• Title/Summary/Keyword: Digital Information Gap

Search Result 208, Processing Time 0.028 seconds

A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.7
    • /
    • pp.802-812
    • /
    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

A Study on the Gap Analysis of Public Libraries in Gyeongbuk Region (경북지역 공공도서관 격차분석 연구)

  • Yoon, Hee-Yoon
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.56 no.1
    • /
    • pp.5-25
    • /
    • 2022
  • In most countries, public libraries are knowledge information centers, complex cultural spaces, lifelong learning facilities, and third places for local residents. The social homage spoken on the premise of this identity and socio-cultural role is the knowledge and information agora, cultural infrastructure, living room in the city, and the university of the people. However, if there is a significant gap between public libraries regardless of country or region, it will inevitably lead to information gaps, regional gaps, and cultural inequality and cultural welfare gaps among local residents. This study is regarded as the essence of regional cultural facilities and premised that the regional gap in public libraries is a factor of regional cultural gaps. Based on this premise, the gap between the location quotient, input indicators, and output indicators of public libraries of regional governments in Korea and basic local governments in the Gyeongbuk region was analyzed. And this study derived core elements through correlation and regression analysis of input and output indicators of all public libraries nationwide, developed a management model for each indicator, and suggested a plan to resolve the relative gap for public libraries by city and county in Gyeongbuk.

How Much Impact do Social Media Make on Chasm and Buyer's Value? : The Information Accessibility and Trust Effect among Adopting Groups (소셜 미디어는 캐즘(Chasm)과 구매 가치에 얼마나 영향을 미치는가? : 채택 집단간 정보력 및 신뢰도 효과)

  • Jung, Byungho;Kwon, Taehyoung
    • Journal of Information Technology Services
    • /
    • v.13 no.1
    • /
    • pp.221-251
    • /
    • 2014
  • This paper is to investigate the degree of impact of social media use on buyer's value. Buyers of innovative digital devise are classified into three groups based on adopting behaviors. This study focuses on the degree of changes in information accessability and trust, and their associations with increased value perceived in resulting quality life. The result shows the gap in information accessability has disappeared while the one in trust remained. This implies that the gap among adopters in diffusion curve, so-called the chasm notion is very likely to be lessened or disappeared due to social network openness. Also, shown are the relationship of these variables with the degree of purchase value more stable with information accessability than with trust, all in varying patterns though. It implies that information sharing through social media be accompanied with source credibility in order to be of more value not only to buyers but also to sellers especially for new interactive devices.

How the Disabled Suffer from Information Alienation: An Ethnogrsphy (지체장애인의 정보소외 양상에 대한 문화기술적 연구)

  • Chang, Duk-Hyun;Lim, Shin-Young
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.16 no.2
    • /
    • pp.89-108
    • /
    • 2005
  • The signs of the information society are everywhere, as they became the essentials in ordinary citizen's everyday life. This change requires the modern man to have proper information literacy in order to maintain their lives, and the digital divide between the established and the marginalized in the society is being widened. The gap between the two classes is the single most significant factor in reproducing the socially marginalized such as the urban poor, the disabled, the aged and migrate foreign laborers, core information poor. This study attempts to scrutinize the social problem of information barriers as viewed through the everyday lives of five disabled people. Through various ethnographic positioning and research methods, information needs and information related behaviors, along with general recognitions and reality control strategies are investigated.

  • PDF

Is the Youth Generation Free from the Digital Divide? -A Study on the Utilization of Mobile Information of the 2030 Youth Generation in Korea- (청년은 정보 활용격차에서 자유로운가? - 한국 2030 청년세대의 모바일 정보 활용에 관한 연구 -)

  • Kim, Seolihn;Koo, Hye-Gyoung
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.39-54
    • /
    • 2021
  • This study aim to demonstrate and categorize the status of level of mobile information utilization of the 2030 youth generation, and to identify factors that may affect the digital divide within the generation. For this purpose, 1779 data were analyzed using materials for the 2018 digital divide survey in Korea Ministry of Science and ICT. According to the level of information utilization, the consumers were categorized into three types : reference group (46.5%), high utilization group (27.2%), and low utilization group (26.3%). There were statistically significant differences in demographics variable, consumer capabilities, living satisfaction by type of consumer. In addition, the factors influencing the digital divide of the high utilization group and low utilization group were identified compared to the reference group. It is meaningful that this study confirmed the actual gap of information utilization and raised the possibility of the digital divide within the 2030 youth generation.

