• Title/Summary/Keyword: 온라인&오프라인

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Do Leisure Activities Reduce the Level of Depressive Symptoms after Social Distancing Restrictions to be Lifted?: Focused on Offline Leisure Activities and Online Leisure Activities

  • Lee, Jong Man
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.225-232
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    • 2022
  • The purpose of this study was to analyze the effect of offline leisure activities and online leisure activities on depressive symptoms in the COVID-19 endemic. To do this, this study proposed a theoretical model consisting of demographic characteristics such as gender, age, academic background, and monthly income, offline leisure activity types such as socially-oriented activities, online leisure activity types such as information searching activities, entertainment activities, and the level of depressive symptoms. A survey was conducted to confirm research hypotheses, and a total of 99 questionnaires were used for statistical analysis. The major results of analysis reveal that first, monthly income is an important factor in predicting the level of depressive symptoms. Second, both offline socially-oriented activities and online entertainment activities have a negative effect on the level of depressive symptoms. This study has implications in that it identified the characteristics of leisure activities that can reduce the level of depressive symptoms.

The Comparison of Online and Offline Purchases: A Transaction Cost Perspective (거래비용 관점에서 본 온라인 구매와 오프라인 구매의 비교)

  • 김동훈;김현정
    • Journal of Distribution Research
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    • v.9 no.1
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    • pp.25-45
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    • 2004
  • As electronic commerce establishes itself as a viable and competitive channel, this research compares the attractiveness of online and offline purchase from a transaction cost perspective. In the process, we propose a framework that integrates transaction cost with purchase decision process and product type. Specifically, the paper proposes and tests hypotheses regarding the difference between online and offline channels with respect to the transaction costs incurred in each stage of the purchase decision process. These differences are further compared across different product types categorized according to the FCB Grid. A total of 24 hypotheses were tested by conducting a questionnaire survey on university students. The results showed that 19 out of 24 hypotheses were supported. Following a detailed presentation of the analysis results, the paper concludes by discussing the academic and managerial implications of the findings.

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A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

The Temperament Characteristics of On-Line and Off-Line Subjects : In Subjects Who Answered Internet Addiction Questionnaires (온라인과 오프라인 설문자의 기질 특성 : 성인 인터넷 중독 검사 설문자를 대상으로)

  • Kim, Geon;Yim, Seon-Jin;Kim, Jin-Hoon;Yoon, Hae-Joo
    • Korean Journal of Psychosomatic Medicine
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    • v.16 no.1
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    • pp.31-37
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    • 2008
  • Objectives : There may be methodological differences between pencil-and-paper and web-based questionnaires. But there are few reports about influences of that methodological differences. The Aim of this study is investigation of the differences in temperament characteristics in subjects who answered internet addiction questionnaires. Methods : We compare the characteristics between two groups. Four hundred thirty participants(189 males, 241 females) answered the online and offline questionnaires. We controlled sexes, addiction scores and psychiatric treatment histories using general linear model of MANCOVA. Results : There were statistically significant differences in temperament characteristics between two groups. Harm avoidance(HA) and novelty seeking(NS) scores were significantly higher in on-line group than off-line group. Reward dependence(RD) scores were significantly lower in on-line group than off-line group. Conclusion : This study suggested significant differences of temperament characteristics between on-line and off-line subjects. And there have been many studies on equivalence of on-line and off-line survey methods. Further studies on the difference are expected for the understanding of this results.

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An Architecture for Collecting User Interest Information in Offline (오프라인에서 사용자 관심정보 수집을 위한 아키텍쳐)

  • Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.441-447
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    • 2017
  • In order to provide personalized services on the Web and for mobile services, it is necessary to collect and analyze information processed by users. Typically, information collected by users is managed online. Using information collected online may be sufficient to provide personalized service. However, in terms of O2O services, which are currently mixed with online and offline services, user information from the offline service can also be an important part of personalized service. Therefore, this study suggests an architecture to collect offline user information to provide more precise personalization services. The collection architecture includes Node Analyzer, Distance Checker, Holding Time Checker, and Cross Analyzer as core elements. This study also offers proposals for processing algorithms of key components that make up the proposed architecture. A case study collects user information of interest based on BLE in order to verify the proposed architecture and algorithms.

Design and Implementation of a Internet Cyber Learning System based on the XML (XML 기반의 인터넷 사이버 학습 시스템의 설계 및 구현)

  • 조정현;김승호
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.577-579
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    • 2001
  • 인터넷이 발전함에 따라 교육의 형태가 오프라인 서비스에서 온라인 학습 서비스로 확장되어 있는 추세이다. 따라서 인터넷에서의 교육이 하나의 교육의 형태로 자리 잡게 되었다. 사이버 학습을 통한 교육은 방대한 학습 자료를 학습자의 학습정도나 일정에 맞는 맞춤형태의 서비스가 중요하다. 이러한 학습 컨텐츠 기반의 인터넷 사이버 학습은 기존치 오프라인에서 사용한 컨텐츠를 유기적으로 통합하여 온라인에서 제공하는 것이 큰 관건이 되어지고 있다. 이를 위해 본 논문은 XML을 이용하여 기존의 인터넷 가상학습을 XML을 기반으로 하여 오프라인에서의 컨텐츠를 온라인에 적용하여 학습자에 학습 환경을 보다 폭 널게 제공하였다. 또한 학습자의 학습 정도를 유지하고 파악할 수 있게 학습자의 학습 현황정보를 유지하여 맞춤형 사이버학습을 구현하였다.

