• Title/Summary/Keyword: Digital Platforms

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The status of metaverse and digital twin technology development

  • CHUNG, Myung-Ae;KIM, Kyung-A;KANG, Min-Soo
    • 한국인공지능학회지
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    • 제10권2호
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    • pp.19-24
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    • 2022
  • Metaverse refers to a world that transcends reality. Metaverse is a compound word of meta (transcendence) and universe (universe). The impact of the corona pandemic has provided an opportunity to rapidly grow the metaverse based on realistic content along with online and non-face-to-face environments. Various content and service platforms reflecting the concepts of metaverse and digital twin are rapidly spreading around the world in line with the pandemic situation. As their needs accelerate in response to the COVID-19 situation, the technology of metaverse and digital twin is attracting attention again as an indispensable condition for business, culture and art, national industry, and public services. In particular, the metaverse requires the balanced development of ecosystem components based on various advanced convergence technologies. In this paper, the concept of metaverse and digital twin, types of platforms, and development status are examined, and trends of key element technologies are investigated and analyzed. As these key element technologies, XR sensory technology, avatar technology, and other XR devices and parts were examined. Through this, we want to clearly pinpoint the direction in which the metaverse will develop through future technologies, services, and follow-up research.

The Impact of Importance of Online Platform Food Delivery Selection Attributes on Satisfaction and Repurchase Intention

  • Bo-Kyung SEO;Seunghyeon LEE;Seong Soo CHA
    • 식품보건융합연구
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    • 제10권4호
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    • pp.9-19
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    • 2024
  • This qualitative study explores the impact of online food delivery platform attributes on customer satisfaction and repurchase intentions. Employing a phenomenological approach, we conducted in-depth interviews and focus group discussions with 15 participants to gain rich insights into user experiences. Thematic analysis revealed key factors influencing satisfaction and loyalty: service quality dimensions (efficiency, reliability, fulfillment, privacy), expectation disconfirmation, perceived usefulness and ease of use, multi-level customer value, relationship quality, electronic word-of-mouth, value co-creation, and phased loyalty formation. Our findings extend customer behavior theory in digital platforms, offering a comprehensive framework for understanding the complex mechanisms underlying user satisfaction and repurchase decisions. The study provides valuable implications for platform operators, highlighting the importance of exceeding customer expectations, enhancing user experience, building trust, leveraging user-generated content, and fostering co-creation processes. Methodologically, we demonstrate the efficacy of qualitative approaches in uncovering nuanced insights in digital service contexts. While acknowledging limitations in generalizability, this research establishes a solid foundation for future investigations into the rapidly evolving domain of online food delivery services. The integrated theoretical approach offers a robust model for analyzing customer behavior in emerging digital service environments, contributing significantly to both academic understanding and practical application in the field of digital service provision and platform management.

DEVELOPMENT TRENDS OF THE DIGITAL ECONOMY: E-BUSINESS, E-COMMERCE

  • Volkova, Nelia;Kuzmuk, Ihor;Oliinyk, Nataliia;Klymenko, Iryna;Dankanych, Andrii
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.186-198
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    • 2021
  • The introduction of digital technologies affects most socio-economic processes and activities in the economy, from agriculture to public services. Even though the world is currently only in the early stages of digital transformation, the digital economy is growing rapidly, especially in developing countries. Shortly, digital platforms will be able to replace the "invisible hand" of the market and turn it into digital. Some digital platforms have already reached global reach in some sectors of the economy. The growing value of data and artificial intelligence is reflected in the high capitalization of these enterprises. Their growing role has far-reaching consequences for the organization of economic activity and integration into the field of e-business. However, their importance and level of development in different countries differ significantly. The main purpose of this article is an assessment of the level and trends of the digital economy in the world and the identification of homogeneous groups of states following the main trends in the development of its components from among the EU countries. The methodology of the conducted research is based on the use of general scientific research methods in the analysis of secondary sources and the application of statistical methods of correlation-regression and cluster analysis. Macroeconomic indicators and components of DESI (Digital Economy and Society Index) were used for the analysis. Results. Based on the analysis established that most developed countries have a medium level of digitalization of the business environment and a high level of digitalization of socially oriented public services, while countries with lower GDP focus their policies on building digital infrastructure and training qualified personnel. The study summarizes and analyzes current trends in digital technology, analyzes the level and dynamics of integration of digital technologies of the studied EU countries, the level of development of e-business and e-commerce. The conceptualization of mechanisms of creation of added value in the digital economy is offered and the possible consequences of digitalization of the economy of developing countries are generalized.

