• Title/Summary/Keyword: Digital Experiencing

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The Digital Transformation of Accounting Industry for Small and Medium Enterprises in Vietnam: Challenges and Solutions

  • Thi Huyen Tran;Hoang Tuan Nguyen;Quoc Cuong Nguyen
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.221-228
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    • 2023
  • The industrial revolution 4.0 in general and the trend of the digital economy in particular have affected all aspects of the economy. In the orther hand, Digital Technology has the power to impact the strategies and competitiveness of businesses in the market. It is ever evolving and creating a revolutionary stand for different professions as well. Accounting is considered to be one of the oldest and traditional professions. The rules and methodology of this profession has remained uniform for a long period of time. But due to the advent of the digital technology accounting industry is experiencing some great changes. Challenges for the accounting profession are reflected in the need for rapid adaptation and transformation of business practice and business processes. Gradually it was difficult to manage the accounting of large firms without having any machine help. This profession faced a lot of challenges and required the need to adapt technology. The requirements of finance and digital accounting, as well as the requirements of regional and international financial and accounting integration, require proactive preparation, taking full advantage of the advantages as well as limiting the impacts. disadvantage. The aim of this paper is to analyze and systematize the key challenges that digitalization brings for accounting industry and propose some solution for digital transformation of accounting industry for Small and Medium Enterprise in Vietnam

Moving from Cash to Cashless Economy: Toward Digital India

  • AGGARWAL, Kartik;MALIK, Sushant;MISHRA, Dharmesh K.;PAUL, Dipen
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.4
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    • pp.43-54
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    • 2021
  • The study evaluates India's technological advancement, which has created a range of opportunities for consumers to enter into digital payment space. Demonetization in India has forced all consumers and companies to embrace and create cashless digital payment platforms. The cashless economy scenario involves various factors for its adoption such as reach, availability and awareness. This study considers factors responsible for adopting new digital payment technologies in India's different regions across various consumers. The study includes descriptive statistics and variance analysis (ANOVA) to identify elements to achieve maximum satisfaction. The research collects data from 250 respondents living in India, experiencing digital payments and online transactions. The data is collected through a structured questionnaire and critically analyzed using statistical analysis. The data has been analyzed with no sectorial biases and tracked by creating real-time indications. The study uses various hypotheses after taking responses from a sample of respondents. Cronbach's Alpha analysis is also used to determine the validity and reliability of the data. The study illustrates the complete shift of consumer behavior from cash to a cashless economy. A certain number of factors are shown to directly influence the rate of such a shift toward digital transactions in India.

A Study on the Qualitative Analysis of Creative Leadership (창조적 리더십의 질적인 분석에 관한 연구)

  • Lee, Sang-Bum
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.21-30
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    • 2009
  • Public and private sectors are experiencing a worldwide economic depression originated from the failure of U.S. financial system. At a harsh time like this, policy-makers need to understand more about the effects of the creative leadership in the digital era. However, there haven't been enough studies performed on this field in Korea. This study aims to fill the blank and learn more about the correlation between creative leadership and organizational effectiveness. To achieve this goal, various previous leadership studies have been reviewed in terms of organizational behaviors, comparative culture studies, and etc. In the end, this study argues previous qualitative studies' weaknesses and limitations, and tries to suggest new aspect of qualitative research method of creative leadership.

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Digital Leveraging: The Methodology of Applying Technology to Human Life (디지털 레버리징: 기술을 인간의 삶에 적용하는 방법론)

  • Han, Sukyoung;Kim, Hee-Cheol;Hwang, Wonjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.322-333
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    • 2019
  • After the launch of smart phones, various miniaturized smart devices such as wearable and IOT devices have deeply embedded in human life, and have created a technology-oriented society. In this technology-oriented society, technology development itself is important, however it seems more important to utilize existing technology appropriately and deliver effectively to human life. As the computer became personalized after the appearance of PC, human-centered computing such as HCI and UCD had begun to appear. However, most of the researches focused on technology that made human being convenient to interact with computer such as computer systems design and UX development. In the technology-oriented society, it seems more urgent to apply existing technology to human life. In this paper, we propose a methodology, 'Digital Leveraging' which guides how to effectively apply technology to human life. Digital Leveraging is the way of convergence between technology and humanities.

