• 제목/요약/키워드: digital devices

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Consumer Associative Network Analysis on Device and Service Convergence

  • Han, Sangman;Lee, Janghyuk;Park, Sun-Young;Jo, Woonghyeon
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.1-14
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    • 2013
  • Our research brings managerial insights for developing new digital convergence of devices and services. To explain the phenomenon of device and service convergence, we combine two different approaches from separate research fields: a perceptual mapping technique generally used for segmentation in marketing and associative network analysis mobilized to understanding network structure of core and peripheral as well as the information mediating role of nodes in network science. By combining these two approaches, we provide an in-depth analysis of the associations among devices and services by assessing the centrality of device and service nodes in an associative network. This is done by examining the connections between these services and devices as well as investigating the role of mediation in the combined device-service associative network. Our results based on bi-partite network analysis of survey responses from 250 Internet Protocol (IP) television viewers show which device and which service will play the major role in future device and service convergence as well as which characteristics and functionalities have to be incorporated into future convergence. Among the devices, the mobile handset with the betweenness centrality of 0.26 appears to be the device that would lead future device convergence. Among the services, wireless broadband with the betweenness centrality of 0.276 appears to be the service on which future service convergence needs to be developed. This result is quite unexpected, since wireless broadband has a lower penetration rate than other services, such as fixed broadband and cable TV. In addition, we indicate the possibility of converging devices, such as personal digital assistant (PDA) and mobile handset, and services, such as IPTV and mobile Internet, into wireless broadband services in the future.

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접속 기반 디지털 제품과 소유 기반 디지털 제품의 차이에 관한 연구 (Streaming Vs. Download - Are They Similar Digital Goods? The Difference between Access-Based Digital Goods and Ownership-Based Digital Goods)

  • 이민형;최한별
    • 지식경영연구
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    • 제21권3호
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    • pp.161-176
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    • 2020
  • 디지털 시대를 맞아 다양한 제품들이 디지털 형태로 출시되어 왔다. 디지털 제품 등장 초기에는 개별 디지털 파일 형태의 제품들이 등장하였고 사용자들은 각각의 제품을 개인 디바이스에 다운로드하는 방식으로 소비하였다. 네트워크 기술의 발전으로 소비자들은 '스트리밍'이라는 형태의 디지털 제품을 소비하기 시작했다. 스트리밍은 인터넷 네트워크를 통해 소비하는 '접속 기반 소비 형태'로 제공되는 서비스이다. 스트리밍 서비스의 등장으로 소비자들은 개별 파일을 다운로드하지 않고 개인 디바이스에 네트워크를 연결하여 제품과 서비스를 사용할 수 있게 되었다. 영구적인 소유가 불가능하다는 점에서 접속 기반의 디지털 제품들은 다운로드 기반 컨텐츠와 같은 전통적인 소유 기반 디지털 제품과 구별된다. 이에 본 연구에서는 개인들의 디지털 제품에 심리적 소유감이 소비 방식에 따라 어떻게 달라지는지 분석하였다. 분석 결과 개인들은 소유 기반 디지털 제품에 비해 기반 디지털 제품에 더 낮은 심리적 소유감을 느낀다는 사실을 확인하였다. 본 연구는 관련 분야에 이론적 실무적 함의를 제공한다.

초등학교에서의 디지털 리터러시 교육의 현황과 발전 방향 (Current Status and Development Direction of Digital Literacy Education in Elementary Schools)

  • 양지혜;현용찬;박정환
    • 융합정보논문지
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    • 제11권5호
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    • pp.138-149
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    • 2021
  • 우리 사회가 기하급수적으로 발달하고 있는데 학교는 사회의 발전 속도를 따라잡지 못하고 있으며, 학생들의 성장발달에 맞는 디지털 리터러시 교육을 하지 못하고 있다. 이에 이 연구에서는 학교현장의 디지털 리터러시 교육의 실태와 문제점을 파악하여 디지털 리터러시 교육의 발전 방향을 모색하였다. 2015 교육과정이 운영되는 현재의 학교 실태를 파악하여 우리 학교가 나아갈 디지털 리터러시 교육의 발전 방향을 모색하였다. 첫째, 노후화된 디지털 기기를 교체하고, 학생 개인별로 노트북이나 스마트 기기를 제공하여야 하며, 학교 전체 어디서나 인터넷을 사용할 수 있어야 한다. 둘째, 교사들에게도 다양한 연수 기회를 제공하여 교사 수준에 맞는 디지털 리터러시 교육이 이루어져야 한다. 셋째, 논리적 사고를 표현할 수 있는 코딩교육, 문제를 발견하고 주어진 문제를 컴퓨터 프로그래밍 언어로 자동화하는 알고리즘 영역의 수준을 높이는 소프트웨어 교육이 이루어져야 하며, 그것을 작동해 볼 수 있는 로봇, 3D 프린터 등 디지털 교구가 충분하게 제공되어야 한다.

Analysis of Subthreshold Characteristics for Device Parameter of DGMOSFET Using Gaussian Function

  • Jung, Hak-Kee
    • Journal of information and communication convergence engineering
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    • 제9권6호
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    • pp.733-737
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    • 2011
  • This paper has studied subthreshold characteristics for double gate(DG) MOSFET using Gaussian function in solving Poisson's equation. Typical two dimensional analytical transport models have been presented for symmetrical Double Gate MOSFETs (DGMOSFETs). Subthreshold swing and threshold voltage are very important factors for digital devices because of determination of ON and OFF. In general, subthreshold swings have to be under 100mV/dec, and threshold voltage roll-off small in short channel devices. These models are used to obtain the change of subthreshold swings and threshold voltage for DGMOSFET according to channel doping profiles. Also subthreshold swings and threshold voltages have been analyzed for device parameters such as channel length, channel thickness and channel doping profiles.

