• Title/Summary/Keyword: 온라인 활동

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A Study on The Development and Management of The IT Standard Contents for On-line Education Based on SCORM(Sharable Content Object Reference Model) (SCORM 기반의 온라인 교육 IT 표준 컨텐츠 개발 및 운영에 관한 연구)

  • Choi, Hae-Gill
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.7-14
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    • 2008
  • To nurture skilled IT professionals required in the 21st information society, we have been faced to the need of learner-centered open lifelong education through the e-learning system that crosses the boundaries of time, space and geography. The object of this research is primarily as-is analysis of the IT contents in present cyber institutions, then making out the basic research data by to-be analysis and international standardization trend through benchmarking. Eventually this research intends to produce a prototype of the contents especially for the subjects related to the IT which is based on the modeling of e-Learning standard contents development model. It is possible that the final output of this project is used for the contents producing and operating data in cyber universities and institutions. This output also enhances the international competitiveness by the standardization and presents a standardized guideline to the domestic cyber education institutions.

A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall (인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구)

  • Tak Myung-Ja;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1184-1195
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    • 2006
  • The Internet has brought many changes in our daily lives. Now the recognition on the Internet fashion shopping matt has increased and it requires scientific and systematic research to understand the Internet fashion marketing system more correctly and to strengthen the marketing activity at the virtual space. A big shortcoming of an Internet fashion mall is that the consumers can't wear clothes themselves. Currently there is no system to cover the shortcoming, It would be nice if a 3D avata wears the clothes on behalf of a consumer after inputting the information of physical sizes of a consumer. The consumers can select many clothes, accessories and even the background. After establishing a complete virtual fashion shopping mall, the consumers who sue the Internet fashion shopping mall could wear the clothes at an online shop establishing an online shopping environment. It will be a sole way to ensure the trust of the consumers. This paper studies the read in reflection by PC camera and sample the edge detection. Virtual fitting system that wears virtual fitting model some clothes is establishment.

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Consumer Confidence, Identification, and a Brand Attitude according to the On-line Brand Community Type (온라인 브랜드 커뮤니티 유형에 따른 소비자신뢰, 동일시 및 브랜드 태도)

  • Kim, Kyung-Min;Kim, Kyung-Hee;Wang, Zhong-Qi
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.241-249
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    • 2009
  • With the recent growth of the Internet, the on-line brand community has been a major vehicle for building a corporate brand asset. This study aimed to identify the effective relationship between confidence, identification, and a brand attitude according to the on-line brand community type. As a result of an empirical analysis, first, the customer-driven community showed higher confidence and identification than those of the corporate-held community. Also, the customer-driven community was assessed more favorable also in the brand attitude. Second, the interactive effect between the community type and community activities was found to be significant in the confidence of the community confidence, and it was also the same for the identification of the community. Therefore, it would be necessary for companies to prepare strategies for improving the level of confidence and the identification of consumers in consideration of the community type for effective brand management on-line.

The Dynamics of Online word-of-mouth and Marketing Performance : Exploring Mobile Game Application Reviews (온라인 구전과 마케팅 성과의 다이나믹스 연구 : 모바일 게임 앱 리뷰를 중심으로)

  • Kim, In-kiw;Cha, Seong-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.36-48
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    • 2020
  • App market has continuously been growth since its launch. The market revenues will reach about 1,000 billion US dollars in 2019. App is a core service for smartphone. Currently, there are more than 1.5 million mobile apps in App platform calling out for attention. So, if you are looking at developing a successful app, you need to have a solid marketing and distribution strategy. Online word of mouth(eWOM) is one of the most effective, powerful App marketing method. eWOM affect potential consumers' decision making, and this effect can spread rapidly through online social network. Despite the increasing research on word of mouth, only few studies have focused on content analysis. Most of studies focused on the causes and acceptance of eWOM and eWOM performance measurement. This study aims to content analysis of mobile apps review In 2013, Google researchers announced Word2Vec. This method has overcome the weakness of previous studies. This is faster and more accurate than traditional methods. This study found out the relationship between mobile app reviews and checked for reactions by Word2vec.

Forecasting Future Market Share between Online-and Offline-Shopping Behavior of Korean Consumers with the Application of Double-Cohort and Multinomial Logit Models (생잔효과와 다중로짓모형으로 분석한 구매형태별 시장점유율 예측)

  • Lee, Seong-Woo;Yun, Seong-Do
    • Journal of Distribution Research
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    • v.14 no.1
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    • pp.45-65
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    • 2009
  • As a number of people using the internet for their shopping steadily rises, it is increasingly important for retailers to understand why consumers decide to buy products via online or offline. The main purpose of this study is to develop and test a model that enhance our understanding of how consumers respond future online and offline channels for their purchasing. Rather than merely adopting statistical models like most other studies in this field, the present study develops a model that combines double-cohort method with multinomial logit model. It is desirable if one can adopt an overall encompassing criterion in the study of consumer behaviors form diverse sales channels. This study uses the concept of cohort or aging to enable this comparison. It enables us to analyze how consumers respond to online and offline channels as people aged by measuring their shopping behavior for an online and offline retailers and their subsequent purchase intentions. Based on some empirical findings, this study concludes with policy implications and some necessary fields of future studies desirable.

