• 제목/요약/키워드: use of digital devices

검색결과 560건 처리시간 0.023초

Effects of ICT Device Ownership on Consumers' Digital Piracy Behavior

  • Sim, Hyeonbo;Kim, Minki;Moon, Junghoon
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권4호
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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.

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

  • 김성림;권준희
    • 디지털산업정보학회논문지
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    • 제19권2호
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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.

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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    • 제14권1호
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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.

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

  • 김정은;여정성
    • 가정과삶의질연구
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    • 제25권3호
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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.

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

  • 장수빈;류미현;이승신
    • 가정과삶의질연구
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    • 제29권4호
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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.

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

  • 김은환;정용훈;전문석
    • 한국산학기술학회논문지
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    • 제10권2호
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    • pp.351-357
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    • 2009
  • 홈 네트워크는 가정 내의 가전기기들이 모여 하나의 네트워크를 이루는 것으로 가전기기들의 발전함에 따라 확장되어 가고 있으며, 또한 디지털 콘텐츠의 수도 무수히 증가하고 있다. 그러나 콘텐츠 가전기기 사이에 사용 운영성 부족으로 디지털 콘텐츠의 지속적인 저작권 보호가 힘들 뿐 아니라, 가전기기간에 콘텐츠 이동을 위해서는 DRM 서버로부터 라이선스를 재발급 받아야 한다. 홈 네트워크 안에서 디바이스 상호 인증을 통해 콘텐츠를 다른 디바이스로 자유롭게 이동 할 수 있는 프레임워크를 제안하며, DRM 서버의 라이선스 관리 부담을 줄이고 외부의 사용자가 홈 네트워크에 접근하더라도 디바이스 인증을 통해 콘텐츠 사용이 가능한 시스템을 제안한다.

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

  • 강희라
    • 디지털융복합연구
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    • 제18권12호
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    • pp.543-548
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    • 2020
  • 본 연구는 다중의 동력장치를 이용하여 다수의 객체를 움직이는 키네틱 디자인작품을 제작하면서 다수의 객체를 소수의 동력장치를 이용하여 다수의 동력장치를 이용한 것 같은 다양한 움직임을 구현할 수 있게 하는 것이 목적이다. 다수의 객체를 다양하게 움직이기 위해선 다수의 동력장치를 사용하여 움직임을 나타내는 것이 일반적인 방법이나 이렇게 하면 객체만큼의 많은 동력장치를 이용해야 하며 과다한 동력장치 사용으로 비용의 상승과 작품무게가 증가하게 된다. 많은 동력장치를 움직이기 위한 많은 전력 소모를 하게 된다. 이에 소수의 동력장치로 다수의 객체를 다양한 움직임을 통해 제어할 수 있는 메커니즘을 작품에 적용하여 실험하였다. 메커니즘을 이용해 다수의 객체를 움직이면 작품의 무게와 전력 소모량을 현저하게 줄일 수 있었다. 또한, 캠의 위치와 모양을 변경한 캠샤프트 구조의 이용과 베벨기어의 이용을 통해 객체의 행과 열을 늘려 다양한 움직임을 표현할 수 있었다. 본 연구를 통해 키네틱 디자인 작품을 제작하는 많은 디자이너에게 다수의 객체를 제어하는 하나의 또 다른 방법을 제시하게 된다.

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

  • 이성규;변춘원;김이경;박형일
    • 전자통신동향분석
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    • 제32권6호
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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.

Device Discovery using Feed Forward Neural Network in Mobile P2P Environment

  • 권기현;변형기;김남용;김상춘;이형봉
    • 디지털콘텐츠학회 논문지
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    • 제8권3호
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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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홈네트워크 환경에서의 안전한 DRM 시스템을 위한 라이센스 감사 모델 (A License Audit Model for Secure DRM System in Home Network Environment)

  • 장의진;정병옥;여상수;신용태
    • 한국항행학회논문지
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    • 제13권3호
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    • pp.438-447
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    • 2009
  • 홈 네트워크 환경에서는 디지털 홈 기기들이 시간과 공간에 제약을 받지 않는 멀티미디어 서비스를 제공하는 것을 목적으로 한다. 하지만, 적법하게 콘텐츠를 구입한 사용자의 사적사용(fair use)을 보장하지 못하고 콘텐츠의 무차별적인 배포 및 불법 콘텐츠의 사용 등으로 인해 피해를 주고 있는 것이 현실이다. 이러한 문제점을 해결하기 위해 등장한 DRM 시스템은 단말기에 저장된 라이센스에 대한 보호나 재배포에 따른 라이센스 관리를 수행하지 못한다는 문제점을 갖는다. 이를 위해 본 논문에서는 홈 네트워크 환경에서 콘텐츠의 안전한 유통을 위하여 라이센스에 대한 사용자의 불법 접근 및 수정, 불법 재배포에 대한 오용행위 감사 및 서버로의 로그 리포팅 기능을 수행하는 라이센스 감사 모델을 제안한다.

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