• Title/Summary/Keyword: Virtual assets

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The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

3D Digital Restoration of Five-Storeyed Stone Pagoda on Jeonglim Temple Site (정림사지오층석탑 3차원 디지털복원)

  • 박찬석;전병호
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.549-552
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    • 2004
  • It restores digitally the five-storeyed stone pagoda on Jeonglim temple site which is one of representative cultural assets of Baekje dynasty with the necessity of virtual heritage. We ensure d the exact data by actual measurement to guarantee the accuracy of digital restoration and restored original features 1500 years ago. The restoration result presents the process of change by animation methods from the manufacture time past to flow.

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Construction of Information System for Cultural Heritages Management Using Web (웹을 이용한 문화재 관리 정보시스템 구축)

  • Jang, Ho-Sik;Roh, Tae-Ho;Lee, Jong-Chool
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.1 s.28
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    • pp.63-68
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    • 2004
  • Since 20th century, the rapid growth in economy development and ill-advisable construction of infrastructure which causing injury of nature has generated an El Nino phenomenon problems. For this reason, establishment of heritage preservation plan is being required to prevent damages of important cultural assets from natural disaster. In this study, we obtained both 3D-dxf and VRML-wrl(which support 3D image) files from stone pagodas(stone cultural heritages) by using the digital photogrammetric program. Then database are formed by these two files with other attribute informations. And we made existing cultural heritages management information data format to be unified using JAVA, HTML, and Cosmo Player. Thus, we could construct the web-server for Cultural Heritages Management Information System to contribute not only effective management but also ease of use for expert or amateur user in using of cultural assets informations. And, in virtual reality system, we could make texture presented like as actual texture by using the VRML program.

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A Methodology for Analyzing Effects of the Cooperative Engagement Capability System Applied to Naval Operations (협동교전능력(CEC) 체계구축을 위한 해상작전 적용효과 분석 방법론)

  • Jung, Yong-Tae;Jeong, Bong Joo;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.1
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    • pp.95-105
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    • 2019
  • The Cooperative Engagement Capability (CEC) System produces a synergy between the sensors and shooters that are used on various platforms by integrating them. Even the US Navy has been recently adopting the CEC system that maximizes the effectiveness of the air defense operations by efficiently coordinating the dispersed air defense assets. The Navy of other countries are conducting research studies on the theory and application methods for the CEC system. The ROK Navy has limited air defense capabilities due to its independent weapons systems on battle ships. Therefore, the ROK Navy is currently going through a phase where research on proving the validity of building the CEC system because it will provide a way to overcome the limit of the platform based air defense capability. In this study, our goal is to propose methods that maximize the air defense capability of ROK Navy, identify the available assets for constructing the CEC system, and estimate effects of the CEC system when it is applied to the naval operations. In addition, we will provide a simple model that was developed to estimate these effects and a case study with virtual data to demonstrate the effects of the system when it is applied to the naval operations. The research result of this study will provide a way for building the basis of the Korean CEC system.

A Study on the Characteristics of Non-Fungible Token(NFT) and Application Plans from the Digital Records Perspective : Focused on Transferable Records (전자기록 관점에서 본 대체 불가능한 토큰(NFT) 특성 및 활용 방안 이전 및 거래 가능한 기록을 중심으로)

  • Won, Joo-hye;So, Hyeon-Gi;Oh, Hyo-Jung
    • The Korean Journal of Archival Studies
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    • no.73
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    • pp.47-79
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    • 2022
  • NFT is literally a 'non-fungible token', a digital file that records specific virtual assets on a blockchain. Events such as ownership of the asset and transaction history are recorded on the blockchain through the token transaction, so counterfeiting and falsification are impossible. Therefore, NFT is used as a tool that can uniquely represent a specific virtual asset. The main purpose of this paper is to examine the characteristics of NFT from a records management point of view and to find ways to use them, and focuses on digital records that have the characteristics of assets as digital works. For this purpose, we first examine the basic concept of NFT and the principle of ownership and proof of value as an asset for digital works. In addition, it was confirmed how the advantages of NFT were applied through NFT use cases in various fields, and in particular, areas related to audio-visual records such as art, music, sports, and fashion were focused on. Furthermore, by comparing the characteristics of digital records with those of NFT, factors applicable to electronic records were identified. Finally, the types of digital records that are expected to be effective in the application of NFT were identified, and the possibility of their use and discussion points for introduction in records management are presented.

Personal Information Protection Using Digital Twins in the Fourth Industrial Revolution (4차 산업혁명 시대의 디지털트윈을 활용한 개인정보보호)

  • Kim, Yong-Hun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.279-285
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    • 2020
  • In the era of the Fourth Industrial Revolution, there are many sensors around. People and things are connected to these sensors to the internet. Numerous connected sensors produce the latest data in seconds, and these data are stacked with big data of unimaginable size. Because personal information can be contained in any place of data produced, device and system protection are needed. Digital twins are virtual models that accurately reflect the status information of physical assets and systems that utilize them. The characteristic of digital twin is that digital twin itself has temporal and structural identity enough to represent the object of reality. In the virtual environment the reproduced reality, it continuously simulates and it virtuals of the point of time or the future, the replica can be created. Therefore, this study cited factors threatening personal information in the era of the Fourth Industrial Revolution. And proposed using digital twin technology that can simulate in real-time to overcome the risk of personal information hacking.