중고거래 온라인 플랫폼의 보안을 위한 사용자 경험 연구 -당근마켓, 번개장터 중심으로- (A Study on User Experience of the Security in Online Trading of used goods -Focused on Danggeun Market and Bungae Jangter-)

  • 박가영;김승인
    • 디지털융복합연구
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    • 제19권7호
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    • pp.313-318
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    • 2021
  • 본 연구는 중고거래 온라인 플랫폼 중 국내 대표 서비스인 당근마켓과 번개장터를 중심으로 보안 관련 서비스에 관한 사용자 경험을 측정하는 데 목적이 있다. 모바일 애플리케이션을 이용한 태스크 실험과 설문조사 및 심층인터뷰를 진행하여 정성적, 정량적 연구를 진행했다. 연구 결과 현 중고거래 플랫폼 내의 안전성과 보안성 관련 서비스를 사용자들이 더욱더 쉽게 인지 할 수 있도록 적극적인 인터페이스가 필요하고, 판매자에게도 이익 실현이 이루어지는 거래방식이 필요하며, 보안성을 강화하기 위해 제공되고 있는 서비스 또한 지속해서 그래픽(Graphic) 요소의 시인성을 높여야 한다. 이 연구는 구매자가 판매자가 되는 C2C 형태의 플랫폼에서 보안성 측면을 고려한 안전한 중고거래 플랫폼의 지속적인 발전에 도움이 될 것으로 기대한다.

SNS 사용자의 서브계정 관리행동에 대한 탐색 (An Exploration of Sub-account Management Behavior of SNS Users)

  • 박상철
    • 한국정보시스템학회지:정보시스템연구
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    • 제30권4호
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    • pp.153-171
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    • 2021
  • Purpose This study is to phenomenologically discover key antecedents and outcomes of behavioral process of SNS users who have multiple SNS sub-accounts. Unlike previous studies that focused on user behavior in the context of a specific SNS platform, this study attempts to describe how and why individual manages their multiple sub-accounts across a variety of SNS platforms. Design/methodology/approach By applying the grounded theory methodology (GTM) to elucidate the unique behavior in SNS platforms, this study has conducted in-depth interview with 14 respondents who handle multiple accounts across the SNS platforms. As a results of analyzing the interview manuscripts, this study has extracted 47 concepts, 10 sub-categories and 6 main categories by conducting open coding, axis coding, and selective coding. Findings By analyzing interview data, this study has derived main categories such as account management, impression management, self-categorization, authority to determine the relationship, digital shadow work, and portfolio SNS accounts from qualitative interview data. This study has also conducted a process analysis that represents how main categories could be inter-related. Based on findings, this study provides a new phenomenological perspective to understand the behavioral process of SNS users' sub-account usage experience.

User Commitment to Blockchain-Based Social Media Platforms from the Perspective of Perceived Justice Regarding the Token Reward System: the Mediating Role of Psychological Ownership

  • Xue, FAN;Seongtaek, RIM;Mengmeng, WANG
    • 동아시아경상학회지
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    • 제11권1호
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    • pp.1-19
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    • 2023
  • Purpose - In this study, we aimed to theorize blockchain-based social media platform users' commitment by examining the impact of their perceived justice of the token reward system. In addition, this study applied psychological ownership theory to verify the underlying mechanism between users' perceptions of justice and their commitment to the platforms. Research design, data, and methodology - To empirically test our conceptual framework in the study, we collected data through a web-based survey approach from the responses of 385 users who had experience with blockchain-based social media platforms. We employed a structural equation modeling approach to empirically test our proposed hypotheses. Result - The results indicated that distributive justice and informational justice have positive effects on user commitment. The results also showed that psychological ownership plays an important role in mediating the relationship between users' sense of distributive justice and commitment, and between procedural justice and commitment. The findings provided a better understanding of the sense of justice and user commitment in a blockchain-based social media environment. Conclusion - This study represents a preliminary attempt to theorize and empirically examine blockchain-based social media platform users' commitment. This study provided important contributions to the literature on how the effect of users' sense of justice in a reward system affects their commitment to blockchain-based social media platforms.

