• Title/Summary/Keyword: 온라인/오프라인 공간

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The Development of Map Supply System Based on Web (웹 기반 지도공급 시스템 개발)

  • Park, Ki-Surk;Park, Kyeong-Sik
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.2
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    • pp.123-131
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    • 2009
  • The telecommunication technology in the 21st century has come up to the standard which could transmit various spatial information by means of on-line and the printing technology using computers has been on a par with presswork in quality. In addition, map users also would like to get various spatial information through on-line directly or indirectly. None the less, the supply system of national base map in our country has maintained the off-line sales method. It is owing to this reason that the nation's supply system has shown a high degree of inefficiency from the viewpoint of the inventory control, rapidity, and economical efficiency as compared with the on-line sales system in the developed countries. This study tried to analyze some problems of the present supply system in order to build up the foundation of the efficient map supply system and also developed the system such as On-demand maps, on-line paying and sales, inventory control, meta dat establishment, and security module, etc. This study tried to analyze some problems of the present supply system in order to build up the foundation of the efficient map supply system and also developed the system such as On-demand maps, on-line paying and sales, inventory control, meta dat establishment, and security module, etc.

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A study on the development of the Web-based Interview Site (구인.구직을 위한 온라인면접 웹사이트 구축에 관한 연구)

  • 염인순;이창호
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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    • pp.165-169
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    • 2000
  • 컴퓨터 기술의 발전과 인터넷 사용자의 증가로 인터넷이 취업의 중요한 통로로 이용되고 있다. 하지만 지금까지 인터넷상에서 운영되고 있는 구인·구직 사이트의 대부분은 단순한 정보조회수준에 그치고 있다. [4,5,6] 본 연구에서는 기업의 전체적인 채용프로세스 중에서 면접과정을 온라인으로 지원하여 오프라인채용의 시간과 공간의 제한을 극복함으로써 보다 효율적인 인재채용과 구직이 이루어지게 온라인 면접 웹사이트를 구축하고자 한다.

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Exploratory Study on the Efficient Operation of Parcel Delivery Network with the Growth of Online Shopping Industries (온라인 쇼핑의 성장에 따른 택배물류 네트워크의 효율적 운영에 관한 탐색적 연구)

  • Lim, Hyunwoo;Lim, Jong Won;Yi, Hansuk
    • Asia Marketing Journal
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    • v.9 no.2
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    • pp.97-129
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    • 2007
  • The critical link between consumer-based internet ordering and the delivery of the product to the consumer is a key success factor in online shopping. Market areas of online shopping company implies the range of space where products ordered from online shopping can be physically delivered to customers distributed over space with reasonable shipping cost and lead time through the physical distribution network. The average rate of growth in online shopping is 36% per year in Korea for the last 5 years. But there are no maps available that describe sales/delivery density of online shopping, few researches are focused on the short-term/long-term adaptation to demand increase by online shopping. In this paper (1) Maps of trade area are described indicating the sales/delivery density around the nation. (2) Empirical researches suggested that short-term adaptation to demand increase resulted in price reduction and service in enhancement of service quality in local transportation. But the long-term adaptation on the parts of parcel delivery industry are to be investigated in future researches.

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An Analysis of Cyber Communities based on Apartment Residential Space: The Realities of Internet Home Pages of Apartment Complexes (아파트 사이버공동체의 가능성과 한계 -아파트 홈페이지의 운영 실태를 중심으로-)

  • Yim, Seok-Hoi
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.585-606
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    • 2005
  • The rapid development of Information technology and the Internet has brought about a new phase like building cyber communities in Apartment residential space. This study empirically considers the possibility and limit of cyber communities based on apartment residential space through analysing apartment Internet home pages. The analysing results show us the fact that apartment cyber communities are less satisfied than theoretical expectation. However, they have some possibilities as on-line communities. First of all, the most important factor is off-line community activities in realizing the possibility of cyber community at least in apartment residential space.

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A study on the System for Online education by Mobile (모바일 기반의 온라인교육 시스템에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.3
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    • pp.149-155
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    • 2005
  • The various kinds of contents have been developed with the explosive increase of the internet users. The advantage of the contents could be extended to the extension of education. For the reason of no limit on space, on-line education such as cyber lecture and cyber university is getting popular. On-line education, however, could be faced to the problem of the management for attendance, homework and the exam. Therefore the proper supervision is requested so that students may get all the information for the calendar of test and other program which are necessary for the lesson. This study is to propose the system of education by mobile which is able to promote the efficiency of the study for the on-line education. The information of the lesson for cyber lecture could be accessed regardless the place and time by using the mobile phone which is usually carried.