Derivation of Security Requirements for Cloud Managing Security Services System by Threat Modeling Analysis (위협 모델링 분석에 의한 클라우드 보안관제시스템 보안요구사항 도출)

  • Jang, Hwan
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.5
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    • pp.145-154
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    • 2021
  • Recently, the introduction of Cloud Managing Security Services System to respond to security threats in cloud computing environments is increasing. Accordingly, it is necessary to analyze the security requirements for the Cloud Managing Security Services System. However, the existing research has a problem that does not reflect the virtual environment of the cloud and the data flow of the Cloud Managing Security Services System in the process of deriving the requirements. To solve this problem, it is necessary to identify the information assets of the Cloud Managing Security Services System in the process of threat modeling analysis, visualize and display detailed components of the cloud virtual environment, and analyze the security threat by reflecting the data flow. Therefore, this paper intends to derive the security requirements of the Cloud Managing Security Services System through threat modeling analysis that is an improved existing research.

A study of the existing problems of digital libraries and their future environment (현존하는 디지털도서관의 문제점과 미래환경에 관한 연구)

  • 박일종
    • Journal of Korean Library and Information Science Society
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    • v.27
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    • pp.391-421
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    • 1997
  • Information scientists need not to answer whether future libraries will be a digital library or not, but to answer how they are structured and served effectively to users currently. 'The library with walls' or 'the library as place' need to be existed in the future, but 'digital library without the wall' or 'virtual library' will need to be studied continuously. This study has tried to reveal the existing problems of digital libraries and their future environment after considering the ambiguous concepts of various types of electronic libraries and their efforts for library automation, and the changed information retrieval circumstances during the last 30 to 40 years through a qualitative document study. As a result, the major findings and suggestions are prepared. The library of the future will be a part of local and national cooperative systems, be filled with the intelligent use of old and new technologies, and be able to su n.0, pport both a place with extensive collections and convenient, easy, & free access to remote intellectual resources. Also, the information storage and retrieval (ISAR) to the future library system would easily provide users with any types of data retrieval system by anybody rather than by an expert or a specialist, so called 'A&E retrieval' in the coming 21th century. It will be highly possible that the future society changes to the information marketplace whose data may be recognized as an intangible assets.

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Development of Computational Science Simulation Management Program in Heterogeneous Computing Environments (이종 컴퓨팅 환경에서의 계산과학 시뮬레이션 관리 프로그램 개발)

  • Byun, Hee-Jung;Yu, Jung-Lok
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.9-17
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    • 2018
  • Heterogeneous high performance computing systems are gaining acceptance as the environments for computational scientific simulations of various application fields. Those computing systems, however, have been mostly used with the legacy consoles, resulting in the severe decrement of accessibility and usability of heterogeneous computing assets. To solve this problem, this paper presents the design and implementation of web-based computational science simulation management program. The proposed program provides fundamental primitives including user authentication, data management, physical/virtual computing resource management, job management, etc. that can be used to manage different kinds of simulations efficiently, and also offers highly extensible feature through a modular plug-in architecture. We also present the best practical examples of applications (e.g., scientific simulation education and bio-medical) to confirm our program's effectiveness.

Efficient Resource Slicing Scheme for Optimizing Federated Learning Communications in Software-Defined IoT Networks

  • Tam, Prohim;Math, Sa;Kim, Seokhoon
    • Journal of Internet Computing and Services
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    • v.22 no.5
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    • pp.27-33
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    • 2021
  • With the broad adoption of the Internet of Things (IoT) in a variety of scenarios and application services, management and orchestration entities require upgrading the traditional architecture and develop intelligent models with ultra-reliable methods. In a heterogeneous network environment, mission-critical IoT applications are significant to consider. With erroneous priorities and high failure rates, catastrophic losses in terms of human lives, great business assets, and privacy leakage will occur in emergent scenarios. In this paper, an efficient resource slicing scheme for optimizing federated learning in software-defined IoT (SDIoT) is proposed. The decentralized support vector regression (SVR) based controllers predict the IoT slices via packet inspection data during peak hour central congestion to achieve a time-sensitive condition. In off-peak hour intervals, a centralized deep neural networks (DNN) model is used within computation-intensive aspects on fine-grained slicing and remodified decentralized controller outputs. With known slice and prioritization, federated learning communications iteratively process through the adjusted resources by virtual network functions forwarding graph (VNFFG) descriptor set up in software-defined networking (SDN) and network functions virtualization (NFV) enabled architecture. To demonstrate the theoretical approach, Mininet emulator was conducted to evaluate between reference and proposed schemes by capturing the key Quality of Service (QoS) performance metrics.