• 제목/요약/키워드: digital model

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Exploratory Autopsy on Digital Payment Models

  • Wang, Tao;Kim, Chang-Su;Kim, Ki-Su
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.646-651
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    • 2007
  • Secure digital payment is critical in the successful shaping of global digital business. Digital payments are increasingly being used as a substitute to traditional payments, contributing markedly to the efficiency of the economy. The focus of every digital business transaction is to minimize risks arising from transactions. It is essential to ensure the security of digital payment whether used in internal networks or over wireless Internet. This paper analyses secure digital payment methods from the viewpoint of systemic security and transaction security. According to comparative analysis of digital payment models, this paper proposes a comparative analysis framework to investigate and evaluate secure digital payment. In conclusion, the comparative analysis framework, comparison of digital payment models and mobile payment models proposes a useful academic and practical foundation to enhance the understanding of secure digital payment methods. It also provides academic background and practical guidelines for the development of secure digital payment systems.

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디지털 콘텐츠 품질관리를 위한 수명주기 및 품질시스템 구축 모델 연구 (Research for system model of digital contents lifecycle and quality system implementation)

  • 허문행;김종혁
    • 디지털콘텐츠학회 논문지
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    • 제6권1호
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    • pp.69-78
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    • 2005
  • 본 논문에서는 그동안 본격적으로 논의 되지 않았던 디지털콘텐츠의 품질에 관하여 디지털콘텐츠 품질의 정의 와 관리기법에 대하여 알아보고 세계적 경쟁력 확보를 위하여 취해야할 기본적인 방법으로 디지털콘텐츠 수명주기 ISO 국제표준 모델을 분석하여 향후 세계적 품질인증에 대비하기 위하여 고품질의 디지털콘텐츠 개발을 위한 품질시스템 구축모텔을 제시하였다. 이러한 품질시스템의 기본적인 구조는 세계적 품질인증에 대비하기 위하여 국제표준과 접목이 용이하고 우리의 문화와 개발현장에 적합한 방안으로 하였다.

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온라인디지털콘텐츠 불법복제 행동에 관한연구 : 중국 및 한국 비교를 중심으로 (An Empirical Study of the Piracy Behavior of Online Digital Content: A Cross-Culture Comparison of China and Korea)

  • 장향란;김광용
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2009년도 춘계학술대회
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    • pp.602-605
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    • 2009
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB(Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

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초등학교 교사의 디지털 교과서에 대한 인식과 정보기술수용모델에 기반한 디지털 교과서 수용에 관한 연구 (A Study of Primary School Teachers' Awareness of Digital Textbooks and Their Acceptance of Digital Textbooks Based on the Technology Acceptance Model)

  • 김영우
    • 디지털융복합연구
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    • 제11권2호
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    • pp.9-18
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    • 2013
  • 2014년부터 초등학교 3-4학년 학생들이 사회, 과학, 영어 과목에서 디지털 교과서를 사용할 예정이고, 그 다음 해에 5-6학년 학생들도 같은 과목에서 디지털 교과서를 사용하게 된다. 이에 본 연구에서는 디지털 교과서를 아직 접하지 못한 초등학교 교사들이 디지털교과서에 대해 어떤 인식을 갖고 있고, 정보기술수용모델에 근거하여 초등학교 교사들이 디지털 교과서를 어느 정도 수용하는지 알아보았다. 연구 결과에 따르면, 응답한 많은 초등학교 교사들이 디지털 교과서를 사용할 준비가 되어 있지 않았고, 디지털 교과서 사용에 대해 우려하는 것으로 나타났다. 하지만, 디지털 교과서를 사용할 경우 유용성과 유희성이 디지털 교과서를 수용하는 데 있어 중요한 변인으로 나타났다.

위계선형모형을 이용한 개인의 정보화 격차 결정요인 (Determinants of the Digital Divide using Hierarchical Generalized Linear Model)

  • 김미영;최영찬
    • 농촌계획
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    • 제14권3호
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    • pp.63-73
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    • 2008
  • The purpose of this study is to analyze the determinants of the digital divide at individual level and regional level in Korea, considering interaction between individual and the regional variables. Following results are obtained. First, individual level digital devide in the 16 different regions has been found in terms of Internet use, implying the needs for further analysis on impact of the regional factor in individual Internet use. Second, the result finds the impact of level-l individual variables, "gender, age, education, income and jobs" on digital divide, significantly at level 10% level. Third, the regional variables influencing the individual digital divide were not found at state level. However, regional factors might affect digital devide at county level. Study suggest some plans to reduce digital divide. First, the digital devide at individual level should be remedied by focusing on neglected class of people. Second, we need to approach the digital divide by analyzing in more detail, reflecting interactions of the regional variables and individual variables. Third, we should come up with a policy for mending the digital divide at regional level.

