• Title/Summary/Keyword: Digital framework

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A Cost-Benefit Approach to Measuring On-line Corporate Education Performance (비용-효익 관점의 온라인 기업교육 성과 측정)

  • Choi, Jae-Woong;Choi, Jae-Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.2
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    • pp.81-92
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    • 2008
  • With the increasing prevalence of e-learning courses in human resource development of Enterprise, it is important to investigate which courses are better economic performance. In this study, we proposed the framework for the cost-benefit analysis of e-learning, and attempted to identify cost and benefits factors. In order to achieve the research goal, we firstly tries to analyze the current IT adoption performance framework and e-learning staged performance model. The methodology adopted in the research was mainly that relevant materials, literatures were collected and analyzed to draw a comprehensive picture of the current situation and problems.

Multimodal Discourse: A Visual Design Analysis of Two Advertising Images

  • Ly, Tan Hai;Jung, Chae Kwan
    • International Journal of Contents
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    • v.11 no.2
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    • pp.50-56
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    • 2015
  • The area of discourse analysis has long neglected the value of images as a semiotic resource in communication. This paper suggests that like language, images are rich in meaning potential and are governed by visual grammar structures which can be utilized to decode the meanings of images. Employing a theoretical framework in visual communication, two digital images are examined for their representational and interactive dimensions and the dimensions' relation to the magazine advertisement genre. The results show that the framework identified narrative and conceptual processes, relations between participants and viewers, and symbolic attributes of the images, which all contribute to the sociological interpretations of the images. The identities and relationships between viewers and participants suggested in the images signify desirable qualities that may be associated to the product of the advertiser. The findings support the theory of visual grammar and highlight the potential of images to convey multi-layered meanings.

Performance Comparison of Parallel Programming Frameworks in Digital Image Transformation

  • Shin, Woochang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.1-7
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    • 2019
  • Previously, parallel computing was mainly used in areas requiring high computing performance, but nowadays, multicore CPUs and GPUs have become widespread, and parallel programming advantages can be obtained even in a PC environment. Various parallel programming frameworks using multicore CPUs such as OpenMP and PPL have been announced. Nvidia and AMD have developed parallel programming platforms and APIs for program developers to take advantage of multicore GPUs on their graphics cards. In this paper, we develop digital image transformation programs that runs on each of the major parallel programming frameworks, and measure the execution time. We analyze the characteristics of each framework through the execution time comparison. Also a constant K indicating the ratio of program execution time between different parallel computing environments is presented. Using this, it is possible to predict rough execution time without implementing a parallel program.

The Study on the Evaluation Factor for Security of Age Verification Information (연령 검증정보의 안정성을 위한 평가인자에 대한 연구)

  • Kim, Tae Kyung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.127-132
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    • 2014
  • Some laws and regulations may require internet service providers to provide services based on the age of users. Age verification in the online environment should be used as a tool to provide service that is appropriate to child based on age. Using the minimum attribute information, processes on age verification provides the proper guidance to the internet services. However, there is a lack of a globally accepted trust framework for age verification process including evaluation factors for age verification information. In this paper the federation model of user attributes were described and evaluation factors for the age verification information were suggested. Also using the suggested evaluation factors, performance evaluation of federation model of user evaluation was performed. To meet the requirements of evaluation factors, framework of federation model should consider the unlinkability pseudonym support, eavesdropping protection and cloning protection.

SCA Advice System: Ontology Framework for a Computer Curricula Advice System Based on Student Behavior

  • Phrimphrai Wongchomphu;Chutima Beokhaimook
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.306-315
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    • 2023
  • This study proposed an SCA advice system. It is an ontology-based recommender that provides advice on appropriate computer curricula based on the behavior of high school students. The three computer curricula at Chiang Mai Rajabhat University include computer science (CS), information technology (IT), and web programming and security (WEB). This study aims to design the ontology framework for an SCA advice system. The system considers three core ontologies: student, computer-curriculum, and advice. After analyzing student behaviors, the behavior types of CS, IT, and WEB were determined to be SB-2, SB-1, and SB-5, respectively. All subjects in these three curricula were analyzed and grouped into seven groups. Their curricula were synthesized in terms of basic skills, basic knowledge, and characteristics. Finally, advice results can be obtained by consolidating the curriculum nature of the CS, IT, and WEB curricula.

