• 제목/요약/키워드: digital products

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혁신수용특성에 대한 디지털 컨버전스 제품 수용의도에 대한 연구 (Study on the Innovation Acceptance Characteristics for Digital Convergence Products)

  • 서현석;박소희
    • 디지털융복합연구
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    • 제9권4호
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    • pp.51-67
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    • 2011
  • 본 연구는 혁신 제품특성, 환경 특성, 그리고 개인 특성을 소비자의 지각된 유용성과 용이성에 영향을 미치는 선행 변수로 두고, 디지털 컨버전스 제품에 대한 소비자들의 태도와 수용의도에 미치는 영향에 관해 분석했다. 연구결과, 상대적 이점과 더 좋은 제품에 대한 기대, 사회적 영향 및 매스커뮤니케이션, 그리고 신기술에 대한 태도 등이 지각된 유용성에 영향을 미치는 것으로 나타났다. 즉 지각된 용이성보다 유용성이 긍정적인 제품태도 형성에 영향을 준다는 결과가 도출되었다. 디지털 컨버전스 제품사용자 들은 제품의 사용편이성 보다는 사용하기에 복잡하더라도 복합적인 기능들의 사용가능성에 더 큰 가치를 두고 있었다.

혁신성으로 구분된 두 소비자 집단에서 디지털 컨버전스 제품의 구매요인 영향력 비교 (Comparison between effects of buying factors on two consumer segments by innovative behavior for digital convergence product)

  • 주영진;이명종
    • 경영과학
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    • 제25권1호
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    • pp.169-191
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    • 2008
  • In this paper, we examined the difference of the effects of buying factors in two consumer segments divided by the innovative behavior for digital convergence products, and developed relevant managerial implications. As the digital convergence product could be understood as a innovative bundling product, the buying factors of the digital convergence products were clustered in 3 groups : common innovation-bundling factors, innovation factors and bundling factors. Tests for the difference of regression coefficients of the purchasing factors in the two markets show that (1) the early market is affected by both of the common innovation-bundling factors and the innovation factors, while the mainstream market is affected by all of the common innovation-bundling factors. the innovation factors and the bundling factors, (2) the early market is more affected by the technical benefit, while the mainstream market is more affected by the pragmatic benefit, and (3) both of the two markets are affected by the compatibility and the message communicability. The relevant managerial implications for the successive diffusion of the digital convergence products can include (1) in the entire period of the diffusion. enhancing the compatibility between consumer and product concept, performing constant and differentiated marketing communication activities, (2) in the early market of the diffusion, introducing unique innovative product which provides obvious and differential synergy through the convergence, appealing to the technical benefit, and (3) in the mainstream market of the diffusion, improving the qualities and features of individual products for the digital convergence product, appealing to the pragmatic benefit, reducing the complexity of product.

디지털-네트워크 제품의 발전 과정에 대한 고찰 -C&C, AV, White Product 군을 중심으로- (A Study on the Development of Digital-Network Products (in basis of the evolution of products))

  • 이정현;남원석;김철수;정지홍;김철호
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 2000년도 추계 학술발표대회 논문집
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    • pp.28-29
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    • 2000
  • 디지털(digital) 기술의 발전에 의해 주도되고 있는 정보 혁명이 과거 어느 때 보다도 강력하고 빠르게 인류 역사의 흐름을 변화시키고 있음은 부인할 수 없는 사실일 것이다. 디지털 환경은 제품의 기능 및 디자인의 기대 가치에 직간접적으로 영향을 미치며 디자인 대상인 제품의 의미, 사용자와의 관계 등에 관한 재해석을 요구하고 있다.(중략)

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공동주택 상품개발 전략에 관한 연구 (A Study on the Strategy of Products Development for Mass Housing)

  • 양영근
    • 한국디지털건축인테리어학회논문집
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    • 제10권2호
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    • pp.31-38
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    • 2010
  • This study is to suggest a strategy and trend of products development by major construction companies to form a trend and to set the trend in housing market through investigation about brand image campaign for TV ad, individual design items, result of products development and special plans. It is the strategy for products development of construction companies surveyed to be divided into five kinds. First, the change from in the unit to outside. Second, centralization of design powers about products development through submit and the wining of a prize in the domestic & foreign design fair to publicize a excellent quality in a roundabout way. Third, reinforcement of service for support the habitability and design manual for secure uniform quality. Forth, investment in the environment-friendly housing and new recycling energy. Fifth, reinforcement of organizational power for improving production capability.

