• Title/Summary/Keyword: digital identity

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A study on the contrastive analysis of Expression Type of Magazine Identity in Print Magazine and Web version (인쇄잡지와 웹버전의 Magazine Identity 표현유형 비교분석연구)

  • 이나리;최인규
    • Archives of design research
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    • v.16 no.2
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    • pp.5-14
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    • 2003
  • Magazines in this 21st century which is most influenced by digital medium are in the middle position widely between traditional one; broadcastings & newspapers and new one; the mediums based on internet. Although most of the people said magazines were disappeared by growth of the digital technology, contrary to their expectations, magazines have more fixed position now by professionalizing itselves with more diverse themes. However, digital media such as Internet became a part of every day life that cannot be ignored, and digitalization of magazines was not an option but an indispensable stipulation. Especially, web version development of existing magazines is becomes an urgent issues. Therefore, the study of type of expression that can be used for existing publishers to keep their identity on digital medium is a necessary result. As the study which it sees regarding the notion and an intergral part of the Magazine Identity it leads, it materialize the construction phase of the Magazine Identity. With this categorization which will reach domestic, it compares and analyzes an outside instance, presently it constitute the expression type of a magazine that is published.

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Porous Boundaries in Virginia Woolf's The Waves: Anticipating a Digital Composition and Subjectivity

  • Takehana, Elise
    • Cross-Cultural Studies
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    • v.32
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    • pp.29-61
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    • 2013
  • When turning to determining a subject position for the digital age, one may look beyond the invention of its technologies and instead begin with the development of its aesthetic of networked communities, nodal expression, and collaborative identity. Virginia Woolf's The Waves demonstrates this aesthetic in both form and content. In this paper, I will examine the role of collaboration in the form of interdisciplinary composition, arguing that Woolf's use of musical form and dramatic monologue and dialogue structurally secure an investment in collaborative models of expression. Digital texts taut their inherent multimodality, but such compositions are also evident in pre-digital texts. In addition, I will decipher the subject position Woolf puts forward in The Waves by looking closely at how the characters determine their own identity and existence when they are alone, when they interact with one individual, and when they congregate as a group. These are exemplified more specifically in the representations of Rhoda and Bernard as equally refusing to collaborate between a self-defined identity and a group defined identity; Bernard's channeling of Lord Byron while writing a love letter; and Woolf's use of the red carnation as a repeated image of the intertwined nature of the characters' collaborative identity and mutual dependence on one another.

Style has no age - Reconstructing age on Pinterest -

  • Babicheva, Eva;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.25 no.6
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    • pp.719-740
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    • 2017
  • Sociocultural and demographic shifts have resulted in a changing perception of older age. Older women, historically subjected to age-ordering rules of dress, have increasingly refused to be marginalized fashion consumers and have been striving to construct a more positive age identity. Although studies have examined consumers' negotiation of marginalized identities, age identity has not received much attention as a type of marginalized identity. This study argues that Pinterest acts as a platform for identity work by allowing older women to creatively reconstruct their sense of self by saving images and organizing them into thematic boards. Drawing on symbolic interactionism theory and notions of digital self-presentation, this paper seeks to explore the discursive practices that older women employ on Pinterest to resist ageist fashion discourses. The sample consisted of 15 fashion-oriented Pinterest profiles of older women. Netnographic inquiry was employed first to examine what images were saved and what thematic boards were created. Three analytical frameworks for visual data analysis were integrated to further scrutinize the visual texts within the thematic boards. The analyses revealed three main themes-rejecting age, accepting age, and consuming age. The themes that emerged formed the basis for an age identity reconstruction process whereby women attempted to bridge the existing gap between older age and mainstream fashion discourse.

Blockchain-based DID Problem Analysis Research (블록체인 기반의 DID 문제점 분석 연구)

  • Lee, Kwangkyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.3
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    • pp.25-32
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    • 2022
  • DID(Decentralized Identity Identification) is a system in which users voluntarily manage their identity, etc., and control the scope and subject of submission of identity information based on a block chain. In the era of the 4th industrial revolution, where the importance of protecting personal information is increasing day by day, DID will surely be positioned as the industrial center of the Internet and e-business. However, when managing personal information, DID is highly likely to cause a large amount of personal information leakage due to electronic infringement, such as hacking and invasion of privacy caused by the concentration of user's identity information on global service users. Therefore, there are a number of challenges to be solved before DID settles into a stable standardization. Therefore, in this paper, we try to examine what problems exist in order to positively apply the development of DID technology, and analyze the improvement plan to become a stable service in the future.

