• 제목/요약/키워드: Digital Asia

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Immunological Recognition by Artificial Neural Networks

  • Xu, Jin;Jo, Junghyo
    • Journal of the Korean Physical Society
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    • 제73권12호
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    • pp.1908-1917
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    • 2018
  • The binding affinity between the T-cell receptors (TCRs) and antigenic peptides mainly determines immunological recognition. It is not a trivial task that T cells identify the digital sequences of peptide amino acids by simply relying on the integrated binding affinity between TCRs and antigenic peptides. To address this problem, we examine whether the affinity-based discrimination of peptide sequences is learnable and generalizable by artificial neural networks (ANNs) that process the digital experimental amino acid sequence information of receptors and peptides. A pair of TCR and peptide sequences correspond to the input for ANNs, while the success or failure of the immunological recognition correspond to the output. The output is obtained by both theoretical model and experimental data. In either case, we confirmed that ANNs could learn the immunological recognition. We also found that a homogenized encoding of amino acid sequence was more effective for the supervised learning task.

Understanding the Continuance Intention to Use Chatbot Services

  • Jeeyeon Kim;Yiling Li;Jeonghye Choi
    • Asia Marketing Journal
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    • 제25권3호
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    • pp.99-110
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    • 2023
  • Chatbot services have become an essential communication tool for interacting with consumers in e-commerce. To understand consumer behavior in the context of chatbot services, we apply the Theory of Planned Behavior (TPB) to analyze continuance intention to use and additional predictors to explain behavioral intention. An analysis of data collected from 300 digital shopping users who had experienced chatbot services revealed that an extended TPB model holds for the continuous use of chatbot services, driven by both interaction and information quality. Accordingly, these ndings provide a better understanding of consumer behavior toward chatbot services and valuable insights into digital customer relationship management.

How Organizations Legitimize AI Led Organizational Change?

  • Gyeung-min Kim;Heesun Kim
    • Asia pacific journal of information systems
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    • 제32권3호
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    • pp.461-476
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    • 2022
  • AI is recognized to be a key technology for digital transformation (DT) and the value of AI is considered to determine the future of the company. However, in reality, although managers acknowledge the future value of AI and have plans to introduce it, most are not sure what to expect from AI or how to apply it to their business. This study compares two company cases to demonstrate how an organization has successfully achieved AI led organizational change while another failed. Specifically, by taking institutionalist's view, this study examines how the legitimacy enables and constrains AI led organizational changes in organization's practices, processes, and infrastructure. The results of this study indicate that for the success of AI led organizational changes, the legitimacy plays an important role by reducing the challenges from stakeholders and increasing the institutional momentum to move through the phases of the change.

Why is the Interest in Blockchain Still on the Decline? Blockchain Challenges, Review, and Research Agenda

  • Kumar Saurabh;Neelam Rani;Ridhi Arora;Debasisha Mishra;Ramkumar M.
    • Asia pacific journal of information systems
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    • 제32권2호
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    • pp.191-225
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    • 2022
  • Based on its technological elements (distribution, encryption, immutability, tokenisation, decentralisation, and smart contracts), blockchain has drawn considerable attention in various industries and verticals. Still, the strategic adoption of blockchain is in its early stages because of the current barriers and challenges in the areas of 'customer experience', 'business models', and 'operational processes.' This work delivers a comprehensive synopsis of the fundamental challenges faced by blockchain adopters in their digital journey, based on a literature survey. The authors leveraged MAXQDA software and the theory, context, characteristics, and methodology (TCCM) framework to develop themes, findings, and evidence for adoption barriers. The research evaluates the literature on blockchain adoption challenges and offers research insights and managerial agendas for future inferences.

온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과 (The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community)

  • 고준;신선진;김희웅
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향 (The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry)

  • 강성민;엄기헌
    • Asia pacific journal of information systems
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    • 제20권2호
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

인쇄 출판 환경 변화에 따른 디지털 인쇄 방식의 BOD 솔루션에 관한 연구[I]: 템플릿 개발을 중심으로 I (A Study on the BOD Solution of Digital Method Print Publication due to Printing & Publishing Environmental Change[1]: With emphasis on the Development of a Template I)

  • 문성환;김성수;구철회
    • 한국인쇄학회지
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    • 제31권1호
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    • pp.51-64
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    • 2013
  • When it comes to current growth trend for the printing process in Asia printing market, offset printing, gravure printing and screen printing are reduced respectively -4%, -19%, -55%. In judging from the fact, the change in the printing production system from mass production on small amount to small production on mass amount is the biggest issue. For this reason, digital printing shows the significant growth. According to the increase of the growth 78% for electro photography way and 67% for ink-jet, it's not enough to catch up with digital printing which is increasing as time goes by to equip with hardware like as digital press. There's been necessary to install the BOD(Book on Demand) system which is the advanced and regular publication edit solution based on web-to-print model in the prepress, and it has made the BOD system be considered in relation to maximization of efficiency and production. Therefore, this research tries to step forward from the POD concept, which is refired to "Print along with the ordered quantities, the ordered appropriate time and the demanded place", so that it could expand the range of the printing/publishing environment using the BOD system, the order-made publication based on automatically operating template. And it tried to make the relation to digital web press on ink-jet method which is adequate to "mass production on small amount" with such advanced concept. This research also aims to use actively BOD solution model to promote the productivity of labor, and then to produce the printings across all related industries, which means to manufacture maximally the products on the shortest time at minimum place through PC equipments.

