• Title/Summary/Keyword: Digital World

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아바타 기획을 위한 디지털 공간의 페르소나 (The Persona of Digital Space for Avatar Design)

  • 이동은
    • 한국게임학회 논문지
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    • 제9권4호
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    • pp.33-43
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    • 2009
  • 컴퓨터 기술 발전과 유토피아적 상상력의 교합으로 발생한 디지털 공간은 더 이상 놀이의 공간이 아닌 새로운 가치 창조의 공간으로 발전하고 있다. 이에 본 논문은 디지털 공간을 유희성이 두드러지는 디지털 게임의 공간과 소셜 네트워크 서비스가 중심이 되는 가상세계 공간으로 나누고, 각각의 공간에서 활동의 주체가 생성과 운용, 그리고 소멸시점에 따라 어떻게 페르소나를 형성하고 유지하는지를 살펴보고자 한다. 이러한 연구는 디지털 공간의 아바타를 기획하는데 지침서가 될 수 있다는 점에서 유의미하다.

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The Influence of Factors on the Level of Digitalization of World Economies

  • Pyroh, Olha;Kalachenkova, Kateryna;Kuybida, Vasyl;Chmil, Hanna;Kiptenko, Viktoriia;Razumova, Oleksandra
    • International Journal of Computer Science & Network Security
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    • 제21권5호
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    • pp.183-191
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    • 2021
  • The advanced development of the world's economies requires a detailed study of the impact of factors on the level of digitalization, to ensure economic growth and promote the use of information and communication technologies in the digital economy. Digitalization of the world's economies is ensured through the implementation of relevant regulations and policy decisions to implement public policy and strategy of the digital economy. The purpose of the study is to establish the pattern of the impact of factors on the level of digitalization of world economies by conducting a regression analysis to reflect the dependence of the impact of factors on the level of digitalization in 25 economies (by IMD digital competitiveness), to check the level of digitalization of the world's economies. It is necessary to analyze the ranking of countries in the world according to the DiGiX Index, IMD, and DESI Digital Competitiveness Rating. Research methods: information synthesis method; regression analysis; systematization, and generalization. Results. It was found that because of regression analysis, the value of the coefficient of determination indicates that the regression model by 78% explains the relationship between future readiness of countries to implement digital technologies and information and communication technologies, but there are still a small number of other factors not included in the regression model. It is determined that the greatest progress among EU member states for the period 2015-2020 according to the DESI index belongs to Ireland, the Netherlands, Malta, and Spain. It is established that Estonia, Spain, and Denmark are in the lead in the DESI rating, in terms of e-government implementation. The study found that the impact of factors on the level of digitalization of world economies contributes to solving current economic problems through further implementation of information and communication technologies and improving legislation in the digital economy, which will ensure the implementation of effective digital policy. It is established that ensuring the appropriate level of digitalization of the world's economies should solve the problems in the digital economy sector faced by governments and businesses, which requires the implementation of measures to regulate and ensure the continued operation of the digital economy.

디지털파빌리온 전시공간계획 (A Exhibition Design of Digital Pavilion in DMC)

  • 권순관
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 추계학술발표대회 논문집
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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불면증 디지털 치료제의 임상 적용 (Clinical Application of Digital Therapeutics for Insomnia)

  • 조철현
    • 수면정신생리
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    • 제28권1호
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    • pp.6-12
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    • 2021
  • Insomnia is one of the most common sleep disorders experienced by modern people, and treatment is often not adequate due to various limitations. Digital therapeutics for insomnia are expected to play a revolutionary role in supplementing and satisfying unmet needs in real-world clinical treatment. Digital therapeutics for insomnia were developed based on cognitive-behavioral therapy for insomnia, which is the first standard treatment for insomnia. The effectiveness of digital therapeutics for insomnia developed by several companies has been proven through well-designed clinical research. Various approaches have been used for practical application of digital therapeutics for insomnia. Thus far, meaningful results have been drawn, but there are areas that need to be improved upon based on real-world evidence. Sleep researchers need to validate the safe and effective application of digital therapeutics for the treatment of insomnia.

