• Title/Summary/Keyword: 오프라인 프로그램

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Development of A Cyber Education Contents for the Ship Outfitting Basic Design (선박 의장 기본 모델링을 위한 사이버 교육 컨텐츠 개발)

  • Kim, Mi-Sun;Park, Yong-Suk;Lee, Sangdon;Seo, Jae-Hyun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.241-253
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    • 2013
  • A Shipbuilding design program used in the shipbuilding industry tends to be shifted from the TRIBON software to the AM(AVEVA MARINE) software these days. Many large domestic shipbuilding companies have been using the AM instead of the TRIBON. New design software requires education programs for the necessary personnel. However the education programs for the AM are largely based on offline education. They suffer from constraints in space and time, and from high costs. This paper describes a development of online contents for the AM software that are focused for cyber education. It covers the applied process and the organization of the contents. The details of the development decisions including the security issue for the contents are described also.

A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.217-227
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    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.

The Influences of the Relationships Formed by Entertainment Program Viewers on Program-Related Behaviors (예능 프로그램 시청자들이 형성하는 관계성이 프로그램 관련 행동에 미치는 영향)

  • Choi, Yun Jung;Jung, Kum Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.710-723
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    • 2022
  • TV program favorability does not necessarily lead to actions related to programs such as producing videos, emotions, webtoons, and goods, participating in concerts, and fan meetings. Therefore, there might be a mediating variable between program favorability and related behaviors. This study presents relationships as a mediating variable. This study assumed that if the program favorability is high, a positive relationship can be formed with the program, the characters on the show, the groups appearing in the program, the viewers who watch it together, and viewing affordance. Those formed relations can have positive effects on the program related activities. In the conducted online survey, we found that high favorability has positive effects on intimate relationships with the program, viewing affordance, characters, and other viewers, and these relationships have positive effects on program-related offline and online activities. However, the relationship with the character group has a negative effect on program-related behavior. This may be the result of viewers feeling alienated from highly intimate relationships formed among characters appearing in the show.

A Study on Cultural Program Improvement for Resident Writers in Public Libraries (공공도서관 상주작가 문화프로그램 개선 방안에 관한 연구)

  • Moon, Su Bin;Chang, Woo Kwon
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.23-50
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    • 2022
  • This article aims to improve the cultural program for the resident writers in libraries by identifying the current status of the resident writer support project, examining users' perceptions and preferences, and investigating librarians' perceptions of the program. The research methods included an investigation (survey) of the program operation status, user perception and preference surveys, and interviews with librarians about their perceptions of the program. Data were collected from libraries with the cultural program for resident writers between May and November 2021. Findings showed there were challenges in operating the library cultural program due to the lack of resident writers' quality, frequent changes in the program formats (online or offline), and library closures during the COVID-19 pandemic. For the program improvement, suggestions were made, including inviting good-quality resident writers and writers from other fields to the program, training resident writers, advertising the programs using online and offline media, training staff, and developing programs considering user ages and preferences and diversity in local communities.

The relationship of short-term mindfulness and self-compassion meditation and the emotional well-being among middle aged female students in cyber university; pilot study (사이버대학에 재학중인 중년기 여자 대학생을 대상으로 한 단축형 마음챙김 자비 명상 프로그램과 정서적 안녕감의 관련성 : 예비연구)

  • Lee, Woo-kyeong;Ju, Se-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3714-3724
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    • 2014
  • A structured group program was implemented to facilitate mindfulness and self-compassion through a short meditation practices and its effects on the emotional well-being of counseling psychology students at a cyber university were observed. The participants attended a 4-week group program. Twenty-five total participants completed pre- and post-treatment measures of depression, psychological well-being, positive and negative emotions, mindfulness, and self-compassion. This program could provide a useful experiential introduction to mindfulness and self-compassion training for counseling undergraduate psychology students. Future studies should address the effects of practice on the mindfulness and self-compassion in larger student groups exposed to a range of stressful situations.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

The Development of an Elementary Teacher Training Program for Design Thinking-Based Maker Education (디자인 사고 기반 메이커 교육을 위한 초등교사 연수프로그램 개발)

