• 제목/요약/키워드: Digital generation

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포스트디지털 세대의 교복 디자인 개발 (The Development of School Uniform Design for the Post-digital Generation)

  • 문지현;나현신
    • 한국의류산업학회지
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    • 제14권5호
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    • pp.758-765
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    • 2012
  • As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.

차세대디지털도서관서비스에 대한 Y세대 이용자의 요구분석 연구 (A Study Analyzing Y Generation Users' Needs for Next Generation Digital Library Service)

  • 노영희
    • 정보관리학회지
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    • 제31권3호
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    • pp.29-63
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    • 2014
  • 본 연구에서는 Y세대의 특징을 밝히고 Y세대가 요구하는 차세대디지털도서관서비스를 도출하고자 하였으며, 이들의 요구가 베이비붐세대와 어느 정도 차이를 보이는지를 비교하고자 하였다. 연구결과, 첫째, Y세대가 가장 많이 이용하는 디지털기기는 휴대폰 또는 스마트폰으로 나타났고, 다음으로 데스크탑 PC, 노트북 PC, 디지털 카메라 순으로 나타났으며, 사용비율에 있어서 약간의 차이는 있지만 그 순위는 베이비붐세대와 거의 유사하게 나타났다. 둘째, 이용하는 디지털서비스에 있어서 Y세대와 베이비붐세대는 상당한 차이를 보이고 있는 것으로 분석되었으며, Y세대는 인터넷 포털을 가장 많이 이용하고 베이비붐세대는 이메일서비스를 가장 많이 이용하는 것으로 나타났다. 셋째, Y세대와 베이비붐세대가 차세대디지털도서관에 요구하는 서비스를 클라우드서비스, 무한창조공간, 빅데이터, 증강현실, 구글글래스, 상황인식기술, 시맨틱서비스, SNS서비스, 디지털교과서서비스, RFID 및 QRCode 서비스, 도서관공간구성, 최첨단디스플레이기술, 기타 획기적인 서비스로 구분하여 조사한 결과, Y세대가 가장 높은 요구도를 보인 서비스는 빅데이터서비스였고, 베이비붐세대는 디지털교과서서비스였다.

건축에서 3차원 기반 형태생성을 위한 IDEF${\emptyset}$ 프로세스 모델에 관한 연구 (Development of IDEF${\emptyset}$ Process Model for 3d-based Architectural Form Generation)

  • 우승학;추승연;최아리나
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2008년 추계학술발표대회 논문집
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    • pp.181-187
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    • 2008
  • It's difficult for other designer to understand easily, due to existing abstract form-generation method of digital authors like Greg Lynn and Peter D. Eisenman. This study uses IDEF${\emptyset}$ process diagram in order to remodel procedures and elements of this abstract 3d based form-generation method. IDEF${\emptyset}$ process diagram is the method operated prior to a design of digital program. For object-oriented modeling of each form-generation element technology, IDEF${\emptyset}$ process has been modeled. For this sort of IDEF${\emptyset}$ process modeling, digital architectural theory and analysis method has been generalized With them above, this study suggests the 3d-based form-generation IDEF${\emptyset}{\emptyset}$process model for developing digital tool eventually through the object-oriented components and setting up the mutual roles, relation as well. In conclusion, 3d-based form-generation IDEF${\emptyset}$process model, this study suggests, models form generation methods of existing digital authors using IDEF${\emptyset}$ process for developing digital tool in the future.

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차세대 스마트도시 시설물의 플랫폼 정의와 디지털 체인 (Next Generation Smart-City Facility Platform and Digital Chain)

  • 양승원;김진웅;김성아
    • 한국BIM학회 논문집
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    • 제10권4호
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    • pp.11-21
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    • 2020
  • With increasing interest and research on smart cities, there is also an increasing number of studies on urban facilities that can be built within smart cities. According to these studies, smart cities' urban facilities are likely to become high value-added industries. However, the concept of smart city is not clear because it involves various fields. Therefore, in this study, the definition of Next-Generation(N.G) Smart City Facilities with Digital Twin and Digital Chain is carried out through a multidisciplinary approach. Based on this, Next-Generation Smart City Facilities will be divided into High Value-Added Products and Big Data Platforms. Subsequently, the definition of the Digital Chain containing the data flow of the entire process built through the construction of the Digital Twin proceeds. The definitions derived are applied to the Next-Generation Noise Barrier Tunnel to ensure that data is exchanged at the Digital Twin stage, and to review the proposed configuration of the Digital Chain and Data Flow in this study. The platform definition and Digital Chain of Next-Generation Smart City Facilities proposed in this study suggest that it can affect not only the aspects of data management that are currently in the spotlight, but also the manufacturing industry as a whole.

MZ 세대의 디지털 결제 서비스의 결정요인 (How to Foster Digital Payment Service for Millennials and Generation Z?)

  • 조윤정;오상균
    • 디지털산업정보학회논문지
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    • 제19권3호
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    • pp.45-60
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    • 2023
  • The purpose of this study is to explore factors that affect millennials and generation Z customers' perception on intention to recommend to use the digital payment services and invesetigate factors that affect perception on sustainable growth of the digital payment services. This study applied the following research questions: i) how perceived brand value, easy to use, personalization, open to public, and social value affect intention to recommend to use the digital payment services and ii) how perceived public policy, promotional strategy, and prspects affect intention to recommend to use the digital payment services to others. This study conducted an online survey. This study applied factor, ANOVA, and regression analysis to test hypotheses. The results of this study found that effects of personalization, open to public, and social value on intention to recommend the service showed significance in the case of millennials, while effects of brand value, easy to use, and open to publis on intention to recommend the service showed significance in the case of generation Z. The results provide managerial and policy implications on how to apply better strategies and pepare policies to enhance adoption of the digital payment service in cases of millennials and generation Z.

