• Title/Summary/Keyword: Digital Theory

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

  • Nam, Seung-Hee
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.41-50
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    • 2009
  • The convergence paradigm that appears with the integrated media environment has effect on digital storytelling using digital technology, then 'Trans-media storytelling' which is a new form of digital storytelling makes gradual expand its scope. This study focused on the Alternative Reality Game which adopt trans-media storytelling in the game genre. This paper interpreted the idea of ARG on comparing different forms of ARG and existing games and the distinctive features of ARG storytelling which is blurring the line between real and virtual on the Simulation theory. This is a valuable study for understanding the new storytelling form within the media convergence and developing the digital storytelling in the future.

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

  • Jang Kwon-Kyu;Kwon Oh-Shin;Joo Young-Hoon
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.3
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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.

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

  • Lee, Dong Eun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.7-18
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    • 2015
  • The aims of this study are to theorize genre convention of the digital games and to draw digital game genre grammar. This study verified the need for game genre and derives FPS Game genre grammar in six features. There is a formulation of the genre theory of meaning to academic researchers who studies digital games. And game designers to provide universal principles of a specific genre that is meaningful. As well as this study found that game play through the convergence of different media genres and the new format of storytelling or do it the potential to generate content may also be expected.

A Study on the evolution theory of digital game rules (디지털 게임 규칙의 진화론에 관한 연구)

  • Chon, Suk;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.21-31
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    • 2009
  • This research is to classify game rules which are important factors for the game, and to define the basis of the each level of rules and concepts. In terms of these definitions, the process of transformation in the game rule is analyzed, and examined the development related to evolution. The rule of digital game is analogous to the biological evolution. From this point of view, This research presents the structural similarities between the game rules and biological evolution. It is for the investigation of the development using new perspective and for the conceptualization of the process. Moreover it makes us rediscover the game as a scholastic research subject.

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Virtual Lecture Contents for Digital Logic Circuit Using Multimedia (멀티미디어를 이용한 디지털 논리 회로 콘텐츠)

  • Lim, Dong-Kyun;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.1
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    • pp.59-64
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    • 2008
  • In this paper, we developed an virtual lecture to study digital logic circuits. The contents is intended fer the students without or with little knowledge about electrics or electronics. For the beginners, the lecture contains the basic electronics and basic circuit theory as well as the degital logic circuits to be more practical lecture. And we developed the virtual circuit lab which uses real-like devices, circuits and interactive objects for the students to experience practical digital circuits. With the features described above, this contents would be useful for the beginners who want to studying digital logic circuits.

Omni-Channel Retailing and Digital Business: A Case Study in Malaysia

  • LEU, Joyce F.Y.;MASRI, Ridzuan
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.4
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    • pp.403-412
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    • 2021
  • The COVID-19 pandemic has a great impact in various ways. It changes the normal routine of lives and businesses. Many businesses encounter tremendous financial pressure, some of them lay off workers or choose to close down. According to the statistics, e-commerce experiences a four-fold growth in sales during the pandemic period. There is an urgency for firms to digitalize their businesses to respond to the change in the landscape of purchasing patterns of consumers. The purpose of this study is to understand the success of a few popular apparel brands in digital businesses. This is a qualitative research, and secondary data is collected for the analysis. The findings reveal that all of them engage in omni-channel methods in digitizing their businesses while utilizing other forms of technologies in their product and operational management. All selected firms agree with the importance of digital business, and omni-channel retailing is their choice. In these unprecedented times, the sustainable success of the apparel firms in digital businesses requires a flexible and innovative approach and a commitment to achieving operational excellence. Continuous renewal and digital transformation are needed so that these companies have the capabilities to adapt to changes and reap the benefits of a satisfactory organizational performance.

