• Title/Summary/Keyword: Digital Generation

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The Development of School Uniform Design for the Post-digital Generation (포스트디지털 세대의 교복 디자인 개발)

  • Mun, Jihyun;Na, Hyunshin
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.758-765
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    • 2012
  • As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.

A Study Analyzing Y Generation Users' Needs for Next Generation Digital Library Service (차세대디지털도서관서비스에 대한 Y세대 이용자의 요구분석 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.29-63
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    • 2014
  • This study attempted to reveal the characteristics of the Y generation, to derive the services of the next generation digital library, and to compare differences between the demands of the baby boom generation and the Y generation to some extent. As a result, first, it is shown that the digital device the Y generation uses the most, was a cell phone or smartphone, followed by desktop PC, notebook PC, and digital camera. Although there were some differences, the Y generation's use ratio of digital devices was substantially similar to the baby boomers'. Second, there was a significant difference between the Y generation and baby boom generation in terms of using digital services. While the Y generation used internet portals the most, the baby boom generation used e-mail service the most. Third, we surveyed the services which the Y generation and baby boom generation require for the next generation digital libraries, by grouping as follows: the cloud service, infinite creative space (maker space), big data, augmented reality, Google Glass, context-aware technologies, semantic services, SNS service, digital textbook service, RFID and QRCode service, library space configuration, a state-of-the-art display technology, and other innovative services. While the most demanded service by the Y generation was big data service, the baby boom generation most demanded digital textbook service.

Development of IDEF${\emptyset}$ Process Model for 3d-based Architectural Form Generation (건축에서 3차원 기반 형태생성을 위한 IDEF${\emptyset}$ 프로세스 모델에 관한 연구)

  • Woo, Seung-Hak;Choo, Seung-Yeon;Chol, Arhina
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.11a
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    • pp.181-187
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    • 2008
  • It's difficult for other designer to understand easily, due to existing abstract form-generation method of digital authors like Greg Lynn and Peter D. Eisenman. This study uses IDEF${\emptyset}$ process diagram in order to remodel procedures and elements of this abstract 3d based form-generation method. IDEF${\emptyset}$ process diagram is the method operated prior to a design of digital program. For object-oriented modeling of each form-generation element technology, IDEF${\emptyset}$ process has been modeled. For this sort of IDEF${\emptyset}$ process modeling, digital architectural theory and analysis method has been generalized With them above, this study suggests the 3d-based form-generation IDEF${\emptyset}{\emptyset}$process model for developing digital tool eventually through the object-oriented components and setting up the mutual roles, relation as well. In conclusion, 3d-based form-generation IDEF${\emptyset}$process model, this study suggests, models form generation methods of existing digital authors using IDEF${\emptyset}$ process for developing digital tool in the future.

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Next Generation Smart-City Facility Platform and Digital Chain (차세대 스마트도시 시설물의 플랫폼 정의와 디지털 체인)

  • Yang, Seung-Won;Kim, Jin-Wooung;Kim, Sung-Ah
    • Journal of KIBIM
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    • v.10 no.4
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    • pp.11-21
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    • 2020
  • With increasing interest and research on smart cities, there is also an increasing number of studies on urban facilities that can be built within smart cities. According to these studies, smart cities' urban facilities are likely to become high value-added industries. However, the concept of smart city is not clear because it involves various fields. Therefore, in this study, the definition of Next-Generation(N.G) Smart City Facilities with Digital Twin and Digital Chain is carried out through a multidisciplinary approach. Based on this, Next-Generation Smart City Facilities will be divided into High Value-Added Products and Big Data Platforms. Subsequently, the definition of the Digital Chain containing the data flow of the entire process built through the construction of the Digital Twin proceeds. The definitions derived are applied to the Next-Generation Noise Barrier Tunnel to ensure that data is exchanged at the Digital Twin stage, and to review the proposed configuration of the Digital Chain and Data Flow in this study. The platform definition and Digital Chain of Next-Generation Smart City Facilities proposed in this study suggest that it can affect not only the aspects of data management that are currently in the spotlight, but also the manufacturing industry as a whole.

How to Foster Digital Payment Service for Millennials and Generation Z? (MZ 세대의 디지털 결제 서비스의 결정요인)

  • Cho Yooncheong;Oh Sanggune
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.45-60
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    • 2023
  • The purpose of this study is to explore factors that affect millennials and generation Z customers' perception on intention to recommend to use the digital payment services and invesetigate factors that affect perception on sustainable growth of the digital payment services. This study applied the following research questions: i) how perceived brand value, easy to use, personalization, open to public, and social value affect intention to recommend to use the digital payment services and ii) how perceived public policy, promotional strategy, and prspects affect intention to recommend to use the digital payment services to others. This study conducted an online survey. This study applied factor, ANOVA, and regression analysis to test hypotheses. The results of this study found that effects of personalization, open to public, and social value on intention to recommend the service showed significance in the case of millennials, while effects of brand value, easy to use, and open to publis on intention to recommend the service showed significance in the case of generation Z. The results provide managerial and policy implications on how to apply better strategies and pepare policies to enhance adoption of the digital payment service in cases of millennials and generation Z.

