• 제목/요약/키워드: Digital communication

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Research on the impact of digital media art on tourism cultural communication

  • Sun, Xiangbo;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.70-78
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    • 2023
  • Culture is the soul of tourism, and communication is the key to the inheritance and development of tourism culture. Therefore, culture and communication are essential for the development of tourism. Digital media art is a new form of art that combines technical, artistic, and media-oriented elements. Its artistic expression and crossover communication capabilities drive its usage in cultural tourism communication. This paper examines the influence of digital media art on tourism culture communication and development by elucidating the concept and characteristics of tourism culture communication and digital media art, applying the theoretical knowledge of communication, and deriving the specific characteristics of digital media art on tourism culture in terms of the transmission-reception relationship, content, medium, and effect. The role and value of digital media art in disseminating and developing tourism culture are discussed. We aim to provide valuable insights for the dissemination of tourism culture.

Optimizing Distribution Channels: How Digital Marketing Communication Enhances Trust and Loyalty in Indonesian Banking

  • Muhammad Diast REYHANRAFIF;La MANI;Astika Prima NITULAR;Hendra CRISWANTO;Irmawan RAHYADI
    • 유통과학연구
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    • 제22권8호
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    • pp.1-15
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    • 2024
  • Purpose: This study explored how Indonesian banks utilize digital marketing communication strategies to optimize their distribution channels, leading to enhanced customer trust and brand loyalty. It examined specific methods such as sponsorships, social media, institutional partnerships, and mobile banking application features as key components of this digital distribution strategy. Research Design, Data, and Methodology: This study employed mixed methods design to assess digital distribution impacts. It involved 385 Jakarta bank customers. The sample size was determined using the Lemeshow formula. Results: The findings indicate that effective digital distribution strategies, including sponsorships, social media engagement, and user-friendly mobile banking applications, significantly enhance customer trust and loyalty. However, overly complex features may negatively impact loyalty. Conclusion: Thisstudy demonstrates a clear connection between the strategic use of digital marketing channels, such as sponsorships, social media, institutional partnerships, and mobile banking features, and the development of customer trust and loyalty. The results provide valuable insights to Indonesian banks in designing digital distribution strategies that prioritize building trust and fostering integrated customer interactions. Tailored digital marketing approachesthat optimize distribution can significantly enhance both trust and loyalty among Indonesian bank customers.

A Study on Mobile Communication system using Stillness Image

  • Lee, Jung-Ho;Han, Dae-Mun;Kim, Yeong-Real
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2007년도 춘계학술대회
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    • pp.35-39
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    • 2007
  • We applied digital image processing about BitMap file structure in this research and studied about digital communication system. digital record saving devices can express 'High' and 'Low' as all data. Only, digital technique that two expression methods is used into several expenditures. People and communication that are far away by development of digital technology, became smooth. We wished to make communication system taking advantage of digi-tech. This system was made for communication with disabled and normal person specially. To communication method that we are studied such BitMap file handling image communication system. The goal of this contribution is to present the overview of basic algorithms for image processing using BitMap.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Building Customer Loyalty In Digital Transaction Using QR Code: Quick Response Code Indonesian Standard (QRIS)

  • CHOHAN, Fulshah;ARAS, Muhamad;INDRA, Ricardo;WICAKSONO, Andhika;WINARDI, Freddy
    • 유통과학연구
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    • 제20권1호
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    • pp.1-11
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    • 2022
  • Purpose: Increasing advancements in the technology industry are forcing people to become more accustomed to digital financial transaction activities. The need for fast and secure payment mechanisms has birthing new idea to digital financial transaction services. Along with increasing access to technology in digital payments, new service is developed in the form of digital wallets as the successor for electronic money. Research design, data and methodology: This research aims to find out whether using QR code as digital payment tool can build customer loyalty in consumers, especially to measure the factors of satisfaction, trust and commitment of customers to do payments with QR Codes. The QR code in this study is refer to the Quick Response Code Indonesian Standard (QRIS) which was officially implemented by Bank Indonesia starting on January 1, 2020 as a means of payment for digital transactions nationally. The research method uses a quantitative approach by way of surveying questionnaires using Likert scale of 100 samples. Results: The hypothesis analysis proved that the variables of satisfaction, trust and commitment together have positive and significant influences on customer loyalty. Conclusion: This research found that there are high interest in Millennials to do transaction using QRIS because it is deemed to be more easy, quick and safe. If a customer achieves a level of loyalty in the usage of digital transaction using QRIS then cashless society lifestyle can be considered successful and can be used in the future.

유비쿼터스 기반 통신의 철도구조물에 대한 재난감지용 능동형 데이터로거 시스템 연구 (A Study of Health & Disaster Monitoring Measurement using Ubiquitous Active Communication Digital Datalogger System for Railway Structures)

  • 이승원
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 춘계학술대회 논문집
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    • pp.470-475
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    • 2011
  • The objective of this study is the developement health & disaster monitoring measurement using ubiquitous active communication digital datalogger system for monitoring measurement of railway construction sites. For the replacement of current passive data communication, ubiquitous active communication digital datalogger system is studied for the first time with in a country. Therefore data communication method and analyzing program of automatic measurement data is developed for the global positioning automatic digital datalogger system. The results of this study will be using both real time automatic monitoring measurement and health & disaster monitoring measurement of railway structures.