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Comparison of Autonomous Learning Effectiveness between Cyber Study and Off-line Learning (사이버학습과 인쇄 매체 학습의 자율적 학습 효과성 비교)

  • Han, Jung-Yoon;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.507-513
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    • 2013
  • The purpose of this paper is to compare the learning effectiveness of autonomous learning between on-line cyber learning using Internet media and off-line learning using printed media. In this study, each group is provided with the same learning contents and the same learning conditions. For autonomous learning the results revealed a significant difference between on-line cyber learning being not as effective as off-line learning. In order to improve the effectiveness of on-line cyber learning the negative aspects have been identified. These findings will help to improve the development of on-line learning effectiveness.

A Study on the Classic Theory-Driven Predictors of Adolescent Online and Offline Delinquency using the Random Forest Machine Learning Algorithm (랜덤포레스트 머신러닝 기법을 활용한 전통적 비행이론기반 청소년 온·오프라인 비행 예측요인 연구)

  • TaekHo, Lee;SeonYeong, Kim;YoonSun, Han
    • Korean Journal of Culture and Social Issue
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    • v.28 no.4
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    • pp.661-690
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    • 2022
  • Adolescent delinquency is a substantial social problem that occurs in both offline and online domains. The current study utilized random forest algorithms to identify predictors of adolescents' online and offline delinquency. Further, we explored the applicability of classic delinquency theories (social learning, strain, social control, routine activities, and labeling theory). We used the first-grade and fourth-grade elementary school panels as well as the first-grade middle school panel (N=4,137) among the sixth wave of the nationally-representative Korean Children and Youth Panel Survey 2010 for analysis. Random forest algorithms were used instead of the conventional regression analysis to improve the predictive performance of the model and possibly consider many predictors in the model. Random forest algorithm results showed that classic delinquency theories designed to explain offline delinquency were also applicable to online delinquency. Specifically, salient predictors of online delinquency were closely related to individual factors(routine activities and labeling theory). Social factors(social control and social learning theory) were particularly important for understanding offline delinquency. General strain theory was the commonly important theoretical framework that predicted both offline and online delinquency. Findings may provide evidence for more tailored prevention and intervention strategies against offline and online adolescent delinquency.

An Empirical Study on the Characteristics of Korean B2C Exporters (우리나라 온라인 수출기업의 특성에 관한 실증연구)

  • Chang, Sang-Sik;Park, Kwang-So;Nam, Kyung-Doo
    • Korea Trade Review
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    • v.41 no.3
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    • pp.43-62
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    • 2016
  • As global online business expands, direct overseas sales, where company directly sells products to foreign consumers, has become a new trend. The purpose of this study is to find out the characteristics of B2C Korean online exporters. This study analyzes export companies, 45,267 doing offline business and 205 online, and the two findings drawn from the study are as follows: First, B2C online exporters shipped 4-5 times more products to 10-13 times more countries than offline exporters. It also showed higher rate of export persistency. Second, from using gravity model analysis, it was found that export through online sales removes distance barrier by 60% more than offline. In addition, Free Trade Agreement appears to help boost online overseas sales. This study has significance in that it is the first analysis on B2C online export using actual proof, and it can be differentiated by other researches in terms of identifying the traits of Korean online export.

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The Design and Implementation of On-Line Performance Monitor for JaNeC (JaNeC을 위한 온라인 성능감시기의 설계 및 구현)

  • Kim, Myung-Ho;Kim, Nam-Hoon;Choi, Jae-young
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.563-572
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    • 2002
  • A performance monitor is indispensable to trace and evaluate performance of a program under distributed processing environment. A performance monitor il classified as off-line and on-line according to its output method. An off-line performance monitor analyzes its performance after a program terminates, and an on-line performance monitor analyzes its one while a program runs. Therefore, the on-line function is essential to analyzing and debugging the program fast. JaNeC, distributed processing environment that is implemented in Java, contains an off-line performance monitor for this. However, this performance monitor may not analyze the program running on JaNeC efficiently. Consequently, this paper explains that an on-line performance monitor is designed and implemented for fast analysis and debugging of the program running on JaNeC. This on-line performance monitor is designed to minimize effects on a program to analyze, and provides various forms of graphic output, to analyze the program effectively. In addition, even after a program terminates, it provides interface with the off-line performance monitor, to analyze again.