• Title/Summary/Keyword: Digital Experiencing

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Streaming Stick Usability Comparison Test (스틱형 OTT 서비스의 사용성 평가)

  • Lee, Hyejin;Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.129-141
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    • 2015
  • This study evaluates user experience of streaming stick service through usability testing. Streaming stick services such as Roku, Chromecast, and Everoncast were tested in ten levels belonging to five usability variables that are composed of efficiency of use, accuracy, meaningfulness, flexibility, and consistency. Each variable has two levels respectively that are responsiveness, minimal action, error prevention, error detection, error recovery, understandability, learnability, substitutivity, predictability, and familiarity in order. Twenty five participants volunteerly joined this research, and the results showed that Roku is superior to another two OTTs in most levels and variables. It implies that participants prefer to remote control, many channels, and personalized service during experiencing the service.

The Strategic Transformation from Innovation Cluster to Digital Innovation Cluster during and after COVID-19

  • Yim, Deok Soon;Kim, Wangdong;Nam, Young-ho
    • Asian Journal of Innovation and Policy
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    • v.9 no.2
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    • pp.164-186
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    • 2020
  • It is generally known that a Science and Technology Park - as a representative example of an Innovation Cluster - produces network synergy among industry, university, research institutes, and other innovation actors in a specific area, so that it has a competitive edge over other regions in technological innovation. However, as the novel Coronavirus (COVID-19) pandemic unfolds, it has become necessary to reduce face-to-face contacts and this could lead to lesser network synergy being produced in an Innovation Cluster. With this background, this research was designed and conducted to evaluate how COVID-19 has changed the activities in Innovation Clusters and explore future development scenarios. In order to find out the changes occurring in an Innovation Cluster, a survey was conducted among the people in Science and Technology Parks. The survey result shows that people are experiencing difficulties in technological innovation and support activities, and face-to-face contacts have been reduced in the Innovation Cluster. A scenario planning sought to explore the future development of the Innovation Cluster. It suggests that the transformation into a Digital Innovation Cluster, which is less affected by physical distance, but can still maintain the effectiveness of the networks, can be the key strategy for the future Innovation Cluster.

A Development of Designs for the Multifunctional Traveler's Jacket (다기능형(多技能形) 여행용(旅行用) 재킷의 디자인 개발(開發))

  • Suh, Yun-Jung;Lee, Joo-Hyeon
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.46-61
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    • 2002
  • The purpose of this study was to analyze critical needs and demands for the multifunctional traveler's jacket and to develop design prototypes based on the findings from the analysis. A self-report questionnaire with the stimuli was applied. Total 163 travelers were purposively sampled for the survey and the data were analyzed quantitatively as well as qualitatively. The results were as follows: 1. The respondents were divided into three groups - "digital-functionality-needs group", "non-digitalfunctionality-needs group", "no-need group", according to their preference and needs for the multifunctional traveler's jacket. 2. The three groups were analyzed (1) to have meaningful differences in experiencing inconvenience in their traveling, (2) to have statistically significant differences in their needs for the multifunctional traveler's jacket, (3) while some imperative consensus in their needs were found in part. 3. Based on the findings of the analysis mentioned above, three design prototypes were developed and visualized with conclusion.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

Experimental Implementation of Digital Twin Simulation for Physical System Optimization (물리시스템 최적화를 위한 디지털 트윈 시뮬레이션의 실험적 구현)

  • Kim, Kyung-Ihl
    • Journal of Convergence for Information Technology
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    • v.11 no.4
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    • pp.19-25
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    • 2021
  • This study proposes a digital twin implementation method through simulation so that the manufacturing process can be optimized in a manual manufacturing site. The scope of the proposal is a knowledge management mechanism that collects manual motion with a sensor and optimizes the manufacturing process with repetitive experimental data for motion recognition. In order to achieve the research purpose, a simulation of the distribution site was conducted, and a plan to create an optimized digital twin was prepared by repeatedly experiencing the work simulation based on the basic knowledge expressed by the worker's experience. As a result of the experiment, it was found that it is possible to continuously improve the manufacturing process by transmitting the result of configuring the optimized resources to the physical system by generating the characteristics of the work space configuration and working step within a faster time with the simulation that creates the digital twin.