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과학적 증거물로서 디지털 이미지: 위험의 시각화에서 디지털 영상기술의 역할과 위치 (Digital Image as Scientific Evidence: A Theoretical Inquiry of the Roles of Digital Technologies in Visualizing Risk)

  • 김수철
    • 한국언론정보학보
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    • 제54권
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    • pp.98-117
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    • 2011
  • 이 논문은 위험 커뮤니케이션에서 디지털 이미지 및 영상 기술의 역할에 대한 이론적 고찰이다. 구체적으로 행위자네트워크이론(Actor-network Theory)에 대한 검토를 통해서 이 논문은 이 이론이 디지털 영상 기술과 그에 따라 변화하는 영상 문법의 역할, 그리고 현재의 시각 문화와 시각 체제에 미치는 구체적인 결과를 적절하게 분석할 수 있는 이론적 단초를 제공해주고 있음을 주장한다. 다음으로 이 논문은 과학적 증거 제시 및 설명 과정에서 디지털 영상 기술이 차지하고 있는 역할에 대한 최근의 논의를 살펴본다. 컴퓨터 네트워크와의 연결성, 센서 시스템, 컴퓨터 알고리즘, 증대된 저장 용량 등으로 특징지어지는 디지털 영상기술이 어떠한 종류의 새로운 바라보기(seeing)를 가능하게 하며 이는 기존의 과학적 설명 방식에 어떠한 영향을 미치고 있는지가 토론될 것이다. 마지막으로 이 논문은 이상의 논의가 한국 사회에서의 위험 커뮤니케이션 과정에 대한 연구에 지니는 함의에 대하여 토론한다.

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디지털시대의 농업기술센터의 커뮤니케이션 전략 (Communication Strategies for Agricultural Technology Center in the Digital Age)

  • 이채식;서규선
    • 농촌지도와개발
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    • 제7권2호
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    • pp.295-306
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    • 2000
  • The objectives of this paper were to review the difference between the analog and digital age, and to suggest new communication strategies for Agricultural Extension Service Centers in the digital age. Literature review and discussion on the information age and its supporting technologies, such as the Internet and other digital tools, has enabled communication to occur during time periods and in locations based upon individual needs. With increasing number of internet subscribers using email and the world wide web, the internet is now considered a new mass media for communication, and may soon consider such electronic connectivity as essential in agricultural extension services. Communication strategies in the future should recognize and adapt to the changing needs farmers and extension educators in the information age. Utilization of internet technology and digital tools in communication may attract and retain farmers and extension educators in the future, thus. some of new strategies for communication in agricultural extension services should include the following; 1) traditional linear model should be change into interactive model in communication. 2) Agricultural extension service should include creative role with diffusion process. 3) Agricultural extension service should establish new receiver paradigm and form new partnership with farmer.

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Study on Current Status and Cause Analysis of Digital Divide for Low-Income Class in Korea

  • Woochun Jun
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.304-310
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    • 2023
  • With the development of information and communication technology, modern people are receiving various benefits, and knowledge and use of information and communication technology are becoming essential qualities in modern people's lives. There are people who do not enjoy the rich benefits of this information and communication society, and the so-called 'digital divide' acts as an obstacle that prevents the information and communication from enjoying a rich life. Currently, there are four major information underprivileged classes in Korea, the disabled, the elderly, low-income class and farmers and fishermen, respectively. The purpose of this study is to identify the current status of the digital divide for the low-income class and to analyze the causes of the digital divide. To this end, in this study, we analyze statistics on digital divide at the national level and analyzed the digital divide of low-income class from three perspectives: information access, information capability, and information use. As a result of the analysis, it was found that the lack of information capability was the biggest cause of the digital divide, and in particular, information management ability was the most insufficient among information capabilities.

디지털위성중계기용 성능입증장치의 설계 및 구현에 대한 연구 (A Study on the Design and Implementation of EGSE for Digital Satellite Communication)

  • 김기중
    • 한국전자통신학회논문지
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    • 제13권3호
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    • pp.503-508
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    • 2018
  • 본 연구는 디지털위성중계기용 성능입증장치의 설계 및 구현에 대해 기술하였다. 성능입증장치(EGSE : Electrical Ground Support Equipment)는 디지털위성중계기를 평가하는 장비로 정밀하고 정확한 측정이 요구된다. 성능입증장치는 디지털위성중계기를 검증하기 위하여 위성버스를 모사한 PLDIU(Payload Distribution and Interface Unit)와 계측장비연동장치, SHF대역 상향주파수/하향주파수 변환장치, 모뎀 등으로 구성되어 있다. 성능입증장치는 디지털위성중계기를 제작 후 성능확인 및 열진공시험 등의 우주환경시험 시 활용하였다.