• Title, Summary, Keyword: digital

Search Result 39,486, Processing Time 0.1 seconds

A Study on the Application of the Digital Architecture Model Fabrication for Digital Design Education (디지털 설계교육을 위한 디지털 건축모형제작 기술 적용에 대한 연구)

  • Ha, Seung-Beom;Lee, Kang-Bok
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.12 no.1
    • /
    • pp.25-33
    • /
    • 2012
  • Ever since the local interior and architecture design industry adopted Digital fabrication modeling tool for its design operation in early 1990's, working environment has been changing. The Purpose of study is to analyze the digital Architecture fabrication modeling for digital design education in academy course. Digital Design Tools, Digital Space and Form, Digital Materiality and Digital Production. The Digital fabrication modeling is and important role in a traditional design process and digital design process. It is comprised of digital input devices(3D digitizer, 3D design tools) and digital output devices(cutting plotters, laser cut, CNC machines, 3D printers). Digital input devices can be shift a traditional design process to digital design process. Digital output devices are the principle of digital fabrication by CAD/CAM. Also, the result of this study provide the fundamental data for physical resources and digital design curriculum in KAAB.

Determinants of Mobile Digital Information Usage among Senior Consumers: Focusing on secondary digital divide (시니어 소비자의 모바일 디지털정보 활용의 결정 요인: 2차적 디지털 격차를 중심으로)

  • Kim, Hyo Jung;Lee, Jin Myong
    • Family and Environment Research
    • /
    • v.56 no.6
    • /
    • pp.493-506
    • /
    • 2018
  • This study analyzes factors that determine the usage of digital information by senior consumers in the mobile environment. Senior consumers are alienated from digital information in South Korea; therefore, there have been increasing attempts to resolve this digital divide and reduce the digital information usage gap between young adults and senior consumers. The study used panel data from the National Information Society Agency (2017); there were 1,463 participants, aged 50-79 years. SPSS 19.0 was used to conduct the statistical analyses for frequency, factor analysis, Cronbach' ${\alpha}$ analysis, descriptive analysis and hierarchical multiple-regression analysis. The results are as follows. First, negative attitude toward information society negatively influenced the mobile digital information usage in diversity context. Second, average monthly income, degree of digital device usage motivation, positive attitude toward digital device usage, digital literacy of PC & Mobile, and family support positively influenced the mobile digital information usage in diversity context. Third, negative attitudes toward information society negatively influenced the mobile digital information usage in quality context. Forth, average monthly income, degree of digital device usage motivation, positive attitude toward digital device usage, digital literacy of PC & mobile, and family support positively influenced the mobile digital information usage in quality context. The study results can help further understand mobile usage behaviors among senior citizens and the implications on their quality of life in the digital information era.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
    • /
    • v.12 no.3
    • /
    • pp.55-78
    • /
    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

  • PDF

Analysis of The Effect of The Digital Divide on The Digital Daily Life of The Elderly (디지털 격차가 노인의 디지털 일상생활에 미치는 영향 분석)

  • Hu, Sung-Ho
    • Journal of Digital Convergence
    • /
    • v.18 no.9
    • /
    • pp.9-15
    • /
    • 2020
  • This study is to analyze the influence of the digital divide on the digital daily life of the elderly. Adaptation tendencies for digital divide were measured and classified into groups for elderly people over 60 years old. And digital communication skills, digital confidence, digital self-control, and digital life satisfaction were measured. The research model used a cross over design model and a dual mediation model. As a result of the study, first, it was found that a group with high adaptive accessibility to the digital divide had a positive effect on the overall digital daily life. Second, a group with high adaptive literacy to the digital divide had a positive effect on the digital self-control. Third, digital communication skill has a positive effect on digital life satisfaction, and digital confidence and digital self-control play a mediating role. Based on these findings, we discussed strategies to overcome the digital divide in old age.

