• Title/Summary/Keyword: Digital New Technology

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Indonesian Diplomacy in the Digital World

  • Wuryandari, Ganewati
    • SUVANNABHUMI
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    • v.9 no.2
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    • pp.145-164
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    • 2017
  • In the 21st century, the growing use of information and communication technologies (ICTs) and social media platforms has influenced our way of life, including international diplomacy. With the use of new interactive communication technologies such as WhatsApp, Twitter, Facebook, Instagram, video sharing website, blogs, and other social media networks, digital diplomacy has become an active diplomatic mode in modern society and plays an increasing important role in international relations. Although Indonesia has gradually realized the pivotal role of internet diplomacy and recently put it into practice, it is still lagging far behind. This paper will examine how Indonesia conducts its diplomacy in the new era of digital world. How far and in what ways does the Indonesian government make use of digital technology to conduct its diplomacy? What opportunities and challenges are confronted to develop digital diplomacy? How does it navigate diplomacy in the digital age? Unless Indonesia embraces new channels and methods of diplomacy, its foreign policy implementation may not run optimally to support its aim of attaining its objectives in the international stage.

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Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

A Study on the Character of Media space in Responses viewd through the Digital poetics (디지털 시학 관점으로 본 뉴미디어 시대 매체공간의 특성 연구)

  • Chung, Jae-Won
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.217-226
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    • 2012
  • The purpose of this study had started from trying to look for a new standard in new media era and sounding out possibility of perspective of digital poetry, and had been extracting interpretational elements based on characteristics of otology in digital poetics research in technical method. Through examination of many documentary records, we suggested interpretive elements of medial space based on meaning and the theory of digital poetics. We deduced three perspectives based on relationship between the basic thesis in poetics and interpretive elements of medial space. We used them as tool for analysis of example. We chose as an example that change of program in space is clear through connection of media and space in where new form of creation happens through digital instruments and chose article as subject to which digital technology is applied and had been since 2000, The result of this study is as following: First, epistemological analysis about a space of digital media in new media era requires poetical approach unlike aesthetic approach. We can endow creative action and creation process with significance and pay attention to technical method of manufacturing, stating appropriateness of perspective in digital poetics. Second, the justice of digital poetics and its basic thesis help derive analytic elements from medial space and study purpose of production, technical method, ontological characteristics, which are three perspectives of digital poetics. Third, it analyzed characteristics of example according to three perspectives above and we can analyze characteristics of spacial expression in space of digital media into potential, trans-active, and semiosis space. It would be possible through analyzing examples in digital poetic perspective to overlook new methods of design in 21th and various perspectives and possibilities of medial space design.

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Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory - (공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 -)

  • Koh, Gwi-Han;Kang, Seon-Gyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

A Study on Acceptance of Customer of Digital Contents Distribution Site's for Economy Commerce (디지털콘텐츠 경제 상거래를 위한 유통 사이트 고객 수용도에 관한 연구)

  • Lee, Jae-Kwang;Kwon, Hyeog-In
    • International Commerce and Information Review
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    • v.8 no.4
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    • pp.3-22
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    • 2006
  • Recently, the use of digital contents and demand have been increased with expanding users of internet. Thus, the importance of digital contents distribution site's has been increased that deal in commercially. The model that measuring acceptance of web sites is studying lively, however, the web sites that dealing and distributing specific goods to be called digital contents have insufficient theoretical base and model about acceptance of customers. Also, the research that acceptance of existing commercial web sites have limitation to explain systematically which influence on acceptance of digital contents distribution sites. Because, those research connect directly the feature of web sites, the purchase of web sites or the feature of buyers and acceptance. For that reason, it's hard to reflect the feature of digital contents. In this research, to measure customers' acceptance of web sites that distribute digital image, it is based on Technology Acceptance Model by Davis. This research find out the significant cause from survey by users of digital image distribution site. and TAM which has been adapted the analyzation of new site's acceptance can explain the state of digital image distribution site use. This research let us know the evaluation of digital image distribution site and operating strategy as a new business model.

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Investigating EFL Learners' Reactions to Digital Competence using the DigComp Framework

  • So-Hee Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.149-155
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    • 2023
  • Since developing digital technology requires new skills in digital literacy, digital competence also has become a keystone in English classes. This study explores three aspects of English as a Foreign Language (EFL) learners' digital confidence: information and data literacy, communication and collaboration, and digital content creation, based on the European Digital Competence Framework for Citizens (DigComp). The participants were 150 Korean college students enrolled in two general English classes, and their English proficiency levels were from basic to advanced; each level consisted of 30 participants. In order to assess their digital confidence, I designed a Google survey form and collected data during two semesters. The survey results revealed that the participants had highest digital confidence in information and data literacy and overall, the female participants showed higher digital confidence than their male counterparts. It also showed that the learners' English proficiency and computer skills are important factors.

