• Title/Summary/Keyword: Digital culture

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The Impact of Digital Transformation on Training Activities of the Accounting Major in Universities in Vietnam

  • Thi Huyen Tran;Hoang Tuan Nguyen;Quoc Cuong Nguyen
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.220-226
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    • 2024
  • Accounting is one of the fields greatly affected by the Industrial Revolution 4.0 in general and the digital transformation trend in particular. However, the digital transformation process will also be a weakness if domestic accounting and auditing training activities do not adapt promptly and keep up with the practical requirements of social needs. Job opportunities in the accounting industry will shrink due to increased labor productivity and increasing support technologies, leading to a decrease in the need for traditional accountants. This paper focuses on clarifying the shortcomings and difficulties in accounting training activities by surveying 120 accounting lecturers teaching at domestic universities. Research results show that there are six existing factors and difficulties in accounting training activities due to the digital transformation process, including: facilities, lecturer capacity, training programs, teaching methods. teaching, assessment methods and practice and practice activities. Based on the survey results, we propose recommendations for training activities due to the impact of digital transformation at universities in Vietnam.

Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.305-310
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    • 2024
  • The purpose of this study is to implement game content within the generative artificial intelligence module Chat-GPTs, grounded in the humanistic discourse of self-reflection. This content aims to empower the dignity of the silver generation, which has been marginalized by digital technology. Simultaneously, we intend to prototype a digital psychotherapeutic tool. The development of a flexible device that adapts to the silver generation's living environment and temporal constraints is also part of our plan. However, there are still few commercially available products, and digital therapeutics developed in the form of content are virtually nonexistent. The goal is to implement game content that allows the elderly, who have been marginalized by digital technology, to find their true dignity. Simultaneously, we plan to commercialize a prototype of digital psychotherapy that can flexibly adapt to the range of living environments and time constraints of the elderly. This study has been extended based on the game content 'Daily Run' created by Hyein Kwon, an undergraduate student at Kyungil University.

The Aesthetic Value and Art-media's Characteristics as Appeared in Contemporary Digital Fashion (현대 디지털 패션에 나타난 예술 매체적 특성과 미적 가치)

  • Cho, So-Young;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.19 no.1
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    • pp.230-243
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    • 2011
  • In this modern digital era, there are very vigorous arguments about digital and media aesthetics throughout culture and art on the basis of new transferring of recognition about the art-media's characteristics. Therefore, this paper tries to discover the art-media's characteristics and aesthetic value that are included in contemporary digital fashion through studying the fusion between digital and fashion. The purpose of this research is to offer positive and evolutive opportunity of artistic thinking to make the meeting between fashion and media suggest the future generation, adaptation and recognition in the media - developmental environment that will be deeper and more fueling. In the area of research method, this paper takes the method of theoretical research by referring national and foreign literatures and preceding research-papers, and carries out investigation and analysis about digital fashion for the last 10 years. The results of this study; The art-media's characteristics of modern digital fashion are virtuality, immateriality and characteristics of multimedia. The aesthetic values can be classified with four kinds of properties. First is hybridity initiated from multi-media that creates works; the second is infinite reproductivity initiated from the characteristics of the multi media and the digital carrier. Thirdly, there is also interactivity appeared all over the area of production, adaptation and perception caused by non-linearity and immateriality. Finally there is synesthesia that can extend the capability of sense through digital media.

A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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Reading Korean Classical Narrative in Digital Era (디지털 시대의 고전 서사 읽기)

  • Seo, Yu-kyung
    • Journal of Korean Classical Literature and Education
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    • no.16
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    • pp.91-116
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    • 2008
  • This Study aims to research how we read Korean classical narrative in the digital era and the culture digital made. The meaning of reading Korean classical narrative in digital culture can be divided in four category; first, reading the old narrative text that made and enjoyed a long time ago in digital era, second, reading the old narrative text that made in the old times not as th book but by the media environment that the digital technology made up, third, reading the extended and modified media text by the digital technology from the original old narrative text, fourth, reading the text by the digital technology seeking for the original narrative text as archetype. And it is inspected that the characteristic of the digital era and how to read the four type of Korean classical narrative through the example. So we can consider about the characteristic of enjoying Korean classical narrative and method of reading the diversified Korean classical narrative by the digital. Finally, it is conclusion that we must think over the original text of Korean classical narrative and adhere classicality. And we learned we should research more abundant Korean classical narrative text.

A study on the smart band, technologies, and case studies for the vulnerable group. - The Digital Age and the Fourth Industrial Revolution.

  • YU, Kyoungsung;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.182-187
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    • 2022
  • This study aims to study non-rechargeable wrist-type smart bands for those vulnerable to the digital environment. The transition to the digital age means improving the efficiency of human life and the convenience of management. In the digital age, it can be a very convenient infrastructure for the digital generation, but otherwise, it can cause inconvenience. COVID-19 is spreading non-face-to-face culture. The reality is that the vulnerable are complaining of discomfort in non-face-to-face culture. The core of the digital environment is smartphones. Digital life is spreading around smartphones. Technology that drives the digital environment is the core technology of the Fourth Industrial Revolution. The technologies are lot, big data, Blockchain, Smart Mobility, and AI. Related technologies based on these technologies include digital ID cards, digital keys, and nfc technologies. Non-rechargeable wrist-type smart bands based on related technologies can be conceptualized. Through these technologies, blind people can easily access books and manage their ID cards conveniently and efficiently. In particular, access authentication is required wherever you go due to COVID-19, which can be used as a useful tool for the elderly who feel uncomfortable using smartphones. It can also eliminate the inconvenience of the elderly finding or losing their keys.