디지털 컨버전스 세대의 미래경제활동 특성에 관한 연구 (An Exploratory Study on Future Economic Activity of Digital Convergence Generation)

  • 김연정;박기호
    • 한국IT서비스학회지
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    • 제10권4호
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    • pp.33-46
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    • 2011
  • This research focus on the economic activity as consumer and producer traits of future customers in the convergence age. We assess level of convergence for digital devices and services respectively by questionnaire survey and interview for 14 professions. And then, for evaluating convergence level and usage of digital services of each respondents, we conducted the questionnaire survey for 343 samples. Findings of our research hold that the group who showed higher level of convergence tends to use the socialized digital services more. Convergence generation were heavy users in appstore on smart-phone and wireless game and more participating. In digital service area, facebook/cyworld, twitter, UCC, portal, internet community in digital service. Convergence generation are global network communication, buying decision making activity, actively opinion expression, prosumer attitude, dependency on digital device, experience based purchase behavior, enthusiastic information sharing.

디지털 네이티브 세대를 위한 제안, 움직이는 픽토그램 (Moving Pictogram, a Suggestion for the Digital Native Generation)

  • 공수경
    • 디지털콘텐츠학회 논문지
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    • 제18권6호
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    • pp.1017-1024
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    • 2017
  • 기술의 발달은 콘텐츠 미디어의 변화를 가져왔다. 구술 시대의 음성, 소리 미디어에서 시작하여 텍스트, 페인팅을 거쳐, 사실성의 사진 미디어, 이미지에 사운드를 더한 영상 미디어의 발달로 이어져 왔다. 여기서 생각해보아야 할 것은 기술의 발달로 인한 미디어의 변화라는 일방적 영향만이 아니라, 어떤 세대가 어떤 미디어를 접하느냐에 따라 정보의 이해도 및 집중력, 몰입도 등이 달라진다는 것이다. 이에 디지털을 주미디어로 활용하고 있는 디지털 네이티브 세대에 주목하게 된다. 디지털 네이티브 세대의 특징으로는 시각정보를 빠르게 처리하며, 멀티태스킹이 가능하고, 분할주의 능력을 지니고 있는 세대로 연구된 바 있다. 이에 본 논문에서는 디지털 네이티브 세대를 위하여 움직이는 픽토그램을 제안, 픽토그램 중에서도 한계성을 보이고 있는 비상구 픽토그램을 움직이는 픽토그램으로 제안하였으며, 설문지를 통하여 근거를 마련하였다. 디지털 네이티브 세대 특성에 맞춘 새로운 동적 픽토그램, 더 나아가 인터랙티브 동적 픽토그램은 생각하고 연구되어야 하는 분야로 본 논문은 첫 발을 내딛는 연구라고 볼 수 있다.

차세대 수치지도 수시갱신 시스템의 활용성 및 경제성 분석 (Analysis of Application and Economical Efficiency on Next Generation Digital Maps on Demand Updating System)

  • 이현직;박기석;박청
    • 대한공간정보학회지
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    • 제17권2호
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    • pp.133-143
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    • 2009
  • 차세대 수치지도 수시갱신 시스템은 효율적인 수시갱신 체계를 구축하고 데이터의 최신성을 유지하며 고품질의 서비스와 효율적 관리를 수행하기 위한 시스템으로 기존 도엽단위의 수치지도 뿐만 아니라 객체 기반 연속 수치지도의 수시갱신이 가능하도록 시스템이 설계되었으며, 이에 따라 개발이 이루어지고 있다. 본 연구에서는 차세대 수치지도 수시갱신 시스템의 활용 방안 제시 및 경쟁력 확보에 기여하고자 차세대 수치지도 수시갱신 시스템에 대하여 객체기반의 연속 수치지도 및 도엽단위 수치지도의 갱신 실험을 수행하여 시스템 운영에 따른 문제점과 개선사항을 제시하였다. 또한 국토지리정보원을 대상으로 시스템 도입에 따른 비용 및 편익에 대한 분석을 수행하여 차세대 수치지도 수시갱신 시스템의 경제성에 대한 분석을 수행하였다.

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Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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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.

디지털 매체를 활용한 일러스트레이션 교육 방안에 관한 연구 (A Study on Instructional Methods for Illustration Using Digital Media)

  • 윤은재
    • 복식
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    • 제64권6호
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    • pp.120-130
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    • 2014
  • The present study aimed to find out the most effective instructional method for illustration to aid the $21^{st}$-century post digital generation learners in their education. Although the literature discusses government-led enactment and revision of educational policy and curriculums and research reports by the Ministry of Education and other government agencies as well as many other research articles deal with futuristic instructional methods, the instructional methods in practice have not fully changed yet. Illustration is a means of visual communication and a subject that best represent 'expressionism' and 'speed' of the post digital generation. The present study exemplifies instructional methods to establish the need for lesson plans that best suit individuality of students and for re-training instructors. Also, the feedback process with students proved that the post digital generation learned Photoshop quickly and improved creativity via image synthesis even in short-term instructions. The present findings can be possibly used as reference data for instructional methods for illustration using digital media that best suits learners of the post digital generation. This being said, further studies should delve into specific instructional methods.