• Title/Summary/Keyword: digital possessions

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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.

Analysis of the Effects of Smart Devices on Digital Divide in America (미국 사회에서 스마트 기기가 정보격차에 미치는 영향 분석)

  • Lee, Seung-Min
    • Journal of Korean Library and Information Science Society
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    • v.43 no.2
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    • pp.29-52
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    • 2012
  • The use of smart device has changed the traditional meaning of digital divide. It has also bridged the gap between information-haves and have-nots. In contrast, some researchers insist that the dissemination of smart devices has created new digital divide different from traditional divide. In order to clarify the current status of digital divide, this research statistically analyzed correlations between the factors of digital divide and possessions of smart devices based on the survey results conducted by Pew Research Center. It was also statistically demonstrated whether the digital literacy in using smartphones affects the generation of smart divide.

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.

Orthophoto Application for Geo-spatial Information Acquisiton of Construction Area(DAM) (공사지역(댐)의 지형정보구축을 위한 정사영상의 활용)

  • 한승희;이형석;이성순
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.18 no.4
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    • pp.395-403
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    • 2000
  • It is so sensitive that the matter of compensation for private possessions caused in the course of public construction planning is very important. Especially, more logical planning is necessary when the dam be constructed, because it is mainly controlled by the surface of water, and if that planning is made public, artificial change is occurred in land use in that area for the purpose of rising the compensation. In this study, the plan for the application of aerial photo based ortho image was drew up for solving these problems and for the rational, rapid compensation. Ortho image was made by aerial photo, used as reading material for the change in land use. The modeling of drainage basin, came under the planning surface of water, and the 3D simulation were performed for the scene analysis, the change understanding in land use for a lot number in a certain period by overlapping the digital image, the digital land registration map, and the digital topography map as well as the analysis of the admitted land followed by the height of reservoir water.

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A Study of the Information Disparity through Libraries Among Four Regional Groups in Korea on the Subject of Three Types of Libraries (지역간 도서관 정보격차 및 상관관계에 관한 연구: 공공, 대학, 학교도서관의 3개 관종을 대상으로)

  • Park, Il-Jong;Yoo, Kyeong-Jong
    • Journal of the Korean Society for information Management
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    • v.26 no.1
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    • pp.57-80
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    • 2009
  • The numbers of population, areas, possessions, employees, operational budget, users, and circulated books in Korea Library Yearbook were collected for the purpose of analyzing the status of information disparity through libraries among four large regional groups in Korea in this paper. They were the main indicators of four types of libraries such as public, academic, special, and school ones. The collected data were classified into four regional groups, and were analyzed by using the comparisons of means such as t-test and ANOVA, and correlation coefficient if there is any significant differences among them or not.

A Reproduction of Amusement With Prize(AWP) in perspective of Game Graphic and Game System (게임그래픽과 게임시스템적인 측면에서 사행성유기기구 모사)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.525-526
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    • 2014
  • Currently many people are concerned about 'Amusement With Prize(AWP)', together with the starting of Game Rating and Administration Committee (hereafter 'GRAC'). The mature-rated arcade games reproduced in reel game like the sea story in addition to main game and sub-game, causing social confusion in 2006, are waited for the reviewing of 'GRAC'. Although the game is reproduced in poker style as game system, in reel method as game graphic like 'AWP', the Supreme Court's decision is considered as a poker game May 23, 2013 in the past. Moreover, the Supreme Court said that it is not illegal because they decide that game users do not make a great loss in their possessions, without money change. The research tries to find the direction of the reviewing the mature-rated arcade game for guarantee of objectivity and reliability.

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