디지털무역 시대의 한국·중국·일본의 전략적 무역정책에 관한 연구 (A Study on the Strategic Trade Policy of Korea, China and Japan in the Era of Digital Trade)

  • 류쟈쟈;한낙현
    • 무역학회지
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    • 제47권6호
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    • pp.335-353
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    • 2022
  • There are two aspects of digital trade: the digitalisation of goods/services being traded and the digitalisation of the transactional act. Digital data (i.e. machine-readable industrial data and transactional data) is the major driving force for both aspects of digital trade. Digital data is a non-rivalrous input, whether for production or marketing activities, and is thus able to be used by many firms or government agencies without limiting the use of others. Digital platforms provide online infrastructure for the interactions between groups, for instance, consumers and producers. The externality effect refers to the situation in which prosperity in one group on a given platform will improve the returns of other groups on the same platform. In the era of the data-driven economy, strategic trade policy can involve data-related policies. The major objective of these policies is to improve the competitiveness of domestic firms. For instance, firms may be subsidised if they use cloud services provided by specific platforms. This strand of strategic trade policies might be useful for increasing the competitiveness of small-and medium-sized enterprises (SMEs) via the digitalisation of production/marketing processes. Alternatively, strategic trade policy may also exploit the externality effect via platform economy-related policies. Further, some countries may form data coalitions to facilitate cross-border data flow. This paper uses cases in Asian countries to illustrate which role these strategic trade policies can play in the digital economy.

BIM 기반 설계 자동화 도구와 디지털 트윈의 상호운용성 - 차세대 방음터널의 사례를 중심으로 - (BIM-based Design Automation Tool and Digital Twin Interoperability - Case of the Next Generation Noise Barrier Tunnel -)

  • 양승원;김성준;김성아
    • 한국BIM학회 논문집
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    • 제11권4호
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    • pp.31-41
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    • 2021
  • Digital twins between "BIM Digital Model-Physical Prototype Model" will be built for Noise Barrier tunnel(NBT) that meet the definition of N.G smart city facilities derived from previous studies to build a data flow that connects data at each stage of design, construction, and operation. In this process, BIM design automation tools are created and utilized, and consistent transmission of member and attribute data is performed by converting them into IFC format. Through this, the purpose is to improve the labor-intensive environment required from the design stage of the NBT and to consistently maintain the information required for subsequent production and construction. This includes achieving changes in the construction industry based on digital transformation by unifying various data formats used differently for each industry from design to operation. In addition, it demonstrates that information exchange in the maintenance and management stages is possible based on the data exchange of the established digital twin and aims to improve the existing labor-intensive environment and expand operability between digital and physical information. As suggested in previous studies, the implementation of digital twins in these N.G smart city facilities includes the possibility of building an environment that adds to the possibility of high value-added product platforms as well as the function of big data platforms targeting existing smart cities.

소프트웨어 중심의 주문 형 의상제작 융합플랫폼 개발을 통한 OSMU콘텐츠 뉴비즈니스 시장 창출 제안 (Suggestion of OSMU Content New Business Market through Development of Integrated Platforms for Software-oriented Tailored Costume Production)

  • 정민수
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1021-1026
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    • 2018
  • 3D SCAN enables easy human body measurement via a digital method in the process of film costume production which used to be done manually. Software-oriented computer graphic, which integrates 3D SCAN data in the process of manual film costume production, can induce quick and diverse design outcomes. While, 3D PRINT, which integrates computer graphic data in the process of manual film costume production, can automate the process of special costume production using a digital method. Integration of 3D Scan + Computer Graphic + 3D Print using integrated platforms for tailored costume production as developed in this study allows significant reduction of costume production period and costs. It also allows efficient integration of costume production outcomes in various industries related with OSMU contents in particular. In other words, using it, we can create a new business market that integrates multiple areas of film content, drama content and game content.

웨어러블 디바이스 기반의 게임콘텐츠 전망 연구 (A Prospective Study of Game Content based on Wearable Device)

  • 백재용;장효진;김영재
    • 디지털산업정보학회논문지
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    • 제11권1호
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.