Using of Digital Textbook for the Cultivation of Digital Citizenship (디지털 시민성 함양을 위한 디지털교과서 활용 방안)

  • Park, Sanghoon
    • Journal of Digital Convergence
    • /
    • v.18 no.2
    • /
    • pp.111-119
    • /
    • 2020
  • The purpose of this study is to suggest how to use digital textbooks to cultivate digital citizenship of elementary and secondary students. We analyzed domestic and international research on digital citizenship and analyzed the definition and elements of digital citizenship. Based on the analysis, we formed a council where field teachers, education experts, and government agencies participated. This study devised the elements and competence models of digital citizenship for elementary and secondary school students, and suggested teaching methods using digital textbooks. As a result, we derived five elements of 'Digital Literacy', 'Digital Communication', 'Digital Ethics', 'Digital Responsibility', and 'Digital Creativity & Collaboration', and devised a 'Triangle competency model' for the school site application.

UTILITY OF DIGITAL COVERING THEORY

  • Han, Sang-Eon;Lee, Sik
    • Honam Mathematical Journal
    • /
    • v.36 no.3
    • /
    • pp.695-706
    • /
    • 2014
  • Various properties of digital covering spaces have been substantially used in studying digital homotopic properties of digital images. In particular, these are so related to the study of a digital fundamental group, a classification of digital images, an automorphism group of a digital covering space and so forth. The goal of the present paper, as a survey article, to speak out utility of digital covering theory. Besides, the present paper recalls that the papers [1, 4, 30] took their own approaches into the study of a digital fundamental group. For instance, they consider the digital fundamental group of the special digital image (X, 4), where X := $SC^{2,8}_4$ which is a simple closed 4-curve with eight elements in $Z^2$, as a group which is isomorphic to an infinite cyclic group such as (Z, +). In spite of this approach, they could not propose any digital topological tools to get the result. Namely, the papers [4, 30] consider a simple closed 4 or 8-curve to be a kind of simple closed curve from the viewpoint of a Hausdorff topological structure, i.e. a continuous analogue induced by an algebraic topological approach. However, in digital topology we need to develop a digital topological tool to calculate a digital fundamental group of a given digital space. Finally, the paper [9] firstly developed the notion of a digital covering space and further, the advanced and simplified version was proposed in [21]. Thus the present paper refers the history and the process of calculating a digital fundamental group by using various tools and some utilities of digital covering spaces. Furthermore, we deal with some parts of the preprint [11] which were not published in a journal (see Theorems 4.3 and 4.4). Finally, the paper suggests an efficient process of the calculation of digital fundamental groups of digital images.

Research and Development of High Performance 42-inch XGA Plasma Display Panel

  • Choi, Kwang-Yeol;Min, Byoung-Kuk;Kim, Tae-Hyung;Song, Byung-Soo;Yoo, Eun-Ho;Kim, Jin-Young;Jung, Yun-Kwon;Kim, Won-Tae;Yang, Hee-Chan;Ryu, Jae-Hwa
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • /
    • pp.231-235
    • /
    • 2004
  • High performance 42 inch XGA PDP with high luminance of 1,000 cd/$m^2$ has been developed using high efficient electrode structure, discharge gas and closed barrier ribs. For high speed addressing with single scan technique, address discharge time lag was reduced over 40% with FAST driving scheme and new materials. High dark room contrast ratio of 5,000 : 1 was achieved and picture quality was improved using new algorithm for eliminating false contour and improving gray level linearity.

  • PDF

REMARKS ON DIGITAL HOMOTOPY EQUIVALENCE

  • Han, Sang-Eon
    • Honam Mathematical Journal
    • /
    • v.29 no.1
    • /
    • pp.101-118
    • /
    • 2007
  • The notions of digital k-homotopy equivalence and digital ($k_0,k_1$)-homotopy equivalence were developed in [13, 16]. By the use of the digital k-homotopy equivalence, we can investigate digital k-homotopy equivalent properties of Cartesian products constructed by the minimal simple closed 4- and 8-curves in $\mathbf{Z}^2$.

DIGITAL HOMOLOGY GROUPS OF DIGITAL WEDGE SUMS

  • Kang, Jeang Min;Han, Sang-Eon
    • Honam Mathematical Journal
    • /
    • v.38 no.4
    • /
    • pp.819-831
    • /
    • 2016
  • The present paper investigates some properties of the digital homology in [1, 4, 5] and points out some unclearness of the definition of a digital homology and further, suggests a suitable form of a digital homology. Finally, we calculate a digital homology group and a relative digital homology group of some digital wedge sums. Finally, the paper corrects some errors in [6]. In the present paper all digital images (X, k) are assumed to be non-empty and k-connected.