• Title/Summary/Keyword: Digital New Technology

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A study on the Development of Ubiquitous Performance (유비쿼터스 퍼포먼스의 발전과정에 대한 고찰)

  • Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.123-127
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    • 2010
  • Innovation in technology has changed the form and meaning of performance work and its appreciation in its long history. Applied to performance art, the concept of digital media and ubiquitous also created new implications in aesthetics and technology. As a matter of fact, new elements of ubiquitous performance- new relationship between creators and the audience and the extension of the notion of 'audience'- are not newly introduced. These elements have been tried throughout hundreds years of performance history and is far more developed thanks to digital communication. In this study, we will discuss how these elements have been developed from the earlier text-based ubiquitous performance to 3D virtual world and contributed to the construction of the virtual culture.

Responsive new media art research using digital technology (디지털 기술을 활용한 반응형 뉴미디어 아트 연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.337-342
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    • 2020
  • Art work based on computer and internet media technologies such as digital art, computer art, internet art, interactive art. Through examples, we studied the interaction and communication method between the audience and the exhibition objects. It was confirmed that the new media works are expressed in a new form by fusion with various technologies of experimental propensity, and research and analysis of overseas media-related exhibition cases and interactive media use cases of works exhibited at the 'Media City Exhibition' in Korea were conducted. Was able to confirm the main characteristics of new media art. I think it will be a more meaningful study by setting specific criteria and focusing on the fields of application of new media art and comparing and analyzing the future values of the times.

A study on digital transformation of SMEs from the perspective of information technology

  • PAN, Xiao-Yan
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.33-43
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    • 2022
  • Purpose - With the rapid development of information technology, the digital economy has become an important grip of the new development pattern, and the digital transformation of enterprises is a major trend. As SMEs are the mainstay of the economy and employment, it is important to study the digital transformation of SMEs to promote the development of the digital economy. Research design, data, and methodology - Based on a resource-based view, this report analyses the current situation and issues of digital transformation of SMEs from the perspective of digital orientation as well as the breadth and depth of technological capabilities of enterprises, using data from a survey of 200 manufacturing enterprises in China. Result - The results show that SMEs generally have a digital transformation mindset, but a weak digital foundation. In order to execute a digital strategy, companies need digital transformation capabilities. These behavioral capabilities are guided by the strategic direction of the business, and companies with strong capabilities are always trying to tap into the full digital potential. Conclusion - In order to effectively promote the digital transformation of SMEs, we suggest that SMEs pay attention to digital capability building, make good use of digital platforms and network resources, and lay a solid foundation for digital transformation; meanwhile, we suggest that government departments play a guiding and supporting role to build a cross-industry and cross-sector digital synergy system to help promote the development of SMEs' digital transformation. This paper presents some suggestions from both the internal and external environment of the enterprise, with the expectation of contributing to the digital transformation practices of SMEs.

Artificial Intelligent Clothing Embedded Digital Technologies

  • Lim, Ho-Sun;Lee, Duck-Weon;Shim, Woo-Sub
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.70-83
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    • 2010
  • With the rapid development of science and technology and the increased preference by consumers for high-function products, many products are being developed through the fusion of technologies in different industries. Among such fusion technologies, digital clothing which combines clothing with computer functions is being examined as a new growth item. The objectives of this study are to examine the concept, history, development, and market of intelligent clothing, in order to discuss future directions for the development of digital clothing technology. intelligent clothing (wearable computers) originated in the 1960s from the concept of separating computing equipment and attaching it to the body. This technology was studied intensively from the early 1980s and to the early 1990s. In the late 1990s, studies on wearable computers began to develop intelligent/digital clothing that was more comfortable and beneficial to users. Depending on the user and purpose, intelligent/digital clothing is now being developed and used in diverse industrial areas that include sports, medicine, military, entertainment, daily life, and business. Many experts forecast a huge growth potential for the digital textile/clothing market, and predict the fastest market growth in the field of healthcare/medicine. There exists a need to find solutions for many related technological, economic, and social issues for the steady dissemination and advancement of intelligent/digital clothing in various industries. Further, research should be continued on effective fusion technologies that reflect human sensitivity and that increase user convenience and benefits.

