• Title/Summary/Keyword: 온라인/오프라인

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The Effect of the Consumer's Perceived Risk on the Level of Information Search (제품유형에 따른 소비자의 구매위험지각이 정보탐색수준에 미치는 영향 - 지식수준의 조절역할을 중심으로 -)

  • Shin, Bong-Sup;Park, Ju-Young
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.3
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    • pp.143-167
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    • 2006
  • Despite the popularity of e-commerce, the understanding of preferred product types for information searches and purchase on the internet are not sufficient. This paper studies the effect of risk perception on information search behavior through online only, offline only, and on-offline together. Specially, this study classifies product types into search goods, experience goods, and credence goods. The study attempts to determine how the relationship between the perceived risk and the information search is influenced by the product knowledge level. The results show that the higher the risk perceptions about experience goods and credence goods, the more the consumer searches information through online and offline together when the consumer's knowledge level is low. When the consumer's knowledge level is high, however, the higher the risk perception regarding search goods, the more the consumer searches information through online only.

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The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence (온라인 게임에서 사회적 상호작용이 충만감과 중독에 미치는 영향: 오프라인 의존성의 조절효과)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.12 no.3
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    • pp.117-139
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    • 2010
  • Online games are not only tools for enjoyment, they are also the linking pins connecting between the online and the offline worlds. The effects affecting other domains can be termed 'spillover'. With the process behaving as forward and reverse spillovers, there are interaction effects on online and offline behavior. However, there is little research dealing with the spillover effects from the offline to the online domain. This study concentrates on the individual behavior of online garners centering on offline dependence. With the purpose of finding the factors affecting both flow and immersion, I am interested in the moderator effect of offline dependence influencing both flow and immersion from social interaction. A research model is developed and a survey research is conducted from one of universities in Korea. The results show that flow is strongly influenced by skills, challenge, and social interaction, but immersion is only influenced by skills and social interaction and not challenge. The findings reveal that the moderating effect of offline dependence affects only the relationship from social interaction to the immersion on the lower offline dependence group.

Identity-Based Online/Offline Signcryption Without Random Oracles (ID기반 온라인/오프라인 사인크립션(Signcryption) 기법)

  • Park, Seung-Hwan;Kim, Ki-Tak;Koo, Woo-Kwon;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.5
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    • pp.23-36
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    • 2010
  • Signcryption is a cryptographic primitive which offers authentication and confidentiality simultaneously with a cost lower than signing and encrypting the message independently. We propose a new cryptographic notion called Identity-based online/offline signcryption. The notion of online/offline scheme can be divided into two phases, the first phase is performed offline prior to the arrival of a message to be signed or encrypted and the second phase is performed online phase after knowing the message and the public key of recipient. The Online phase does not require any heavy computations such as pairings or exponents. It is particularly suitable for power-constrained devices such as smart cards. In this paper, we propose ID-based signcryption scheme and ID-based online/offline signcryption scheme where the confidentiality and authenticity are simultaneously required to enable a secure and trustable communication environment. To our best knowledge, this is the first ID-based online/offline signcryption scheme that can be proven secure in the standard model.

A Study on the Information Cascades Effects of the Offline WOM and Online Review (오프라인 구전과 온라인 리뷰간의 정보 캐스케이드 영향 분석)

  • Kim, Jin-Hwa;Bae, Jae-Kwon;Jeon, Han-Cheol
    • The Journal of Society for e-Business Studies
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    • v.15 no.1
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    • pp.39-60
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    • 2010
  • It becomes common thing that many customers buy the goods through the online shopping mall as internet grows very fast. The information cascades that happen when a person imitates the other's acts also it occurs in online. Many people buy the goods referring on other people's purchasing experiences and such cases are spreading more and more. Through numerous existing researches, the researches in association with this issue have been studied on the information cascades effect on offline or online separately. The research of comparing the information cascades effects from the offline word of mouth (WOM) and the online review has not studied yet. On that reason this study shows that the online review induces the information cascades. We also compared the effects with information cascades effects from traditional offline word of mouth. In result of this study, the following points have been concluded. Firstly, we examined that information cascades was occurred through both the online review and offline word of mouth. Secondly, the information cascades effect through the online review is greater than through the offline words of mouth. It means the company has to understand the importance of the online review and manage it. Thirdly, the information cascades effects are occurred differently in accordance with the goods brands. Therefore a company has to know whether its products is superior to the competitor's one or not.