다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로- (A Proposition of Incorporating Time and Space in a Virtual World)

  • 길태숙;장준호;백형목;이대웅
    • 한국게임학회 논문지
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    • 제9권4호
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    • pp.21-32
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    • 2009
  • 본 논문에서는 디지털매체의 복합적 특징을 포괄적으로 활용할 수 있도록 기존 가상세계 모델에 시간축을 부여하여 확장하는 방안을 제안하였다. 시간축이 부여된 가상세계의 구현은 현재의 공간정보가 포함된 전 세계의 맵을 기반으로 하여 형성된 가상세계 시뮬레이션에 시간축으로의 정보를 부여함으로써 가능하다. 시간축을 적용한다는 것은 그 시대에 맞는 정치, 경제, 문화, 사회의 제도가 적용된다는 의미이며 이에 사용자들은 시대에 적합한 행동을 함으로 가상세계인으로서 생존할 수 있고, 또한 시대 커뮤니티를 형성할 수 있다. 본 논문에서 제시한 시간축이 부여된 가상세계는 사용자의 상호소통과 참여를 유도하여 계속적인 유지 확장이 가능하며, 이에 궁극적으로는 전세계 시공간적 콘텐츠 내에서의 사용자 스토리텔링을 지원하는 것을 지향한다.

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신화를 소재로 한 애니메이션 <고스트 메신저>에 나타난 디지털 세계관의 양상과 의미 (The aspect and meaning of the digital world view in the anime based on myth)

  • 김진철
    • 만화애니메이션 연구
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    • 통권49호
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    • pp.299-323
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    • 2017
  • 문화콘텐츠의 소재로 문화원형에 대한 관심이 높아지고 있다. 그 중 대표적인 것이 신화이다. 신화를 소재로 할 때 중요한 점은 원형 서사를 전환하는 스토리텔링 전략이다. 오늘날 인류의 필수 요소가 된 디지털 문화는 과거 아날로그 시대와 구분되는 새로운 사회문화적 현상이자 두드러지는 차별성이다. 그런 점에서 신화와 디지털 문화의 결합은 신화에 익숙하지 않은 오늘날의 사람들에게 공감을 얻을 수 있는 스토리텔링 전환 전략이다. <고스트 메신저>는 신화에 나타나는 이승과 저승의 세계관, 신화속의 캐릭터, 저승차사의 다양한 요소들을 스토리에 반영하고 있다. 그리고 초월적 존재인 령(靈)을 물리적 형태인 데이터로 전환한 세계를 설정하였으며, 신화의 세계를 디지털 시스템으로 운영되는 세계로 재해석했고, 소울폰을 통해 저장과 전송과 같은 디지털 문화를 반영하면서 향유자들이 신화의 세계를 낯설지 않게 받아들일 수 있도록 하였다. 또한 디지털 기술의 발달이 가져올 수 있는 도구화된 인간, 디지털 매체에 의존한 소통의 위험성, 복제로 인한 자기상실 등의 부작용을 통해 디스토피아적 시각을 상징적으로 그려내고 있다. 즉, <고스트 메신저>는 신화의 세계를 디지털 세계로 전환하는 스토리텔링 전환 전략을 통해 향유자와의 공감대를 형성하고, 디스토피아적 시각을 제시하면서 신화의 서사와 차별화된 세계관을 보여주고 있음을 알 수 있다.

현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구- (Digital painting: Image transfonnation, simulation, heterologie and transfonnation)

  • 정숙영
    • 조형예술학연구
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    • 제10권
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

Features of the Socio-Economic Development of the Countries of the World under the influence of the Digital Economy and COVID-19

  • Kryshtanovych, Svitlana;Prosovych, Olha;Panas, Yaroslav;Trushkina, Nataliia;Omelchenko, Vladyslav
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.9-14
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    • 2022
  • The main purpose of the study is to determine the main features of the socio-economic development of the countries of the world under the influence of the digital economy and COVID-19. The modern world has already taken the first step towards a fundamentally new technological, economic and social reality. However, the challenges facing the modern industrial society cannot be overestimated. We are talking about changing the global socio-technological order, the consequence of which is a complete reformatting of the systems familiar to us, the formation of new social and economic strategies. the technological paradigm is immediately changing, management models and social norms are changing, large-scale demographic shifts are taking place. As a result of the study, key aspects of socio-economic development in the digital economy were identified.

디지털 신뢰 사회 실현을 위한 디지털 아이덴티티 동향 (Digital Identity Trend for Digital Trust Society)

  • 권동승;이현;박종대
    • 전자통신동향분석
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    • 제34권3호
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    • pp.114-124
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    • 2019
  • The Internet was designed for machines, not humans, and hence, nobody owns a digital identity. Instead, a digital identity is rented from a website and an application. This lack of unique and secure digital identities has resulted in confusion in the online/cyber world. Digital identities pose one of the oldest and most difficult problems with regard to the Internet. There is still no way to use digital credentials to prove, own, and control an online identity, namely a self-sovereign identity, in the same manner we do in the offline world, particularly without a trusted third party. This article discusses the current open standards for digital identities, proposes solutions pertaining to digital identities in the future, and introduces the concept of a blockchain-based self-sovereign digital identity without the need of trusted third parties.