Development of Digital Contents for ADHD Treatment Specialized for VR-based Children

  • Dae-Won Park;Chun-Ok Jang
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.302-309
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    • 2023
  • This study aimed to develop a VR-based digital therapeutic intervention for the diagnosis and treatment of ADHD. The research combined medical data with virtual reality technology to develop an algorithm for ADHD diagnostic scales and implemented a VR-based digital therapeutic platform using a head-mounted display (HMD). This platform can be used for the diagnosis and treatment of ADHD in children and adolescents. Additionally, we four VR games were developed, including archery timing, Antarctic exploration, grocery shopping, and rhythm-based drumming(RBD), incorporating various psychiatric treatment techniques based on cognitive-behavioral therapy(CBT). To evaluate the usability of this digital therapeutic intervention, a group of experts specialized in counseling psychology participated in the study. The evaluations received highly positive feedback regarding the ability to access the system menu while wearing the HMD, the consistency of terminology used in menus and icons, the usage of actual size for 3D graphic elements, and the support for shortcut key functionality. The assessments also indicated that the games could improve attention, working memory, and impulse control, suggesting potential therapeutic effects for ADHD. This intervention could provide a daily treatment method for families experiencing financial constraints that limit hospital-based therapies, thereby reducing the burden.

A Study on Preference according to Affordance Design Elements in Digital Media Exhibition Environment (디지털미디어 전시환경에서의 어포던스디자인 요소별 선호에 관한 연구)

  • Noh, Yi-Kyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.135-142
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    • 2017
  • Recently, as human-centered design and humanization of space accelerates, the concept of physical space is changing to user-centered space. In particular, in the case of exhibition space to utilize digital media, visitors' actively experiencing exhibits and participating exhibition are regarded as an important factor, thus affordance design serves as a crucial factor to afford satisfaction with exhibition space to the visitors. Accordingly, the study is to understand the concept of the affordance and the digital media exhibition environment and to analyze the preference for each affordance design factor in the digital exhibition environment. The survey is conducted to people in the twenties who inhabit Seoul and the metropolitan area, familiar with the digital media. The results of the survey show that the most important role of the digital media in the exhibition environment is to create the atmosphere for concentration and complexity is the most preferable among interactivity, network ability and complexity, the feature of the digital media. Additionally, the results reveal that cognitive affordance presenting the feature of design to help the user when he/she want to know something is the most preferable among sensory affordance, physical affordance, cognitive affordance and functional affordance and as the time exposed to the digital media increases the importance of the affordance design is high. As the digital environment is common now in many fields, it will be regarded as a crucial factor to the visitors of an exhibit hall from now on whether affordance design is used.

주민서비스 [입체체험관] 프로젝트 - '중랑 한(HAN : Here And Now)마음 만들기' 마케팅을 위한 -

  • Kim, Yeong-Hui
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.117-126
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    • 2007
  • The current participative government has started to carry out Residents Service Reform that transforms the transmission system of suppliers' oriented convenience to one-stop tai for made civil and governmental integral ion service for the purpose of realizing universal Social Benefits in responding to increasing desires of people according to the changes of social and economic conditions by overcoming the existing limit of transmission system. This study has analyzed the status and problems of local autonomous organizations according to the innovation of support for the life of residents and in order to solve these problems, I present the implementation strategy of transmission system of civil and government cooperation tailor-made integral ion service through the project of "30 experiencing hall for Social Benefits, " which is a joint project of civil and government dove loped by Jungrang-gu. In addition, it aims for the completed accomplishments of this project to settle as eight largest services market ing brand in 30 method and also as the best strategic brand for the "establishment of network of civil and governmental cooperation" with suppliers of public services, suppliers of civil service, and residents, who are suppliers as well as potential customers, for solving problems of local communities.

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Subjectivity of Hope among Korean Middle-Aged Adults (한국 중년성인의 희망에 관한 주관성)

  • Kim, Keum Sook
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.629-638
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    • 2013
  • The Purpose of this study was to discover type of hope among korean middle-aged adult and to identify the major threads that structure various patterns of hope experienced by them. It is necessary to understand that experiencing hope of middle-aged adult experiencing numerous problems and loss at the transition of life. Q-methodology involves five steps in its approach. Collected Q-statements are 112 from 200 adults through 4 open-ended questions. Among them, 34 statements were decided as a Q-sample, The Q-sorting was carried out in 21 middle-aged adults. Three types of subjective experiences of hope emerged as : (1) Passive Wish Type, (2) Positive Pragmatic Hope Type, (3) Active Internal Value-Oriented Hope Type.

A Study on Interactive Artistic Characteristics of Architecture Surface Design (건축 표피디자인의 인터렉티브 아트적 표현연구)

  • Lee, Kyung-Hwa
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.39-46
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    • 2008
  • Current architecture can receive support of and command various ways of expression by more advanced technology of the present time, this means the formation of changeable external design of building, and has the tendency to be interactive non-rheological shape. Accordingly surface of building is decorated not only by the basic function and the expression of information, but also by complex narrative image structure or text, so far as recognizes human as the subject of communication, and is trying the artistic expression interacting with the general public. In various expressive tendency of current architecture surface design, such an approach from a view of an interactive art trying the communication between architecture, art, and human has the meaning of suggesting the direction of directing emotional architecture giving a present to the morderners who are growing more and more an earnest desire for experiencing culture and art in their daily life.

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Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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