• Title/Summary/Keyword: 온라인 정책

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특별기고 - 인터넷으로 흔들리는 과학저널의 엠바고정책

  • Hyeon, Won-Bok
    • The Science & Technology
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    • v.32 no.3 s.358
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    • pp.68-71
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    • 1999
  • 세계의 유수한 과학학술지나 종합과학자들이 설정한 새로운 연구결과 발표시간 제한제도인 이른바 '엠바고' 정책이 인터넷과 WWW이라는 새로운 요소 등장으로 흔들리고 있다. 과학전문지와 기자간의 신사협정이었던 이 제도가 위기를 맞는 것은 그동안 제기되어온 신속한 정보교환 및 보도에 저해된다는 견해와 함께 인터넷 온라인이 과학정보를 유통시키는 새로운 장으로 대두되었기 때문이다.

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Online game fatigue system comparative analysis between China and Korea (한중 온라인 게임 중독 방지 시스템 비교 분석)

  • Yuan, Fang;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.455-460
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    • 2014
  • In this paper, in order to improve the online game fatigue system for the purpose of use in South Korea and China's online game fatigue system analysis and comparison and find the problem and make improvements..Poisoning Prevention Youth Network game system, although many of the practical implementation of the research is very inadequate.So here we do it by comparing South Korea and China's online game fatigue system, promote physical fatigue perfect game addicted youth to further resolve the issue.

The Influence of Social Identification and Persistent Communication Activities on Interpersonal Trust in the Virtual Community (온라인 공동체에서 사회적 정체성과 지속적인커뮤니케이션 활동이 구성원 간 신뢰에 미치는 영향에 관한연구)

  • Cho, Seung-Ho
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.65-77
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    • 2011
  • The current study investigated how interpersonal trust is developed in online communities, where most of individual identities are unknown or doubtful. To better understand and theorize the underlying mechanism, a survey was conducted integrating the literature on computer-mediated communication (CMC) and extending previous research on social identify model. The findings confirmed that integrity, benevolence, and openness are essential components in the concept of trustworthiness, which is predicted by social identification and persistency of communication activities in the virtual community.

A Study on the Relationship between Digital Informatization Level and Policy Activity Satisfaction Level of Disabled Persons (장애인들의 디지털정보화 수준과 정책활동 만족도 수준과의 관계에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.23-28
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    • 2018
  • In recent years, activities have become more important in political activities and participation in policies. Therefore, the level of digital informatization can affect the participation in policy in the online environment. In this study, we examined how the policy activities of the disabled have a relationship with the informatization level. To this end, we analyzed the relationship between the level of digital informatization and the level of satisfaction with policy activities based on the results of the digital divide survey of 2017. The results of this study are as follows: First, it shows that the disabled people have a positive relationship with the digital access and policy activity satisfaction levels such as the possession of wired / wireless information devices and Internet accessibility. Second, it is found that digital information capacity level and income level such as PC utilization ability and mobile digital device utilization ability have a positive (+) relationship. Third, as the level of digital information utilization such as wired and mobile Internet usage increased, the level of satisfaction with policy activities also increased positively. This suggests that the government needs various information policy to increase the level of digital informatization of the disabled.

Chinese Online Circulation Market and Market Approaching Strategy (중국 온라인 유통시장의 발전과 시장진출 전략)

  • Song, Jae-Do;Lee, Chan-Woo
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.477-487
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    • 2017
  • This paper releases strategies for firms that wish to enter into online circulation business in China. SWOT based on a Korean manufacturing company teaches us better way to approach Chinese online market. Chinese online market is under oligopoly, where Alibaba and Jingdong account for about 80% of the total market. Game theory is used as a measure of threat and opportunity between Korean manufacturer and Chinese online market retailer. Game shows that they are easy to accept opportunity and sales uplift rather than low risk. Analysis shows that Korean companies should improve its products and brand competitiveness in the offline market before entering into the Chinese online retail market. They need to prepare a localization model.

Prototype Design and Development of Intelligent Video Interview System for Online Recruitment (원격 온라인 인력 채용을 위한 지능형 동영상 면접시스템 설계 및 시작품 개발)

  • Cho, Jinhyung
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.189-194
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    • 2018
  • This study reflects the current trend of the blind hiring culture focused on job competency rather than education specification as government initiative. In order to overcome the limitation of the existing document-oriented online recruitment process, we proposed a system architecture design of video interview system. In addition, we have evaluated the effectiveness through the development of prototype and performance experiment based on it. The proposed online video interview system is designed to combine intelligent Web technology to enable customized job matching and distant job coaching. This system is designed to reduce recruitment cost and opportunity cost of job seekers. Based on results derived from this study, commercialization of the proposed video interview system can be expected to be an practical online recruitment solution for the job competency based employment.

Effects of Information Literacy and Motivation Factors on Information Representation Capability and Information Contribution (정보리터러시와 동기요인이 정보표현능력과 정보공헌에 미치는 영향)

  • Kang, Jae-Jung;Kim, Yoo-Jung
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.97-108
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    • 2017
  • Web 2.0 paradigm and technologies allow users to contribute their information voluntarily and actively to online community. This paper aims to investigate key determinants of information contribution in online communities. We come up with the research model and proposed hypotheses on the basis of intensive literature review on motivation theory, information literacy, and self expression. Using survey response date collected from those who have ever experienced in uploading or providing information on online community such as social media. A total of 262 survey responses were used to test research hypotheses. The results show that self expression motive influences on information representation capability(IRC) and information contribution. The impact of Information literacy on IRC is found to be significant, and IRC is positively related to information contribution. In addition, approval motive is proven to be key determinant of IRC and information contribution. Some practical implications of these findings are discussed.

Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.