A Verifiable and Traceable Secondhand Digital Media Market Protocol

  • Chen, Chin-Ling;Chen, Chin-Chang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.8
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    • pp.1472-1491
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    • 2011
  • As used product transactions are currently on the rise, the demand for transactions of secondhand digital content will grow in the future; thus, learning to make secure transactions while avoiding cyber attacks becomes an important issue. In this paper, we combine the new buyer's secret key, the new buyer's watermark to embed in resold digital content, and the reseller's encrypted watermark, which can prove legal ownership of the reseller. Using the privacy homomorphism property of RSA and exponential calculus, the original seller of digital content can verify the legality of the reseller and the new buyer. We also reduced the load of encryption/decryption digital content using a partial encryption/decryption algorithm to make our protocol more efficient and practical. In the proposed protocol, the seller is not able to conduct piracy and easily frame any other innocent secondhand buyer when a case of piracy is found. In fact, piracy can be clearly traced using the privacy homomorphism property of RSA and the embedded watermark mechanism. Further, in the proposed protocol, the seller himself can trace the piracy using exponential calculus. Since it is unnecessary to trust third party participation, the conspiracy problem is resolved and the new buyer is not required to participate in the dispute. Moreover, the seller, reseller and new buyer can simultaneously benefit from the secondhand transaction.

A New Method of Object-based Tracking Modules for the Interactive Media

  • Kim, Young-Ouk;Suh, Sang-Bong
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.100.1-100
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    • 2001
  • With the prolific growth of cable, satellite digital broadcasting and internet related industry, new digital contents are being demanded. Today, more end-users seek participations in the media through interactivity. Visual tracking technology, based on image processing, is mainly used in fields of human face tracking, security inspection, and traffic monitoring applications. In this research, we describe the interactive modules such as information display, e1-commerce and other services along with on-screen visuals on the streaming media using object visual tracking technology. The ...

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UML Analysis and Digital Model Implementation for Micro-factory (초소형 공장의 객체지향 분석 및 디지털 모델구축)

  • Park, Sang-Ho;Choi, Sung-Il;Jung, Young-Sang;Song, Joon-Yub;Lee, Chang-Woo;Subramaniyam, Murali;Jang, Seck-Ho;Kim, Jin-Won
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.16 no.3
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    • pp.44-49
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    • 2007
  • Recent manufacturing system requires development on new production technology to enable prompt manufacturing of diverse products. Most of the researchers have been working on micro-factory. Especially, focus on manufacturing of micro parts. Present manufacturing system consumes excessive resources in the form of energy and space to manufacture the micro parts. In this study, the micro lens module assembly system was modeled, analyzed with MST(Micro System Technology) Application Module and simulated through UML Language (Unified Modeling Language) with object-oriented logical model analysis method. Digital model of micro-factory was modeled, to execute the new paradigm of digitalization on products, resources and processes of micro-factory.

Design and Fabrication of Digital Water Meter Using a Variable Capacitor (가변 콘덴서를 이용한 디지털 수도미터의 설계 및 제작)

  • Park, Keun-Hyung
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.29 no.3
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    • pp.141-146
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    • 2016
  • The AMR(automatic meter reading) system has been increasingly and widely used for its efficient and intelligent management, which is a technology that automatically collects consumption data from a water meter or energy metering device. The digital meter instead of the mechanical meter should be used in the system. Up to now, various types of sensor to measure the water flow rate have been used in the digital water meter, for example, reed switch, photo IR approximate sensor, ultrasonic sensor, electromagnetic sensor, etc. In this paper, a new sensing technology, where a variable capacitor and digital circuit were used for sensing the water flow rate, was proposed. The circuit was designed and verified by Pspice simulation. And a PCB board for the circuit was fabricated. After then, a prototype of digital water meter using a variable capacitor to measure the water flow rate was fabricated. The function tests of the fabricated digital water meter were performed, and it was found that the meter worked properly. Since the new technology has much better properties in terms of cost and power consumption compared to conventional technologies, it should be one of the major digital water meter technologies in the future.