인문·지역연구에서의 정보시각화 활용 방안 연구 (A Study on Utilization Method of Information Visualization in the Humanities and Area Studies)

  • 강지훈;이동열;문상호
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제5권5호
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    • pp.59-68
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    • 2015
  • 학제 간 융합은 학문의 발전을 위해 서로의 경계를 넘어 상이한 학문 간의 협업 연구를 통해 새롭고 의미 있는 지식을 창출할 수 있다. 최근에는 특히 인문학과 ICT가 융합된 형태인 디지털인문학이 주목받고 있다. 연구방법론 관점에서의 디지털인문학은 인문지식, 인문정보 등을 정보시스템을 활용하여 저장, 검색, 공유, 확산하고 연구를 위한 도구로 사용가능하며, 정보시스템 측면에서의 디지털인 문학은 다양한 시스템 형태로 구축 및 활용되고 있다. 그 중에서 다양한 정보나 지식을 일반적인 텍스트가 아닌 이미지나 멀티미디어, 기타 인터페이스를 활용해 시각화하여 나타내는 정보시각화와 연계된 디지털인문학 시스템에 관한 연구가 활발하다. 본 논문에서는 디지털인문학 기반의 정보시각화 유형 및 사례를 분석한 후에, 인문·지역연구에서의 정보시각화 활용 방안에 대하여 제안한다.

디지털 음원 유사전송 서비스의 규제 방안 연구 (A study on the regulation of the similar transmission service of digital music)

  • 유승준;이환수
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제8권4호
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    • pp.151-160
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    • 2018
  • 디지털 기술과 인터넷의 발전은 콘텐츠 산업에 큰 변화를 가져왔다. 이러한 변화에 발맞추기 위하여 저작권법 또한 여러 개정 작업을 거쳤고, 2006년 개정에서 "디지털음성송신" 개념이 도입되었다. 그러나 현행법상 디지털음성송신의 개념은 방송 및 전송과의 구분 기준이 추상적이고 명확하지 못한 문제점이 있다. 이러한 모호성으로 인해 새롭게 등장한 "프리리슨"과 같은 음악 웹캐스팅 서비스들의 법적 지위에 대해 판단하기 어려운 상황이다. 이들 서비스는 디지털음성송신을 표방하고 있으나, 그 편의성과 효용에 있어 전송과의 유사성으로 인해 "유사전송"이라는 새로운 개념을 탄생시켰다. 이러한 문제는 기술의 발전과 법체계의 불균형에서 비롯된 것으로 해결을 위해 규율 체계의 변화가 불가피 하다. 따라서 본 연구에서는 관련 사례와 미국의 저작권법 규정을 검토하여 유사전송 문제에 대한 해결방안을 논의한다. 유사전송 문제를 어떠한 법적 기준으로 판단할 것인지와 음반시장에 가져올 수 있는 실질적인 피해를 줄일 수 있는 입법 방안을 제시한다.

East Asian Communication Technology Use and Cultural Values

  • Danowski, James A.;Park, Han Woo
    • Journal of Contemporary Eastern Asia
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    • 제19권1호
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    • pp.43-58
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    • 2020
  • This study examines media used for information in the East Asian countries of China, Japan, South Korea, Taiwan, and Singapore, using data from the World Values Survey. The sharing of Confucian culture may lead to a uniform media structure across these nations. Another possibility is technological determinism, which would also lead to similarity across nations. However, it is possible that countries are at different stages of technology development and will eventually become more similar. An opposing notion is that differences in other values among nations predict digital media use. To examine the evidence considering these possibilities, we factor analyze each population's use of nine traditional and digital media to see how similar the structures are. What results is a three-dimensional solution for four out of five countries, except Singapore, which has a more simple two-dimensional structure. Analysts regard Singapore as the most digitally connected society, which raises the question as to whether it is higher on a technological development trajectory, to which other countries may transition. Perhaps a more simple media use structure is an adaptation to increasing information load. As well, as mobile devices have become a primary means of accessing the range of traditional and social media, it may have an expanded role in reducing media channel entropy. In terms of frequency of media use, Singapore is highest, while China is the lowest. Singapore stands out in high mobile use, and China for low Internet use. There appear to be developmental differences across the nations. Regressions on Internet use for 18 values indices find different values predictors in the East Asian countries, ruling out Confucianism as producing similar media patterns.