Establishing Methodology for Simulation-based Ship Design and Construction Using Virtual Manufacturing Technologies (가상생산기술을 이용한 시뮬레이션 기반의 선박설계 및 생산체계의 수립)

  • Kim, Hong-Tae;Lee, Jong-Gap;Hwang, Kyu-Ok;Jang, Dong-Sik
    • IE interfaces
    • /
    • v.15 no.3
    • /
    • pp.230-240
    • /
    • 2002
  • Information technologies centered on the internet in the area of shipbuilding and marine engineering further incur the needs to increase the flexibility of the organization, the dispersion of work process, and the use of out sourcing, as well as the globalization of related market. In near future, electronic commerce and concurrent engineering based on CALS/EC and the Internet will be an integral part of the environment and upon these changes, ship design and construction will become a computer supported cooperative work of many dispersed and specialized groups. As the means of active response to these environmental changes, many new concepts such as digital shipbuilding, virtual shipyard, and simulation based design are appearing. In this paper, the concept and current status of digital manufacturing in general manufacturing industry will be reviewed. Then, related technologies, area of application and methods of digital manufacturing in shipbuilding and marine industries are presented. In addition, virtual assembly simulation system for shipbuilding(VASSS), a tool for crane operability and block erection simulation in virtual dock based on 3D product model, will be introduced.

Development of Gap Searching System for Car Body Assembly by Decomposition Model Representation (분해 모델을 이용한 자동차 차체의 틈새 탐색 시스템 개발)

  • Bae, Won-Jung;Lee, Sung-Hoon;Park, Sung-Bae;Jung, Yoong-Ho
    • Transactions of the Korean Society of Automotive Engineers
    • /
    • v.20 no.4
    • /
    • pp.109-118
    • /
    • 2012
  • Large number of part design for aircraft and automobile is preceded by functional or sectional design groups for efficiency. However, interferences and gaps can be found when the parts and sub-assemblies by those design groups are to be assembled. These interferences and gaps cause design changes and additional repair processes. While interference problem has been resolved by digital mockup and concurrent engineering methodology, gap problem has been covered by temporary treatment of filling gap with sealant. This kind of fast fix causes fatal problem of leakage when the gap is too big for filling or the treatment gets old. With this research, we have developed a program to find the gap automatically among parts of assembly so that users can find them to correct their design before manufacturing stage. By using decomposition model representation method, the developed program can search the gap among complex car body parts to be visualized with volumetric information. It can also define the boundary between the gap and exterior empty space automatically. Though we have proved the efficiency of the developed program by applying to automobile assembly, application of the program is not limited to car body only, but also can be extended to aircraft and ship design of large number of parts.

A Study on the Digital Informatization Level and Human Relationship Satisfaction Level of Disabled Persons (장애인의 디지털정보화 수준과 대인관계 만족도와의 관계에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon;Jung, Yonghun
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.43-48
    • /
    • 2020
  • This study analyzed the level of digital informatization and the level of human relationship satisfaction in the disabled group. The digital informatization level of the disabled refers to the level of smart access, smart capability, and smart utilization. For the sampling of persons with disabilities, the survey was conducted for persons aged 7 to 69 who were registered under the Welfare for Persons with Disabilities Act. Regression analysis utilized SAS 9.3.s through vitalization of local communities, and information education for the disabled is also important. The analysis results are as follows. First, the higher the digital access level of the disabled, the higher the level of interpersonal satisfaction. Second, the higher the digital information capability level of the disabled, the higher the level of interpersonal satisfaction. Third, the higher the level of digital information utilization of the disabled, the higher the level of interpersonal satisfaction. As a result, the higher the digital information level of the disabled, the higher the satisfaction level in the interpersonal relationship of the disabled. In addition, it was found that careful attention and policy review are needed to resolve the digital information gap of the government for the disabled who are marginalized groups. Therefore, it is necessary to provide the expansion of universal services of the marginalized groups including the disabled. In addition, it is important to form a culture in which the community embraces the marginalized class through vitalization of local communities, and information education for the disabled is also important.

Exploring Barriers Affecting e-Health Service Continuance Intention in India: From the Innovation Resistance Theory Stance

  • Arghya Ray;Pradip Kumar Bala;Yogesh K. Dwivedi
    • Asia pacific journal of information systems
    • /
    • v.32 no.4
    • /
    • pp.890-915
    • /
    • 2022
  • Although existing studies on e-health have usually focused on e-health services adoption intention, there is a dearth of studies on the barriers that affect e-health services retention intention especially in India. Additionally, although studies have mostly focused on utilizing expectation-confirmation model to understand innovation related barriers, innovation resistance theory (IRT) has been overlooked. As Indian e-health service providers face stiff challenges due to customer's unwillingness to continue using the service, there is a need to bridge the research gap that exists in this context. This mixed-method study, based on responses received from 289 participants and 1154 online negative reviews from e-Health providers in India, examines the barriers from the IRT stance. Results of this study reveal a notable negative association between tradition, value and financial barrier and intention to continue using e-health services. Additionally, continuance intention affects recommendation. The study concludes with various implications and scope for future research.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
    • /
    • v.20 no.2
    • /
    • pp.219-230
    • /
    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.