웹 사이트에서 모션그래픽의 시각적 조형요소와 방문자 만족도와의 관계 - 완구형 제품을 중심으로 - (Relationships between visual formative elements of motion graphics and the satisfaction level of visitors - Focus on websites of toy-style products -)

  • 김영석
    • 디지털산업정보학회논문지
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    • 제10권1호
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    • pp.121-130
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    • 2014
  • The goal of this study was to contemplate the impact of visual formative elements on the satisfaction level of visitors in websites of toy-style products. To attain the goal, the visual element of motion graphics in websites of toy-style products, i. e., color, layout, illustration, and, typography, were independent variables and the satisfaction level of visitors as a dependent variable. The variables were analyzed objectively. First, it appeared that visual formative elements of motion graphics appeared in websites of toy-style products exerted statistically significant impacts on the satisfaction level of visitors. Second, the element exerting the most significant impact on the satisfaction level of visitors among the visual formative elements in websites of toy-style products were appeared as 'illustration' and 'color'. Thus, it was concluded that it is necessary to give priority in 'illustration' and 'color' to enhance the satisfaction level of visitors.

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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    • 제15권4호
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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.

The Generation of Digital Orthophotos and Three Dimensional Models of an Urban Area from Digital Aerial Photos

  • Lee, Jin-Duk
    • Korean Journal of Geomatics
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    • 제2권2호
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    • pp.131-137
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    • 2002
  • The digital photogrammetric products have been increasingly used as an accurate foundation for representing information associated with infrastructure management. The technological advances in merging raster and vector data within the framework of GIS have allowed for the inclusion of DTMs and digital orthophotos with vector data and its associated attributes. This study addresses not only generating DEMs and digital orthophotos but producing three dimensional building models from aerial photos of an urban area by employing the digital photogrammetric technology. DEMs and digital orthophotos were automatically generated through the process of orientations, image matching and so on, and then the practical problems, which must be solved especially in applying to urban areas, were considered. The accuracy of produced digital orthophotos was derived by using check points. Also three dimensional visualization imagery, which is useful in the landform analysis, and 3D building models were produced. Digital photogrammetric products would be used widely not only as GIS framework data layers by using the GIS link function which links attribute and image information in the database for applying to infrastructure management and but as geospatial data for especially 3D GIS in urban areas.

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Mitigating Economy Risk in The Digital Era Through Export Diversification

  • RENTNOSARI, Lili;RAMANA, Febria
    • 산경연구논집
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    • 제10권9호
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    • pp.19-24
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    • 2019
  • Purpose - In the digital era, technology advancement enables goods and services to be produced more efficiently but also create economy risk in the global economy including Indonesia. Previous studies stated that the risk can be mitigated through export diversification. This study investigates strategy to expand the markets for existing products and explore the potential market. Research design, data, and methodology - The criteria was followed using a review and considerations combination through the Focus Group Discussion (FGD) to determine the priority product in trading house of Indonesia. This study implemented market share to explore those products' markets and compare it to other ASEAN countries. Results - The Indonesian potential products are T-shirts, singlets and other vests of textile materials, knitted or crocheted (excluding cotton); food preparations; medicaments consisting of mixed or unmixed products for therapeutic or prophylactic purposes; soap in the form of flakes, granules, powder, paste or in aqueous solution; and cocoa powder, not containing added sugar or other sweetening matter. The market analysis also showed that Indonesia still had not optimally accessed yet the largest market in the world for each product. Conclusions - The government should focus more on increasing the competitiveness of those products, particularly in those global marketplaces.

Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평 (Web-based 3D Virtual Experience using Unity and Leap Motion)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제21권2호
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.