• Title/Summary/Keyword: use of digital devices

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Effects of ICT Device Ownership on Consumers' Digital Piracy Behavior

  • Sim, Hyeonbo;Kim, Minki;Moon, Junghoon
    • The Journal of Information Systems
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    • v.23 no.4
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    • pp.169-196
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    • 2014
  • This study investigates how information and communication technology (ICT) can damage intellectual property rights (IPR) in the movie industry. Utilizing a survey questionnaire to gather information about the extensive use of ICT devices, including tablet PCs and smartphones, we demonstrate how digital piracy behavior is associated with various socio-demographic characteristics. Econometrically, since a large number of people do not engage in piracy activities, we adopt a zero-inflated negative binomial model. We find that people with tablet PCs are more likely to engage in the piracy of movies from peer-to-peer (P2P) sites. In particular, when we categorize ICT devices based on whether they are portable and allow downloads, we find that people with devices equipped with both functions are most likely to engage in movie piracy.

A Case Study on the Use of Digital Learning Tools for Effective Class Operation (효과적인 수업 운영을 위한 디지털 학습 도구 적용 사례 연구)

  • Kim Sungrim;Kwon Joonhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.2
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    • pp.1-10
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    • 2023
  • Digital transformation is accelerating in all industries due to COVID-19 and rapidly developing ICT technology. In the field of education, teaching methods that combine various IT devices and software technologies are being applied. The education requires a future learning environment using EduTech such as digital learning tools. We perform a case study on the use of digital learning tools for effective class. In this study, digital learning tools were applied to an university class. The class was held in the second semester of 2022 at A university, with 67 students participating. In our case, QuizN, Mentimeter, and Google Forms were applied as digital learning tools. In order to evaluate our case, a survey was conducted using the Google Questionnaire. From the results of the survey evaluation, more than 85% of all survey questions answered that they were satisfied. From it, digital learning tools were shown to be effective in class operation.

Digital Stress of Consumers in Using Digital Goods (디지털 제품 관련 소비자 스트레스에 관한 연구)

  • Kim, Jung-Eun;Yeo, Jung-Sung
    • Journal of Families and Better Life
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    • v.25 no.3 s.87
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    • pp.119-135
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    • 2007
  • The purpose of this study is to find out the level of digital stress that people experience and to investigate the effects of socio-economic variables on that. To collect data, structured questionnaire was developed and 1,200 questionnaires were distributed through internet. There were 2 dimensions in this study to examine digital stress. First dimension was about the devices themselves: computers and the other digital goods. Second dimension was about the time digital stress occurring in consumers' decision-making process: purchasing and using. Based on Yeo&Kim(2004), sub-dimensions of purchasing and using aspects were chosen. 5 sub-dimensions in purchasing side were new technology, cost, variety of alternatives, warranty service, and informational problem 6 sub-dimensions in using field were mal(or impaired)-functioning. physical aspects, immaturity in use, pressure to use, addiction to use, and informational problem. As independent variables, sex, age, educational level, digitalization acceptability and computer usability were used. The overall level of digital stress was around the average point which was not as high as expected. Digital stress of purchasing was higher than that of using. First, in purchasing aspects, the level of digital stress was relatively high in cost, variety of alternatives and warranty service. Hence, clear communications with consumers about the distinctive aspects and cost of digital devices in market are needed. Secondly, in using side, mal-functioning and physical aspects were relatively more powerful stressors. In the other words, the more serious problems were not from the characteristics of individual consumers but from those of products. Producers should put their best efforts to reduce imperfection (defectiveness) and develop user-friendly digital devices. Also, users' individual efforts to overcome the problems that can be solved privately are necessary. Finally, it was discovered that sex and computer usability were very important variables on digital stress. To extend computer usability of consumers and get over digital illiteracy, it is essential to expand the paths to give chances for people to contact with computers and other digital goods. Still there are lots of people whore computer-illiterate or low-skilled at computers. In policies or educational programs made by government, communities, or schools, more attention should be paid to the digitally vulnerable groups.

