• Title/Summary/Keyword: Digital Platforms

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Indonesian Diplomacy in the Digital World

  • Wuryandari, Ganewati
    • SUVANNABHUMI
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    • v.9 no.2
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    • pp.145-164
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    • 2017
  • In the 21st century, the growing use of information and communication technologies (ICTs) and social media platforms has influenced our way of life, including international diplomacy. With the use of new interactive communication technologies such as WhatsApp, Twitter, Facebook, Instagram, video sharing website, blogs, and other social media networks, digital diplomacy has become an active diplomatic mode in modern society and plays an increasing important role in international relations. Although Indonesia has gradually realized the pivotal role of internet diplomacy and recently put it into practice, it is still lagging far behind. This paper will examine how Indonesia conducts its diplomacy in the new era of digital world. How far and in what ways does the Indonesian government make use of digital technology to conduct its diplomacy? What opportunities and challenges are confronted to develop digital diplomacy? How does it navigate diplomacy in the digital age? Unless Indonesia embraces new channels and methods of diplomacy, its foreign policy implementation may not run optimally to support its aim of attaining its objectives in the international stage.

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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.

Research on the Way to Promote the Value Chain of Animation Digital Publishing in the Context of AI

  • Zhang, Tiemo;Zhang, Mengze;Bae, Ki-Hyung
    • International Journal of Contents
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    • v.15 no.4
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    • pp.107-112
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    • 2019
  • With the development of AI (artificial intelligence), animation digital publishing has been integrated with intellectualization. This paper adopts the theory of the global value chain, and analyzes the basic structure of the animation publishing value chain. Then focuses on the analysis of digital technology and artificial intelligence technology to play an active role in the topic selection and content customization of animation digital publishing products, optimization of publishing platforms, and user experience of publishing products. Finally, it proposes the use of artificial intelligence data analysis and deep learning technology. The purpose of this paper is to realize the upgrading of animation digital publishing, product upgrading, industrial chain upgrading, and identify some promotion methods for the value chain, such as copyright protection.

Features of State Regulation of the Hotel and Restaurant Business in the Digital Economy

  • Davydova, Olena;Tomalia, Tetiana;Prylepa, Nataliia;Hryzovska, Liliia;Borutska, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.69-74
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    • 2022
  • The main purpose of the study is to determine the features of state regulation of the hotel and restaurant business in the digital economy. Particularly relevant are the processes of digitalization of the service sector. Trade and transport companies, enterprises in the hotel and restaurant industry, catering got the opportunity to expand the target audience, improve the quality of service, develop at an accelerated pace, take into account that in the global digital economy, victory will go to those whose arsenal will involve a large number of high-quality digital platforms. As a result of the study, key aspects of state regulation of the hotel and restaurant business in the digital economy were identified.

Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

A Proposal for the Application of Multi-Platform Convergence for Intellectual Property-Based Games (지식재산권 기반 게임의 융복합 멀티 플랫폼 활용 방안 제안)

  • Lee, Hyun-Ku;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.421-426
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    • 2020
  • The global game market is growing evenly across a variety of platforms, but in the Korean game market is a decline in growth rates on PC and mobile platforms, which account for more than 80% of the total Korean game market, which requires an alternative. In this study, propose a multi-platform launch of IP-based games as a way to increase the growth rate of the Korean game market. It has been analyzed that multi-platform launch methods can be divided into Stand-alone Multi-platform method, Interlocking multi-platform method, and Upgrade-interlinking Multi-platform method, respectively, and the effect of expanding, providing more satisfactory game play environment and preventing them from escaping to competitive games. Given the limited case analysis in this study, further studies are needed to propose more effective multi-platform utilization measures.

