• Title/Summary/Keyword: 온라인플랫폼

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Effects of the Health Assessment Learning Programs using On-line Platfom on Problem Solving Process, Critical Thinking Disposition, Class Participation and Class Flow of Nursing Students (온라인 플랫폼을 활용한 건강사정 학습 프로그램이 간호대학생의 문제해결과정, 비판적 사고 성향, 수업참여도 및 수업몰입도에 미치는 효과)

  • Hyang-Soo Kim
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.2
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    • pp.305-317
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    • 2024
  • This study is a pre-experimental research that applied one-group pretest-posttest design to find out effects of the health assessment learning program using an online platform on the problem-solving process, critical thinking disposition, class participation, and class flow of nursing college students. Data before and after participation in the learning program using the online platform were collected from second-year nursing students who were 52 test subjects taking the health assessment and practice course at J University located in G-gun, C-buk-do. As a result of analyzing, it was found that the problem-solving process (t=-2.569, p=.013), critical thinking disposition (t=-5.363, p<.001), class participation (t=-4.429, p<.001), and class flow (t=-3.747, p<.001) were statistically significantly improved according to before and after participation in the program. Therefore, it is believed that a learning program using an online platform can be used to improve the problem-solving process, critical thinking disposition, class participation, and class flow of nursing college students during health assessment classes.

Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

Estimating the Economic Value of the Online Marketplace for Legal Services (변호사검색상담 플랫폼의 경제적 가치 추정)

  • Minsoo Park;Jungmin Kim;Hong Lee
    • KDI Journal of Economic Policy
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    • v.45 no.3
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    • pp.49-73
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    • 2023
  • This study examines the usage status of legal services provided by lawyers targeting domestic consumers and investigates empirically how much online platforms that facilitate lawyer search and consultation can increase consumers' utility, and how much the lawyer legal service market will expand through this. To this end, this study applies a discrete choice demand model to the data collected through a conjoint survey to estimate the value of the lawyer search and consultation platform perceived by consumers, and estimates the effectiveness of the platform in expanding the market for lawyer legal services through a simulation method. As a result of the analysis, the relative value that consumers place on finding and consulting a lawyer using the online platform instead of being introduced to a lawyer by an acquaintance or searching for a lawyer offline is estimated to be about 70,414 won. It was found that the existence of lawyer search and consultation platforms could increase the market size of legal services by as little as 18.9% to as much as 70.2%. In particular, the platforms are expected to increase the accessibility of legal services to vulnerable groups.

A Study on the Learners' Class Satisfaction in Synchronous Online Classes (온라인 실시간 수업에서의 학습자의 수업 만족도 연구)

  • Han, Jinhee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.173-178
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    • 2021
  • This study aimed to understand and analyze the learners' class satisfaction and the effectiveness of synchronous online classes after COVID-19. A total of 188 learners participated in the survey conducted at the end of the Fall Semester 2020 at C University located Gyeongsangnam-do. Findings revealed that learners' satisfaction with the synchronous online classes was relatively low, and the learners had negative perception of that. Learning content have the biggest effect on the learners' class satisfaction. Next came class management and the online learning platform. Therefore, instructors need to organize learning content effectively and enhance learners' understanding considering the most influential variable, learning content so that learners are satisfied with the synchronous online classes. Also, instructors should make it possible for learners to get familiar with the online learning platform and use it without any problems through systematic and faithful class design for effective learning in unfamiliar online learning environment. In addition, instructors need to know learners' needs and difficulties and plan their synchronous online classes. This study has limitations in that it was conducted only at one college and the limited number of variables was measured.

An Empirical Study on the Under-reporting Bias of Online Reviewers: Focusing on Steam Online Game Platform (온라인 리뷰어의 과소보고 편향에 관한 실증 연구: 온라인 게임 플랫폼 스팀을 중심으로)

  • Jang, Juhyeok;Baek, Hyunmi;Lee, Saerom;Bae, Sunghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.229-251
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    • 2022
  • Online reviews are useful for other consumers to make reasonable purchase decisions by providing previous buyers' experiences. However, when online reviewers are biased, online reviews do not accurately reflect the true quality of the product. Therefore, we investigated the characteristics of reviewers with underreporting bias to cope with the problem of declining reliability of online reviews. In this context, this study attempted to examine the characteristics of reviewers with underreporting bias using 14,165 reviews of Steam, an online game platform. As a result of the analysis, reviewers with underreporting bias mainly write reviews positively, write reviews within a short period from the game release date, but tend to write reviews after playing games for longer time, and write reviews when purchasing high-priced games. Since this study has explored the characteristics of reviewers showing underreporting bias, it will be meaningful as a basic study to cope with the problem caused by underreporting bias.