A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

A Study on Efficient On-line/Off-line Street Light Facility Management Database System (효율적인 온라인/오프라인 가로등시설 관리를 위한 데이터베이스 시스템에 관한 연구)

  • Jeon, Chang-Dae;Chang, Byong-Kun
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.19 no.1
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    • pp.162-168
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    • 2005
  • This paper concerns developing a real time on-line light facility management system using internet and building a database system for control box and street light. Also, we designed the system to minimize the disparity with the conventional management system by referring to an old management ledger format. Thus, the proposed method may enable the system manager to administer the light facility efficiently and to reduce manpower and maintenance cost.

The Design and Implementation of a Blended-Learning System (통합교육 학습 시스템의 설계 및 구현)

  • Kim, Eun-Kyung;Han, Jae-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.817-820
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    • 2005
  • 온라인 교육은 오프라인 교육의 한 가지 방식의 교수방법에서 탈피하여 테크놀로지를 이용하여 교육의 효과를 높일 수 있는 구체적인 대안이 될 것이라고 예측되었다. 하지만 최근 들어, 사람이 아닌 PC와 의사소통을 해야 하기 때문에 집중력을 확보하기가 어렵고 인간미가 없다는 점등의 문제가 지적되고 있다. 이 문제점을 해결하기 위해서 교수자들은 온라인 환경이 갖는 장점과 오프라인 환경이 갖는 장점을 혼합한 통합교육을 시도하고 있다. 본 본문에서는 학습자들의 학업성취도와 수업만족도를 높이기 위해 온라인 수업과 오프라인 교실수업을 혼합한 통합교육에 멘토링 기능을 추가하여 학습모델 설계 및 학습 지원 시스템을 설계하였다.

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How the Quality of On-line Contents Influence Learning Attitudes: Effectiveness of Conducting Off-line Lectures at a Cyber University (콘텐츠 품질이 학습태도 형성에 미치는 영향 -온라인 대학에서 오프라인 강의 병행에 대한 효과-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.492-499
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    • 2009
  • This research was conducted in order to know how influential the acknowledgment of factors such as the quality of educational contents and the conducting of off-line lectures is in terms of effective learning for leaners. Based on the satisfaction-importance model of the multi-attribute attitude model, this study would like to clarify the degree to which the quality of on-line contents of on-line education and the simultaneous conducting of off-line lectures influences one's learning attitude. On-line contents satisfaction will evaluated through the three categories: audio lectures, video lecture and WEI lectures, which make up the quality of on-line contents. We would also like to do a survey on the transformation of learning attitudes when on-line and off-line lectures were conducted simultaneously.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

Perception of Internet Information Quality and Trust in Government: Focusing on participation of young netizens in their twenties and thirties in public policy process (인터넷정보의 질에 대한 인식이 정부신뢰에 미치는 영향 - 20-30대 네티즌의 정책과정참여를 중심으로 -)

  • Kim, Ki Hyun;Park, Tong Hee
    • Informatization Policy
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    • v.18 no.4
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    • pp.59-84
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    • 2011
  • In the 21st century, Internet information has a huge impact on citizens' participation in public policy process and trust in government. If the quality of Internet information is more positively perceived, the impact will be greater. In order to identify that causal relation, we construct the elements which make up the quality of Internet information and then analyze the impact of that quality on citizens' participation in public policy process and trust in government. First, positive perception about the quality of Internet information increases online participation and decreases offline participation in public policy process. Second, online participation activates offline participation significantly. Third, offline participation has a negative impact on trust in government. In sum, the quality of Internet information activates online participation, which, in turn, contributes a lot to an increase in offline participation and eventually weakens trust in government. On the other hand, the improved quality of Internet information weakens offline participation in public policy process and could contribute to the improvement of trust in government.

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