Future Challenges and Perspectives of Digital Dance Interventions for Depression in Older Adults

  • Zhiting Zhang;Qingfeng Zhang
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.72-89
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    • 2024
  • Depression is a common disorder among the elderly, significantly affecting their quality of life. Traditional dance interventions, although beneficial, have limitations in convenience, personalization, and retention. With the advent of digital technology, digital dance interventions have emerged as a potential solution to these limitations. This paper involves an extensive review of literature on digital dance interventions. Research databases were searched for studies that focus on the use of digital dance in treating depression among older adults. The review also includes analyses of the advancements in digital dance technology, its application in therapeutic settings, and the evaluation of its efficacy. The paper identifies three main challenges in the current digital dance intervention research: real-time dynamic assessment, multimodal dance generation, and improving compliance. Despite these challenges, digital dance interventions show promise in addressing the limitations of traditional dance therapy. The research suggests that the integration of human-computer interaction and personalized approaches in digital dance interventions could significantly improve outcomes in elderly patients with depression. Digital dance interventions represent a novel and promising approach to treating depression in older adults. Future research should focus on overcoming the identified challenges and enhancing the effectiveness of these interventions.

The Education and Development of Foreign Culture by Digital Multimedia Contents (외국문화 교육을 위한 디지털 멀티미디어콘텐츠 활용과 개발)

  • Nam, Suk-Hee
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.59-66
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    • 2012
  • The Multimedia Contents, such like movies, internet and so on, are the most effective teaching means for generation c[content] learners who are accustomed to the multimedia environment. First, the multimedia contents become appropriate materials in that they help the learners understand the culture and lifestyle of its country through practical and vivid information. Second, they are useful leaning tools for the students who prefer visual media to improve interest and understanding. Third, as students have the time for developing their own contents based on given information, they understand the contents better and also have a indirect learning experience of culture. This means that the learning using multimedia contents has an influence on students' academic achievement. As a result, it is desirable for the application and development of multimedia contents to be suggested as an effective teaching method for foreign culture.

3D digital fashion design utilizing the characteristics of the mask of Nuo, Jiangxi province, China (중국 장시성 누오(儺) 가면의 특성을 활용한 3D 디지털 패션디자인)

  • Liu, Huan;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.455-476
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    • 2022
  • The aim of this study was to develop Jiangxi Nuo masks using 3D digital fashion design technology and suggest various ways to utilize traditional culture based on the characteristics of Nuo masks, a traditional Chinese artifact of intangible cultural significance. The researchers conducted a literature review to gather information about Nuo culture and masks that could represent Jiangxi. Features of the masks were analyzed and classified. The result are as follows. First, the symbolic characteristics of Jiangxi's Nuo masks can be divided into those based on their origin and history, the user's social status, and the notions of primitive beliefs of the chosen people, such as naturism and totemism. Second, Nuo masks' splendid decorations convey meanings such as luck, the bixie, longevity, wealth, and peace in the family. Third, playfulness in mask-making is about dismantling the original form of the mask, re-creating it through application. Fourth, the masks express primitiveness mostly by conserving the wood's original color or material. The initial masks carved to represent images of figures aptly deliver the primitive forms and images of Nuo culture. In this study, Nuo masks were developed and produced using the 3D digital technology CLO 3D by adopting the expressive characteristics and applying design methods such as asymmetricity, exaggeration, and modification. The results of this study demonstrate the possibility of creating diverse as well as economical designs through the reduction of production.

Digital Tools for Optimizing the Educational Process of a Modern University under Quarantine Restrictions

  • Nadiia A. Bachynska;Oksana Z. Klymenko;Tetiana V. Novalska;Halyna V. Salata;Vladyslav V. Kasian;Maryna M. Tsilyna
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.133-139
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    • 2024
  • The educational situation, which resulted from the announced self-isolation regime, intensified the forced decisions on the organization of the distance educational process. The study is topical because of the provision of distance learning based on the experience of Kyiv National University of Culture and Arts. The study was conducted in three stages. Systemic, socio-communicative, competence approaches, sociological methods (questionnaires and interviews) were chosen as methodological tools of the research. The results of a survey of teachers and entrants to higher education institutions on the topic "Using social networks and digital platforms for online classes under the conditions of quarantine restrictions" allowed to scientifically substantiate the need for deeper knowledge of such tools as Google Meet (79%), Zoom (13.78%) and Google Classroom (11.62%), which are preferred by entrants. Almost a third of entrants (34.26%) noted the lack of scientific and methodological support for learning the subjects. The study showed high efficiency of messengers in distance education. The study found that in the process of organizing communication in the student-teacher system, it is necessary to take into account the priority of Telegram on the basis of which it is necessary to implement a chatbot for convenient and effective exchange of information about the educational process. Further research should focus on the effectiveness of the use of Telegram. The effectiveness of using chatbots should also be considered. Chatbots can be used to automate routine components of the learning process.