• Title/Summary/Keyword: Digital Model

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Exploratory Autopsy on Digital Payment Models

  • Wang, Tao;Kim, Chang-Su;Kim, Ki-Su
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.646-651
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    • 2007
  • Secure digital payment is critical in the successful shaping of global digital business. Digital payments are increasingly being used as a substitute to traditional payments, contributing markedly to the efficiency of the economy. The focus of every digital business transaction is to minimize risks arising from transactions. It is essential to ensure the security of digital payment whether used in internal networks or over wireless Internet. This paper analyses secure digital payment methods from the viewpoint of systemic security and transaction security. According to comparative analysis of digital payment models, this paper proposes a comparative analysis framework to investigate and evaluate secure digital payment. In conclusion, the comparative analysis framework, comparison of digital payment models and mobile payment models proposes a useful academic and practical foundation to enhance the understanding of secure digital payment methods. It also provides academic background and practical guidelines for the development of secure digital payment systems.

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Research for system model of digital contents lifecycle and quality system implementation (디지털 콘텐츠 품질관리를 위한 수명주기 및 품질시스템 구축 모델 연구)

  • Huh Moon-Haeng;Kim Jong-Hyuk
    • Journal of Digital Contents Society
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    • v.6 no.1
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    • pp.69-78
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    • 2005
  • This is the study for system model of digital contents quality assurence. We develope a lot of digital contents which are games, mobile contents, e-learnning contents etc. The most of case that contents have to think about export to abord. Unfortunatly we still not to much think about digital contents quality. This paper propose the system model of digital contents quality assurence base on the process lifecycle for prepare international competation.

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An Empirical Study of the Piracy Behavior of Online Digital Content: A Cross-Culture Comparison of China and Korea (온라인디지털콘텐츠 불법복제 행동에 관한연구 : 중국 및 한국 비교를 중심으로)

  • Zhang, Xiang-Lan;Gim, Gwang-Yong
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.602-605
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    • 2009
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB(Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

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A Study of Primary School Teachers' Awareness of Digital Textbooks and Their Acceptance of Digital Textbooks Based on the Technology Acceptance Model (초등학교 교사의 디지털 교과서에 대한 인식과 정보기술수용모델에 기반한 디지털 교과서 수용에 관한 연구)

  • Kim, Youngwoo
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.9-18
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    • 2013
  • In 2014, third and fourth graders in primary schools will start using digital textbooks for social science, science, and English. Fifth and sixth graders will follow the next year. Given this situation, this study investigated the awareness of digital textbooks by primary school teachers who did not have direct experience with digital textbooks. Also studied was the teachers' acceptance of digital textbooks, based on the Technology Acceptance Model. The results showed that most respondents were not ready to use digital textbooks, and they were apprehensive about their use. However, if the teachers were required to use digital textbooks, usefulness and playfulness were key factors in their acceptance.

Determinants of the Digital Divide using Hierarchical Generalized Linear Model (위계선형모형을 이용한 개인의 정보화 격차 결정요인)

  • Kim, Mi-Young;Choe, Young-Chan
    • Journal of Korean Society of Rural Planning
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    • v.14 no.3
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    • pp.63-73
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    • 2008
  • The purpose of this study is to analyze the determinants of the digital divide at individual level and regional level in Korea, considering interaction between individual and the regional variables. Following results are obtained. First, individual level digital devide in the 16 different regions has been found in terms of Internet use, implying the needs for further analysis on impact of the regional factor in individual Internet use. Second, the result finds the impact of level-l individual variables, "gender, age, education, income and jobs" on digital divide, significantly at level 10% level. Third, the regional variables influencing the individual digital divide were not found at state level. However, regional factors might affect digital devide at county level. Study suggest some plans to reduce digital divide. First, the digital devide at individual level should be remedied by focusing on neglected class of people. Second, we need to approach the digital divide by analyzing in more detail, reflecting interactions of the regional variables and individual variables. Third, we should come up with a policy for mending the digital divide at regional level.

The Strategy of Switching to Global Digital by OEM Companies in Jeonlabuk-do (전라북도 OEM업체들의 Global Digital Switch 전략)

  • Choi, Heung-Seob;Lee, Sook-Ja
    • International Commerce and Information Review
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    • v.6 no.1
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    • pp.157-189
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    • 2004
  • Recently, Digital Switch has risen as one of the important issues on which academic and industrial world focus in order to bring organizational transformation to a company that wants to adapt itself to the rapidly changing business environment. However, the discussion in the Digital Switch has been so much concentrated in the study of each static system, model of their performance and the development of monitoring each of them, that only few theoretical research has been carried out on the dynamic process of how each system in the organization experienced the change in terms of the level of digital transformation that can occur in the whole organization facing the change of digital environment. Therefore this thesis aims to develop a new model & strategy of switching to global digital by OEM companies in Jeonlabuk-do that enables us to check out and predict the Digital Switch progress. This model is the first Digital Switch process evaluation intended for empirical study, especially by integrating the many indices that have not been examined empirically by the existing studies. We expect that the results from this research will help corporate e-business strategy planners to devise and analyze the Digital Switch strategies effectively by recognizing the companies' current situation in comparison with their previous and other firms' level, respectively.