An Exploratory Study on Future Economic Activity of Digital Convergence Generation (디지털 컨버전스 세대의 미래경제활동 특성에 관한 연구)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.33-46
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    • 2011
  • This research focus on the economic activity as consumer and producer traits of future customers in the convergence age. We assess level of convergence for digital devices and services respectively by questionnaire survey and interview for 14 professions. And then, for evaluating convergence level and usage of digital services of each respondents, we conducted the questionnaire survey for 343 samples. Findings of our research hold that the group who showed higher level of convergence tends to use the socialized digital services more. Convergence generation were heavy users in appstore on smart-phone and wireless game and more participating. In digital service area, facebook/cyworld, twitter, UCC, portal, internet community in digital service. Convergence generation are global network communication, buying decision making activity, actively opinion expression, prosumer attitude, dependency on digital device, experience based purchase behavior, enthusiastic information sharing.

Moving Pictogram, a Suggestion for the Digital Native Generation (디지털 네이티브 세대를 위한 제안, 움직이는 픽토그램)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1017-1024
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    • 2017
  • The development of technology has brought changes in content media. Starting from voice and sound media in the oral era, through text and painting, the realism has led to the development of visual media plus sound and image media. What we should consider here is not only the one-sided influence of change in the media due to the development of technology, but also the understanding, concentration, and commitment of information depending on which generation has access to the media Therefore, we focus on the digital native generation that uses digital as main media. The features of the digital native generation include the ability to process visual information quickly, multi-tasking, and divisionism. In this paper, we propose a moving pictogram for the digital native generation, and a moving pictogram for exit pictogram which shows limitation. The new dynamic pictograms that fit to the characteristics of the digital native generation, as well as interactive dynamic pictograms, are areas of thought and research on which this paper can be regarded as the first step.

Analysis of Application and Economical Efficiency on Next Generation Digital Maps on Demand Updating System (차세대 수치지도 수시갱신 시스템의 활용성 및 경제성 분석)

  • Lee, Hyun-Jik;Park, Ki-Suk;Park, Chung
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.2
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    • pp.133-143
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    • 2009
  • Next Generation Digital Maps on demand Updating System is a system for setup of efficient on-demand updating system, keeping up-to-date data and conducting high-quality service and efficient management. The system is designed that object-based continuous Digital Maps may have on-demand updating available, as well as the exiting feature-based digital maps, and the relevant development is being done. This study presented some problems and improvement plans related to the system operation, by means of implementing object-based continuous Digital Maps and feature-based digital maps updating test, for the next generation digital maps on demand updating system, in order to contribute to present plans to apply next generation digital maps and to secure competitiveness. And, for the economical efficiency of the next generation digital maps on demand updating system, this study analyzed expenses and benefit resulted from introduction of on demand updating system for 1:5,000 digital maps, intended for National Geographic Information Institute. and the land category which have an effect on the officially assessed land price and it using GIS technology.

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Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.305-310
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    • 2024
  • The purpose of this study is to implement game content within the generative artificial intelligence module Chat-GPTs, grounded in the humanistic discourse of self-reflection. This content aims to empower the dignity of the silver generation, which has been marginalized by digital technology. Simultaneously, we intend to prototype a digital psychotherapeutic tool. The development of a flexible device that adapts to the silver generation's living environment and temporal constraints is also part of our plan. However, there are still few commercially available products, and digital therapeutics developed in the form of content are virtually nonexistent. The goal is to implement game content that allows the elderly, who have been marginalized by digital technology, to find their true dignity. Simultaneously, we plan to commercialize a prototype of digital psychotherapy that can flexibly adapt to the range of living environments and time constraints of the elderly. This study has been extended based on the game content 'Daily Run' created by Hyein Kwon, an undergraduate student at Kyungil University.

A Study on Instructional Methods for Illustration Using Digital Media (디지털 매체를 활용한 일러스트레이션 교육 방안에 관한 연구)

  • Yun, Un-Jae
    • Journal of the Korean Society of Costume
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    • v.64 no.6
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    • pp.120-130
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    • 2014
  • The present study aimed to find out the most effective instructional method for illustration to aid the $21^{st}$-century post digital generation learners in their education. Although the literature discusses government-led enactment and revision of educational policy and curriculums and research reports by the Ministry of Education and other government agencies as well as many other research articles deal with futuristic instructional methods, the instructional methods in practice have not fully changed yet. Illustration is a means of visual communication and a subject that best represent 'expressionism' and 'speed' of the post digital generation. The present study exemplifies instructional methods to establish the need for lesson plans that best suit individuality of students and for re-training instructors. Also, the feedback process with students proved that the post digital generation learned Photoshop quickly and improved creativity via image synthesis even in short-term instructions. The present findings can be possibly used as reference data for instructional methods for illustration using digital media that best suits learners of the post digital generation. This being said, further studies should delve into specific instructional methods.