  • Lee, Seung-Chul;Kim, Tae-young
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.111-114
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    • 2018
  • 4차 산업혁명의 특징 중 하나는 생산과 소비의 결합이다. 이제는 소비자가 직접 구매할 물건의 생산에 관여하고, 직접 필요한 물건을 생산한다. 이는 다양한 제작도구들이 보편화되면서 가능해졌다. 이런 흐름으로 세계적으로 메이커 운동, 메이커 교육이 주목받고 있다. 메이커들은 실생활의 문제를 해결하기 위해 창의적인 문제해결 방법을 활용하여 무언가를 만들고 공유한다. 이런 공유문화는 메이커들의 축제인 메이커 페어에서 쉽게 확인할 수 있다. 창의적인 메이커를 교육을 통해 길러내야 될 필요성을 공감하고 있으며, 메이커 교육을 학교 현장에 적용하기 위한 방법으로는 디자인 사고가 있다. 디자인 사고 프로세스는 실제 제품을 사용할 소비자에게 공감하여 이해한 뒤, 다양한 대안을 찾는 확산적 사고, 주어진 상황에서 최선의 방법을 찾는 수렴적 사고의 반복을 통해 결과물을 도출하는 창의적 문제해결 방법이다. 현재 온라인과 오프라인 상에서 다양한 메이커 교육이 이뤄지고 있다. 이를 학교에 도입하여 학생들을 가르치기 위해서는 교사의 역량이 중요하다. 아무리 좋은 교육이라도 교사들이 모른다면 학생들을 가르칠 수 없기 때문에 메이커 교육을 학교 현장에 투입하기 위해서는 메이커 교육을 위한 교사 연수 프로그램 개발이 필요하다. 따라서 본 연구에서는 디자인 사고 기반 메이커교육을 위한 초등교사 연수프로그램을 개발하고자 한다.

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Effects of Reward Programs on Brand Loyalty in Online Shopping Contexts (인터넷쇼핑 상황에서 보상프로그램이 브랜드충성도에 미치는 영향에 관한 연구)

  • Kim, Ji-Hern;Kang, Hyunmo;Munkhbazar, M.
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.39-63
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    • 2012
  • Previous studies of reward programs have generally focused on designing the best programs for consumers and suggested that consumers' perception of the value of reward programs can vary according to the type of reward program (e.g., hedonic vs. utilitarian and direct vs. indirect) and its timing (e.g., immediate vs. delayed). These studies have typically assumed that consumers' preference for reward programs has a positive effect on brand loyalty. However, Dowling and Uncles (1997) pointed out that this preference does not necessarily foster brand loyalty. In this regard, the present study verifies this assumption by examining the effects of consumers' perception of the value of reward programs on their brand loyalty. Although reward programs are widely used by online shopping malls, most studies have examined the conditions under which consumers are most likely to value loyalty programs in the context of offline shopping. In the context of online shopping, however, consumers' preferences may have little effect on their brand loyalty because they have more opportunities for comparing diverse reward programs offered by many online shopping malls. That is, in online shopping, finding attractive reward programs may require little effort on the part of consumers, who are likely to switch to other online shopping malls. Accordingly, this study empirically examines whether consumers' perception of the value of reward programs influences their brand loyalty in the context of online shopping. Meanwhile, consumers seek utilitarian and/or hedonic value from their online shopping activity(Jones et al., 2006; Barbin et al., 1994). They visit online shopping malls to buy something necessary (utilitarian value) and/or enjoy the process of shopping itself (hedonic value). In this sense, reward programs may reinforce utilitarian as well as hedonic value, and their effect may vary according to the type of reward (utilitarian vs. hedonic). According to Chaudhuri and Holbrook (2001), consumers' perception of the value of a brand can influence their brand loyalty through brand trust and affect. Utilitarian value influences brand loyalty through brand trust, whereas hedonic value influences it through brand affect. This indicates that the effect of this perception on brand trust or affect may be moderated by the type of reward program. Specifically, this perception may have a greater effect on brand trust for utilitarian reward programs than for hedonic ones, whereas the opposite may be true for brand affect. Given the above discussion, the present study is conducted with three objectives in order to provide practical implications for online shopping malls to strategically use reward program for establishing profitable relationship with customers. First, the present study examines whether reward programs can be an effective marketing tool for increasing brand loyalty in the context of online shopping. Second, it investigates the paths through which consumers' perception of the value of reward programs influences their brand loyalty. Third, it analyzes the effects of this perception on brand trust and affect by considering the type of reward program as a moderator. This study suggests and empirically analyzes a new research model for examining how consumers' perception of the value of reward programs influences their brand loyalty in the context of online shopping. The model postulates the following 10 hypotheses about the structural relationships between five constructs: (H1) Consumers' perception of the value of reward programs has a positive effect on their program loyalty; (H2) Program loyalty has a positive effect on brand loyalty; (H3) Consumers' perception of the value of reward programs has a positive effect on their brand trust; (H4) Consumers' perception of the value of reward programs has a positive effect on their brand affect; (H5) Brand trust has a positive effect on program loyalty; (H6) Brand affect has a positive effect on program loyalty; (H7) Brand trust has a positive effect on brand loyalty; (H8) Brand affect has a positive effect on brand loyalty; (H9) Consumers' perception of the value of reward programs is more likely to influence their brand trust for utilitarian reward programs than for hedonic ones; and (H10) Consumers' perception of the value of reward programs is more likely to influence their brand affect for hedonic reward programs than for utilitarian ones. To test the hypotheses, we considered a sample of 220 undergraduate students in Korea (male:113). We randomly assigned these participants to one of two groups based on the type of reward program (utilitarian: transportation card, hedonic: movie ticket). We instructed the participants to imagine that they were offered these reward programs while visiting an online shopping mall. We then asked them to answer some questions about their perception of the value of the reward programs, program loyalty, brand loyalty, brand trust, and brand affect, in that order. We also asked some questions about their demographic backgrounds and then debriefed them. We employed the structural equation modeling (SEM) method with AMOS 18.0. The results provide support for some hypotheses (H1, H3, H4, H7, H8, and H9) while providing no support for others (H2, H5, H6, H10) (see Figure 1). Noteworthy is that the path proposed by previous studies, "value perception → program loyalty → brand loyalty," was not significant in the context of online shopping, whereas this study's proposed path, "value perception → brand trust/brand affect → brand loyalty," was significant. In addition, the results indicate that the type of reward program moderated the relationship between consumers' value perception and brand trust but not the relationship between their value perception and brand affect. These results have some important implications. First, this study is one of the first to examine how consumers' perception of the value of reward programs influences their brand loyalty in the context of online shopping. In particular, the results indicate that the proposed path, "value perception → brand trust/brand affect → brand loyalty," can better explain the effects of reward programs on brand loyalty than existing paths. Furthermore, these results suggest that online shopping malls should place greater emphasis on the type of reward program when devising reward programs. To foster brand loyalty, they should reinforce the type of shopping value that consumers emphasize by providing them with appropriate reward programs. If consumers prefer utilitarian value to hedonic value, then online shopping malls should offer utilitarian reward programs and vice versa.

