• 제목/요약/키워드: Digital age

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Intention to Use Digital Banking Services of Young Retail Customers in Vietnam

  • TRAN, Ngoc Anh
    • The Journal of Asian Finance, Economics and Business
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    • 제8권8호
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    • pp.387-397
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    • 2021
  • The object of this article is to assess the factors affecting the behavioral intention of young retail customers to use digital banking services in Vietnam. In this article, multivariate data analysis techniques including Cronbach's Alpha, Exploratory factor analysis (EFA), Confirmatory factor analysis (CFA), Structure equation model (SEM), and Bootstrapping are used to analyze the data collected from 525 young respondents under the age of 35 who are using or having opportunities to experience digital banking services. The people taking part in the survey were mainly University students with incomes of most of them under VND 5 million. The result from the analysis illustrates that (1) perceived ease of use positively affects intention to use, (2) social influence positively impacts intention to use, and (3) customer support has a positive impact on the intention of young people to use digital banking services. While technology self-efficacy, convenience, and perceived security were found to have an impact on intention to use services in former studies, the influences of these factors on intention to use digital banking services are found insignificant in this research. From these results, the author provides implications for commercial banks to increase the intention to use digital banking of young people in Vietnam.

Development and Validation of a Digital Literacy Scale in the Artificial Intelligence Era for College Students

  • Ha Sung Hwang;Liu Cun Zhu;Qin Cui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2241-2258
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    • 2023
  • This study developed digital literacy instruments and tested their effectiveness on college students' perceptions of AI technologies. In creating a new digital literacy test tool, we reviewed the concept and scale of digital literacy based on previous studies that identified the characteristics and measurement of AI literacy. We developed 23 preliminary questions for our research instrument and used a quantitative approach to survey 318 undergraduates. After conducting exploratory and confirmatory factor analysis, we found that digital literacy in the age of AI had four ability sub-factors: critical understanding, artificial intelligence social impact recognition, artificial intelligence technology utilization, and ethical behavior. Then we tested the sub-factors' predictive powers on the perception of AI's usefulness and ease of use. The regression result shows that the most common powerful predictor of the usefulness and ease of use of AI technology was the ability to use AI technology. This finding implies that for college students, the ability to use various tools based on AI technology is an essential competency in the AI era.

철강산업의 학습조직 구축을 위한 전략적 접근 : S-철강(제조업) 사례연구 (Strategical Approaches for Establishing Learning Organization: S-Steel Case)

  • 박기호
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2007년도 춘계학술대회
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    • pp.377-384
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    • 2007
  • This paper is about how to establish the strategic teaming organization in digital age. Through the case study of action teaming, this research can give some implications to small-sized organizations who want to establish teaming culture and positive activities in their own companies. The case site was S-steel, which belongs to the steel industry. To improve and drive teaming activities, I made use of skills: action learning, fishbone analysis, creative thinking, brainstorming, creative discussion skill, and organization diagnostic method.

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디지털시대의 첨단 전기 전자 정보 통신설비 장애요인과 대책 고찰 (Advanced electricity electron information communication facility obstacle factor and countermeasure investigation in digital age)

  • 강태근
    • 한국조명전기설비학회:학술대회논문집
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    • 한국조명전기설비학회 2004년도 춘계학술대회 논문집
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    • pp.110-115
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    • 2004
  • Examine merits and demerits and obstacle factor that exist to all direction of digital infratechnology that is supplied on industry whole according to development special quality of computer by development of computer and Information Technology and electricity electron information communication facility that basic impulse insulation level does not exist examined scorched earth or an interference problem factor and countermeasure of semiconductor degauss of factor and electricity electron information transmission system that is numbed or causes system down.

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A Study on Agile Transformation in the New Digital Age

  • Lee, Jee Young
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.82-88
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    • 2020
  • In the face of recent digital and digital transformation, companies and industries are trying to be agile to adapt and respond to change. Agile paradigm is spreading beyond the boundaries of existing applications such as IT-related projects and software development. In this regard, this study, we analyzed the diffusion of agile paradigm by text mining abstracts of research papers from 2001 to 2019. In addition, we discussed agile transformation in the Fourth Industrial Revolution. Through this study, we confirmed that we are studying agile transformation in various fields such as business environment, corporate organizational culture, manufacturing industry, and supply chain. The results of this study will contribute to understanding the meaning and role of agile as a basic paradigm for digital transformation in the Fourth Industrial Revolution.

