• Title/Summary/Keyword: digital study

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A Study on Use of Advanced Digital Contents of Cultural Archetype in Architecture (건축문화원형의 디지털콘텐츠화 연구)

  • Chang, Young-Hee
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.31-38
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    • 2006
  • An architect for Cultural Technology have the most obligation to improve the cultural inheritance into an industrial resources. From an esthetical point of view, it is possible to put digital contents to a multiplicity of practical usage in the moment of its' digital conversion. These are practical resources out of an only duplication from the original. Developing cultural archetype into the most suitable model for one-source multi-use that is the core of the project. If you want to change an archetype, a Korean traditional architecture, into a creative source, you should develope a reappearance and a practical model harmonized with the image set. In addition, development process of cultural archetype digital contents based on ultimate idea and imagnation in our architectural culture, referred from cultural archetype and digital contents technology was offered by the study.

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Digital Content Protection and Computer Forensics Evidence Management Mechanism using MPEG-21 in Network Service Environment (네트워크 서비스 환경에서 MPEG-21을 활용한 디지털 콘텐츠 보호 및 컴퓨터 포렌식스 증거 관리 메커니즘)

  • Jang, Eun Gyeom;Lee, Bum Suk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.2
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    • pp.129-141
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    • 2010
  • In network service environment, cultures from diversified fields are easily accessible thanks to the convenient digital content services. Unfortunately, unauthorized access and indiscreet misuse behaviors have deprived content owners of their copyrights. This study suggests an integrity-ensured model applicable for forensic evidence of digital content infringement in network service environment. The suggested model is based on MPEG-21 core components for digital content protection and the system is designed in connection with the components of digital content forensics. Also, the present study suggests an efficient technology to protect and manage computer forensic evidence and digital content by authorizing digital content use and catching infringing logs of authorized users without lag in network environment for the benefit of network security and reliability.

A Study on the Effective Marketing Implementation through Face Recognition Technology in Smart Digital Signage

  • Cha, jin-gil;Kim, Seong-Kweon
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.72-78
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    • 2022
  • The aim of this research is to improve the effectiveness of digital media advertising because current advertisements -in digital signage - indiscriminately appeals to the general public rather than to a specific target. In order to deliver efficient and customized advertisement information, an IoT human body detection sensor mounted on digital signage detected human faces and then classified them firstly by gender. The digital signage here is a smart digital signage that can analyze facial signals, discriminate them based on patterns, and apply the extracted data by displaying the corresponding information to the user. In addition, by identifying the customer's location approaching the smart digital signage and displaying the optimized content information for the customer's location through an algorithm, the digital signage can dramatize the advertisement Thus, this is a study meant forimproving information efficiency while reducing noise and driving power waste generated from unnecessary digital information reproduction.

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.

A Study on the Effect of Type and Personal Characteristics of Digital Signage (디지털 사이니지의 유형별 효과에 개인특성 변수가 미치는 영향)

  • Ju, Tae-Wook;Kim, Hyun-Seok
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.193-200
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    • 2020
  • In this study, we investigated the effect on digital signage, a new outdoor advertising medium. Specifically, this research examined the differential effects of interactive digital signage and simple touch digital signage through control variables such as involvement and self-efficacy. As a result, interactive digital signage showed positive advertising effect compared to simple touch digital signage. In addition, interactive digital signage has a more positive effect than simple touch digital signage when involvement is self-efficacy is high. However, the effect of the digital signage types was not significant when the self-efficacy was low. Lastly, involvement did not affect the effects of digital signage types. In this study, we can help to establish a customized customer strategy that can maximize digital signage effect.

