• Title/Summary/Keyword: 온라인 설문 조사

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A Study for Suggesting Online Reference Resources' Metadata Elements Based on the Users' Perceptions (이용자 인식조사를 기반으로 한 참고정보원 메타데이터 항목 제안에 관한 연구)

  • Noh, Young-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.2
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    • pp.81-96
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    • 2010
  • This study aimed to suggest metadata elements for online reference resource systems based on users' perceptions. We surveyed librarians in four types of libraries, asking them indicate the need for each of 17 metadata elements. The survey results were compared to the current data input rates of the system, which has been operating for the past two years. Based on both the respondent data and current data input rates, we suggested that title, description, subject, creator, type, identifier, language, coverage, location, and tag elements must be included in the system as the metadata elements for online reference resources. n addition, the input rates of creator and copyright were 20.20% and 18.30%, respectively, but the respondents answered that these items were needed 82.15% and 82.77%, respectively. Therefore, these two items are necessary as metadata elements. On the other hand, the data input rates of type, source, date, relation, and contribution were less than 3%, but almost 70% of respondents answered that all these items were needed. So further research should be performed to determine whether or not these items are needed for online reference resource systems.

eWOM효과에 영향을 미치는 요인에 관한 비교문화적 실증연구 -한국과 미국을 중심으로-

  • Park, Cheol
    • Proceedings of the Korean DIstribution Association Conference
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    • 2005.05a
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    • pp.41-58
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    • 2005
  • 본 연구는 eWOM(온라인 구전) 효과에 영향을 미치는 요인을 문화권(국가), 소비자특성(소비자 수용성), 그리고 온라인 경험 (인터넷 사용기간, 이용시간, 온라인 쇼핑횟수)로 나누어 살펴보았다. 문헌연구들을 통해 연구문제를 도출하고 이를 비교 문화적으로 실증하기 위해 총 1,176(한국 615명, 미국 561명)명의 온라인 리뷰 사용자를 대상으로 설문조사를 실시하였다. 그 결과 개인주의적인 미국보다는 집단주의적인 한국에서 eWOM의 효과는 더 큰 것으로 나타나 문화적 영향은 유의한 것으로 나타났다. 또한 소비자 수용성이라는 소비자 특성도 eWOM 효과(온라인 리뷰의 구매 직접영향정도)에 유의한 영향을 미치는 것으로 나타났다. 그리고 온라인 경험도 유의한 영향을 미쳤는데, 인터넷 사용기간 보다는 현재의 인터넷 이용시간이나 보다 관련이 있는 온라인 쇼핑횟수와 같은 변수가 eWOM 효과에 유의한 영향을 미치는 것으로 나타났다.

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Influencing Factors on the Lending Intention of Online Peer-to-Peer Lending: Lessons from Renrendai.com (온라인 P2P 대출의도의 영향요인에 관한 연구: 런런다이 사례를 중심으로)

  • Yang, Qin;Lee, Young-Chan
    • The Journal of Information Systems
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    • v.25 no.2
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    • pp.79-110
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    • 2016
  • Purpose Online Peer-to-peer lending (hereafter P2P lending), is a new method of lending money to unrelated individuals through an online financial intermediary. Usually in the online P2P transaction, individuals who would like to borrow money (hereafter borrowers) and those who would like to lend money (hereafter lenders) have no previous relationship. Based on enormous previous studies, this study develops an integrated model, particularly for the online P2P lending environment in China, to better understand the critical factors that influence lenders' intention to lend money through the online P2P lending platform. Design/methodology/approach In order to verify the hypotheses, we develop a questionnaire with 42 survey items. We measured all the items on a five-point Likert-type scale. We use Sojump.com to collect questionnaire and gather 246 valid responses from registered members of Renrendai.com. We analyzed the main survey data by using SPSS 18.0 and AMOS 20.0. We first estimated the reliability, validity, composite reliability and AVE and then conduct common method bias test. The mediating role of trust in platform and in borrower has been tested. Last we tested the hypotheses through the structural model. Findings The results reveal that service quality, information quality, structural assurance, awareness and reputation significantly impact lenders' trust in the online P2P lending platform. Second, awareness, reputation and perceived risk significantly impact lenders' trust in borrower and lending intention. Third, trust propensity has a positive effect on lenders' trust on borrower. Last, awareness, reputation, perceived risk, platform trust and borrower trust can directly impact lenders' lending intention.

Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy (온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안)

  • Kim, Sung Yul;Lee, Jong Yun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.33-42
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    • 2013
  • In this paper, through conducting a survey from 547 male and female high school students in Busan, we found their favorite computer games are about five and the highest linguistic problem in on-line computer games was vulgar languages. Most of respondents thought that the vulgar languages on the on-line games were serious and said that we have experienced the vulgar languages before high school. Therefore, in this paper, we suggest it is necessary to prepare a countermeasure system about adolescents' vulgar languages on the on-line games and for adolescents to take etiquette lessons on the on-line games from either the primary school or before then.

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A Study on the Use of Digital Library (디지털도서관의 이용에 관한 연구)

  • 곽승진
    • Proceedings of the Korean Society for Information Management Conference
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    • 1998.08a
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    • pp.159-162
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    • 1998
  • 본 연구는 디지털도서관 이용자들의 정보 이용형태를 LG상남도서관 사례를 중심으로 WWW 홈페이지를 이용한 온라인 설문조사와 이용 통계를 참조하여 도서관 가입과 회원제 운영, 디지털도서관 인지도 및 이용 현황, 이용 목적, 정보 서비스 개선, 정보 이용과 저작권료 문제 등과 학술잡지 이용률과 JCR의 Impact Factor 및 구독 금액과의 상관 관계를 분석하고자 한다.

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A Study on the Use of Cash Items in Online Game (온라인 게임에서의 캐시아이템 사용에 관한 연구)

  • Shin, Jong-Hyeon;Shin, Hyun-Ho;Im, Se-Hee;Lee, Dong-Huan;Bu, Jung-Chul;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.69-72
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    • 2017
  • 최근에 게임 산업 시장이 다소 침체기에 접어든 경향이 보이고 있으며, 현재 게임 시장의 특징은 경쟁이 매우 치열하고 시장에서의 매출을 올리기 위한 과열 경쟁으로 인해 발생되는 문제점들이 보이는 것이 사실이다. 본 논문에서는 온라인 게임에서의 문제점들을 유발시키는 캐시아이템의 관해 조사하고 분석해서 문제점을 제시한다. 유저들이 온라인 게임 캐시아이템에 불만을 가지는 요소가 무엇인지 조사와 분석을 토대로 유저들이 만족 할 수 있는 개선방안을 제시하고 설문조사를 통해 개선방안의 필요성을 제시한다. 이를 통해 현재 국내 온라인 게임 과금 시스템의 문제점과 앞으로 변화해야 할 개선방안을 제시한다.

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An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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Discrepancies Between Public Perceptions and Epidemiological Facts Regarding Cancer Survival Rate in Korea : An Online Survey (암 생존율에 대한 한국 대중의 인식과 역학적 사실 사이에서 발생하는 불일치 : 온라인 설문을 중심으로)

  • Kim, Jae-Woo;Kang, Jung-Kyu;Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.113-119
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    • 2017
  • This study aims at investigating which factors affect the public perceptions of the survival rate of cancer. To this end, this study compares the public perception for 5-year survival rates of five major cancer(stomach, colorectal, liver, breast, uterine cervix) and actual epidemiological fact thereof. Data was collected from 19th to 24th April 2016 through online cross-sectional survey on 354 people. Frequency analysis was conducted to understand the characteristics of the subjects, histograms were presented for the comparison with the epidemiological fact, and multiple regression analysis was conducted. The subjects tended to aware the survival rates of stomach cancer, colorectal cancer, breast cancer, and uterine cervix cancer as lower than they epidemiologically represented. Finally, the factors that substantially affect the perception of 5-year survival rates were revealed as the experience of diagnosed as cancer, the age, and whether the subject regularly involved in a workout.

An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

An Analysis for the Student's Needs of non-face-to-face based Software Lecture in General Education using Text Mining (텍스트 마이닝을 이용한 비대면 소프트웨어 교양과목의 요구사항 분석)

  • Jeong, Hwa-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.105-111
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    • 2022
  • Multiple-choice survey types have been mainly performed to analyze students' needs for online classes. However, in order to analyze the exact needs of students, unstructured data analysis by answer for essay question is required. Big data is applied in various fields because it is possible to analyze unstructured data. This study aims to investigate and analyze what students want subjects or topics for software lecture in general education that process on non-face-to-face online teaching methods. As for the experimental method, keyword analysis and association analysis of big data were performed with unstructured data by giving a subjective questionnaire to students. By the result, we are able to know the keyword what the students want for software lecture, so it will be an important data for planning and designing software lecture of liberal arts in the future as students can grasp the topics they want to learn.