Impact of Digital Literacy of Older Adults on Acceptance of Care Robot Technology: Focusing on the Mediating Effect of Technology Self-Efficacy (노인의 디지털 리터러시가 돌봄로봇 기술수용에 미치는 영향: 기술 자기효능감의 매개효과를 중심으로)

  • Lee, Jung Wan;Cha, Eun Gyo;Lee, Hyun Joo;Shin, Hye Ri;Kim, Young Sun
    • The Journal of Information Systems
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    • v.33 no.2
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    • pp.191-218
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    • 2024
  • Purpose This study aims to investigate the relationship between digital literacy and the acceptance of care robots, as well as the mediating role of technology self-efficacy in this relationship. The findings of this research aim to provide foundational data for enhancing older adults' acceptance of new technologies, underscore the significance of bolstering older adults' digital literacy in relation to the adoption of care robot technology, and offer evidence to support interventions aimed at improving technology self-efficacy. Design/methodology/approach This study seeks to investigate the mediating effect of technology self-efficacy on the relationship between digital literacy and acceptance of care robot technology among older adults. Kyunghee University's '2022 Korean Senior Technology Acceptance Panel Survey' was used, targeting 509 people aged 60 or older. Data analysis was performed using SPSS 20.0 software. Independent samples t-tests were used to characterize key variables of interest and correlation analysis was used to evaluate their relationships. To verify the mediation effect, mediation regression analysis along with the Sobel test was used. Findings The study found that improving older adults' digital literacy positively impacts their acceptance of care robot technology through enhanced technology self-efficacy. Active education and experience with digital devices are highlighted as crucial for enhancing older adults' sense of accomplishment and, consequently, their technology self-efficacy. The findings underscore the importance of programs and educational initiatives focused on enhancing digital literacy among older adults to boost technology self-efficacy and increase acceptance of care robot technology within this population.

A new discrete-time robot model and its validity test

  • Lai, Ru;Ohkawa, Fujio;Jin, Chunzhi
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.807-810
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    • 1997
  • Digital control of robot manipulator employs discrete-time robot models. It is important to explore effective discrete-time robot models and to analyze their properties in control system designs. This paper presents a new type discrete-time robot model. The model is derived by using trapezoid rule to approximate the convolution integral term, then eliminating nonlinear force terms from robot dynamical equations. The new model obtained has very simple structure, and owns the properties of independence to the nonlinear force terms. According to evaluation criteria, three aspects of the model properties: model accuracy, model validity range and model simplicity are examined and compared with commonly used discrete-time robot models. The validity of the proposed model and its advantages to control system designs are verified by simulation results.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Digital Response to the COVID-19 in Korea: Lessons for the Next Infectious Disease Outbreak

  • Ahn, Sun-Ju
    • Health Policy and Management
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    • v.32 no.3
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    • pp.334-339
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    • 2022
  • The digital response is an excellent infection prevention and control measure to minimize person-to-person contact when a respiratory infectious disease is rapidly spreading. However, few studies have explored the reasons for the development and utilization of these technologies. Here, we analyze documents by the Korean government, existing research, and news articles to provide a qualitative review of the digital response, and new concepts explored by Korea during coronavirus disease 2019, to apply them for the next infectious disease outbreak.

A study on the digital new product development with product innovation : focused on the case of Xcanvas time-machine TV (기능혁신을 통한 디지털 신제품 개발 전략에 관한 연구 : 엑스캔버스 타임머신TV 개발)

  • Kim, Sang-Yun;Jeong, Yong-Hwan;Kim, Jin-U
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.36-39
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    • 2006
  • This paper examines critical successful facts related with the digital new product development with product innovation. For this, we have selected a Xcanvas time-machine TV of LG electronics and we have done case-study. We have performed in-depth interviews with engineers, team managers, marketers to get facts on the product development process and analyzed huge amount of data obtained from web-sites and related firms' materials. We have concluded that CSFs of Xcanvas time-machine TV are customer-centered product innovation, new perspective of considering technology and product, managing innovative team and motivation to team member.

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The Proposal for Solution of Problems from Drone Operation by Examine Cases (사례로 살펴본 드론 활용 문제점에 따른 방향성 제시)

  • Choi, Heesik;Cho, Yanghyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.55-64
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    • 2016
  • Recently, unmanned aerial vehicle, also known as drone is being used in variety of areas. Previously drones are used as military purposes. After unmanned technology went abroad to civil, drones are used as multipurpose such as hobby, business and other more. Even though drones are very useful in many areas, problems such as safety and personal privacy infringement raised new social issues. In this thesis it will analyze and suggest solutions to the social problems of personal privacy infringement which occurred by drone filming. This thesis will also suggest that new law of drone safety must legislate quickly. Drone is exploration of new filed. Varies of new technology help to grow drone industries. Drone is able to complete tasks which are impossible or very difficult to do. To constantly grow drone industries, people must have solutions for problems of drone. If people can figure out solutions problem of drone which introduced by this thesis, value of drone will grow even more.