• Title/Summary/Keyword: 온라인협업

Search Result 142, Processing Time 0.03 seconds

Study on Extraction of Sub-element and Construction of System Model for the Technological Communication Skills (기술적 의사소통능력의 하위요소 추출과 체제모형 구축)

  • Kim, Ju Hyun;Lee, Yong Jin
    • 대한공업교육학회지
    • /
    • v.40 no.1
    • /
    • pp.105-120
    • /
    • 2015
  • The purpose of this study was to extract of Sub-elements of technological communication skills and to construct of a system model. In order to achieve the goal of the study, it was carried out in two steps: (1)Extraction sub-elements and definitions of technological communication skills, (2)Development of a system model of technological communication skills. Obtained conclusions by the process of this research were as follows. First, sub-elements of the technological communication skills were extracted and they were images, sketches, flowcharts, drawings, prototyping, symbols tables graphs and presentations. Second, using the 'technological communication tools' based on the "collaborative activities in online and offline', technological communication skills were defined as communication skills to be raised through the process of 'Idea through the Communication', 'Realization through the Communication', 'Wrap up through the Communication'. Third, technological communication skills were described as the system, in which 'Idea through the Communication(images, sketches, flowcharts)', 'Realization through the Communication(design, prototyping)', 'Wrap up through the Communication(symbol table graph, presentation)' were collaboratively activated. Fourth, checking tool for the technological communication skills was developed, based on checking tool for the existing communication skills and system model for technological communication skills. And it was improved by the expert validity test.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
    • /
    • s.21
    • /
    • pp.51-69
    • /
    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

  • PDF

Automatic Recommendation of (IP)TV programs based on A Rank Model using Collaborative Filtering (협업 필터링을 이용한 순위 정렬 모델 기반 (IP)TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
    • /
    • v.14 no.2
    • /
    • pp.238-252
    • /
    • 2009
  • Due to the rapid increase of available contents via the convergence of broadcasting and internet, the efficient access to personally preferred contents has become an important issue. In this paper, for recommendation scheme for TV programs using a collaborative filtering technique is studied. For recommendation of user preferred TV programs, our proposed recommendation scheme consists of offline and online computation. About offline computation, we propose reasoning implicitly each user's preference in TV programs in terms of program contents, genres and channels, and propose clustering users based on each user's preferences in terms of genres and channels by dynamic fuzzy clustering method. After an active user logs in, to recommend TV programs to the user with high accuracy, the online computation includes pulling similar users to an active user by similarity measure based on the standard preference list of active user and filtering-out of the watched TV programs of the similar users, which do not exist in EPG and ranking of the remaining TV programs by proposed rank model. Especially, in this paper, the BM (Best Match) algorithm is extended to make the recommended TV programs be ranked by taking into account user's preferences. The experimental results show that the proposed scheme with the extended BM model yields 62.1% of prediction accuracy in top five recommendations for the TV watching history of 2,441 people.

Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.4
    • /
    • pp.97-121
    • /
    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.

Analysis on the Success Factors of e-CRM using Analytical Hierarchy Process (AHP) (분석적 계층 프로세스(AHP) 기법을 이용한 e-CRM의 성공요인 분석)

  • Shin, Dong-Hyuk;Kim, Seong-Jin;Ahn, Hyun-Chul
    • CRM연구
    • /
    • v.4 no.1
    • /
    • pp.19-34
    • /
    • 2011
  • Recently, companies have interests in the adoption and diffusion of customer relationship management(CRM). And, as information and communication technologies and Internet technologies proliferate, they also have interests in e-CRM, which implements CRMusing online communication channels. Until now, many researchers have tried to identify the success factors of CRM and evaluate their relative importance. However, only a few studies have dealt with the success factors of e-CRM. For this reason, we aim at identifying and evaluating the success factors of e-CRM in order to provide the companies with the guideline for preparing the implementation of e-CRM. Our study adopts analytical hierarchy process(AHP) as a tool for evaluating these factors because it has been widely applied and validated for a long time. Whereas prior studies have analyzed the success factors from the organizational and technological perspective, our study analyzes them from the functional perspective. As a result, we found that the companies should manage all the CRM components including analytic-operational-collaborative CRM in good balance. Also, we found that the sufficient support from CEO, the acquisition of good quality customer data, and theonline processing capability for responding customers' requests effectively are important for the success of e-CRM.