A Design and Implementation of a DCAT-based Metadata Transformation Tool for Interoperability in Open Data Platforms (오픈데이터 플랫폼의 상호운용성을 위한 DCAT 기반 메타데이터 변환도구 설계 및 구현)

  • Park, Kyounghyun;Wonk, Hee Sun;Ryu, Keun Ho
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.59-65
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    • 2018
  • As open data(public data) began to be recognized as a source of national economic development, many countries began to build public data portals and provide open data to the private sector. In accordance with this trend, open source communities have begun to develop open data platform such as CKAN and enable to share dataset among open data platforms by applying metadata standard technology. However, many governments and local governments are still making it difficult to share data between data portals because they build their own platforms. In this paper, we propose a DCAT-based metadata transformation tool to solve these problems, and show how to transform a dataset into DCAT.

Exploring Social Issues of On-demand Delivery Platform Participants (뉴스 데이터 마이닝을 통한 배달 플랫폼 참여자의 사회적 이슈 분석)

  • Park, Soo Kyung;Lee, Hyeon June;Lee, Bong Gyou
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.79-85
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    • 2021
  • After COVID-19, the number of individuals participating in delivery platforms has increased. They are using the participation of the delivery platform as a means of creating a new source of income as well as a means of sports and hobbies. This phenomenon is related to a social phenomenon called 'N-jober'. However, there are still few studies examining this phenomenon. Therefore, this study intends to examine the phenomenon of individual participation in delivery platforms and their issues. Text mining was performed on news data from January 2019, when COVID-19 started. As a result, social issues related to the increase in individual participation in delivery platforms were derived into 5 topics(Introduction to the Phenomenon, Characteristics of Participants, Participant's Income and Fees, Characteristics as a Job, Concern about Potential Risks). This study has significance in that it expanded the perspective of academic discussion on delivery platform business to individual participants.

The actual condition and improvement of audiovisual translation through analysis of subtitle in Netflix and YouTube: focusing on Korean translation. (Netflix와 Youtube 플랫폼 내의 영화 자막오역 분석을 통한 영상번역 실태와 개선점: 한국어 번역본을 중심으로.)

  • Oh, Kyunghan;Noh, Younghee
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.25-35
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    • 2021
  • We are able to watch international multimedia anytime and anywhere, if we have the devices to connect Internet. Netflix and Youtube are the most massive and the most visited streaming platforms in the world. So If audiences are not familiar with the exotic culture such as behaviors, contexts, sarcasm, history and the current issues, It would happen a consequence that they entirely have to rely on subtitles in order to get inform. This research hereby aims to compare Korean transcriptions of the same movies streamed by the two selected platforms(Netflix and Youtube). As a result, good translation is that translators should use appropriate omissions and detailed explanations in limited time and space so that audience can concentrate on the vedio. If translators study the work in depth and spend enough time working on it, the quality of translation will definitely increase. Finally, this study contributed to the revitalization of the video translation market, which is still in the past, through the misinterpretation of videos produced at a low unit price and with minimal time without guidelines for video translation.

Network Neutrality in the Digital Convergence Era : a System Dynamics Model with Two-Sided Market Framework (디지털 컨버전스 환경에서 양면시장 플랫폼으로서의 인터넷망 중립성에 관한 동태적 분석)

  • Kim, Do-Hoon
    • Journal of Information Technology Services
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    • v.10 no.2
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    • pp.75-94
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    • 2011
  • The industrial ecosystem around the Internet services has been evolving since the Internet was first introduced. The Net Neutrality issue best represents the process of the evolution and presents an inevitable challenge that the industry should overcome. This paper deals with this structural change with the Two-Sided Market framework and provides a System Dynamics(SD) model to evaluate the economic implications of the net neutrality policy. In particular, our approach analyzes the policy impacts when two competing platforms (network providers) play a role of the platform in a typical two-sided market, which connects Content Providers(CPs) with users. Previous studies show that the indirect network externality between these two markets makes the entire system tip to one platform. When the multi-homing in the CP market is allowed as in our model, however, their argument may lose its validity. To examine the system behavior, conducted here is SD simulations of our model. The simulation results show that co-existence of the competing platforms persists with the network effects over a certain threshold. The net neutrality policy seems to lower the threshold based on our experimental outcomes.