• Title/Summary/Keyword: 온라인 매체

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TRIB : A Clustering and Visualization System for Responding Comments on Blogs (TRIB: 블로그 댓글 분류 및 시각화 시스템)

  • Lee, Yun-Jung;Ji, Jung-Hoon;Woo, Gyun;Cho, Hwan-Gue
    • The KIPS Transactions:PartD
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    • v.16D no.5
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    • pp.817-824
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    • 2009
  • In recent years, Weblog has become the most typical social media for citizens to share their opinions. And, many Weblogs reflect several social issues. There are many internet users who actively express their opinions for internet news or Weblog articles through the replying comments on online community. Hence, we can easily find internet blogs including more than 10 thousand replying comments. It is hard to search and explore useful messages on weblogs since most of weblog systems show articles and their comments to the form of sequential list. In this paper, we propose a visualizing and clustering system called TRIB (Telescope for Responding comments for Internet Blog) for a large set of responding comments for a Weblog article. TRIB clusters and visualizes the replying comments considering their contents using pre-defined user dictionary. Also, TRIB provides various personalized views considering the interests of users. To show the usefulness of TRIB, we conducted some experiments, concerning the clustering and visualizing capabilities of TRIB, with articles that have more than 1,000 comments.

Design and Implementation of a Web-Based Education-Evaluation System for Setting and Analyzing Questions (문항출제와 문항분석이 가능한 웹기반 교육평가 시스템의 설계 및 구현)

  • Ha, Il-Gyu;Gang, Byeong-Uk
    • The KIPS Transactions:PartD
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    • v.9D no.3
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    • pp.511-522
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    • 2002
  • WBI (Web-Based Instruction), a web-based tool for teaching the students at a long distance, makes possible to Interact between learners and instructors, provides a wide variety of learning materials, has an advantage of overcoming spatial constraints. In this paper, as a model of using the web for education, a web-based education-evaluation system has been designed and implemented. Web-based education-evaluation system has to be equipped with both of the online setting question mode and the upload setting question mode, the former makes questions on web and the latter uploads the setted questions on offline with settling a defeat of the existing systems on setting questions. And the system has to be equipped with the function of analyzing the questions that gives teacher several kinds of analysis information and makes possible to feedback to questions by adjusting the difficulty and revising the questions. In this paper, a system that reflects the above requirements has been designed and implemented with PHP script language and MySQL database system.

The Impact of the Information's Satisfaction in the e-Marketplace on the Buyer's Transactions Intention (오픈 마켓상의 제공 정보에 대한 만족도가 구매자의 거래 의향에 미치는 영향에 관한 연구)

  • Kim, Myoung-Soo
    • The KIPS Transactions:PartD
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    • v.16D no.1
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    • pp.145-152
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    • 2009
  • The e-marketplace has emerged as a new place for transactions in the online industry. In the e-marketplace, buyers make transactions with whom they have little prior interaction. Thus it makes trust as one of the most important issues in the e-business. There are various kinds of information to foster customer's trust in the e-marketplace. In this study, we analyzed the impact of the information's satisfaction on the customer's transaction intention. The results showed that the satisfaction on the information related to transaction system, individual seller's information, and buyer's feedback are all positively related with the customer's transaction intention.

Designing Effective Prototypes for Establishing an e-Learning Center (이러닝 센터의 구축을 위한 효과적인 모형 설계)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.145-153
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    • 2010
  • E-learning is cyber-education that gives open education to everyone by providing various contents through Internet and IT technologies, and it has been spreading rapidly. In this paper, we describes an effective prototype design scheme for establishing e-Learning center, centered on the case of A University, in order to overcome a lot of shortcomings related to cyber-education and to settle down efficient and systematic on-line realtime cyber education. For this purpose, we first analyzed the current status concerning e-Learning at A University. Learners and lecturers then participated in a survey so that we could find some problems on current e-Learning and prepare their solutions. We finally designed e-Learning center prototypes, and selected the prototype 2 as a best one and designed it in more details. The prototype made in this paper would be very useful to other institutes who want to establish a new e-Learning center.

