 2011. N+ advertising campaign contains the meaning of educating leaders based on the foundation concept of NAMSEOUL University and develops consistent creativities through medium such as radio advertising, print advertising, on-line advertising and outdoor advertising. On the first of stage, the campaign develops the start and the meaning of N+ and organizes to get sympathy from target customers on the second stage. Nowadays, there are many competitions among universities to promote students. In this situation, the N+ advertising campaign of NAMSEOUL University is differentiate approach. It's also promotion for external publics to introduce the identity of University and effect for inducement of internal publics with pride and unity. Moreover, it suggests to universities what they have to consider.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

A Study on Web Accessibility Status of Metropolitan and Provincial Offices of Education from the Universal Design View (유니버설 디자인 관점에서 본 국내 시도 교육청의 웹 접근성 실태에 관한 연구)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.405-410
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    • 2013
  • Due to the enforcement of a law about disability nondiscrimination and rights protection in 2008, the web accessibility has become an obligation. According to a survey targeting public sectors such as central administrative organization, local autonomous entity and etc., the level of compliance with web accessibility appeared to be improved every year. However, such legal mechanism focuses on the improvement of convenience for disabled people only and does not meet the concept of universal design that aims to satisfy every user. Therefore, this study verifies the status of web accessibility on 17 homepages of metropolitan and provincial offices of education. The status survey was carried out with 3 steps: 1) Verification through automated verification tool by National Information Society Agency, 2) Verification through Web Content Accessibility Guidelines(UD-WCAG) that adopts the concept of universal design, 3) Verification by using screen reader. Compared to the verification through automated verification tool, the overall compliance rate verified through UD-WCAG was reported lower.