• Title/Summary/Keyword: Digital New Technology

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Banco do Brasil - Individual Entity Customer Satisfaction with the Digital Relationship Model

  • Mattana, Fabiano;Maldaner, Luis Felipe;Vaccaro, Guilherme Luis Roeche;Mattana, Luciano
    • World Technopolis Review
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    • v.8 no.2
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    • pp.120-134
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    • 2019
  • The main objective of this study was to investigate the customer's satisfaction level with the digital relationship model of Banco do Brasil Exclusive Business Offices situated in Rio Grande do Sul. Banco do Brasil is one of the largest Brazilian and global financial institutions and conducted a restructuring customer's relationship model since 2015, creating new specific service structures for certain segments, among them exclusive offices. This research had a qualitative step with an internal documentary analysis about the company and a semi-structured interview with manager's offices, in order to check the strategy and the foundations of business model, as well as identify perceptions and the difficulties in implementing this new structure. The quantitative step held the findings about customer satisfaction level in relation to the quality of services provided by offices, through an electronic survey based on the Servqual Scale developed by Parasuraman et al. (1988), which measures the difference between customer's expectations and perception in five dimensions: tangibility, reliability, understanding, safety and empathy. The results shown that Banco do Brasil customers' are satisfied with services offered through the digital model and the new business structure, in which is offered a humanized service together with the best technology. It was found, also, that digital probably would not replace the physical world, but they complement one another. Digital offices and physical agencies will coexist, improving value proposition delivery and better customers experience, satisfy them and build their loyalty.

A Method to Identify How Librarians Adopt a Technology Innovation, CBAM(Concern Based Adoption Model): Focusing on School Librarians' Concern about Digital Textbooks

  • Kang, Ji Hei
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.5-23
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    • 2016
  • As new technologies change a society, librarians need to understand and adapt to technology innovations. However, most innovations that librarians are supposed to adopt are government-driven or top-down changes; and there have been very few studies conducted to identify any patterns or consistencies in librarians' perceptions of innovation. This paper, therefore, has two research purposes. First, it introduces the Concern Based Adoption Model (CBAM) as one method to gain a deeper understanding of how librarians see such changes. Second, this study identifies school librarians' concerns regarding digital textbooks in South Korea applying the CBAM theory. The test signifies that school librarians present a typical non-user profile, and the pattern anticipates a potential resistance to digital textbooks. Also, it discovers the less experienced and innovator librarians had higher concerns across every stage. The findings underscore a need of various interventions. The CBAM theory suggests, in terms of intense Stage 0 and 1, it is required for school librarians to have events to gain information about digital textbook implementation. Regarding targeted interventions, since the biggest gaps occurs in Stage 4, Consequence and Stage 5, Collaboration, according to school librarians' experience and adoption style, new school librarians need stronger engagement with the community, which including associations, mentors or peer support, and collaborating with public libraries; innovator school librarians require opportunities to test and present their use of digital textbooks (Hall and Hord 1987).

A Study on Intention to Use and Use Charged the Digital Contents (유료 디지털콘텐츠의 이용의도와 이용에 관한 연구)

  • An, Kwan Ho;Jeon, Joong Yang;Cho, Hyeong Rye
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.2
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    • pp.77-90
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    • 2011
  • In these days, almost all existing contents have been digitalized because of development of IT(Information Technology) and the emergence of various distribution channels. Those digitalized Contents has increased so rapidly, particularly Video contents, and brought new market and open new business. Now it became a lucrative industry. Therefore it's necessary to study Digital contents. This study is to find out the factors which have an influence on Intention to Use and Use charged the digital contents. To carry out this study, TAM(Technology Acceptance Model), IDT(Innovation Diffusion Theory) and Use& Gratifications Theory were applied. An empirical method has been adopted, using Likert-style 7 point measurement scale, data were collected by e-mail and direct survey in Daejeon, Korea. On the collected data, after the validity test and reliability test has been taken by factor analysis and using Cronbach's alpha respectively, following 5 variables were extracted such as Perceived Usefulness, Perceived Easy Of Use, Compatibility, Intention to Use and Use.

