• Title/Summary/Keyword: Digital Theory

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Internal Structure of Information Packages in Digital Preservation

  • Lee, Seungmin
    • Journal of Information Science Theory and Practice
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    • v.2 no.4
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    • pp.6-19
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    • 2014
  • The description of preserved resources is one of the requirements in digital preservation. The description is generally created in the format of metadata records, and those records are combined to generate information packages to support the process of digital preservation. However, current strategies or models of digital preservation may not generate information packages in efficient ways. To overcome these problems, this research proposed an internal structure of information packages in digital preservation. In order to construct the internal structure, this research analyzed existing metadata standards and cataloging rules such as Dublin Core, MARC, and FRBR to extract the core elements of resource description. The extracted elements were categorized according to their semantics and functions, which resulted in three categories of core elements. These categories and core elements were manifested by using RDF syntax in order to be substantially applied to combine metadata records in digital preservation. Although the internal structure is not intended to create metadata records, it is expected to provide an alternative approach to enable combining existing metadata records in the context of digital preservation in a more flexible way.

A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

The Effect of u-convergence Information System on Flow Theory and Tourist Satisfaction, Reuse Intention -Focusing on Flow Theory- (플로우 이론을 적용한 u-융합정보시스템이 관광객의 만족도와 재사용의도에 미치는 영향 -플로우 이론을 중심으로-)

  • Sun, Su-Kyun;Kim, Jong-In;Ko, Sun-Young
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.389-399
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    • 2021
  • The research background of this paper is because the u-convergence information system applying flow theory lacks the measurement of tourist satisfaction. The purpose and research method of this study are as follows. The first is the suggestion of flow relation information display format algorithm. Second, by combining this algorithm and flow theory, a pattern algorithm was created according to the content information quality and the personality type of tourists. The expected effect of this study is to derive the success factors of the u-convergence information system by generating a pattern algorithm according to the flow relationship information display format and the tourist's personality type. The limitations of this paper are limited to one area, and objectivity is poor due to the lack of data and small area. In the future, it is necessary to evaluate the effectiveness through analysis after applying the method presented to other tourist destinations. Future tasks will need to be supplemented with data from expert groups and objectivity in various regions.

A Study on Theory of Planned Behavior of Accounting Information Classes in the Digital Convergence Era (디지털 융복합 시대에 회계정보수업의 TPB에 관한 연구)

  • Lee, Shin-Nam
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.169-175
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    • 2015
  • The significant changes of convergence study in the 21st century is the shift from theoretical-based instruction to computer-based instruction. This study investigated the student's cognitive engagement in TPB(Theory of Planned Behavior) of accounting information classes in the Digital Convergence Era. Hypothesis test was conducted from 99 accounting information learners from four year course university in the Gyeonggi-do. A questionnaire was given and analyzed. The results showed. First, the TPB variables han a positive effect on intrinsic curiosity of students. Second, the subjective norm of TPB variables could develop student's enjoyment. Subject norm could have a positive effect on enjoyment. The results of this study may contribute to propose desirable ways of improving the psychological states in the relationship between TPB and cognitive engagement. In the future, variables of cognitive engagement will be compliment to analyze.

Robust Digital Nonlinear Friction Compensation - Theory (견실한 비선형 마찰보상 이산제어 - 이론)

  • 강민식;김창제
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.4
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    • pp.88-96
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    • 1997
  • This paper suggests a new non-linear friction compensation for digital control systems. This control adopts a hysteresis nonlinear element which can introduce the phase lead of the control system to compensate the phase delay comes from the inherent time delay of a digital control. A proper Lyapunov function is selected and the Lyapunov direct method is used to prove the asymptotic stability of the suggested control.

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Design of optimal control system of nuclear reactor for direct digital control (원자로의 직접 디지탈 제어를 위한 최적 제어계통의 설계)

  • 천희영;박귀태;이기상
    • 전기의세계
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    • v.30 no.8
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    • pp.509-516
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    • 1981
  • The optimal control theory is applied to the design of a digital control system for a nuclear reactor. A linear dynamic model obtained at 85% of rated power and a quadratic performance index are used. A minimal order observer used in cascade with the feedback controller is suggested as a state estimator. The total reactor power control is studied in the range of 80% to 100% of rated power, with the steady state and load-following control. The control algorithm considered is suitable for implementation in direct digital control.