Consumers' Device Choice in E-Retail: Do Regulatory Focus and Chronotype Matter?

  • Haider, Syed Waqar;Guijun, Zhuang;Ikram, Amir;Anwar, Bilal
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.1
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    • pp.148-167
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    • 2020
  • Today, digital shoppers express increasingly complex buying behavior. They can use multiple channels for shopping and also they can switch from one to another channel almost effortlessly, in the result of engaging in omnichannel shopping behavior. A few years ago, consumers were using brick and mortar stores to make their purchases. However, nowadays, they possess different digital devices (mobile and/or desktop) to search for different alternatives and to make a better shopping choice. These devices (mobile and desktop) are different and offer unique benefits to consumers. However, there has been very little research that has treated mobile and desktop devices separately. Perhaps this study is the pioneer when it comes to investigating the effect of regulatory focus (prevention vs. promotion) and chronotype (morning and evening person) on a sample of university students using desktop and mobile channels for their shopping. The findings from a sample of 312 digital consumers (mobile and/or desktop) confirmed that the desktop channel provides a greater fit for morning-type respondents and that the mobile channel offers better value for evening-type respondents in e-retail. Furthermore, promotion-focused shoppers favor the mobile channel, and prevention-focused shoppers favor the desktop channel. The new insights and contributions of this study provide a better understanding of digital consumers to help sellers to develop a more effective e-retail strategy.

Digital Consumer Information Awareness, Reception and Information Source Utilization for Purchasing Clothing (디지털소비자정보 인지도, 수용도와 의복구매 시 정보원활용에 관한 연구)

  • Jang, Su-Bin;Ryu, Mi-Hyun;Lee, Seung-Sin
    • Journal of Families and Better Life
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    • v.29 no.4
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    • pp.61-74
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    • 2011
  • The purpose of this study was to target digital generation consumers and determine potential effects of their demographic characteristics and variables concerning digital consumer information upon their characteristics in purchasing clothing. This study has its implications in the sense that it determines digital generation's awareness and reception of digital consumer information and their utilization of digital consumer information source, so that it can help understand digital generation consumers' behaviors of information search and the phenomena of digital market in this age of knowledge and information, and can ultimately provide reference data useful for guidance in favorable consumer life as well as consumer education based on digital devices. The results of this study can be summed up as follows: It is found that digital generation consumers reached higher level in the awareness of digital consumer information. The reception of digital consumer information and the utilization of digital consumer information source are found as middle level. Based on these results, this study can give the following suggestions for consumer education: Lately, digital devices have been widely popularized into larger number of users, so that we have more chances to buy desired products on the web or mobile device. In particular, the rate of clothing purchase on the web tends to increase year by year. However, our digital consumers still lack in their ability to utilize digital consumer information in terms of quantitatively increasing purchase of products on the basis of digital consumer information. Thus, it is necessary to provide consumers with a formulated education in their information search and shopping using digital devices, so that they will have better ability to use digital consumer information in the future.

A Study on Convenient Move of Digital Contents Between Devices Using RFID in Home Network (홈 네트워크에서 RFID를 이용한 디바이스 간 디지털 콘텐츠 이동에 관한 연구)

  • Kim, Eun-Hwan;Jung, Yong-Hoon;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.2
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    • pp.351-357
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    • 2009
  • Home network is a network composed of devices in home and is being expanded by evolving devices. Also, The number of digital contents in home network has been increasing steadily. But it is difficult to continually protect the rights of digital contents due to lack of interoperability among contents devices. Besides, a license has to be re-issued by DRM sever for contents transfer between devices. Thus, this paper proposes framework which can freely transfer and contents to another device through mutual device authentication and a system that can decrease overload of license management of the DRM sever and that enable device outside home network to use contents through user authentication.