An exploratory study on the interaction between luxury brands and customers in service encounters (서비스 접점에서 럭셔리 브랜드와 고객과의 상호작용에 관한 탐색적 연구)

  • Minjung, Cho;Eunju, Ko
    • Journal of Fashion Business
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    • v.26 no.5
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    • pp.49-61
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    • 2022
  • Advancements in technology and the proliferation of digital services have highlighted the importance of luxury brands in service environments. Based on the social exchange theory, this study investigated the interaction between customers and luxury brands in a traditional offline service encounter and a digital online service encounter. The interaction area was classified into three parts: human-human, human-digital, and human-physical environments. We qualitatively investigated the practitioners' working experiences with luxury brands. The study determined that both online and offline service encounter interactions between luxury brands and customers have become diverse. First, forming a special relationship with customers and frontline employees in traditional service encounters is important. Second, luxury brands should focus on the interaction among customers. Third, various digital tools should be considered to provide information about the brand to customers. Fourth, the exclusive benefits of offline service encounters should be maximized to stimulate positive experiences. The findings provide valuable insight to scholars and marketers on the new interaction phase between customers and luxury brands in the digital age.

Utilization of Log Data Reflecting User Information-Seeking Behavior in the Digital Library

  • Lee, Seonhee;Lee, Jee Yeon
    • Journal of Information Science Theory and Practice
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    • v.10 no.1
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    • pp.73-88
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    • 2022
  • This exploratory study aims to understand the potential of log data analysis and expand its utilization in user research methods. Transaction log data are records of electronic interactions that have occurred between users and web services, reflecting information-seeking behavior in the context of digital libraries where users interact with the service system during the search for information. Two ways were used to analyze South Korea's National Digital Science Library (NDSL) log data for three days, including 150,000 data: a log pattern analysis, and log context analysis using statistics. First, a pattern-based analysis examined the general paths of usage by logged and unlogged users. The correlation between paths was analyzed through a χ2 analysis. The subsequent log context analysis assessed 30 identified users' data using basic statistics and visualized the individual user information-seeking behavior while accessing NDSL. The visualization shows included 30 diverse paths for 30 cases. Log analysis provided insight into general and individual user information-seeking behavior. The results of log analysis can enhance the understanding of user actions. Therefore, it can be utilized as the basic data to improve the design of services and systems in the digital library to meet users' needs.

R&D Transitions in Response to Digital Transformation in Korea

  • Lim, Jongyeon;Lee, BangRae;Won, Dongkyu
    • Journal of Information Science Theory and Practice
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    • v.10 no.spc
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    • pp.96-111
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    • 2022
  • With the rapid development of the Fourth Industrial Revolution and digital transformation, scientific and technological innovation measures are being devised to overcome Korea's low-growth, high-cost structure. Accordingly, by examining the R&D investment evaluation system of R&D PIE (R&D Platform for Investment and Evaluation), which has been promoted by the Korean government in response to the Fourth Industrial Revolution, from the perspective of R&D transformation, this study aims to explore a new path for a sustainable national science and technology innovation system following digital transformation. In particular, from the perspective of R&D PIE, a MLP (Multi-level Perspective), which had been conducted as an abstract theoretical study, was attempted with specific cases and analysis for each of the three layers: niche, landscape, and regime. In conclusion, R&D PIE was intended to elevate the abstract R&D investment evaluation system to a platform that leads innovation in the digital space of the Fourth Industrial Revolution. In addition, it was confirmed that the R&D PIE could be replaced or enhanced as a platform for innovation in response to the Fourth Industrial Revolution, thereby providing an alternative to job creation and an escape from economic crisis.

A Study on the Developing the Digital Library for Children and Youth (어린이.청소년 디지털도서관 설계에 관한 연구)

  • Kwak, Seung-Jin;Kang, Ji-Hei
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.18 no.1
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    • pp.45-59
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    • 2007
  • The purpose of this study is to show important considerations when we develop digital library though reviewing and analyzing the digital libraries for the children and youth. The research targets are ICDL and LG Scienceland which are functioning as the digital libraries. The research methods are literary reviews for theory background and analysis of distinctive features from two webpages. As a result of the research. some suggestions for the navigation. labeling. searching. design and interface, content and new technologies that can be employed are made.