A Study of the Determinants of Digital Capacity and Digital Utilization among Older People (고령층 디지털 정보 역량과 디지털 정보 활용 영향요인에 관한 연구)

  • Kim, Yuna;Byun, Angie
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.89-97
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    • 2021
  • This study attempts to examine determinants of both digital capacity and digital utilization among older people by using the seemingly unrelated regression. Using '2019 Survey of Digital divide', the study has the following results: first, perceived usefulness, self-efficacy and confidence have significant relationship with digital capacity; second, not only self-efficacy and confidence but also digital support has significant relationship with digital utilization. By examining the common factors and differential factors which explain digital capacity and digital utilization, it contributes to broadening and deepening knowledge on digital divide and building effective strategies for overcoming digital divide among older people in Korea.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

Senior's Socio-Economic Activities Through Digital Platform (시니어의 디지털 플랫폼을 통한 사회·경제적 활동: 그 동기와 의미)

  • Park, Soo Kyung;Lee, Bong Gyou
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.133-141
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    • 2021
  • Recently, the number of seniors who engage in social and economic activities through digital platforms is increasing. Through this, they are building new social networks or creating profits. Therefore, this study aimed to conduct an in-depth interview with 17 seniors who are engaged in social and economic activities on a digital platform. This study examined their motivation and experience in detail through in-depth interviews. As a result of the study, three subjects (motivation for participation, evaluation and performance of activities, and requirements for stable activities) were derived. The results of this study are predicted to contribute to preventing social isolation of seniors by mediating digital platforms in the future and inducing them to become subjects of the digital economy.

COMPARISON AMONG SEVERAL ADJACENCY PROPERTIES FOR A DIGITAL PRODUCT

  • Han, Sang-Eon
    • Honam Mathematical Journal
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    • v.37 no.1
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    • pp.135-147
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    • 2015
  • Owing to the notion of a normal adjacency for a digital product in [8], the study of product properties of digital topological properties has been substantially done. To explain a normal adjacency of a digital product more efficiently, the recent paper [22] proposed an S-compatible adjacency of a digital product. Using an S-compatible adjacency of a digital product, we also study product properties of digital topological properties, which improves the presentations of a normal adjacency of a digital product in [8]. Besides, the paper [16] studied the product property of two digital covering maps in terms of the $L_S$- and the $L_C$-property of a digital product which plays an important role in studying digital covering and digital homotopy theory. Further, by using HS- and HC-properties of digital products, the paper [18] studied multiplicative properties of a digital fundamental group. The present paper compares among several kinds of adjacency relations for digital products and proposes their own merits and further, deals with the problem: consider a Cartesian product of two simple closed $k_i$-curves with $l_i$ elements in $Z^{n_i}$, $i{\in}\{1,2\}$ denoted by $SC^{n_1,l_1}_{k_1}{\times}SC^{n_2,l_2}_{k_2}$. Since a normal adjacency for this product and the $L_C$-property are different from each other, the present paper address the problem: for the digital product does it have both a normal k-adjacency of $Z^{n_1+n_2}$ and another adjacency satisfying the $L_C$-property? This research plays an important role in studying product properties of digital topological properties.

An Exploratory Study on the Components of Digital Entrepreneurship (디지털 기업가정신의 구성요인에 관한 탐색적 연구)

  • Byun, Chung Gyu;Park, Jong Bok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.141-151
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    • 2022
  • This exploratory study was conducted to derive the components of digital entrepreneurship by targeting the experts related to Information and Communication Technology (ICT). Through the review of previous studies and Delphi analysis, the major components of digital entrepreneurship were derived into the 'digital entrepreneurial orientation area' and the 'digital technology competency area'. The components of digital entrepreneurship are innovativeness, proactiveness, risk-taking, desire for achievement, ability to identify digital business opportunities, digital technology utilization capability, digital operation process establishment capability, digital technology development capability, digital technology acceptance, information exchange, and cooperation network establishment, digital-based customer acquisition and management was presented. The importance and execution of success factors were measured through IPA analysis. The first quadrant(keep up the good work) includes proactiveness, ability to identify digital business opportunities, and ability to establish digital business processes. The second quadrant(concentrate here) includes innovativeness, digital technology development capability, and digital technology acceptance. The third quadrant(low priority) includes risk-taking, desire for achievement, digital technology utilization capacity, and digital-based customer acquisition and management. The fourth quadrant(possible overkill) includes information exchange and cooperation network establishment. This study is meaningful in that it presents the concept and components of digital entrepreneurship for digital entrepreneurs that can be applied in Korea.