• Title/Summary/Keyword: 온라인 활동

Search Result 856, Processing Time 0.027 seconds

A Study on the Management of Customer Group to the Sense of Community in Online through the Web-site (웹사이트의 온라인 공동체의식 형성을 위한 고객그룹 운영 방안 연구)

  • Lee, Hye-jin;Yae, Yong Hee;Kim, Ji Young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.1200-1204
    • /
    • 2009
  • Success or failure depends on the customer relationships from information services. Recently, as strengthening the customer relationships, marketing with the customer relationships through the web-site is being important factor. In the web-site, applying the service brand or the sense of community in online is the core. In the order to apply the sense of community in online to KISTI's Scent web-site, it is operated KISTI's Scent supporters and proposed the management of customer group plans.

  • PDF

Building an intelligent interpretation and translation system for online exhibition (온라인 전시회를 위한 지능형 통번역 시스템 구축)

  • Kim, Sea Woo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.673-676
    • /
    • 2020
  • In 21 century, we entered the multiculture society. Multi cultural society became a trend. It is known that 65.5 percents of Koreans find difficuty in using foreign languages. The need for intellignet and machine translation is increasing rapidly. This paper suggests a translation system which is mainly using in MICE industry. There are many applications provide translation, however, using multuple translayion appication is rare. We provide untact service which can import many application tools to provide a better service.

Machine Vision-based Billiards Ball Detection (머신 비전 기반 당구공 검출)

  • SunWoo Lee;Heon Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.2
    • /
    • pp.29-34
    • /
    • 2024
  • Since the outbreak of COVID-19, there has been a surge in sports conducted through online platforms due to the increase in remote and non-contact activities. Billiards, being suitable for online platforms, has received much attention, leading to research on detecting the position and trajectory of balls. In this paper, we propose a new method utilizing machine vision to detect the position of the balls accurately. The proposed method detects the outline of the ball using the Canny edge detection and then employs simple correlation to determine its position. This correlation-based approach offers satisfactory system performance and is easily applicable in practical systems due to its low implementation complexity and robustness to noise.

The Variables Affecting the Internet Overuse of Adolescents - An Analysis by Gender, School Grades and School Systems - (청소년의 인터넷 과다 사용에 영향을 미치는 변인 - 청소년의 성, 학교, 계열별 분석 -)

  • Lee, Kyung-Hwa;Ryu, Kyung-Hee
    • Journal of Korean Home Economics Education Association
    • /
    • v.23 no.2
    • /
    • pp.71-87
    • /
    • 2011
  • In this study, we investigate the individual-, parents-, and family-related variables affecting the internet overuse of adolescents by the gender, school grades and school systems, which is based on surveys of 480 students in the middle and high school, employing multiple regression analysis. Major findings are as follows. 1. In the case of male students, internet use was higher when the students are playing online games more often, when the students are under stress, or when they have lower self control. In the case of female students, internet use was higher when the students are playing online games more often or when the students are visiting pornographic sites more often. 2. In the case of middle school students, internet use was higher when the students play online games more often, when they use file downloads more often, when they have lower self control, or when they have parents who are setting lesser rules on the students' internet use. In the case of high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they have lower self control, when they use e-mails less frequently, when they have fathers with better internet ability, or when they are under parents' strict control. 3. In the case of academic high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they visit pornographic sites more often, when they have lower self control, when they have mothers with poor internet ability, when they use e-mails less frequently, or when they have fewer number of close friends. In the cases of vocational high school students, internet use was higher when they play online games more often, when they are under more stress, when they get better grades, when they have fathers with better internet ability, when they are under parents' strict control, or when they have lower self control.

  • PDF

Investigation of the Relationships Among Extrinsic Motivation, Intrinsic Motivation, and Attitude toward Online Community (내재적 동기와 외재적 동기가 온라인 커뮤니티에 미치는 영향)

  • Kim Jong-Weon;Kim Eun-Jung
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.10 no.4
    • /
    • pp.1-15
    • /
    • 2005
  • This study investigates the relationships between extrinsic motivation (perceived usefulness), intrinsic motivation (perceived ease of use and perceived enjoyment), and attitude toward online community. With 252 valid responses, the research hypotheses are tested using by structured equation model. The results show that perceived ease of use affects perceived usefulness and perceived enjoyment, that perceived enjoyment has a positive impact on perceived usefulness and attitude toward online community, and that perceived usefulness positively influences attitude toward online community. The study can help IS managers and professionals plan their courses of action more effectively for users' continuous visits on online community.