The Effect of SNS Ad Types on Adolescents' Decision-making (SNS광고의 각 유형이 청소년의 구매의사결정에 미치는 영향 -페이스북을 중심으로-)

  • Jeong, Ga-Hyun;lee, Byeong-Gwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.507-510
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    • 2016
  • SNS connect off-line and on-line so that it forms a relationship by sharing users' life and interests. Especially, marketing through SNS is not only economical also it spreads in the fast pace. Thus, many enterprise recognize SNS as a part of platform of ads and they are constantly investing on SNS ads. Also, with the spread of smartphones, the rate of adolescents who use SNS has soared and the rate of exposure to SNS ads also has increased. However, SNS ads have great impact on adolescents'decision-making, because their values of decision-making has not been well developed so that they are easy to influenced by external factors. Therefore, this study aims to understand the effect of SNS ads on adolescents'decision-making.

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A Study on the Development of Curation Services of Specialized Library (특화도서관의 큐레이션 서비스 개발에 관한 연구)

  • Kwak, Woojung;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.1
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    • pp.53-75
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    • 2019
  • This study has examined the policy status of the specialized libraries and analyzed the status of curation services of libraries and similar institutions and portals, and proposed policy directions for the curation services provision of the specialized libraries. As for the results of this study, first, curation information is collected and selected through the participation of various curators, and the curation information is regularly updated on the websites and online gateways toward maximizing the perception of the book collections in place and the use of collections. Second, the scope of the specialized libraries' curation services are diversified, such as research support services, one-on-one customized curation services, and book curation. Third, digital curation services are constructed in connection with specialized themes. Fourth, beacon is installed inside, and based on the information received from the information forwarding media, individualized user services are provided via such data as the scope of movement of the users and the time entailed for dwelling in a space.

A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry (모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구)

  • Kang, Tae-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.297-309
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    • 2021
  • Many game companies are releasing various games based on mobile platforms, and they are using various marketing strategies such as using celebrities to expand their influence on the initial market. This increases the related cost, which makes the continued development of small and medium-sized game companies more difficult. Therefore, this study attempts to understand consumer values according to the type of mobile game marketing and to explore the factors that affect the switching intention of mobile games based on real users of mobile games. As a result of this study, it was found that the playfulness and economics of mobile game marketing have positive effect on the attitudes towards mobile game advertisements and attitudes towards mobile games, but the attractiveness of mobile game marketing using celebrities does not. It was found that attitudes towards mobile game advertisements and attitudes towards mobile games have an influence on the switching intention of mobile games. Through this, we intend to provide useful implications for small and medium game companies to seek effective marketing plans.

Quality of Online and Offline Education Services of Nail Art Education Centers and Students' Satisfaction (네일미용 교육센터의 온·오프라인 교육수업의 인식과 서비스품질 및 만족도)

  • Eun-Ji, Kim
    • Journal of Advanced Technology Convergence
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    • v.1 no.2
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    • pp.83-88
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    • 2022
  • As the number of students participating in nail art with great interest rises, it has become crucial to form instructor-student ties through offline interactions and establish relationships with education through media under the Fourth Industrial Revolution. Therefore, it would be very important to check the quality of online and offline services and examine customer satisfaction. For this, this study investigated current online and offline nail art education, service quality and satisfaction with the education. A questionnaire survey was performed a total of 319 men and women in their 10-50s or older from Daejeon, Sejong, Chungnam, Chungbuk and other regions. The collected data were analyzed, using SPSS 27.0, and the results found the followings. The above results confirm that perception of online and offline nail art education is correlated with service quality and satisfaction. However, there are limitations in generalizing the results due to a difficulty in accurate measurement. It is anticipated that if a subject area is expanded, and teachers' satisfaction is added for comparison and analysis, there would be better results.

Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.187-197
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    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

Impact of consumer-oriented OTT service value on OTT platform selection through consumer perception (소비자 중심의 OTT 서비스 가치가 소비자 인식을 통해 OTT 플랫폼 선택에 미치는 영향)

  • Lee, Sin-Bok;Noh, Hyeyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.851-860
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    • 2024
  • This study analyzes the impact of online streaming services, particularly Over The Top (OTT) services, on consumer media consumption patterns in the digital age. It examines how consumer-centric service values affect OTT platform choice, consumer satisfaction, and brand loyalty, focusing on various factors such as content diversity, ease of use, affordability, brand awareness, and personalized services. The findings reveal that content diversity, ease of use, and affordability are significant factors positively influencing consumer satisfaction and brand loyalty, thereby motivating OTT platform selection. Contrary to expectations, personalized services did not have a significant impact. This research provides critical insights for OTT service providers to enhance consumer-centric values and develop competitive service strategies.