여성의 정보화촉진을 위한 인터넷 사용행동 연구 (Digital divide among women: Focusing on the effects of socio-economic variables on Internet use)

  • 이성림;박명희;서정희
    • 대한가정학회지
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    • 제42권2호
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    • pp.177-193
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    • 2004
  • Using data from the 2001 Computer and Internet Use Survey by the National Statistical Office, this study investigated digital divide among women aged between 20 and 55. Following were the major findings. first, two-thirds of women did not use Internet even though many of these had Internet access at home. Second, those who did not have Internet access at home, those with a lower level of educational attainment, those with blue color or service occupations, and those with higher age were less likely to use Internet than their counterparts in these socio-economic variables. Third, expanding Internet infrastructure would not improve Internet use of the Elderly. Forth, the majority of those who did not use Internet did not recognize the Internet itself. Based on the result the policy implications for digital divide were suggested.

디지털홈 구성 요소로서 홈오토메이션 시스템에 대한 거주자 요구 - 부산시 아파트 거주자를 대상으로 - (The User Needs for the Home Automation System as a Composition of Digital Home Design - Through the Case Study of the Apartment Residents Lived in Busan -)

  • 최인영;장경미;이태경;전은정;박수빈;조성희
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.167-170
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    • 2004
  • This study proposes the method seeking out the user needs for the home automation systems which are one of the compositions of digital home. The findings are as follows. (1) The designing of digital home should be based on the residents' daily life and the their needs for the future house prior to the digital technology, (2) The IT Apartments recently developed in Busan set up the safety and security system and the automatic ventilation system mostly. (3) The residents are more concerned of the safety and security and the comfortable interior environment than convenience and entertainments. (4) The residents have diverse needs for the home automation systems according to their age, residential experience and occupation.

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인터넷 시대의 디지털도서관 구축.운영과 관련한 저작권 문제 (Issues of Copyright Relating to Constructing and Managing Digital Library in the Internet Age)

  • 홍재현
    • 정보관리학회지
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    • 제16권1호
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    • pp.31-48
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    • 1999
  • 본 논문은 도서관 소장자료의 서지정보와 저작권이 있는 저작물, 사실정보, 인명정보의 디지털화와 관련한 저작권 문제를 검토하였다. 인터넷 상의 저작물 자체의 이용과 링크에 의한 저작물 이용과 관련한 문제점을 분석하였으며, 구축된 데이터베이스의 관내에서의 이용자 서비스와 관외의 이용자 요구에 응한 저작물 전송서비스와 관련된 법적 문제점도 조사하였다. 끝으로 현 상황 하에서 디지털도서관을 구현하기 위한 저작권 대책의 기본 방향을 제시하였다.

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디지털 콘텐츠에 대한 비판적 접근 - 멀티미디어에 의해 형성되는 환경을 중심으로 - (A Negative Understanding about Digital Contents in the Multimedia Circumstance)

  • 김경일
    • 디지털콘텐츠학회 논문지
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    • 제7권3호
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    • pp.133-137
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    • 2006
  • 컴퓨터의 대중화와 테크놀로지의 발전에 따른 멀티미디어의 대두는 새로운 미디어 패러다임을 촉진하였다. 컴퓨터는 인간의 문화를 시뮬레이션의 문화로 변화시켰으며 현실세계와 또 다른 세계인 가상세계를 연계해 주는 도구로 발전하였다. 그 결과 이를 이용하는 사람들은 몰입이나 중독과 같은 문제에 봉착하기도 하였다. 이러한 새로운 경험공간에서 이를 이용하고 적용할 수 있는 능력이 요구되는 시점에 이르렀으므로 이를 위한 대비가 필요하다고 할 수 있다.

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디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 - (Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> -)

  • 윤성혜;오현주
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2017년도 제56차 하계학술대회논문집 25권2호
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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