A case study of digital intermediate space designed - The focus on the consumer community - (디지털 매개공간 유형에 관한 사례 연구 - 수용자 커뮤니티를 중심으로 -)

  • 서동진;임종훈
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.281-288
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    • 2001
  • It shows 21st century as a networking society that is moving up the concept of global town and being industrialized with regional and personal connections. Individual's original idea and variety of 21th century may be respected by such environmental change, and age (Literary, human axis, technology axis, nature axis, kaining farming axis are central keyword) of culture that cultural capacity of individual becomes important fetters that create added value is forecasted to become. The moaning for space that is unemployment enemy by change of conceptional environment about cultural life and agreeable quality of life by development of Information-Communication technology may be required newly. As it does interaction along with development of science technique and Information-Communication technology, the future environment of various that complex! Is predicted to form network environment (existence space, cyberspace) newly. Human central interest is risen in technology balance hereupon, and these characteristic escaped in physical system that do with functional special quality and require human central and sensitive interaction. First, if examine about phenomenon by Digitize and chance aspect that is risen in 21th century, Digitize is time that action occurs fusion Tuesday that is various and Blur phenomenon of city·space, and the period to collapse the border between several individual. Second, importance more than man-centered and sensitive aspect of functional physical system is risen by digital age with development of technology medium, and as the five digital senses showed up, it suggests a sensual of the times and therefore the interest and direction get set up for the sensual sides of consumers. Third, special quality is, medium enemy by that digital space connotes meaning disk floret, variability, transparency, space red of extensity etc.. to burn and is digitalised, can be risen by symbolic, original individualities and emotional communication's the importance is required sensitivity enemy who is sympathy horn by fusion anger of individual. Technology of new media may open direction of new communication through interface that did not enjoy so far is going to supply new means that can express own to human

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Development of OPC UA based Smart Factory Digital Twin Testbed System (OPC UA 기반 스마트팩토리 디지털 트윈 테스트베드 시스템 개발)

  • Kim, Jaesung;Jeong, Seok Chan;Seo, Dongwoo;Kim, Daegi
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1085-1096
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    • 2022
  • The manufacturing industry is continuously pursuing advanced technology and smartization as it converges with innovative technology. Improvement of manufacturing productivity is achieved by monitoring, analyzing, and controlling the facilities and processes of the manufacturing site in real time through a network. In this paper, we proposed a new OPC-UA based digital twin model for smart factory facilities. A testbed system for USB flash drive packaging facility was implemented based on the proposed digital twin model and OPC-UA data communication scheme. Through OPC-UA based digital twin model, equipment and process status information is transmitted and received from PLC to monitoring and control 3D digital models and physical models in real time. The usefulness of the developed digital twin testbed system was evaluated through usability test.

A Study on Digital Clothing Design by Characteristics of Ubiquitous Environment (유비쿼터스 환경 특성에 의한 디지털 의류 디자인에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.23-36
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    • 2007
  • It is important that ubiquitous technology changes paradigm of thought, not simple definition in the 21st digital era. Characteristics of ubiquitous computing are pervasive, disappearing, invisible, calm through environment. As IT Technology develops, designers, computer scientists, chemists, performance artists cooperate in order to find out the best way to make desirable digital clothing in the future, with the merit of each part. Digital clothing defines clothes of new generation equipped computer, digital installations. Digital clothing design demands intercept of electromagnetic waves, light-weight and esthetic appearance, for it is attached high-technology equipment near body. The purpose of this study is to analyze design features of digital clothing according to ubiquitous characteristics. The methods of this study are documentary research of previous study and case study. In the theoretical study, ubiquitous characteristics are function-intensive by convergence, interactivity, embedded mobility and human & emotion-oriented attributes. Based on ubiquitous characteristics, digital clothing design classified function-intensive design by convergence, design for Interactivity and multi-sensible & emotion-oriented design, because embedded mobility is a basic element of ubiquitous environment. The early days digital clothing design is function-intensive design, and have esthetic appearances and design for interactivity increasingly. Recently digital clothing design is expressed multi-sensible and emotion-oriented design.