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A Study on the Production of Orthophoto Map from Digital Imagery Data of SPOT Satellite (SPOT 위성의 수치영상자료를 이용한 정사투영사진지도의 제작에 관한 연구)

  • Yeu, Bock-Mo;Sohn, Duk-Jae;Park, Joung-Nam;Jeong, Soo
    • Journal of Korean Society for Geospatial Information Science
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    • v.1 no.2 s.2
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    • pp.83-96
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    • 1993
  • The orthophto map is seen as the form of picture with the uniform reduced scale as the current terrain map. Thus it provides a reasonable feeling of scene and is easy to be interpreted. Furthermore, digital orthophoto is currently used as the basic terrain information data of the Geo-Spatial Information System(GSIS). Therefore, the orhtophoto map has high potential use as a future terrain map. This paper studies the method of producing orthophoto map by using the digital satellite imagery data taken from SPOT satellite of France. The production of orthophoto map requires the process of generating orthophoto imagery with digital elevation model, which process is called digital differential rectification. As the final accuracy of orthophoto map depends on that of digital elevation model, the precise and efficient production method of digital elevation model should be preceded. This study investigated the method of producing digital elevation model directly from SPOT satellite imagery and generated ortho-image by resampling the original SPOT imagery through digital differential rectification. Finally, Simple orthophoto map was made by overlaying the ortho-image and the contour map from digital elevation model.

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Development of Service Quality Measurement Model and Index for Digital Libraries (디지털도서관의 서비스 품질 측정모형과 지표 개발)

  • Hwang, Jae-Young;Lee, Eung-Bong
    • Journal of Korean Library and Information Science Society
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    • v.41 no.1
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    • pp.121-147
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    • 2010
  • The purpose of this study is to develop and prove service quality measurement model and indicators which are able to measure objectively service quality of digital libraries in Korea. Literature review and Delphi survey are used to investigate service quality dimensions. User perceived service quality performance was measured to validate DL-SQI model with three digital libraries. Finally DL-SQI(Digital Library-Service Quality Index) model was developed which is composed of four primary dimensions. The survey results reveal that reliability coefficient is 0.8 which means high reliability of survey and it suggests that DL-SQI model based on the above dimensions is proved through confirmatory factor analysis.

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Digital Government Application: A Case Study of the Korean Civil Documents using Blockchain-based Resource Management Model

  • Hanbi Jeong;Jihae Suh;Jinsoo Park;Hanul Jung
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.830-856
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    • 2022
  • The Digital Government landscape is changing to reflect how governments try to discover innovative digital solutions, and how they transform themselves in the process. In addition, with the advent of information and communication technology (ICT), e-governance became an essential part of the government. Among the services provided by the Korean government, the Minwon24 online portal is the most used one. However, it has some processing limitations, namely: (1) it provides a cumbersome document authenticity service; (2) people cannot know what happened even if the agency handles the documents arbitrarily. To address the issues outlined above, blockchain processing can be a good alternative. It has a tremendous potential in that it has maximum transparency and a low risk of being hacked. Resource management is one of the areas where blockchain is frequently used. The present study suggests a new model based on blockchain for Minwon24; the proposed model is a type of resource management. There are three participants: issuer, owner and receiver. The proposed model has two stages: issuing and exchanging. Issuing is creating civil documents on the database, which is BigchainDB in this study. Exchanging, the next stage, is a transaction between the owner and the receiver. Based on this model, the actual program is built with the programming language Python. To evaluate the model, the study uses various criteria and it shows the excellence of the model in comparison to others in prior research.

NPC Control Model for Defense in Soccer Game Applying the Decision Tree Learning Algorithm (결정트리 학습 알고리즘을 활용한 축구 게임 수비 NPC 제어 방법)

  • Cho, Dal-Ho;Lee, Yong-Ho;Kim, Jin-Hyung;Park, So-Young;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.61-70
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    • 2011
  • In this paper, we propose a defense NPC control model in the soccer game by applying the Decision Tree learning algorithm. The proposed model extracts the direction patterns and the action patterns generated by many soccer game users, and applies these patterns to the Decision Tree learning algorithm. Then, the proposed model decides the direction and the action according to the learned Decision Tree. Experimental results show that the proposed model takes some time to learn the Decision Tree while the proposed model takes 0.001-0.003 milliseconds to decide the direction and the action based on the learned Decision Tree. Therefore, the proposed model can control NPC in the soccer game system in real time. Also, the proposed model achieves higher accuracy than a previous model (Letia98); because the proposed model can utilize current state information, its analyzed information, and previous state information.