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Development and Application Effect of Entrepreneurship Education Program for Teachers (창업 교육 역량 강화 프로그램 개발 및 적용 효과)

  • Baek, MinJung;Kang, Kyoung-Kyoon;Yoon, Eunjin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.532-540
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    • 2018
  • The purpose of this study is to develop a training program for teachers to improve their entrepreneurial education competency for teenager entrepreneurship education. In order to achieve this objective, the training program was developed through a literature review and input from professionals. In addition, to verify field appropriateness of the entrepreneurship program for teachers, teachers participated in the program and a satisfaction survey was conducted. Results of this study are as follows. First, this study developed teaching contents and methods for entrepreneurship education which included 4 hours of online education and 26 hours of off-line education, for a total of 30 hours. Second, for verifying the applicability to schools and its effects, the satisfaction of training was examined using 88 teachers that participated in the entrepreneurship education program. Results found the satisfaction level was rated 4.58 for the curriculum suitability and 4.67 for the effectiveness of class contents, indicating that teachers were very satisfied with the training program and contents.

Design and Analysis of Ubiquitous Customer Relationship Management System Based on Near Field Communication (근거리 무선 통신 기반 유비쿼터스 고객 관계 관리 시스템의 설계 및 분석)

  • Jun, Jung-Ho;Park, Hyun-Soo;Lee, Kyoung-Jun
    • Information Systems Review
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    • v.14 no.1
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    • pp.37-65
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    • 2012
  • This research aims to design and analyze a ubiquitous customer relationship management system based on near field communication which can be applied to stores in off-line environment. The existing customer relationship management system has been used mainly for stores in off-line environment to issue a royalty card, to stamp a seal on the purchase goods, and to manage the history of customers' visits and purchases. But, the existing system has two weaknesses; it makes difficult for a store manger not only to acquire a wealth of customer data but also to systematically manage the acquired data. In particular, the effectiveness and efficiency of the royalty card are questioned when a customer makes purchases in the store in that the customer frequently does not carry it or loses it. So, this research suggests a ubiquitous customer relationship management system where a tag for near field communications is attached to a store in off-line environment; a store manager can collect and manage easily customer's dada and customers can seamlessly acquire store's information. To do this, this research conducts the followings. First, we review the previous researches of customer relationship management to examine the concept of ubiquitous customer relationship management. Second, from the examination, we draw the factors to be considered in ubiquitous customer relationship management system based on near field communication. Third, we propose a scenario where the suggested system is used. Fourth, we analyze the participants' values and the process that will be used for the suggested system. Finally, we discuss the possibility of the application of this system to real business environment from various viewpoints.

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