• 제목/요약/키워드: Digital Theory

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나머지 수 체계의 부활

  • 예홍진
    • 한국수학사학회지
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    • 제12권2호
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    • pp.47-54
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    • 1999
  • We introduce some historical facts on number theory, especially prime numbers and modular arithmetic. And then, with the viewpoint of computer arithmetic, residue number systems are considered as an alternate to positional number systems so that high performance and high speed computation can be achieved in a specified domain such as cryptography and digital signal processing.

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삼대각선행열의 행열식 고유값 및 역행열 (Determinant Eigenvalue and Inverse Matrix of a Tridiagonal Matrix)

  • Lee, Doo-Soo
    • 대한전자공학회논문지
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    • 제23권4호
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    • pp.455-459
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    • 1986
  • A large set of linear equations which arise in many applications, such as in digital signal processing, image filtering, estimation theory, numerical analysis, etc. involve the problem of a tridiagonal matrix. In this paper, the determinant, eigenvalue and inverse matrix of a tridiagoanl matrix are analytically evaluated.

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사회자본과 정보격차의 사회적 함의 (Social Capital and the Social Implication of Digital Divide)

  • 이승민
    • 정보관리연구
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    • 제38권1호
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    • pp.37-58
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    • 2007
  • 현재의 정보격차는 전통적인 개념의 정보격차와는 달리 상당히 복잡한 양상을 띠고 있다. 과거에는 정보격차와 사회자본은 별개의 개념으로 여겨져 왔다. 하지만, 현재의 정보격차는 사회구성원의 사회자본 형성에 상당한 영향을 미치며 상호 간에 밀접한 관계를 맺고 있다. 정보격차는 사회자본의 형성과 결합함으로써 과거의 이분법적인 사회집단의 구분을 한 단계 더 분리시키고 있다. 이러한 사회적 변화에는 정보통신기술(Information and Communication Technologies)의 급속한 발전이 큰 영향을 미치고 있다. 이와 같은 새로운 유형의 사회구조적 분리는 과거와 같은 정보격차 해소방안과는 다른 차원의 접근을 필요로 한다. 이에 본 연구에서는 Pew Internet & American Life Project(March 2002 survey)를 사용하여 ICT의 활용으로 인해 야기되는 정보격차와 사회자본 사이의 상관 관계를 분석하고 있다.

Lifecycle and Requirements for Digital Collection Management of Thai Theses and Dissertations

  • Jareonruen, Yuttana;Tuamsuk, Kulthida
    • Journal of Information Science Theory and Practice
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    • 제7권3호
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    • pp.52-64
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    • 2019
  • This research was aimed at studying the situation, problems, and requirements for digital collection lifecycle management of Thai theses and dissertations. The mixed research method used was composed of: (1) Study of the problem and situation in which the qualitative method was applied. The research site covered 10 higher education institutions where the Thailand Digital Collection (TDC) project is operated. The informants were key administrative officers of the TDC project of each institution. In-depth and structured interviews were conducted on an individual basis to obtain the most accurate answers. (2) Study of requirements based on the quantitative research method to survey the requirements for the digital collection management system for Thai theses and dissertations from 84 purposively-selected TDC project officers and 527 end users selected by accidental sampling, totaling 611 samples. Research findings are as follow: (1) The study of the situation and problems of digital collection lifecycle management shows that Thai higher institutions systematically manage their digital collection. The management lifecycle is consistent with the Guidance documents for lifecycle management of ETDs, which included seven steps: program planning, creation, submission, and ingestion, access and retrieval of digital objects, archiving and preservation, evaluation and assessment, interoperation (creation of institutional collaboration), and development of link data. (2) The study of requirements for digital collection management of Thai theses and dissertations shows five system requirements: acquisition and gathering, digitization, metadata standards, management of rights, and storage and retrieval, all of which are at M (mandatory) and D (desirable) levels.

Digital Diplomacy via Social Networks: A Cross-National Analysis of Governmental Usage of Facebook and Twitter for Digital Engagement

  • Ittefaq, Muhammad
    • Journal of Contemporary Eastern Asia
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    • 제18권1호
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    • pp.49-69
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    • 2019
  • Over the last couple of years, digital diplomacy has become a fascinating area of research among Mass Communication, Peace and Conflict Studies, and International Affairs scholars. Social media and new technology open up new avenues for governments, individuals, and organizations to engage with foreign audiences. However, developing countries' governments are still lacking in the realization of the potential of social media. This study aims to analyze the usage of social media (Facebook & Twitter) by the two biggest countries in South Asia (Pakistan and India). I selected 10 government officials' social media accounts including prime ministers', national press offices', military public relations offices', public diplomacy divisions', and ministries of foreign offices' profiles. The study relies on quantitative content analysis and a comparative research approach. The total number of analyzed Twitter tweets (n=1,015) and Facebook posts (n=1,005) include 10 accounts, five from each country. In light of Kent and Taylor's (1998) dialogic communication framework, the results indicate that no digital engagement and dialogue occurs between government departments and the public through social networking sites. Government departments do not engage with local or foreign audiences through digital media. When comparing both countries, results reveal that India has more institutionalized and organized digital diplomacy. In terms of departmental use of social media, the digital diplomacy division and foreign office of India is more active than other government departments in that nation. Meanwhile, Pakistan's military public relations office and press office is more active than its other government departments. In conclusion, both countries realize the potential of social media in digital diplomacy, but still lack engagement with foreign audiences.