A Study on the Design of Multiple Object Movements Using Few Power Units and Machanisms (소수의 동력장치와 메커니즘을 이용한 다수의 객체움직임 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.543-548
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    • 2020
  • The purpose of this study is to implement various movements of multiple objects using a small number of power devices in producing a kinetic design, achieving an effect similar to a work comprised of multiple objects controlled using multiple power devices. While it is more typical to control various objects using multiple power devices, the use of multiple devices leads to higher costs and heavier overall weight. In addition, more power is required to operate the multiple power devices. This study applied a mechanism that allows multiple objects to perform various movements using a small number of power devices. The mechanism significantly reduces overall weight and power consumption. In addition, various movements could be expressed by increasing the rows and columns of objects through the use of the camshaft structure that changed the position and shape of the cam and the use of bevel gears. The significance of this study lies in presenting a new method of controlling multiple objects for designers involved in kinetic design.

Device Discovery using Feed Forward Neural Network in Mobile P2P Environment

  • Kwon, Ki-Hyeon;Byun, Hyung-Gi;Kim, Nam-Yong;Kim, Sang-Choon;Lee, Hyung-Bong
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.393-401
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    • 2007
  • P2P systems have gained a lot of research interests and popularity over the years and have the capability to unleash and distribute awesome amounts of computing power, storage and bandwidths currently languishing - often underutilized - within corporate enterprises and every Internet connected home in the world. Since there is no central control over resources or devices and no before hand information about the resources or devices, device discovery remains a substantial problem in P2P environment. In this paper, we cover some of the current solutions to this problem and then propose our feed forward neural network (FFNN) based solution for device discovery in mobile P2P environment. We implements feed forward neural network (FFNN) trained with back propagation (BP) algorithm for device discovery and show, how large computation task can be distributed among such devices using agent technology. It also shows the possibility to use our architecture in home networking where devices have less storage capacity.

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Active Implantable Device Technology Trend: BCI Application Focus (능동형 임플란터블 디바이스 기술동향: BCI 응용 중심)

  • Lee, S.Q.;Byun, C.W.;Kim, Y.G.;Park, H.I.
    • Electronics and Telecommunications Trends
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    • v.32 no.6
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    • pp.27-39
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    • 2017
  • A variety of medical devices are utilized to repair or help injured body functions after accidental injury(such as a traffic accident), population aging, or disease. Such medical devices are being actively researched and developed in portable form, skin patchable type, and further, implantable form. In the future, active implantable medical devices for neuro and brain sciences are expected to be developed. Active implantable medical devices that detect brain signals and control neurology for a wider understanding of human cognition and nerve functions, and for an understanding and treatment of various diseases, are being actively pursued for future use. In this paper, the core elements of implantable devices that can be applied to neuro and brain sciences are classified into electrode technologies for bio-signal acquisition and stimulation, analog/digital circuit technologies for signal processing, human body communication technologies, wireless power transmission technologies for continuous device use, and device integration technologies to integrate them. In each chapter, the latest technology development trends for each detailed technology field are reviewed.

A License Audit Model for Secure DRM System in Home Network Environment (홈네트워크 환경에서의 안전한 DRM 시스템을 위한 라이센스 감사 모델)

  • Jang, Ui-Jin;Jung, Byung-Ok;Yeo, Sang-Soo;Shin, Yong-Tae
    • Journal of Advanced Navigation Technology
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    • v.13 no.3
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    • pp.438-447
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    • 2009
  • Digital home devices aims at providing the multimedia service which is not limited at time and space in home network environment. However, it is incapable of the fair use of consumers who legally buys contents, and causes damage to the contents providers owing to the indiscriminate distribution and use of illegal contents. DRM system appeared to solve this problem cannot protect the license stored on digital home devices and manage license by redistribution. This paper proposes a license audit model which makes an inspection of illegal access, modification and redistribution and reports alert logs to server.

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