• Title/Summary/Keyword: 온라인 홍보

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3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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A Study of the Analysis and Countermeasure about the Phishing Scam (피싱에 대한 분석 및 대응방안에 대한 연구)

  • Kang, Hyun Joong
    • Convergence Security Journal
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    • v.14 no.5
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    • pp.65-74
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    • 2014
  • Phishing scans through wired telephones have been evolving into smissing and pharming. While we use wire or wireless telephones, text messages, e-mails, and online-banking conveniently, the ways of hacking and phishing attacks are getting developed and various. This paper investigates the various aspects of attacks depending on the kinds of phishing and suggests general prevention measures. In addition, the user-oriented practical preventive measures and government-driven long term measures are proposed in this paper. Technological developments, short or long term preventive measures proposed by the government, and continuous public relations could be solutions since in a short time, it could be difficult to eradicate phishing scams evolving continuously. Besides, the internet media as well as SNS are great helps in promoting the preventives against phishing and smissing. Finally this paper asserts that the newly developed service technology should be made carefully without security problems.

Antecedents and Consequences of Perceived Fairness of Assessment in an Online Class (비대면 수업의 성적평가에 대한 지각된 공정성의 선행요인 및 결과요인)

  • Sungmi Lee;Hee Sang Cha
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.385-390
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    • 2023
  • The purpose of this study is to identify the antecedents and consequences of perceived fairness of assessment in an online class, such as Google classroom. Based on an extensive literature review, a research model and research questions were designed. We found that the perceived interactivity of contents and social presence were found to be antecedents of perceived fairness of assessment. Further, perceived fairness of assessment was found to have a substantial influence on class satisfaction and achievement.

Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

Design of Context-Aware based u-CMIS System for Revitalization of Conventional Market (재래시장 활성화를 위한 상황인식 기반의 u-CMIS 시스템 설계)

  • Lim, Ji-Hoon;Kim, Seok-Soo
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.57-60
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    • 2009
  • 국내 소비시장의 일부분인 재래시장은 현대화와 정보화로 인해 소비자가 감소함에 따라 시설개선, 홍보이벤트 등 외형적인 부분에 중점적으로 변화가 일어나고 있다. 하지만, 소비자들의 편리성을 고려한 서비스에 대해서는 그 대책이 미흡한 실정이다. 이에 따라 본 논문에서는 재래시장의 활성화를 위하여 이기종 센서 및 RFID 태그를 통해 재래시장의 실시간 정보를 얻고, 이를 소비자 및 판매자의 정보와 함께 규칙/사례기반추론 방식을 이용하여 다양한 맞춤형 서비스를 제공할 수 있는 상황인식 기반의 u-CMIS(ubiquitous-Conventional Market Information System) 모델을 제안한다. 본 논문에서 제안하는 u-CMIS 모델은 소비자가 재래시장을 효율적으로 이용할 수 있도록 기존의 온라인 마켓과 모바일 온라인마켓을 통해 언제 어디서나 실시간으로 재래시장의 정보 및 맞춤형 서비스를 제공받을 수 있으며, 이를 통해 소비시간을 단축하거나 물품을 저렴하게 구입할 수 있을 것이다.

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A Study on the internet ethics in the computer game (컴퓨터 게임에서의 인터넷 윤리 확립에 관한 연구)

  • Park, Won-Cheol;Park, Koo Rack
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.401-402
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    • 2012
  • 오늘날 인터넷은 모든 분야에서 활용되고 있다. 그러나 일상생활의 일부분이 된 인터넷 상에서 인터넷 윤리의식은 부족한 상태에 놓여있다. 특히 성장기에 있는 청소년들 사이에서 익명성이 보장되는 점을 악용하여, 악플이나 무분별한 욕의 사용 등 사이버 폭력으로 이어져 여러 사회 문제가 발생하고 있다. 이러한 문제점들을 예방하기 위해 많은 홍보와 공익광고 등이 진행되고 있으나, 그 기대 효과는 미흡한 실정이다. 본 논문은 청소년들이 많이 이용하는 fps온라인 게임에 적용할 언어 변환 프로세스를 제안한다. 제안된 언어 변환 프로세스를 적용하면 악플이나 무분별한 욕의 사용으로 인한 사이버 폭력이 줄어들 것으로 예상된다.