뉴미디어 패러다임에 나타난 공간 특성과 뉴미디어 아트의 관계 연구 (A Study on the Relationship of the Spatial Characteristics in New Media Paradigm and New Media Art)

  • 허성환
    • 한국실내디자인학회논문집
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    • 제23권2호
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    • pp.80-89
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    • 2014
  • 0 and 1, two digits are principle and formality of digital media. Those principle and formality dwell in new media paradigm. They are founded on emergence of new types of space. As describing the relationship originating from the concepts of digital media paradigm and space and discussing their characteristics, this paper presents the grounds for a theoretical argument for formation of new space. The concept of virtuality which mimics and represents the real, non-linearity which resembles human system of thinking and sensing, and interactivity connecting the communication theory of human and machine, their properties form the important basis for emergence of a new aspect of space. The concepts of digital media paradigm divide a type of space into two properties. The first is a inner modality. The second is outer modality. Dynamic space implicates inner modality that humans internally recognize the sense of space through their body and sensing organs. Space is not sensed but sensing. Space has an organic nature through object's interaction. Space has an outer nature that is physically variable. Finally, space has properties of modularity that changes structure of space. For empirical basis of an argument, new media art that has architectural form and those spatial characteristics were compared and analyzed. This conceptual discussion for space which the formality of digital media is applied will be an important foundation for create space design.

대체현실게임(ARG)의 스토리텔링 연구 -<노르망디의 이방인>을 중심으로- (A Study on Alternative Reality Game Storytelling)

  • 남승희
    • 한국게임학회 논문지
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    • 제9권2호
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    • pp.41-50
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    • 2009
  • 통합미디어 환경의 조성과 함께 등장한 '컨버전스(convergence)' 패러다임은 디지털스토리텔링 분야에도 영향을 미쳐 '트랜스미디어 스토리텔링'이라는 새로운 형식이 점차 그 영역을 넓혀가고 있다. 본 연구는 게임 장르에서 트랜스미디어 스토리텔링을 차용한 대체현실게임(ARG)에 주목한다. 본 논문은 기존 게임 형식과 비교를 통해 ARG의 개념을 밝히고, 시뮬라시옹 이론에 근거해 가상과 현실의 경계를 모호하게 만드는 ARG스토리텔링의 특징을 밝히고 있다. 이는 컨버전스 시대가 요구하는 새로운 스토리텔링 양식을 이해하고 차후 디지털스토리텔링의 발전에 있어 의미 있는 연구가 될 것이다.

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불확실성을 갖는 비선형 시스템을 위한 퍼지 모델 기반 제어기의 지능형 디지털 재설계 (Intelligent Digital Redesign of a Fuzzy-Model-Based Controllers for Nonlinear Systems with Uncertainties)

  • 장권규;권오신;주영훈
    • 제어로봇시스템학회논문지
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    • 제12권3호
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    • pp.227-232
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    • 2006
  • In this paper, we propose a systematic method for intelligent digital redesign of a fuzzy-model-based controller for continuous-time nonlinear system which may also contain system uncertainties. The continuous-time uncertain TS fuzzy model is first contructed to represent the uncertain nonlinear system. A parallel distributed compensation(PDC) technique is then used to design a fuzzy-model-based controller for both stabilization. The designed continuous-time controller is then converted to an equivalent discrete-time controller by using a globally intelligent digital redesign method. This new technique is designed by a global matching of state variables between analog control system and digital control system. This new design technique provides a systematic and effective framework for integration of the fuzzy-model-based control theory and the advanced digital redesign technique for nonlinear systems with uncertainties. Finally, Chaotic Lorenz system is used as an illustrative example to show the effectiveness and the feasibility of the developed design method.

디지털 게임의 장르 문법 연구 -FPS 장르를 중심으로- (A Study of Digital Game Grammar)

  • 이동은
    • 한국게임학회 논문지
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    • 제15권2호
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    • pp.7-18
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    • 2015
  • 본 연구는 디지털 게임, 그 중에서도 특히 FPS 장르의 게임들이 특정한 규칙과 패턴을 반복, 변형, 적용하면서 발전해가고 있음을 전제로 FPS 게임의 장르적 관습을 이론화하고 이를 통해 세부 문법을 도출하는 것을 목적으로 한다. 이를 위해 본 연구에서는 우선 게임 장르 연구의 필요성을 검증하고, 구체적인 사례를 통해 FPS 게임의 장르적 문법을 여섯 가지 측면에서 도출한다. 여섯 가지 측면은 FPS의 서사 문법, 아바타, 공간, 주요 아이템인 무기, 게임 플레이의 핵심인 사격 메커니즘, 그리고 인터페이스이다. 이와 같은 연구는 게임학 이론 정립에 이바지하고 게임을 기획하거나 개발하려는 창작자들을 위한 하나의 지시서를 제공한다는 점에 의의가 있다.