전라북도 OEM업체들의 Global Digital Switch 전략 (The Strategy of Switching to Global Digital by OEM Companies in Jeonlabuk-do)

  • 최흥섭;이숙자
    • 통상정보연구
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    • 제6권1호
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    • pp.157-189
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    • 2004
  • Recently, Digital Switch has risen as one of the important issues on which academic and industrial world focus in order to bring organizational transformation to a company that wants to adapt itself to the rapidly changing business environment. However, the discussion in the Digital Switch has been so much concentrated in the study of each static system, model of their performance and the development of monitoring each of them, that only few theoretical research has been carried out on the dynamic process of how each system in the organization experienced the change in terms of the level of digital transformation that can occur in the whole organization facing the change of digital environment. Therefore this thesis aims to develop a new model & strategy of switching to global digital by OEM companies in Jeonlabuk-do that enables us to check out and predict the Digital Switch progress. This model is the first Digital Switch process evaluation intended for empirical study, especially by integrating the many indices that have not been examined empirically by the existing studies. We expect that the results from this research will help corporate e-business strategy planners to devise and analyze the Digital Switch strategies effectively by recognizing the companies' current situation in comparison with their previous and other firms' level, respectively.

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SPOT 위성의 수치영상자료를 이용한 정사투영사진지도의 제작에 관한 연구 (A Study on the Production of Orthophoto Map from Digital Imagery Data of SPOT Satellite)

  • 유복무;손덕재;박정남;정수
    • 대한공간정보학회지
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    • 제1권2호
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    • pp.83-96
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    • 1993
  • 정사투영사진지도는 지형도와 동일한 축척을 지니면서도 사진의 형태로 표현되므로 현장감이 양호할 뿐만 아니라 판독이 용이하여 차세대의 지형도로 이용될 가능성이 매우 크다. 또한 수치형태의 정사투영영상은 현재 널리 응용되고 있는 지형공간정보체계의 격자형 기본 지형정보자료로 이용가능 하므로 그 효용성이 매우 크다. 본 연구에서는 프랑스의 SPOT 위성으로부터 취득한 수치영상자료를 이용하여 정사투영사진지도를 제작하는 방안을 연구하였다. 정사투영사진지도를 제작하기 위해서는 수치표고모형과 원영상을 이용하여 정사투영영상을 생성하는 과정이 요구되며 이를 수치미분편위수정이라고 한다. 수치미분편위수정 방법에 있어서는 수치표고모형의 정확도가 최종적인 정사투영사진지도의 정확도를 좌우하게 되므로 정확하고 효율적인 수치표고모형의 생성방법이 선행되어야 한다. 본 연구에서는 SPOT 위성영상으로부터 수치표고모형을 직접 생성하는 방안을 연구하였고, 이를 이용하여 정사투영영상을 생성하여 등고선을 중첩시키므로서 간단한 형태의 정사투영사진지도를 제작하는 방안을 제시하였다.

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디지털도서관의 서비스 품질 측정모형과 지표 개발 (Development of Service Quality Measurement Model and Index for Digital Libraries)

  • 황재영;이응봉
    • 한국도서관정보학회지
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    • 제41권1호
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    • pp.121-147
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    • 2010
  • 이 연구의 목적은 우리나라 디지털도서관의 서비스 품질을 객관적으로 측정할 수 있는 표준화된 서비스 품질 측정모형과 지표를 개발하고 검증하는 것이다. 디지털도서관의 서비스 품질 측정모형과 지표를 개발하기위해 문헌연구와 델파이 조사를 실시하였으며 연구모형을 검증하기 위해 디지털도서관 이용자 설문조사를 실시 하였다. 연구결과 4개의 차원, 7개의 구성요인, 30개의 측정항목으로 이루어지는 DL-SQI 모형이 개발되었으며 신뢰성 분석과 확인적 요인분석을 통해 연구모형의 타당도를 검증하였다.

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Digital Government Application: A Case Study of the Korean Civil Documents using Blockchain-based Resource Management Model

  • Hanbi Jeong;Jihae Suh;Jinsoo Park;Hanul Jung
    • Asia pacific journal of information systems
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    • 제32권4호
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    • pp.830-856
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    • 2022
  • The Digital Government landscape is changing to reflect how governments try to discover innovative digital solutions, and how they transform themselves in the process. In addition, with the advent of information and communication technology (ICT), e-governance became an essential part of the government. Among the services provided by the Korean government, the Minwon24 online portal is the most used one. However, it has some processing limitations, namely: (1) it provides a cumbersome document authenticity service; (2) people cannot know what happened even if the agency handles the documents arbitrarily. To address the issues outlined above, blockchain processing can be a good alternative. It has a tremendous potential in that it has maximum transparency and a low risk of being hacked. Resource management is one of the areas where blockchain is frequently used. The present study suggests a new model based on blockchain for Minwon24; the proposed model is a type of resource management. There are three participants: issuer, owner and receiver. The proposed model has two stages: issuing and exchanging. Issuing is creating civil documents on the database, which is BigchainDB in this study. Exchanging, the next stage, is a transaction between the owner and the receiver. Based on this model, the actual program is built with the programming language Python. To evaluate the model, the study uses various criteria and it shows the excellence of the model in comparison to others in prior research.

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

  • 고준;신선진;김희웅
    • Asia pacific journal of information systems
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    • 제18권1호
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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.