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소상공인의 긍정심리자본이 경영성과에 미치는 영향: SNS활용정도중심으로

  • Yun, Ji-Yeong;O, Sang-Do
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.103-107
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    • 2018
  • 최근 SNS사용범위 및 활용 목적이 다양해지고 있으며 급격하게 발전하는 환경에서 마케팅은 개인 또는 소상공인, 기업에서 중요한 경영전략이 되고 있다. 그중 모바일 온리시대에 들어와 소상공인의 홍보 및 마케팅에서 온라인마케팅의 모바일이 차지하는 비중은 계속 증가하고 있다. 정부에서는 소상공인의 마케팅을 돕기 위한 방안으로 다양한 방법으로 마케팅교육을 준비하고 교육을 진행하고 있다. 하지만 소상공인을 대상으로 모바일에 집중된 다양한 SNS온라인 마케팅 교육이 계속적으로 진행되고 있음에도, 실제 SNS온라인마케팅을 교육을 통해 모두가 성공적인 경영성과를 올리고 있지는 않다. 이에 소상공인의 경영성과에 미치는 다양한 요인이 있지만, 본 연구는 SNS를 활용하고 있는 소상공인들을 대상으로, 소상공인의 긍정심리자본이 SNS활용에 유의한 영향을 미치는지와 이러한 SNS활용이 경영성과인 재무적 성과와 비재무적성과에 유의한 영향을 미치는지에 대해 알아보고 그에 따라 시사점을 도출하고자 한다.

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Predicting Preventive Behavior Intention in COVID-19 Pandemic Context: Application of Social Variables to Health Belief Model (코로나19 팬데믹 상황에서의 감염 예방행동 의도에 관한 연구: 건강신념모델에 사회적 변인 적용을 중심으로)

  • Hong, Da-Ye;Jeon, Min-A;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.22-35
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    • 2021
  • The unprecedented pandemic caused by the COVID-19 has led to a massive global public health campaign to slow the spread of the virus. Thus, this study examines the importance of individual's prevention behavior intention by adapting health belief model(HBM). In addition, we added social variables to understand the prevention behavior better considering the situation in which collective behaviors are important. The online survey results(N=298) showed that higher level of perceived severity, perceived susceptibility, perceived benefits, perceived peril, perceived social norms and lower level of perceived responsibility led to higher prevention behavior intention. Peril was the most influential factor among all the variables. In addition, perceived severity and social norms followed after that. Additional analysis also implied that socio-HBM model we proposed better explained the prevention behavior intention than traditional HBM.

A Study on the Revitalization of Modern Literature Service Based on User Awareness Survey (이용자 인식조사를 기반으로 한 근대문학자료 서비스 활성화 방안 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Jeong, Dae-Keun
    • Journal of Korean Library and Information Science Society
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    • v.49 no.1
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    • pp.47-75
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    • 2018
  • The objective of this study is to investigate the current usage and Satisfaction Levels of modern literature services provided by the National Library of Korea, and explore the strategies to promote the use of the modern literature service. The result show that the usage rate of users for the modern literature service is very low, and the Satisfaction Level of the experienced users are found to be normal. Therefore, in order to increase the utilization rate and the Satisfaction Level, first, it is required for active promotion of current modern literature services. Second, the public relations of exhibitions and viewing information are provided direct access to users of the modern literary materials, so various types of exhibitions and events are necessary. Third, although respondents said that library homepage, portal site, and SNS are effective public relations methods, in the case of less-educated and seniors, they prefer public relations through offline media. Therefore, deeper theoretical considerations are necessary in order to select affordable public relations media.

A Research on the Methods of Forming the Fandoms of the Theatre - Centered on the Comparisons between K-POP and the Theatre (연극의 팬덤 형성 방법 연구 K-POP과 연극의 비교를 중심으로)

  • Kim, Lee-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.379-405
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    • 2015
  • The purpose of this thesis is to seek the methodologies for forming the fandoms of the Theatre. For the research, I explain by giving the example of the K-POP, of which the fandom has already been spread. Afterwards, I describe about the items which can substitute the plays and about the limits. By escaping from the passive consumptions, the fandoms have been expanded to the domain in which the culture is reborn. The cultural activities of the fandoms have come out of simply liking the fans, and the domain has been widened to the social activities. In the case of the K-POP, it has gone beyond Korea and has the fandoms in the whole world. Regarding the reasons why the fandoms could be formed in relation to the K-POP, firstly, it is because the project-type stars made by the large-scale agency had existed. Secondly, it is because the methods of accessing the contents had become simple through the online proliferation, such as the YouTube and the SNS's. Lastly, it is because the cultural activities of the fandoms give the joys, thereby continually maintaining the fandoms. If this is substituted for the Theatre, in the case of the Theatre, in order for the large-scale agencies to make the plans for and train the actors and the actresses, there are, somewhat, the excesses. However, if a PR method suitable for the online environment is developed and if the common joy is given to the audience of the Theatre, there is the possibility that the fandoms can be invigorated regarding the Theatre. Although, with regard to the K-POP and the Theatre, there exist the differences between the contents, if the methodologies of the K-POP fandoms, which have invigorated the fandoms and have been managing stably, are substituted for the plays, the invigoration of the fandoms is possible regarding the Theatre, too.