A Study on Zero Knowledge Proof Blockchain Personal Information Authentication Using Smartphone (스마트폰을 이용한 영지식증명 블록체인 개인정보 인증에 관한 연구)

  • Lee Kwangkyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.37-44
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    • 2023
  • In the future society, a means to verify the identity of the information owner is required at the beginning of most services that the information owner encounters, and the emergence and gradual spread of digital identification that proves the identity of the information owner is essential. In addition, as the utilization value of personal information increases, discussions on how to provide personal information are active. Therefore, there is a need for a personal information management method necessary for building a hyper-connected society that is safe from various hacking, forgery, alteration, and theft by allowing the owner to directly manage and provide personal information management. In this study, a decentralized identity information management model that overcomes the problems and limitations of the centralized identity management method of personal information and manages and selectively provides personal information by the information owner himself and implemented a smart personal information provision system(SPIPS: Smart Personal Information Provision System) using a smartphone.

Distributed Identity Management Model using SAML in Digital Ecosystem (디지털 생태계에서 SAML을 이용한 분산 아이디 관리모델)

  • Jang, In-Yong;Youm, Heung-Youl
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.6
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    • pp.141-154
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    • 2009
  • Digital Ecosystem is a new word for dynamic IT business environments. Digital Ecosystem can consist of various enterprise federations such as competing, collaborating and stable or unstable ones. They make it difficult to implement identity management for the environment. Existing solutions are either too restricting and inflexible to support the dynamic nature of ecosystems since they are too complex and difficult to adopt. This paper is to propose an distributed identity management model for automated processing of identity information between ecosystems. It is featured with being practical, clear and easy to deploy. And it is based on the new OASIS SAML3.0 standard to provide interoperability between existing identity technologies. This paper presents the basic and extended identity model for single service and multiple services. The model presented in this paper can be applied to enterprise context easily.

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Moving Brand Identity in Cyber World (Cyber World의 Moving Brand Identity에 관한 연구)

  • Whang, Chris Inkyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.65-71
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    • 2016
  • The cyber world is organically alive. It continues to evolve as humans interact with it. Real life and virtual reality are directly or indirectly connected through technology at the network terminal. Branding, in the cyber world, is created by BI(Brand Identity), using designed symbols and logotype developed with digital technology. The objective of this study is to improve the brand value of enterprises and organizations through the use of moving images to adapt to the mobile environment in this rapidly changing cyber world. First, the basic concepts of brand identity, structure, and integrated brand identity were studied. Next, case studies of overseas enterprise branding such Swisscom, HP, BBC were analyzed examining their design concepts and implementation of integrated moving brands. Finally, moving brand identity is explored, for value enhancement, in my projects in ACM SIG CHI 2015, HCI Korea 2014, Aegis Ship 'Yulgok YiYi.' with a discussion of design planning and results. This treatise will contribute to the improvement of brand strategy and design in this country.

A Balance of Primary and Secondary Values: Exploring a Digital Legacy

  • Cushing, Amber L.
    • International Journal of Knowledge Content Development & Technology
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    • v.3 no.2
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    • pp.67-94
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    • 2013
  • This exploratory research explores the concept of a digital legacy as a general concept and as a collection of digital possessions with unique characteristics. The results reported in this article are part of a larger study. In Cushing (2013), the author identified the characteristics of a digital possession. In this study, these characteristics of a digital possession were utilized to explore how the characteristics of several digital possessions could form a collection, or a digital legacy. In addition to being explored as a collection of digital possessions, data was collected about the general concept of a digital legacy. In part I of the study, 23 participants from three age groups were interviewed about their general concept of a digital legacy. Five general characteristics describing a digital legacy were identified. In part II of the study, interview data from Cushing (2013) was used to create statements describing digital possessions. The statements were classified utilizing the archival concept of primary and secondary values, as well as the consumer behavior concepts of self extension to possessions and possession attachment. Primary value refers to the purpose for which the item was created, while secondary value refers to an additional value that the participants can perceive the item to hold, such as a perception that an item can represent one's identity. Using standard Q method procedure, 48 participants were directed to rank their agreement with 60 statements (written on cards), along a distribution of -5 to +5, according to the characteristics of the digital possession they would most like to maintain for a digital legacy. The ranked statements were analyzed using Q factor analysis, in order to perceive the most common statements associated with maintaining digital possessions for a digital legacy. Q method results suggested that most individuals described the digital possessions they wanted to maintain for a digital legacy using various combinations of characteristics associated with primary and secondary values. This suggests that while some participants will respond to personal archiving based on the concept of preserving identity (a perceived secondary value), this will not appeal to everyone. Information professional could consider this difference in appeal when marketing personal archiving assistance to patrons.

Extracting design elements of the game contents identity (게임 콘텐츠의 아이덴티티 디자인 요소 추출)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.213-219
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    • 2012
  • This study looked into game elements that increases the value of the product and sets it apart from other games with the establishment of identity in game contents. Then, the cases of identity establishment that uses each element were examined. As a result, 4 elements including visual element, auditory element, intrinsic element, and other elements were extracted as elements to be considered when developing the game.