Study on the scalability of public art in new media -As the center of VR drawing- (뉴미디어 공공미술의 확장성 연구 -VR 드로잉을 중심으로-)

  • Yoon, Hee-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.383-388
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    • 2021
  • Various works of art in a convergent form using new media technology Reflecting the attempted trend, this paper examines the footsteps of public art and Looking at the examples of works using new media art as an expression method of public art works, I suggest vr drawing as a new tool for public media art. The drawing performance using the vr drawing tool and the case of the vr realistic performance scarecrow, The vr drawing tool can infer the possibility of practical application as a new expression method of public art. This study uses a vr drawing tool among new media technologies in the future. It is believed that it will be a prior study that will help prospective creators. In addition, compared to the media status in the era of the 4th industrial revolution, art and If you think and analyze the future value of technology, I think it will be a meaningful study.

A study on the Development of Ubiquitous Performance (유비쿼터스 퍼포먼스의 발전과정에 대한 고찰)

  • Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.123-127
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    • 2010
  • Innovation in technology has changed the form and meaning of performance work and its appreciation in its long history. Applied to performance art, the concept of digital media and ubiquitous also created new implications in aesthetics and technology. As a matter of fact, new elements of ubiquitous performance- new relationship between creators and the audience and the extension of the notion of 'audience'- are not newly introduced. These elements have been tried throughout hundreds years of performance history and is far more developed thanks to digital communication. In this study, we will discuss how these elements have been developed from the earlier text-based ubiquitous performance to 3D virtual world and contributed to the construction of the virtual culture.

A study on digital transformation of SMEs from the perspective of information technology

  • PAN, Xiao-Yan
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.33-43
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    • 2022
  • Purpose - With the rapid development of information technology, the digital economy has become an important grip of the new development pattern, and the digital transformation of enterprises is a major trend. As SMEs are the mainstay of the economy and employment, it is important to study the digital transformation of SMEs to promote the development of the digital economy. Research design, data, and methodology - Based on a resource-based view, this report analyses the current situation and issues of digital transformation of SMEs from the perspective of digital orientation as well as the breadth and depth of technological capabilities of enterprises, using data from a survey of 200 manufacturing enterprises in China. Result - The results show that SMEs generally have a digital transformation mindset, but a weak digital foundation. In order to execute a digital strategy, companies need digital transformation capabilities. These behavioral capabilities are guided by the strategic direction of the business, and companies with strong capabilities are always trying to tap into the full digital potential. Conclusion - In order to effectively promote the digital transformation of SMEs, we suggest that SMEs pay attention to digital capability building, make good use of digital platforms and network resources, and lay a solid foundation for digital transformation; meanwhile, we suggest that government departments play a guiding and supporting role to build a cross-industry and cross-sector digital synergy system to help promote the development of SMEs' digital transformation. This paper presents some suggestions from both the internal and external environment of the enterprise, with the expectation of contributing to the digital transformation practices of SMEs.

Responsive new media art research using digital technology (디지털 기술을 활용한 반응형 뉴미디어 아트 연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.337-342
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    • 2020
  • Art work based on computer and internet media technologies such as digital art, computer art, internet art, interactive art. Through examples, we studied the interaction and communication method between the audience and the exhibition objects. It was confirmed that the new media works are expressed in a new form by fusion with various technologies of experimental propensity, and research and analysis of overseas media-related exhibition cases and interactive media use cases of works exhibited at the 'Media City Exhibition' in Korea were conducted. Was able to confirm the main characteristics of new media art. I think it will be a more meaningful study by setting specific criteria and focusing on the fields of application of new media art and comparing and analyzing the future values of the times.