• Title/Summary/Keyword: Digital Opportunity

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Features of State Regulation of the Hotel and Restaurant Business in the Digital Economy

  • Davydova, Olena;Tomalia, Tetiana;Prylepa, Nataliia;Hryzovska, Liliia;Borutska, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.69-74
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    • 2022
  • The main purpose of the study is to determine the features of state regulation of the hotel and restaurant business in the digital economy. Particularly relevant are the processes of digitalization of the service sector. Trade and transport companies, enterprises in the hotel and restaurant industry, catering got the opportunity to expand the target audience, improve the quality of service, develop at an accelerated pace, take into account that in the global digital economy, victory will go to those whose arsenal will involve a large number of high-quality digital platforms. As a result of the study, key aspects of state regulation of the hotel and restaurant business in the digital economy were identified.

A Study of a Scheme on the Export Promotion of the Digital Content Industry with the Spread of Hallyu Culture (한류문화 확산에 따른 디지털콘텐츠 산업의 수출확대방안 연구)

  • Lee, Chung-Bael;Lee, Jung-Min
    • International Commerce and Information Review
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    • v.8 no.2
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    • pp.79-98
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    • 2006
  • With shifting the paradigm to digital economy, the digital industry becomes one of the national strategic industries. The digital industry has not only significant effects on forward and backward related industries but is also creating its own value. Furthermore, the effects of conversion with diverse products also play an important role in adding value. Since the early 2000s, Korea's culture so called 'Hallyu' (Korean wave) has been spreading to neighboring Asian countries such as China, Japan, Hong Kong, Therefore we have a good opportunity to increase our competitiveness with the development of the digital content industry using various base resources in conjunction with the spread of Hallyu culture in the Southeast Asian region. In this paper we attempt to suggest several schemes to promote our exports of digital contents while analyzing the current status of the Korean digital industry and addressing some problems and barriers to the export of the digital content industry. There are several schemes to be proposed in order to promote Korean exports of digital contents, as follows: 1) to foster global digital contents, 2) to establish a supporting system, 3) to build a marketing and R&D center, 4) to operate a test-bed of digital contents and 5) to fund expenses such as marketing.

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A Study on the Possibility of Digital Design in Architectural Design (건축디자인에서 디지털디자인의 적용가능성에 관한 연구)

  • Chang, Young-Hee
    • Journal of The Korean Digital Architecture Interior Association
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    • v.2 no.1
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    • pp.1-8
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    • 2002
  • Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.

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Analysis of Opportunity and Threat of the Digital Radio (라디오 디지털 전환의 위기 및 기회요인)

  • Kim, Songmin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.25-26
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    • 2011
  • 스마트폰 2천만 시대, 라디오의 디지털 전환이 필요한지 필요성에 대해 검토해보고, 일반 이용자의 라디오 수용도 및 방송사의 디지털 전환에 대한 견해, 환경 요인 등에 대한 분석을 토대로 라디오의 디지털 전환의 위기 및 기회 요인을 분석하여 그 시사점을 도출해보고자 한다.

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CONTENTS PRISM - IT오퍼튜너티 2003ㆍ디지털콘텐츠 해외 상담회

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.10 s.125
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    • pp.63-65
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    • 2003
  • 정보통신부와 한국소프트웨어진흥원은 지난달 17일과 18일 양일간에 거쳐 '제1회 IT오퍼튜너티(Opportunity) 2003' 전략세미나와 디지털콘텐츠 분야 '1대1 해외비즈니스 수출 상담회'를 성황리에 개최했다. IBM, HP, NTT동일본, AOL등 해외 대기업들이 대거 참여해 국내기업에 호감을 보였다.

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A Study on Learning Transfer and Its Influencing Factors of Job Training Program Participants: Focusing on the Geriatric Care Worker who Received the Dementia Job Training (교육훈련대상자의 학습전이와 그 영향요인에 관한 연구: 치매전문교육을 받은 요양보호사 중심)

  • Lee, Jin;Kim, Chulwoo
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.63-72
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    • 2018
  • This paper examined the learning transfer of job training participants and its influencing factors. A survey of 279 care workers in the city of Seoul and Kyeong Gi province who recently participated dementia job training was conducted. The results of multiple regression analysis indicated that the self-efficacy of the care workers, the capability of instructor, the training methods and the transfer opportunity positively influenced the level of learning transfer. The findings suggested increasing care workers' self-efficacy, enhancing practical skill-based training program, hiring instructors with high workplace experiences, fostering work environment with higher transfer opportunity are required.

Some Arguments on the Copyrights in Digital Library : Focusing on Proposed Copyright Act (디지털 도서관에서의 저작권 문제: 개정 저작권법(안)을 중심으로)

  • 김윤명;정준민
    • Journal of the Korean Society for information Management
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    • v.19 no.2
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    • pp.181-201
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    • 2002
  • As Information Technology has developed, digital library has an opportunity to change the paradigm of role of library to adjust in digital environment. Digital library has promote information services with digitization of materials. In library fare use is allowed to the public for information services. However, digital copy and transmission is simple in digital environment, to balance between owner and user is not easy but important things. Therefor, current copyright act is revised to adjust these environment but the act restrict the users'accessing digital library through interned, not complied with the motive of revision. Moreover, proposed act which is proposed to facilitate digital library services also extremely limits information services. In this monograph, I will review the copyright act related library and seek for the improved means.

A Study on Spacial Characteristic features in Digital Game (디지털 게임의 공간 표현 특성에 관한 연구)

  • 황용섭;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

An Exploratory Study of The Effect of Money Rush on Entrepreneurial Opportunity Recognition With Mediating of Entrepreneurship (머니러시, 앙트러프러너십과 창업기회인식에 관한 탐색적 연구: 부산경남지역 대학생들을 중심으로)

  • Kang, Gyung Lan;Park, Cheol Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.5
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    • pp.105-115
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    • 2022
  • This study aims to investigate the Effect of Money Rush on Entrepreneurial Opportunity Recognition for college students in Busan and Gyeongnam area. We also examine whether Entrepreneurship has a mediating effect between Money Rush and Entrepreneurial Opportunity Recognition. Since the outbreak of COVID-19, digital transformation of the industry have greatly changed the world of work, and job insecurity is becoming more prevalent. As income inequality expands due to the disparity in asset income, the Money Rush phenomenon, which prefers to increase asset income through investment rather than earned income, is becoming common. Money Rush secures an income pipeline and is divided into side hustles and investments that actively utilize Leverage to maximize profits. The findings of this study confirm that Money Rush has a positive effect on Entrepreneurial Opportunity Recognition and a partially positive effect on Entrepreneurship. Entrepreneurship has a partial mediating effect between Money Rush and Entrepreneurial Opportunity Recognition. The study analysis is expected to contribute to strengthening college students' competencies in Entrepreneurial Opportunity Recognition and presenting the policy and practical directions necessary to promote Start-up.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.