  • PDF

Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
    • /
    • v.13 no.4
    • /
    • pp.61-68
    • /
    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

  • PDF

The Analysis of Woman User Behavior Pattern in Online Games (여성 유저의 온라인게임 이용 행태에 관한 연구 - 온라인게임에서의 젠더 정체성을 중심으로-)

  • Seok, Sung-Hye;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.693-704
    • /
    • 2007
  • 지금까지 사이버문화에 대한 연구는 해당 문화의 가장 큰 특성 중인 익명성과 그것이 개별 이용자들의 정체성에 미치는 영향에 대한 많은 관심이 있어왔다. 최근 주목을 받고 있는 싸이월드나 블로그 등 CMC환경에서 매체가 일반적으로 여성의 라이프스타일 및 여성성과 연관되어 정체성의 구성에 영향을 미치게 되며, 이러한 이용 형태를 마케팅과 접목하여 높은 여성 참여와 구매력을 이끌어내고 있다. 반면 온라인게임은 남성 중심의 매체로써의 특징을 가지고 있으며, 상대적으로 여성의 온라인게임 이용 행태 분석 및 마케팅 전략 연구가 미흡하였다. 온라인게임에서 여성 이용자의 참여나 구매력을 이끌어 내기 위해서는 우선적으로 남성 중심적 매체에서 여성 온라인게임 유저의 이용 행태 분석 이 선행되어야 하며, 이를 통하여 여성의 온라인게임 소비 패턴과 특성을 파악하고, 나아가 고객 충성도, 구매력과의 관련성 속에서 마케팅적 시사점을 도출하여야 할 것이다. 본 연구는 온라인게임 여성 유저의 심층 인터뷰를 통하여 우선적으로 연령별 게임 이용 패턴 - 게임이용 장소, 초기 진입 방식, 커뮤니티 활동, 아이템 구매 형태 등 - 에 대해 알아보고, 다음으로 여성 유저의 게임 플레이 방식으로 게임 내 캐릭터의 전유 방식(몰입)과 게임 플레이 스타일을 고찰하고자 한다. 이때 여성의 온라인게임 이용 방식이 남성적 매체라는 구조적 공간 내에서 여성의 성적 특성이 온라인게임 소비 행태에 어떠한 영향을 미치며, 또한 여성 유저의 이용 방식에 따라 고객 충성도에 미치는 효과에 대해 알아보도록 한다.

  • PDF

Current status of use in the LMS education (LMS 온라인 교육의 이용 현황)

  • Lee, Hyun-jung;Son, ji-youn;Kim, Han-byeol;Choi, Hun;Choi, Yoo-jung;Lee, Yong-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.609-611
    • /
    • 2022
  • LMS is software that automatically manages educational and learning activities, and is being used in most educational institutions these days when online education is increasing due to the spread of Corona. LMS covers a wide range of methods that are so versatile that they can be used in connection with offline classes as well as online classes. Therefore, it was confirmed that the software is useful not only for educational institutions but also for office workers who want to do online work such as telecommuting during the period of social distancing. This LMS function will be of great help to the development of the education market and online classes in the future.

  • PDF

A Study on the Influence of Flow on Online Community Satisfaction: Focusing on the Mediating Role of Social Capital (온라인 커뮤니티에서 몰입이 만족에 미치는 영향에 관한 연구: 사회자본의 매개효과를 중심으로)

  • Yeu, Minsun;Bae, So Young
    • Journal of Digital Convergence
    • /
    • v.14 no.9
    • /
    • pp.171-179
    • /
    • 2016
  • An online community serves as a communication hub among members who desire to share their opinions and emotions. Thus, it is often utilized as a corporate or brand marketing tool. While focusing on commercial online communities from the marketing perspective, however, researchers have barely discussed non-commercial online communities despite its popularity. This study examined the influence of flow on satisfaction in the context of the non-commercial online community as well as the role of social capital as a significant mediator between flow and satisfaction. The result also included the differences between employed mothers and non-employed mothers. This study has expanded the research scope of online communities and offered theoretical and practical implications based on the interdisciplinary discussion that involves one of the understudied populations, mothers.

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
    • /
    • v.14 no.1
    • /
    • pp.387-398
    • /
    • 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.