A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

The Effect of Expected Consistency, Cognitive Attitude, and Emotional Attitude on Reuse Intention to Use YouTube Learning (유튜브 활용 학습에 대한 기대일치, 인지적 태도, 정서적 태도가 유튜브 재이용 의향에 미치는 영향)

  • Cha, Seungbong;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.2
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    • pp.83-93
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    • 2020
  • The purpose of this study was to verify the effect on learning using YouTube. The relationship between expectations, cognitive attitudes, emotional attitudes, and reuse intentions was explored. The results are as follows. First, the factors affecting the intention to reuse YouTube were emotional attitude and expectation. cognitive attitude did not show any significant effect. Second, cognitive attitude and expectation agreement were significant variables in emotional attitude. cognitive attitude was identified as a major factor affecting emotional attitude. Third, expectation agreement was found to have a significant influence on cognitive attitude. Therefore, expectancy is an important factor in identifying cognitive attitudes. In particular, the satisfaction of expectations after experiencing a new technology or system, such as YouTube, affects the cognitive attitude. Finally, the main findings of this study were that cognitive attitude was not a variable affecting the intention to reuse YouTube. The reason for this is that YouTube is used as a medium of interest, and it is not used as a medium for searching the main data source for learning. Therefore, in order to activate YouTube learning, it is necessary to convert recognition into YouTube for learning rather than YouTube for play.

ICT Convergence Public Bicycle System using Smart Phones (스마트폰을 이용한 융복합 공공자전거 시스템)

  • Jeong, Kyu-Man
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.247-252
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    • 2015
  • The earth has been suffering from global warming and experiencing unusual weather caused by increased fossil fuel usage in the industrialization period. In spite of the continuous effort to resolve the problem, the amount of fossil fuel usage is increasing constantly. Public bicycle system has been introduced as a solution to the fundamental problem of the existing public transportation systems. Also public bicycle system has another advantage that riding bicycle can keep the users in good health. In this paper, a new ICT convergence public bicycle system is presented which resolves the problems of existing public bicycle systems. The presented system has strong points in low installation fee and low maintenance expenses. The effectiveness of the presented system will be proven by analyzing case studies.

Clinical Study on Two Patients Typed as Soyangin with Cold Hypersensitivity on Hands and Feet (소양인 처방을 활용한 수족랭증(手足冷症) 치험 2례)

  • Kim, Oh-Young;Kim, Dong-Hoon;Ryu, Su-Hyang;Park, Soo-Gon;Lee, Jang-Sik;Park, Hye-Sun
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.24 no.6
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    • pp.1082-1086
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    • 2010
  • This study reports two cases of patients with cold hypersensitivity on hands and feet who were typed as the Soyangin. Although the two patients were experiencing the same symptom of cold hypersensitivity on hands and feet, we diagnosed one as a Soyangin Kyel-Hyung syndrome(結胸證) and the other as a Mang-eum syndrome(亡陰證). So we prescribed them Medications for Soyangin. And we used D.I.T.I.(Digital Infrared Thermal Imaging) to prove the improvement for cold hypersensitivity on hands and feet. The temperature change of D.I.T.I. after treatment showed that the main symptom After treatment, their symptoms were improved and the patients' D.I.T.I results also showed their improvement.

The Implementation of Visual Effects on Physical Phenomena of Nature Using Particle System (파티클 시스템을 이용한 자연의 물리적 현상의 비주얼 효과 구현)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.347-352
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    • 2012
  • Uncertain physical phenomena of nature are a frequently researched area in emotional engineering technology and visual expression of art. This paper suggests possibility for implementation of physical phenomena (percolation, dispersion, and flow) of nature using Unity 3D engine's particle system, which have already been analyzed in a previous study [1] on modern paintings that emphasized physical properties. This paper proposes an easy implementation method for uncertain physical phenomena of nature for artists experiencing difficulty in acquisition of knowledge on computer graphics programming, providing an idea for engineers conducting research on emotion-based technology.