Multilayer White Organic Light-Emitting Diodes with Blue Fluorescent and Red Phosphorescent Materials

  • Seo, Ji-Hoon;Kim, Jun-Ho;Lee, Kum-Hee;Kim, You-Hyun;Kim, Woo-Young;Yoon, Seung-Soo;Kim, Young-Kwan
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2006년도 6th International Meeting on Information Display
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    • pp.1067-1070
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    • 2006
  • We have demonstrated highly efficient WOLED with two separated emissive layers using a blue fluorescent dye and a red phosphorescent dye. The maximum luminous efficiency of the device was 11.2 cd/A at $20\;mA/cm^2$ and $CIE_{x,y}$ coordinates varied from (x = 0.33, y = 0.37) at 6V to (x = 0.25, y = 0.33) at 14V.

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웨어러블 디바이스 기반의 게임콘텐츠 전망 연구 (A Prospective Study of Game Content based on Wearable Device)

  • 백재용;장효진;김영재
    • 디지털산업정보학회논문지
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    • 제11권1호
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

모바일 클라우드 컴퓨팅의 작업 실행 시간에 대한 연구 (Study on the Job Execution Time of Mobile Cloud Computing)

  • 정성민;김태경
    • 디지털산업정보학회논문지
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    • 제8권1호
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    • pp.99-105
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    • 2012
  • Given the numbers of smartphones, tablets and other mobile devices shipped every day, more and more users are relying on the cloud as the main driver for satisfying their computing needs, whether it is data storage, applications or infrastructure. Mobile cloud computing is simply cloud computing in which at least some of the devices involved are mobile. Each node is owned by a different user and is likely to be mobile. Using mobile hardware for cloud computing has advantages over using traditional hardware. These advantage include computational access to multimedia and sensor data without the need for large network transfer, more efficient access to data stored on other mobile devices and distributed ownership and maintenance of hardware. It is important to predict job execution time in mobile cloud computing because there are many mobile nodes with different capabilities. This paper analyzes the job execution time for mobile cloud computing in terms of network environment and heterogeneous mobile nodes using a mathematical model.

모바일 환경에서 이동성을 고려한 Chord 시스템 알고리즘 (Chord System Algorithm Based on the mobility in the mobile environment)

  • 홍록지;문일영
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.75-81
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    • 2010
  • Due to the increasing use of smart phones, using Wifi, Wibro of mobile devices spread. Accordingly, Need of using peer-to-peer file sharing between mobile devices is growing. However, common Peer-to-Peer(P2P) system is too complex and is not suitable to be applied to mobile devices. Thus, the need of research has shown to improve way in a mobile environment that has a constraints as mobility and the scope of communication. Among them, there is a Chord as contents look up algorithm. Chord is the issue. Chord as the DHT-based P2P protocol shares files, index-key and distributed key across the network. However, exist Chord doesn't consider the mobility. So, It has a lot of problems in the mobile environment. Thus, in this paper, I will try to explore an appropriate way of Chord in a mobile environment.

초정밀 위치제어를 위한 새로운 디지털 아날로그 혼합형 엔코더 (A novel encoder of digital and analog hybrid typo ofr servo control with high-precision resolution)

  • 박종원;홍정표;박성준;권순재;손무헌;김종달;김규섭
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 하계학술대회 논문집 B
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    • pp.1006-1008
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    • 2003
  • Position controls are very important in semiconductor manufacturing devices, machine tools precision measuring instruments, etc. to measure the distance of movement of moving objects in minute units and the accuracy of measurement for the moving distance in these devices affect the performance of the whole devices. Therefore, in those precision instruments, a sensing device that can measure the distance of movement with high-precision resolution is required. In this paper, a novel encoder of digital and analog hybrid type is proposed. It is shown that from this experiment a high-resolution angle measurement device can be designed by a low cost incremental encoder.

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Extending Network Domain for IEEE1394

  • Lee, Seong-Hee;Park, Seong-Hee;Choi, Sang-Sung
    • 한국정보기술응용학회:학술대회논문집
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    • 한국정보기술응용학회 2005년도 6th 2005 International Conference on Computers, Communications and System
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    • pp.177-178
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    • 2005
  • Wireless 1394 over IEEE802.15.3 must allow a data reserved for delivery over a wired 1394 network to be delivered over an IEEE802.15.3 wireless network through bridging IEEE 1394 to IEEE802.15.3. Isochronous transfers on the 1394 bus guarantee timely delivery of data. Specifically, isochronous transfers are scheduled by the bus so that they occur once every $125\;{\mu}s$ and require clock time synchronization to complete the real-time data transfer. IEEE1394.1 and Protocol Adaptation Layer for IEEE1394 over IEEE802.15.3 specify clock time synchronization for a wired 1394 bus network to a wired 1394 bus network and wireless 1394 nodes, which are IEEE802.15.3 nodes handling 1394 applications, over IEEE802.15.3. Thus, the clock time synchronizations are just defined within a homogeneous network environment like IEEE1394 or IEEE802.15.3 until now. This paper proposes new clock time synchronization method for wireless 1394 heterogeneous networks between 1394 and 802.15.3. If new method is adopted for various wireless 1394 products, consumer electronics devices such as DTV and Set-top Box or PC devices on a 1394 bus network can transmit real time data to the AV devices on the other 1394 bus in a different place via IEEE 802.15.3.

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