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How to Understand the Digital Photography -A Cooperative Autoethnographic Study (디지털 사진행위를 어떻게 이해할 것인가? -협업적 자기민속지학 연구를 바탕으로)

  • Kim, Jiyoung;Joo, Hyoungil
    • Korean journal of communication and information
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    • v.67
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    • pp.62-87
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    • 2014
  • The purpose of this study is to understand the social and cultural implication of the activities of taking 'selfies' and the use of Social Network Service(SNS)s through the personal story of a 20s female researcher. She analyzes her own digital photography activities based on the experience of the use of Cyworld photo albums for three years and the use of pictures in iPhone album for fifteen months. The other researcher(40s male) cooperates to answer the questions about how to understand the digital photography activities. We understand the digital photography activities including digital cameras, social network services and smart phones as acts of personal identity configuration and acts of making the personal documentary. As a result, digital photos are used more for archive purpose rather than for document purpose. Also, we found that the digital photography activities can be understood as the interactions between human and non-human actors in the perspective of Actor-Network Theory (ANT).

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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.

The Effects of Needs for Affiliation and Needs for Self-Presentation on Digital Item Purchase Intention: The Moderating Roles of Gender and Purchase Experience (친교욕구와 자기표현욕구가 디지털 아이템 구매의도에 미치는 영향: 성별과 구매경험의 조절효과를 중심으로)

  • Shin, Seon-Jin;Jang, Heeh-Young;Koh, Joon
    • The Journal of Information Systems
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    • v.17 no.3
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    • pp.79-109
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    • 2008
  • Cyworld was successful where others have foiled because of its unique and profitable business model that relies on the purchase of digital items and its ability to mimic and recreate aspects of face-to-face interpersonal relationships among the members of the online community. The purpose of this study is to understand how the needs for self-presentation and needs for affiliation influence digital item purchase intention, and to analyze the moderating roles of gender and purchase experience in those relationships. Based on the theoretical framework including self-presentation theory and theory of affiliation, we developed the research model and proposed ten hypotheses. A survey was conducted with 225 members of Cyworld. The research model and the related hypotheses were tested using Amos. As the result of the analysis, eight hypotheses out of ten hypotheses were supported. In particular, digital item purchase intention in virtual world was found to be affected by both members' needs for self-presentation and needs for affiliation. We also found that the needs for self-presentation is significantly influenced by innovativeness of members, self-efficacy, and group norm. Also, needs for affiliation is significantly affected by self-efficacy, group norm and perceived value. Furthermore, the results indicate that 1) moderating effects of gender on those relationship is supported; and 2) moderating effects of purchase experience is partially identified. This study provides several implications for academic community and practitioners to understand why the community members pay real money for their digital items as well as how the sales of digital items can be increased in online communities. Some study limitations and future research directions are also discussed.

Formulating a Conceptual Model of Digital Service Transformation Based on a Systematic Literature Review

  • Sawung Murdha, Anggara;Agus, Hariyanto;Novianto Budi, Kurniawan;Arry Akhmad, Arman;Suhardi, Suhardi
    • Journal of Information Science Theory and Practice
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    • v.11 no.1
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    • pp.31-48
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    • 2023
  • Digital service transformation study is a part of research in the field of digital transformation, which is devoted to exploring the transformations that occur in digital service products, which have been intensely explored in recent years to address digital disruption. Several concepts and definitions of digital service transformation have emerged as a result of an approach from the point of view of digital transformation and digital services concepts. This paper is organized to provide a foundational understanding of digital service transformation terminology. This paper uses the systematic literature review method to compile 52 qualified articles from previous studies. We conduct an analysis and synthesis of articles to answer research questions. The results of this study are a descriptive summary of research in the digital service transformation field, determining digital service transformation terminology and components, and also a proposed digital service transformation model to explain the position of transformation in digital service products in the overall transformation process. We construct this model using the findings of previously determined components synthesis.