메타버스 침해대응 사례 분석을 통한 메타버스 플랫폼 위협벡터 도출

  • Lee, Ji-Hyeon;Jung, Hye-Lim;Park, Ki-Woong
    • Review of KIISC
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    • v.32 no.4
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    • pp.33-40
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    • 2022
  • 최근 전 세계가 COVID-19 팬데믹을 겪으면서 실세계 속 사회 및 문화 활동이 온라인 등 비대면으로 옮겨지며 비대면 사회활동 및 가치 창출을 위한 메타버스 플랫폼들이 생겨나기 시작하고 이들의 사회적 파급력 및 가치가 높아지고 있다. 메타버스 플랫폼에서 수행되는 사회 및 문화 활동의 가치가 높아짐에 따라 메타버스 플랫폼은 해커에게 '저비용 고효율'적인 공격 대상이 되어 메타버스의 안전성 및 보안성 이슈가 화두가 되고 있다. 본 논문에서는 메타버스 플랫폼을 대표하는 'ZEPETOTM', 'RobloxTM', '어스2TM' 등의 메타버스 플랫폼에서 발생한 보안사고의 공격 지점 및 연관된 공격 체인을 조사하고 메타버스를 구성하고 있는 핵심 시스템 요소에 대한 위협벡터를 도출하였다. 본 연구 수행에서 활용한 방법론은 메타버스 플랫폼뿐만 아니라 신규 소프트웨어 기반 플랫폼이 출시될 때의 위협벡터를 도출하고 그에 따른 보안대책 수립을 위한 활용으로 사용될 수 있다.

The Impact of Utilizing Online Outsourcing in Startups on Member Organizational Commitment and Job Satisfaction (스타트업의 온라인 아웃소싱 활용이 구성원 조직몰입과 직무만족에 미치는 영향에 관한 연구)

  • Kim, Joonhak;Park, Jae-Whan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.3
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    • pp.139-153
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    • 2024
  • The importance of sustainable growth and cost reduction has increased globally, leading to the expansion of outsourcing by companies. Additionally, the spread of the platform economy has brought changes in the way we work, and the online outsourcing market, where tasks are mediated through platforms, is growing. Academically, while research on general outsourcing is actively conducted, studies on online outsourcing are relatively insufficient compared to its actual utilization. This study aims to analyze the factors and performance factors of online outsourcing utilization by startups, to identify the effects and concerns of using online outsourcing from multiple perspectives, and to suggest the roles of various stakeholders for effective utilization and industry development. For the research, a survey was conducted with 281 employees of startups who have experience in using online outsourcing, and the main findings are as follows. First, the enhancement of efficiency, profitability, and innovation through the use of online outsourcing positively affects organizational commitment and job satisfaction of startup members. Especially, the improvement of efficiency due to the use of online outsourcing has a significant effect on enhancing job satisfaction. Second, concerns about the burden of online outsourcing fees or uncertain outcomes negatively affect organizational commitment and job satisfaction. Third, there are perceptual differences in the motivations and performance regarding the utilization of online outsourcing depending on the job position. Practitioners perceive that the use of online outsourcing increases organizational commitment, whereas managers have relatively higher concerns about the uncertainty of outsourced task outcomes and information security. Through this study, the possibility that human resource shortages and employee management issues in startups can be improved through online outsourcing was confirmed. By verifying the influence of various factors of online outsourcing utilization, this study also provides meaningful implications for establishing business strategies for online outsourcing intermediary platform companies and for formulating startup support policies by government and other startup support organizations.

