• Title/Summary/Keyword: digital human

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Design Guidelines of Digital Home Based on Digital-Related Human Behavior (디지털과 관련한 인간의 생활행태에 기초한 디지털 홈의 디자인 방향)

  • Oh Chan-Ohk
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.81-90
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    • 2005
  • This study was intended to suggest the design guidelines of digital home on the basis of digital-related human behavior. In order to achieve this, what and how often internet was used in the home, how living pattern and space usage was changing according to digitalization were examined and lastly, the design guidelines of digital home based on these findings were suggested. The subjects were 400 housewives who lived In 85m'-sized housing unit of the new apartment complex in Busan. They were average age of 38 and their eldest children were in the stage of elementary schooling or preschooling. Many of them had relatively high educational level and middle income level. The results of the study were as follows; 1) The respondents used internet more frequently for information searching, children's education, and Internet shopping. Therefore, it would be desirable to divide zoning of housing unit into space for routine activities, space for working, and for cultural activities. 2) Digitalization changed human living pattern like follows; it reduced time of shopping, information searching, banking, and going out. Also, it increased time of spending alone, watching movie, and playing game. Therefore, digital home should be designed to facilitate social Interaction between family members, cultural and recreational activities, and indoor or outdoor exercise within each housing unit or in apartment complex.

An Exploration and Consideration for New Consumer Sovereignty Era in the 21th Century -Focused on the Consumers' Information Gap- (21세기 신소비자주권시대를 위한 탐색과 고찰: 소비자정보격차의 실태)

  • Yoo, Hyun-Jung
    • Korean Journal of Human Ecology
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    • v.17 no.2
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    • pp.279-292
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    • 2008
  • The concept of "new consumer sovereignty" is playing a significant role in having the initiative of production and consumption of technology and culture trend. Today the 'new consumers' positively use digital and information technology in purchasing. To understand these consumers' new purchase tendency, the study examined the actual conditions 1) of consumers' use of digital and information technology, 2) of digital devide between consumers, and 3) the consumer's attitude to changes of their lifestyle which digital convergence could result in. The subjects were thousand male and female adults. The data were collected from a survey conducted by Embrain, a research firm in Seoul, in the period of June 1st, 2007 ${\sim}$ June 10th, 2007. The results show: 1. Most subjects have computers, their Internet use is their general life, and they have lots of exposure opportunities to digital information. They positively and actively use information technology. 2. Between male and female subjects, and between old and young generation there is a significant digital gap. But the gap between regional areas is statistically not significant. 3. The subject's attitude to digital convergence society shows both positive expectation and negative concerns. Concludingly, to embody a desirable digital convergence society, it is necessary to be searched the ways which can decrease the digital gap and policy to share benefit that information technology can give to consumers.

Spatial Characteristics and Driving Factors Toward the Digital Economy: Evidence from Prefecture-Level Cities in China

  • WANG, Haita;HU, Xuhua;ALI, Najabat
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.2
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    • pp.419-426
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    • 2022
  • The digital economy is becoming an increasingly important source of regional competitiveness enhancement. The purpose of this research is to examine the spatial distribution characteristics of China's digital economy from 2016 to 2019. Moran's I analysis was performed to see if China's digital economy has spatial self-correlation. The Getis-Ord General G test was used to determine the clustering type of China's digital economy. In addition, we used OLS and GWR methodologies to figure out what drives China's digital economy level. The findings show that the digital economy is rapidly expanding throughout China; yet, there is a significant regional imbalance in the digital economy level in China, and the agglomeration of the digital economy is increasing over time. Furthermore, the findings reveal that human capital, information staff, telegram income, and Internet access are vital factors in the development of the digital economy. To close the digital economy gap, policymakers must invest in human capital and technology innovation. Simultaneously, the government must speed up the development and implementation of electronic information services.

A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

A Study of the Characteristics of Cybernetics Exhibited in Fashion as a Media of Digital Environment (디지털환경 매체로서 패션에 나타난 사이버네틱스의 특성에 관한 연구)

  • Kim Hyun-Soo;Kim Min-Ja
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.79-94
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    • 2005
  • The goal of this research, contorted from the perspective of media aesthetics, is to uncover the ways how mechanical/cybersensual fashion products express aesthetic characteristics of cybernetics, by comparing them with digital products designed by an application of cybernetics. The other goal is to provide a cultural and design framework of cybernetics as d digital-environmental medium for fashion in which hightech and human sensibilities are fused. The results urged to explore two new contrasting perceptual possibilities for an understanding of digital technology application: negative and positive feedbacks. Cybernetic optimism, centered on technological dimensions, focuses on a concept of fashion that emphasize instrumental aspects-efficiency and convenience. In contrast, cybernetic pessimism focuses on digital fashion that expresses environmental destruction and the loss of human identity. A comparative analysis of the aesthetics of expression in digital fashion design and digital industrial products from a cybernetic perspective showed that in digital environment society, the combination of negative and positive feedbacks resulted in design products in which internal and external aspects of beauty complemented each other.

A Study on the Culture Industrialization of the Korean Traditional Costume

  • Hwang, Dong-Ryul
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.10a
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    • pp.3-4
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    • 2003
  • The rapid progress of information technology makes the 3rd digital revolution after the 1st agricultural and the 2nd industrial revolution in the human history. The 1st agricultural-oriented society was based on the land and the labor, the 2nd industrial-oriented society was based on the capital and the technology 3rd knowledge-information-oriented society is where to make profit from creative brainworks and ideas based on human beings. The core of the knowledge-information-oriented society is the digital revolution from digitalizing information such as increase of the various digital contents in geometrical progression through internet.

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Ergonomics curricula or Korean design colleges

  • Lee, Kyong-Hee;Cheng, Hong-In
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.29-40
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    • 2007
  • Human factors engineering has been taught in the design fields and considered as a necessary course for design students, We, ergonomists working with a design department, analyzed the current status of ergonomics curricula in the Korean design colleges. Sixty one percent of schools with design departments were offering ergonomics courses and most courses were electives. Comparatively more ergonomic courses were offered in industrial design and digital media departments. Ergonomic and human factors knowledge might not properly be acquired with this current status of the design curricula and systematic solutions should be considered and prepared for the future Korean designers.

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A Case Analysis of 'Smart House' in Sweden (스웨덴 미래주택 Smart House 현지방문 조사 분석 연구)

  • 조희정;백혜영;이연숙
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2002.11a
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    • pp.59-64
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    • 2002
  • Presently, digital information society that we live in is changing the world rapidly and it is making a human style of living more complicated into various ways. Also the change of human life style in general society has expedited the transition of the housing design. Therefore, this research will illustrate the future housing in Sweden to show more realistically the changeable houses in digital informational society

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Implementation of an Instant Messenger Supporting Human-Human and Human-Thing Communication (사람-사람, 사람-사물의 대화를 지원하는 인스턴트 메신저 구현)

  • Choi, Jong Myung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.1
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    • pp.1-8
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    • 2009
  • This paper is about the implementation of MyTalk, an instant messaging system, which supports human-human and human-thing communication. It consists of agents which are representatives of communication entities, and agent windows for user interfaces. Users can communicate with their buddies, and monitor and control remote "things" and devices with MyTalk. We also introduce the concept of agent window, which provides the most suitable GUIs (text, form, graph etc) for communication. Currently, MyTalk supports ordering goods, controlling devices like printers, monitoring sensors, managing applications, and real-time talk. Furthermore, we can extend it to application platform for remote monitoring, remote controlling, and real time cooperation.