  • PDF

A Study on the Development of Sustainable Operating Direction of Library after Corona: Focusing on the Implementation Performance and Implementation Plan of the 3rd Library Development Plan (공공도서관의 코로나 이후 지속가능한 운영 방향 모색 연구 - 제3차 도서관발전종합계획의 추진실적 및 시행계획 중심으로 -)

  • Noh, Younghee;Ro, Ji-Yoon
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.3
    • /
    • pp.45-65
    • /
    • 2021
  • How are real libraries affected and what are they planning and working on in the current coronavirus era? Based on these questions, the purpose of this study was to analyze the Corona-related trends based on the 2020 implementation plan of the Library Development Comprehensive Plan and the 2021 implementation plan, and to analyze the impact and changes of the libraries in the city and the direction of corona response. The problems in the 2020 municipal libraries are largely attributed to the closure or curtailment of libraries due to the epidemic of coronavirus, budget cuts and budget limits due to coronavirus, declining users' interest and participation, infrastructure limits due to rapid service changes and operational limitations. Furthermore, the improvement measures and future plans could be divided into 1) development and provision of non-face-to-face programs; 2) development and provision of online-based services; 4) expansion of budget for response to demand; 5) provision of space against corona; and other response directions. In addition, in order to systematically cope with coronavirus in the future, it is expected that first, hybrid-type programs and services, second, infrastructure for online and non-face-to-face services, and third, budget utilization flexibility will be required.

A study on the policy implementation strategy through public participation (정부의제의 국민참여를 통한 정책화 추진 전략에 관한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon;Jung, Yonghun
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.45-54
    • /
    • 2022
  • This study examines the actual operation and performance of the public participation platform by analyzing various public participation processes from 2018 to 2021, when 'Gwanghwamun 1st Street', a representative public participation platform operated by the Ministry of Public Administration and Security, was launched. Through this, the influencing factors that were able to successfully induce the process of policyization through public participation were derived as follows. First, online participation channels were diversified to encourage public participation. Second, it is also important that the public opinion contest and compensation for public review were implemented to encourage and expand public participation. Third, the participation of experts was encouraged to refine and refine the people's ideas. Through these research results, it is judged that the Korean government will be able to contribute to inducing the policyization process through continuous public participation. In deriving success factors for policyization through public participation in the future, how influencing factors such as the public participation process, communication through online channels, and collaboration with experts affect the public participation process using quantitative analysis techniques A study to prove it will have to be conducted subsequently.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.207-228
    • /
    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.79-87
    • /
    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

The Effect of Influencer Factors in Personal Media Contents on Purchase Intention (1인 미디어 콘텐츠의 인플루언서 요인이 상품 구매 의도에 미치는 영향: 브랜드 진정성의 매개효과를 중심으로)

  • Yu, Ines Hyunju;Kim, Hun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.1
    • /
    • pp.45-59
    • /
    • 2020
  • This study is to examine the effects of personal media influencer's source credibility (attractiveness, trustworthiness, expertise) and content authenticity on brand authenticity and product purchase intention. An online survey was conducted, on which the respondents were asked to watch the embedded contents of the influencer provided on YouTube before answering the questionnaire. The results of the regression analysis showed that both influencer expertise and content authenticity had a positive effect on brand authenticity. Moreover, brand authenticity had a positive effect on purchase intention and had a mediating effect between purchase intention and content authenticity. The findings are meaningful in that they not only analyze empirical advertising effects of personal media and media contents but also expand the scope of research on authenticity. This study also provides strategic implications for personal media influencers and companies which want to collaborate with influencers.