• Title/Summary/Keyword: Digital Theory

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Understanding Seniors' Acceptance and Usage for Online Education Program: Based on Grounded Theory (온라인 교육 수용 환경에서 시니어들의 디지털 행동 이해: 근거이론 적용)

  • Jang, Hyun Yong;Park, Sang Cheol;Koh, Joon
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.77-100
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    • 2020
  • This study conducted a qualitative study on 23 seniors over 55 years old to understand the digital behavior of seniors in the online education acceptance environment. Grounded Theory methodology was applied to the initial enrollment behavior, login behavior, and utilization behavior of online education program. Through the process of open coding, axis coding, and selective coding, the framework in the online education environment of the senior generation was finally derived. As a causal conditions for the senior generation to participate in the online education environment, goal orientation, relationship orientation, leisure orientation and external compulsory were derived, and shadow work appeared as the central phenomenon. Also, contextual conditions resulted in social change, physical and cognitive aging, and psychological atrophy. The intervening conditions included digital device acceptance, educational attitudes, environmental factors, and self-efficacy. Based on this, the action/interactions strategy formed a positive and negative attitude toward shadow work. As a result, positive response behavior, compromising behavior, and shadow work avoidance behavior were shown. It is hoped that this study will be reflected in future researches for the use of digital devices of the elderly and the expansion of online education participation and government policy.

A Study on the Constructing the Function using Extension Edge Valued Graph (모서리값 확장 그래프를 사용한 함수구성에 관한연구)

  • Park, Chun-Myoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.863-868
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    • 2013
  • In recently years, many digital logic systems based on graph theory are analyzed and synthesized. This paper presented a method of constructing the function using edge valued extension graph which is based on graph theory. The graph is applied to a new data structure. from binary graph which is recently used in constructing the digital logic systems based on the graph theory. We discuss the mathematical background of literal and reed-muller expansion, and we discuss the edge valued extension graph which is the key of this paper. Also, we propose the algorithms which is the function derivation based on the proposed edge valued extension graph. That is the function minimization method of the n-variables m-valued functions and showed that the algorithm had the regularity with module by which the same blocks were made concerning about the schematic property of the proposed algorithm.

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.25-38
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    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • v.3 no.2
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

Exploring Barriers Affecting e-Health Service Continuance Intention in India: From the Innovation Resistance Theory Stance

  • Arghya Ray;Pradip Kumar Bala;Yogesh K. Dwivedi
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.890-915
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    • 2022
  • Although existing studies on e-health have usually focused on e-health services adoption intention, there is a dearth of studies on the barriers that affect e-health services retention intention especially in India. Additionally, although studies have mostly focused on utilizing expectation-confirmation model to understand innovation related barriers, innovation resistance theory (IRT) has been overlooked. As Indian e-health service providers face stiff challenges due to customer's unwillingness to continue using the service, there is a need to bridge the research gap that exists in this context. This mixed-method study, based on responses received from 289 participants and 1154 online negative reviews from e-Health providers in India, examines the barriers from the IRT stance. Results of this study reveal a notable negative association between tradition, value and financial barrier and intention to continue using e-health services. Additionally, continuance intention affects recommendation. The study concludes with various implications and scope for future research.

A Path Way to Increase the Intention to Comply with Information Security Policy of Employees (조직 구성원들의 정보보안 정책 준수행위 의도에 관한 연구)

  • Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.119-128
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    • 2012
  • This study is to identify the factors that influence an intention to information security policy compliance of employees. To do this, this study is based on three theoretical backgrounds because of the lack of holistic perspective. Research results show that detection certainty and individual attachment have a positive effect on information security policy compliance intention. Detection certainty is influenced by security awareness education and training. Finally, response cost has a negative effect on information security policy compliance intention.

The Differential Effect of PC vs. Mobile on User Behavior : An Empirical Study based on Construal Level Theory(CLT) (데스크톱과 모바일 기기의 차이가 사용자의 행위에 미치는 영향 : 해석수준 이론을 적용한 실증 연구)

  • Suh, Kil-Soo;Kang, Hyunjeong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.31-51
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    • 2019
  • Construal level theory (CLT) have been researched in wide range of disciplines such as marketing, organizational study, psychology, or education. Current study asserts that CLT would explain the effect of different devices of PC and smartphone on interaction between human-computer interfaces and information systems use. In CLT, those who are far from an object in terms of physical, temporal, social or psychological distance, they construe their understanding as abstract (high level) and vice versa. We hypothesized different size of digital device will increase psychological distance and result in behaviors that correspond to present construal level. The analysis result shows that users of PC recognized that they are socially distant from the device and those of smartphone felt that they are socially close to the device. However, the device did not have significant effect on attention to essential information, advertisement preference, and immediacy. The implication to academia, practice and future research and limitations are also discussed.

A Study of MMOPRG Background Story based on Fantasy Theory (환상의 범주에 따른 MMORPG의 세계관 연구)

  • Ahn, Jin-Kyoung;Lyou, Chul-Gyun
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.349-356
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    • 2008
  • MMORPG which offers a utopian world that includes a different rule from the real to satisfy players' needs for escape from the real world has changed. In these days, MMORPGs which have a unique world than middle-age fantasy have appeared as a new experience field. This paper compares MMORPGs have a middle-aged fantasy background story like J.R.R. Tolkein with another types bases on fantasy theory and presents difference.

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The Representation of Emotion in RIDE (RIDE 감성 표현 기법)

  • Jun, Sungtaeg;Han, Jae-Il
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.489-492
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    • 2004
  • In this paper, we propose a representation method of emotions in RIDE(Robot Intelligence with Digital Emotion) project. The method used in RIDE not only represents the emotional state in James-Lange Theory but also represents that of the Cannon-Bard Theory. Furthermore, our method allow the memorization of an emotion so as to process the self-inflicting emotion mentioned in the Schafter-Singer Theory. We also allow the similarity and differences in the characteristics by compaing of two emotions.

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A Study on the Management of International Fishery Resources using Cooperative Game Theory (협조적 게임이론을 이용한 국가 간 수산자원관리에 관한 연구)

  • Choi, Jong-Du;Cho, Jung-Hee
    • Ocean and Polar Research
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    • v.30 no.2
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    • pp.173-180
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    • 2008
  • This study demonstrates that cooperative management can provide more benefits than noncooperative management for Korea and Japan fishery. We have studied one management strategy, namely, fishing under joint maximization of net benefits in coastal waters of two countries, using a cooperative game theory. The present net return under non-cooperation amounts to 420,255 million won. However, if two countries cooperate one with another, this figure can get to 2,636,565 million won. We consider this to be an important conclusion as close management relationships have developed between the two countries since the establishment of the EEZ in 1996. The results of the study can also help balance resource conservation and the appropriate catch quota in each country.