• Title/Summary/Keyword: 디지털 세계

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The Effect of Korean culture familiarity of foreign tourists on the Korean consumer behavior (외래관광객의 한국문화 친숙도가 한식소비행동에 미치는 영향)

  • Jung, Young Mi
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.197-205
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    • 2016
  • The purpose of this study is to examine the relationship among subjective norms, attitude, perceived behavioral control, action intended with Korean culture familiarity using extended behavior model. To test hypotheses structural equation model was used. The results are shown as follows: Korea culture familiarity influences significantly attitude, and subjective norms also influences attitude and perceived behavioral control. In addition, attitude and perceived behavioral control influence significantly action intended. Development Korean food Program and events that combines Korean culture will affect the eating behavior of foreign tourists and the Globalization of Korean Food.

Analysis for the Smart Phone Ecosystem and its Economic Spillover Effects (스마트폰 생태계 분석 및 국민경제 파급효과 연구)

  • Byun, Sang-Kyu
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.205-216
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    • 2011
  • The smart phone is globally spreading, since the Apple rolled out the iPhone. Thereafter the smart phone ecosystem is being reorganized and strongly governed by the Apple and Google, the mobile OS providers. And the mobile carriers are pushed out of the ecosystem with the progress of the dump pipe. Even though the South Korea has the strong position as a global leader in ICT industries, it have not properly coped with this new situation and is falling to the follower in the smart phone era. Therefore it should try to take advantage of the current of the times like its component industry who already enjoys the fruit. This paper reveals the new structure of the ecosystem along its value chain with the digital open markets, OS providers, phone manufacturers, and mobile carriers. And it shows the economic spillover effects using the input-output analysis. Consequently, this paper will provide the valuable implications to companies in setting up the efficient strategies and the regulator in promoting the ICT industry.

A Study on the Paperless Waiting Order Count System for Green IT (Green IT를 위한 Paperless 순번대기표 시스템에 관한 연구)

  • Kang, Min-Sik
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.511-518
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    • 2011
  • One of the most important paradigms in society has recently been a set of efforts to prepare for the future and to protect the environment by saving carbon that occurs in everyday life as well as in the industry. In order to successfully deal with this new paradigm, Korean government has adopted and implemented various policies including the green certification, the development of green technologies and green growth. Many agencies and organizations in both public and private sectors have established plans about the carbon savings and performed a lot of research using IT technology. For example, attempts have been made in Korea to use as electronic documents instead of paper documents using these green IT and mobile devices. This paper proposes a 'Paperless' waiting order count system using QR code and mobile phone as an example of green IT for 'Low carbon and Green growth'.

Factor Analysis of the Cloud Service Adoption Intension of Korean Firms: Applying the TAM and VAM (TAM과 VAM을 적용한 기업의 클라우드 서비스 채택의도의 영향요인 분석)

  • Seo, Kwang-Kyu
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.155-160
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    • 2013
  • The global recession circumstances, cloud computing has emerged as a new paradigm in the business IT sector. This paper explores the analysis of cloud service adoption Intension of Korean firms. Especially, we focus on Infrastructure as a Service (IaaS) among cloud services and apply TAM (Technology Acceptance Model) and VAM (Value-based Adoption Model) to analyze cloud service adoption intension The proposed exploratory model tests a number of hypotheses to understand the importance factors of IaaS adoption intension with TAM and VAM included additional cloud service characteristics such as scalability, agility, security, efficiency and reliability. Eventually, the findings of this study can not only help company users gain insights into IaaS adoption, but also help cloud service providers to develop their service effectively and improve marketing strategy in B2B cloud service market.

An Effect of Business Service Industry on Korean National Economy using An Input-Output Analysis (비즈니스서비스 산업이 한국경제에 미치는 영향에 관한 연구: 산업연관분석을 이용하여)

  • Shin, Yong Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.275-285
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    • 2013
  • As the world economy has been changed into the knowledge-based society, all economic activities have globalized and intensified competition in the marketplace, and the forces of these changes are even more aggressively pressuring today's business. According to many businesses are focused on the core competence and various functions are outsourced by service providers, many firms pay heavily attention to business service. Although the importance of business service, domestic business service industry shows a low labor productivity. On the other hand, foreign business service companies in korea take a substantial portion of business service market. Thus, domestic business service needs to increase a competitiveness because of potential growth opportunities. This study attempts to find out the ripple effect of business service industry on other industry.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

A Study on the Effectiveness of Design Management through Design Distribution System (Design Distribution System을 통한 디자인 운영 효용성에 관한 연구)

  • Bong, Hye-jin
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1061-1068
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    • 2018
  • Design is already an integral part of our lives and is in many different forms. Creating a variety of designs has made it more important to establish the value of the design, and maintaining consistency through correct use and distribution of the developed design as important as development. The 2018 Pyeongchang Winter Olympic Games and the Winter Paralympics, which were held at the groval level, played an important role in creating and operating diverse contents to promote Korea to the world. He created emblems with the motif of " Hangul, " which can reflect Korean characteristics, and a mascot that reveals the identity of the competition. The generated contents were created as design guides for the convenience of users (sponsors, media, relevant agencies, etc.) and managed through the Design Distribution System (DDS). The researcher wants to determine the effectiveness and value of the design distribution and management system based on the results obtained by operating the DDS of POCOG.

A Convergence Exploration to Restrict Extension of OOH Advertising as Materialization of Borrowed City Phenomenon in Korea (한국의 빌린도시 현상의 유물화로서 옥외광고 확장을 제한하는 융복합적 탐색)

  • Moon, Yun-Su
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.9-20
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    • 2015
  • To derive a check list of a borrowed city phenomenon, this discussion, through two cities subway OOH advertising in door, compared for convergence by segment analysis. First, discussions considered to be close to the topic of this discussion were arranged and summarized. Seoul and London were selected, and both sides of subway train doors in two cities selected, their states pictured and the images analyzed. As a result of comparison, in case of Seoul subway, the boundary between public information and commercial information(outdoor advertising) was very vague, so the borrowed city phenomenon was very generally analyzed. However, In case of London subway, its result was very contrary to that of Seoul. Eventually, Subway train doors of Seoul city as a borrowed city extracted check points of height, size, color, interval, space and permanency. Therefore in order to study serious discussion this contribution is necessity to limit thoughtless OOH advertising by these checklists in Korean cities.

Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.357-364
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    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.

U-Health Platform based Health Management Service Model using Context Information (유헬스 플랫폼 기반의 상황정보를 활용한 건강관리 서비스 모델)

  • Kim, Jae-Kwon;Kim, Jong-Hun;Park, Dong-Kyun;Lee, Young-Ho
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.185-192
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    • 2012
  • Globally, U-health services have been increased according to the increase in interests on health managing and the development of information communication technology (ICT) based on increases in advanced ages and chronic disease. Exiting U-health services provide required services and health information monitoring only through counsels and that represent limitations in preventing and managing cardiovascular disease patients like chronic patients. In this paper, we propose of U-health platform based health management service model using context information. In our service model can provide health monitoring, diet, and exercise service using context information of clinical information and wether in U-health platform environment. Service to offer is the specialized service using external content provider of DB. in addition to, doctor can to provide advice information to patient using monitoring service. The proposed service model provides effective services using context information in U-health platform environments to customers and that will improve the health of chronic patients.