• Title/Summary/Keyword: 온라인 디지털자료

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콘텐츠라인 / 글로벌 게임 컨퍼런스 2002

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.117
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    • pp.82-87
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    • 2003
  • 한국소프트웨어진흥원 주최로 지난 2002년 12월 3일부터 4일까지 개최된 '글로벌 게임 컨퍼런스 2002'에서 발표된 미국 게임시장 마케팅 분석 보고서이다. The Yangkee Group의 시니어 애널리스트 마이클 굿맨이 발표한 자료를 번역 게재한다. 국내에서는 온라인 게임의 폭발적 성장에 묻혀 큰 영향력을 발휘하지 못하고 있는 콘솔 게임 분야이지만, 향후 '홈 엔터테이먼트'의 중심에 서게 될 '콘솔 게임' 시장에 대한 깊이 있는 분석이 주목할 만하다.

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클릭, e업체- 온라인 책시장‘승산있다’입증

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.4 s.131
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    • pp.48-49
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    • 2004
  • 최근 국내 최대 인터넷서점, 예스24가 5년만에 흑자를 달성했다는 보도자료를 유포, 화제가 됐다. 실상을 알아보면, 지난해 전체 적은 적자였으나 12월부터 올 2월까지 3개월 연속 흑자를 냈다는 것이다. 산업계 전반에서 보면‘3개월 흑자 낸 게 뭐 대수냐’ 싶겠지만 인터넷서점에서는 처음 있는 일이라 하니 관심이 갔다. 예스24를 방문해 봤다.

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국내 특허 찾기

  • Kim, Seon-Jeong
    • Digital Contents
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    • no.4 s.59
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    • pp.67-69
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    • 1998
  • 지난호에 이어 국내의 특허 검색에 관해 알아보도록 하겠다. 이제 국내에서도 특허의 데이터량이 방대하여 수작업으로 특허 조사를 실시하는 것은 거의 불가능한 상태이며 특허 자료의 대부분이 온라인으로 되어 그 검색이 용이해졌다.

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An Analysis of Correlation Between Metacognition and Digital Library Searching Behavior

  • Heesop, Kim;Aluko Ademola, Mayokun
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.75-82
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    • 2023
  • The main purpose of this study is to analyze the metacognition of digital library search behavior of college students and to provide a fundamental data for the designing a user-centered online information retrieval system to find more optimal search results. In order to achieve the purpose of this study, metacognition was classified into the five main categories, including schema-training, planning, monitoring, evaluation, and transfer, and a total of twenty subcategories were included. A total of 112 students participated in the online questionnaire. The collected data were analyzed using SPSS version 26, and it was found that there was a significant correlation between metacognition of college students and their digital library searching behavior. In particular, the digital library search experience was found to be the strongest factor to be considered as the most important variable in digital library design based on the aspect of user metacognition.

Analyzing the Characteristics of Online News Best Comments (온라인 뉴스 베스트 댓글의 특성 분석)

  • Kim, Jin Woo;Jo, Hye In;Lee, Bong Gyou
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1489-1497
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    • 2018
  • The importance of comments is constantly growing as a participation of individual in Online News that being invigorated. The 'Best Comments', which strongly related by major participants are recognized as a primary public opinion, and obtains the power. Thus this study is aimed to analyze the characteristics of the 'Best Comments' by utilizing the data of comments on Online News. For this study, a possible element that may reveal the difference between 'general' comments and 'best' comments were set up, digitalized the data, and examined the difference between 'general' and 'best' comments. This study is expected to provide a clue for the problematic issues, such as 'online comment rigged scandal' in recent; also as a basic data that subjected by the individual, academic society, government, and etc.

The Effect of University Students' Learning flow, Self-Directed Learning, and Learning Outcomes on Uncontacted Online Class Satisfaction (대학생의 학습몰입, 자기주도학습, 학습성과가 비대면 온라인 수업만족도 미치는 영향)

  • Lim, Jong Mi;Kim, Shin Hyang;Baek, Min Ja;Kim, Kyung Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.393-401
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    • 2021
  • This study is a descriptive research study to verify the relationship between university students' learning flow, self-directed learning, learning outcomes, and online class satisfaction, and to identify factors that influence online class satisfaction. There was a significant positive correlation between university students' learning flow, self-directed learning, learning outcomes, and online class satisfaction. Online class satisfaction had a positive effect on learning flow and learning outcomes, but self-directed learning had no direct effect. The explanatory power of online class satisfaction was 49%. Based on the above results, in order to increase online class satisfaction, a plan is needed to improve university students' learning flow and learning outcomes for online classes. In addition, instructor and university are required to actively endeavor and support to improve the quality of online classes.

A Study on an Operating Model of Conspectus for Online Resources based on Mechanistic Quality Factor (온라인자료의 기계적 품질계수 측정을 통한 컨스펙터스 운영모형에 관한 연구)

  • Woo, Jin-Yung;Rhew, Sung-Yul
    • Journal of Korean Library and Information Science Society
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    • v.43 no.4
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    • pp.183-199
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    • 2012
  • This study is to develop an operating model of Conspectus for online resources by using mechanistic quality factor. Based on some empirical statistics about resource use behaviour such as collection rate, use rate, search rate, the mechanistic quality factor was calculated and applied to each subject by adjusting its acquisition level of Conspectus. according to the result of this study, Acqusition levels of the subject such as technical science which shows higher in use rate, and those such as history and social science which show higher in search rate, should be adjusted to a higher acquisition level, and those of others to the same or a lower level.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

커뮤니티 스토리텔링- 커뮤니티 스토리텔링 - 네버엔딩스토리를 만들자!

  • Han, Hye-Won
    • Digital Contents
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    • no.3 s.130
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    • pp.114-120
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    • 2004
  • 바야흐로 국내 인터넷 이용 인구 3,000만명 시대를 눈앞에 두고 있다. 정보통신부의 2003년 하반기 정보화 실태조사에 따르면 국내 인터넷 이용인구는 2002년 12월 기준으로 2,922만명에 달한다. 특히 10대와 20대의 인터넷 이용률은 각각 94.8%와 94.5%에 이른다. 중 장년층의 인터넷 이용률도 꾸준히 증가하고 있다. 인터넷의 이용 용도는 주로 자료 및 정보 검색, 게임, 전자우편등이다. 오프라인 상에서도 존재했던 일상 생활의 일부가 온라인으로 변형돼 옮겨진 셈이다. 이처럼 개인 대 개인은 물론 개인 대 단체, 단체 대 단체간에 이뤄지는 전자우편, 메일링리스트, 메신저, 게시판등 온라인 상에서 발생하는 모든 형태의 의사소통을 가리켜 컴퓨터 매개 커뮤니케이션이라고 한다.

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A study of consumer content experience on Korean online premium food market (국내 온라인 프리미엄 푸드마켓에 대한 소비자 경험 연구)

  • Kim, Sung Hee;Kim, Hyun Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1413-1422
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    • 2018
  • As the online food market is becoming major channel and fragmented, online premium food market is also emerging and growing. The purpose of this study is to clarify the experience factors of consumers in online premium food market and define the differences with offline. It is suggested that the online premium food market should be differentiated in terms of providing contents and services by revealing the differences in experience of cognitive, aesthetic and emotional experience with offline premium food market. In addition, the channel that consumers use in the online premium food market has a combination of online and offline experiences, so it is necessary to provide a consistent experience to the consumers. The consumer experience derived from this study is intended to be used as a basic data for providing content and services from the consumer perspective in the service design of online premium food market.