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Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

A Methodology of approach on Information from Social Network Service (Mass Collaboration 사례를 통한 SNS 정보 활용 접근 방법)

  • Lim, Soo-Min;Kim, Hyoung-Joong;Joo, Sang-Hyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1579-1581
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    • 2011
  • 페이스북(Facebook)과 트위터(Twitter)등으로 각광 받는 소셜 네트워크 서비스(Social Network Service)는 사용자의 온라인과 오프라인에 구축된 인맥 네트워크를 기반으로 한다. SNS내의 소셜커머스, 소셜어플리케이션 등의 다양한 기능이 추가 되면서 새로운 온라인 서비스 시장이 등장하게 되었다. 초기의 새로운 가상 인맥 늘리기 수단으로 사용되었던 SNS서비스는 스마트폰의 등장과 카메라, 마이크 등의 추가 디바이스와 서비스간의 연계가 가능해 지면서 이용자들의 새로운 정보 생성과 실시간 커뮤니케이션이 가능해 졌다. 또한 SNS를 통한 정보의 흐름은 텍스트 기반의 한방향 정보 전달 틀에서 소리와 이미지, 동영상등의 다양한 미디어가 취합되는 공간이 됨으로서 사용자와 다른 사용자간의 상호 작용이 가능한 쌍방향 소통으로 현실의 정보를 보다 정확하고 빠르게 전달할 수 있는 하나의 미디어 형태로 진화하는 중이다. 본 논문에서는 소셜 서비스에서 생성된 정보가 집단 협업(Mass Collaboration)을 이룰 때 갖는 신뢰성을 기대하여 키워드 중심의 정보 형성에 따른 SNS 활용 방법을 제시한다.

A Study on the Implementation of Metaverse Education :Focused on Arts Education (메타버스기반의 온라인 교육 플랫폼 활용 가능성 연구 - 예술교육 중심으로-)

  • Gao, Si-Yang;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.540-547
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    • 2022
  • Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.

Development of Practical Problem-Based Home Economics Teaching.Learning Process Plans by Blended Learning Strategy - Focusing on a Unit 'the Youth and Consumer Life' - (Blended Learning(BL) 전략을 활용한 실천적 문제 중심 가정과 교수 학습 과정안 개발 - '청소년과 소비생활' 단원을 중심으로 -)

  • Lee, Jin-Hee;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.19-42
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    • 2008
  • The purpose of this study was to develop practical problem-based home economics teaching.learning process plans about a unit 'the youth and consumer life' of middle school eighth-grade Technology and Home Economics by applying blended learning(BL) strategy. According to ADDIE instructional design model, this study was conducted in the following procedure: analysis, design/development, implementation, and evaluation. In the stage of design and development, the selected unit was converted into a practical problem-based unit, and practical problem-based teaching. learning process plans were designed in detail by using BL strategy. An online study room for practical problem-based home economics instruction grounded in BL strategy was prepared by using Edunet(http://community.edunet4u.net/${\sim}$consumer2). Eight-session lesson plans were mapped out, and study aids for students and materials for teachers were prepared. In the implementation stage, the first-session teaching plans that dealt with a minor question 'what preparations should be made to become a wise consumer' were utilized when instruction was provided to 115 eighth graders who were in three different province, and the other one was in a middle school in the city of Daejeon. The experimental teaching was implemented for two weeks in the following procedure: preliminary program, pre-online learning, main instruction and post- online learning. The preliminary program was carried out in a session in the classroom, and pre-online learning was provided before the main instruction was given in a session in the classroom. After the main instruction was completed, post-online learning was offered. In the evaluation stage, a survey was conducted on all the learners and teachers to find out their opinions and suggestions.

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KakaoStory Usage Motives and Usage Patterns -Focusing on the Decisive Factor for Using Kakaostory (카카오스토리 이용패턴과 이용동기 연구 -이용량 결정요인을 중심으로)

  • Lee, Ji-Young;Shin, Jae-Gwon;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.379-387
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    • 2015
  • Social media have become ubiquitous owing to the well established smart mobile environment and have expanded offline relationship into online relationship. This study investigates the decisive factors for using the popular social media in Korea, KakaoStory, by analyzing its usage patterns and motives. Beside simple reasons, such as the increased awareness and serviceability due to the popular use of KakaoTalk, our research also showed that KakaoStory was used to improve the relationship within a closed group of people they already recognize offline. In addition, fashion consciousness related to collective inclination of Koreans also affected the popular usage of KakaoStory in Korea.