Approaches to Digital Health Passport for Healthy Travel in the the Era of COVID-19 (COVID-19시대에 건강한 여행을 위한 Digital Health Passport에 대한 접근법)

  • Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.81-92
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    • 2021
  • The purpose of this study is to present an approach to the "Digital Health Passport" (DHP), which will be the most important in the change of the travel industry among the sudden environmental changes brought about by COVID-19. To this end, this study reviewed a variety of empirical literature on DHP, and proposed a framework for DHP based on literature review. The framework is composed of travel intention, health information provision intention, and new technology acceptance/adoption of tourists. First, in terms of travel intention, providing information to DHP should not undermine the travel intention of the travelers. It should be possible to facilitate the travelers' enjoyment by using the information provided by the traveler. In addition, there is a need to assure that the data provided by travelers is managed in a reliable way. Second, it is necessary to understand why the travelers want to provide additional personal information (information disclosure), rather than seeing healthcare information only in terms of mandatory information provision. Finally, from the perspective of new technology, it is necessary to understand the intention of travelers to use/adopt DHP. The key implication of this work is that it proposed a DHP framework for realizing the travel bubble to predict and respond to foreign travelers' behaviors.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

Digital Forensics Framework for Cloud Computing (클라우드 환경을 고려한 디지털 포렌식 프레임워크)

  • Lee, Chang-Hoon
    • Journal of Advanced Navigation Technology
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    • v.17 no.1
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    • pp.63-68
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    • 2013
  • Recently, companies seek a way to overcome their financial crisis by reducing costs in the field of IT. In such a circumstance, cloud computing is rapidly emerging as an optimal solution to the crisis. Even in a digital forensic investigation, whether users of an investigated system have used a cloud service is a very important factor in selecting additional investigated subjects. When a user has used cloud services, such as Daum Cloud and Google Docs, it is possible to connect to the could service from a remote place by acquiring the user's log-in information. In such a case, evidence data should be collected from the remote place for an efficient digital forensic investigation, and it is needed to conduct research on the collection and analysis of data from various kinds of cloud services. Thus, this study suggested a digital forensic framework considering cloud environments by investigating collection and analysis techniques for each cloud service.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A National Integrated Cooperation System for Invigorating the Digital Content Industry (디지털콘텐츠산업 활성화를 위한 국가적 통합협력 시스템)

  • Kim, Seon-Bae;Jang, Yeong-Cheol;Lee, Chang-Hun
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.379-390
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    • 2006
  • For the domestic digital contents, it is particularly important that the planning and mediating functions should cover the whole industries so that in order for dividends and assistance to reach all the way back to the primary contents-creating level, where economic risks are especially high. A proactive cooperation system or framework between the government, the businesses and research institutions, which would allow for free flow of interaction among these players, can play that role. We can broadly define cooperation frameworks into two; one between the central and the local governments and one among private-sector groups, such as companies, associations and groups. These player sin the framework have differing, sometimes, conflicting views regarding the digital contents industry whether the digital contents should aim for skilled applicability or the abstract or whether the emphasis should rest on public interest or profitability. Immature competition and lack of trust among these players also give rise to such inefficiencies as overlap in investments, inexpertness and inefficient use of resources. We have proposed and realized the National Integrated Cooperation System to bridge these gaps among the major players in the industry. The National Integrated Cooperation System rests on the following major functions. The first major function of the NICS is to decipher any ambiguity that may be embedded in external inputs by stratified role and bias. The second function is to create cooperative groups that will deal with the ambiguities based on its consequent situation. The third is a feedback function that will draw out a new cooperative way by re-feeding the capacities and the conflicts that stem from the existing organizations and strategies into cooperation and adjustment process. Our NICS has compared and evaluated with England and Australia digital content industry models under AHP(Analytic Hierarchy Process) method. NICS has turned out to be well designed and have strong points based on OECD innovation and cooperation criteria.

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