• Title/Summary/Keyword: Digital Theory

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DIGITAL COVERING THEORY AND ITS APPLICATIONS

  • Kim, In-Soo;Han, Sang-Eon
    • Honam Mathematical Journal
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    • v.30 no.4
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    • pp.589-602
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    • 2008
  • As a survey-type article, the paper reviews various digital topological utilities from digital covering theory. Digital covering theory has strongly contributed to the calculation of the digital k-fundamental group of both a digital space(a set with k-adjacency or digital k-graph) and a digital product. Furthermore, it has been used in classifying digital spaces, establishing almost Van Kampen theory which is the digital version of van Kampen theorem in algebrate topology, developing the generalized universal covering property, and so forth. Finally, we remark on the digital k-surface structure of a Cartesian product of two simple closed $k_i$-curves in ${\mathbf{Z}}^n$, $i{\in}{1,2}$.

REGULAR COVERING SPACE IN DIGITAL COVERING THEORY AND ITS APPLICATIONS

  • Han, Sang-Eon
    • Honam Mathematical Journal
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    • v.31 no.3
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    • pp.279-292
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    • 2009
  • As a survey-type article, the paper reviews some results on a regular covering space in digital covering theory. The recent paper [10](see also [12]) established the notion of regular covering space in digital covering theory and studied its various properties. Besides, the papers [14, 16] developed a discrete Deck's transformation group of a digital covering. In this paper we study further their properties. By using these properties, we can classify digital covering spaces. Finally, the paper proposes an open problem.

An Empirical Study of the Piracy Behavior on Digital Content (디지털콘텐츠 불법복제 행동에 관한 연구)

  • Zhang, Xiang-Lan;Shim, Min-Woo;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.9 no.4
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    • pp.37-55
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    • 2010
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB( Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

An Empirical Study of the Piracy Behavior of Online Digital Content: A Cross-Culture Comparison of China and Korea (온라인디지털콘텐츠 불법복제 행동에 관한연구 : 중국 및 한국 비교를 중심으로)

  • Zhang, Xiang-Lan;Gim, Gwang-Yong
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.602-605
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    • 2009
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB(Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

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A Study on Digital Media Literacy Growth Possibility for Children: Focusing on Lacan's Desire Theory (아동을 위한 디지털미디어 리터러시 성장성 연구: 라캉의 욕망이론을 중심으로)

  • Hwangbo, Wonju;Wui, Minyoung
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.420-428
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    • 2017
  • In recent trends, the first age of digital device usage has been significantly getting low and the using frequencies for younger generation have been gradually increasing. Also, while there were more negative opinions of this trend in the past, the new idea is changing to more needs of training and approaches for children's sound using guidelines for digital device. In fact, people believe the new generation will face more advanced future, called the Fourth Industrial Revolution. The purpose of the paper is first to explain about the Jacques Lacan's concept of desire theory in order to understand the human's unconscious level through His desire theory. Second, the paper identifies how this unconscious level is affected to ethical aspects of new generations whose unconscious level are frequently and early exposed to digital media. Lastly, the paper will present the necessity of digital literacy education as well as future direction. Furthermore, the paper review for what is the ethics and positive guidelines of digital media for children who will become the future citizens in the era of the Fourth Industrial Revolution.

REMARK ON GENERALIZED UNIVERSAL COVERING SPACE IN DIGITAL COVERING THEORY

  • Han, Sang-Eon
    • Honam Mathematical Journal
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    • v.31 no.3
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    • pp.267-278
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    • 2009
  • As a survey-type article, the paper reviews the recent results on a (generalized) universal covering space in digital covering theory. The recent paper [19] established the generalized universal (2, k)-covering property which improves the universal (2, k)-covering property of [3]. In algebraic topology it is well-known that a simply connected and locally path connected covering space is a universal covering space. Unlike this property, in digital covering theory we can propose that a generalized universal covering space has its intrinsic feature. This property can be useful in classifying digital covering spaces and in studying a shortest k-path problem in data structure.

Aesthetic Analysis of Digital Art Using Fashion Illustration Software - Focusing on Alfred Einstein's Theory of Relativity - (디지털아트에 의한 패션일러스트레이션의 소프트웨어 미학 분석 - 아인슈타인의 상대성이론을 중심으로 -)

  • Oh, Eun-Kyung;Kwak, Tai-Gi
    • Journal of the Korean Society of Costume
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    • v.60 no.3
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    • pp.26-43
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    • 2010
  • The inflow of digital technology into the art, especially in the Fashion Illustration since 1990, makes the new aesthetics of the beginning of the 21 century which the Software aesthetics can be called. The meeting of technology and the art make us recall a great scientist and artist, Leonardo da Vinci in the Renaissance that the notion of the art and skill was unified, same as the ancient history. This study is purposed to expand the concept of the art for the broad exchange of the digital technology and art and for the extensive expression method of the modern fashion illustration. Having views on science theory of the beginning of the 20 century, Theory of Relativity which had given a lot of influence in the philosophy, the litterature and the art, as well as all the science, it makes a connection with the history of art in the beginning of the 20 century and the story of the digital art in the beginning of the 21 century. Firstly, the Fauvism and 2D is based on the expression of the glowing and bright color by the Principle of constancy of light velocity. Secondly, the Cubism and 3D is associated with the Special theory of relativity in the cyberspace which the space and the time are totally accorded. Thirdly, the Futurism and 4D is compared with the General theory of relativity which contains the material and the gravity. They are gradually evolved into the Interactive art and the Kinetic art by the digital technology in the profound cyberspace.

Digital Libraries: Analysis of Delos Reference Model and 5S Theory

  • Isah, Abdulmumin;Mutshewa, Athulang;Serema, Batlang Comma;Kenosi, Lekoko
    • Journal of Information Science Theory and Practice
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    • v.1 no.4
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    • pp.38-47
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    • 2013
  • The proliferation of digital libraries (DL) in the twenty-first century has revolutionized the way information is generated and disseminated. This has led to various practical and research models of DLs. This paper discusses the concept and development of digital libraries, and examines various components and characteristics of DLs. It further identifies various models and theories of digital libraries with a special focus on the DELOS Reference Model and 5S Theory. The relationship between the two focused frameworks is analyzed for better understanding of their application in the DL universe.

Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.