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Effect of Information Provision Through Online Curating Platform on Appreciating Contemporary Art Among Novices (온라인 큐레이션 플랫폼을 이용한 정보 제공이 현대미술 감상에 미치는 효과)

  • Yi, Hyunjoo;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.151-168
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    • 2017
  • Current research aimed to demonstrate a way to enhance the aesthetic experience of the general public while appreciating contemporary art via online platform. Contemporary art is highly complicated and are avoided by the general public. Meanwhile, previous research confirmed that external information can lead to better aesthetic experience and appreciation of the artwork. Therefore, current research hypothesized that provision of explicit information may enhance the appreciation of contemporary artworks and aimed to demonstrate which phase of the cognitive process from Leder et al. (2004) profits from the aid of written information. Experimental environment reproduced online curating platform to reflect the current trend on exhibition. In experiment 1, subjects were presented with written information and reported how well they understood the artwork, and their willingness to visit the artwork in real life. Results revealed that written information had a positive effect on overall appreciation. Further analysis discovered a full mediation between information comprehension, artwork comprehension, and willingness to visit. In experiment 2, ARS questions and an interactive interface were added. Results indicated that information enhanced comprehension and intention to visit the artwork. Expertise, self-reference, and artistic quality which belong to later stages of Leder et al. (2004) model, acquired higher scores on information conditions. In sum, the current research illustrated clear effects of explicit information in inducing better aesthetic experience and cognitive process of contemporary artworks in online environment.

Changes in the Performance Industry Due to Social Distancing : Case Analysis of Online Performance Platforms (사회적 거리두기로 인한 공연산업의 변화 : 온라인공연 플랫폼 사례분석)

  • Kim, Jae-Sung;Han, Kyung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.1-17
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    • 2021
  • Social distancing caused a sharp industrial stagnation in the performance industry. Due to the continuous industrial downturn, as well as the livelihoods of many related workers, the outlook for the performance industry has reached a point where it is impossible to foresee the future. As a result of seeking various ways to recover from the continuing industrial stagnation, online concerts drew attention as the most effective alternative. Its development potential was highly evaluated as it could provide a performance culture to consumers while complying with social distancing. This study has value in terms of academic contribution as it slightly suggests a direction for the sustainable development of online performances presented as a breakthrough amid the social and industrial stagnation caused by the pandemic. therefore, this thesis describes the changes in the performance industry due to social distancing, and collects and analyzes examples of online performances by type to illuminate the value of online performances as an industry in the pandemic era and develops them. The possibility was reconsidered and the direction to be taken in the future was suggested. In each type of case, the cases focused on social value did not satisfy the economic value of profit creatiom, and even in the opposite case, if the profit creation was satisfied, the analysis result showed that the social value was not satisfied, and the planning intention of each performance was not satisfied. Accordingly, cases such as satisfying both profit creation and social value were also confirmed. Therefore, the direction for online performances was presented through the improvement of technologies and systems and the commercialization of existing platforms.

Development of 1/5 Scale Autonomous Driving Training Platform (1/5 스케일 자율 주행 교육 플랫폼 개발)

  • Seong-Jae Kim;Jeong-Soo Moon;Rok-Dam Baek;Hyeon-Seok Lee;Jeong-Hun Choi;Chan-Hyeok Moon;Kuk-Won Ko
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.281-282
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    • 2023
  • 자율주행 자동차 시장 규모 및 기술이 급속도로 성장하고 있음에도 불구하고, 전문가 교육을 위한 높은 하드웨어 비용 때문에 실제로 이 기술을 실험하기 위한 집단 교육 플랫폼의 필요성이 높아졌다. 이에 따라 우리는 자율주행에 사용되는 센서와 액츄에이터, 그리고 자율주행 알고리즘 학습을 위한 1/5 크기의 하드웨어를 포함한 교육 플랫폼을 설계했다. 이 교육 프로그램은 온라인 강의와 실습으로 구성되며, 각각의 모듈은 로봇 운영체제(ROS)를 활용한 C언어로 개발되었다. 이 교육 플랫폼은 언제 어디서나 접근 가능한 온라인 형식으로 제공되므로, 학생들은 이론과 실습을 통해 자율주행 분야의 전문가로 성장할 수 있는 기회를 얻게 되고 혁신과 경쟁력 강화에 기여할 것으로 기대된다.