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Analysis on the Current status of e-Learning among Pre-Service Teachers (예비교사의 이러닝 인식 및 사용 교수·학습 전략 실태 분석)

  • Lee, Okhwa;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.95-105
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    • 2004
  • It is important to understand how pre-service teachers perceive e-learning because their prior-experience with e-learning will have a great impact on their teaching after the graduation. Pre-service teachers (401 students) with cyber learning experience, which is a form of e-learning, were selected in 2004 in May and June. Survey was conducted regarding the instructional experience (working hours, tasks and evaluation, satisfaction about cyber learning and its academic achievement, difficulties and suggestions) and instructional methods (instructional activities, frequencies of interaction, strategies of interaction, collaborative activities, behaviors in the group instructional activities for knowledge development). The results are pre-service teachers tent to spend similar v slightly less working hours for cyber learning, similar or slightly less satisfaction level for the instruction and the academic achievement. It was interesting that female students were more negative than males students, considering female students have been more active in online discussion traditionally. Logical presentation of contents and instructional strategies for the cyber learning were the most wanting suggestions. E-mails and BBS for reference materials were the two most used functions in the online learning. The amount and types of tasks were satisfactory. Students did not interact freely during the group activities, they reported they did not learn much through the group activity. During the group work, they consider they do their roles with responsibility while they have slightly negative responses toward other members' contribution in the group activity. Off line meeting is strongly suggested.

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The Analysis of Research Trend about Utilization of Electronic Media in Early Childhood Education -based on Smart Device- (유아전자매체 활용에 관한 연구동향 분석 -스마트기기를 중심으로-)

  • Hwang, Ji-Ae;Kim, Sung-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.470-477
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    • 2016
  • This study analyzed the research trends concerning the use of smart devices by young children, such as smart phones, tablet PCs, interactive whiteboards and teacher assistant robots, which has begun to be mentioned relatively recently, and attempted to analyze the characteristics of the research trends and provide guidelines for the direction of future research. A search of articles related to the use of electronic media by young children using an Online Search DB revealed a total of 192 research papers, which were analyzed according to the subject of research, teaching-learning method, area of development and area of activity. It was found that the teaching-learning method, teacher education and professionalism were highly prevalent in the subject of research; the education method integrating play activity with literature activity were highly prevalent in the teaching-learning method; language development and social development were highly prevalent in the area of development; and language activity and social activity were highly prevalent in the area of activity.

A Study on the Effect of Smart Device and SNS on Social Capital (스마트기기와 SNS 활용이 사회자본 형성에 미치는 영향 연구)

  • Lee, Seungmin
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.2
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    • pp.161-180
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    • 2013
  • This research analyzed how smart devices and Social Network Service (SNS) change the construction of social capital. The results show that smart devices provide the foundation of expending 'bridging social capital' by offering various communication tools. SNS reinforces 'bonding social capital' and extends 'bridging social capital' by expanding social relationships from off-line to online and supporting the construction of online communities. In contrast, the use of SNS through smart devices is not related to the generation of social capital. However, it builds a multi-aspect social capital by making people participate in various social activities.

A Study of Evaluation Items for Edutainment Contents (에듀테인먼트 콘텐츠의 평가 지표에 관한 연구)

  • Park, Sang-Won;Lho, Young-Uhg;Jung, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.300-303
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    • 2007
  • 에듀 게임 시장은 지난 몇 년간 온라인 게임 시장만큼 많이 발전되고 변화되어 왔다. 과거 지나치게 학습 효과만을 중시하여 소비자에게 외면당했던 교육용 게임들이 온라인과 에듀테인먼트와 결합하면서 새로운 성능과 귀여운 캐릭터 등으로 업그레이드 돼 새롭게 각광을 받기도 하고, 새롭게 주목을 끌고 있는 에듀 게임 사이트들도 대거 등장하였다. 에듀 게임의 대상 연령도 아동이나 청소년에서 일반인으로까지 확대되고 있다. 반면, 에듀 게임으로 학생들 사이에서도 잘 알려져 있으면서도 유료화 및 기타 운영문제로 이용자 수가 급감하여 결국 사이트가 폐쇄된 경우도 허다했다. 이렇듯 수많은 에듀테인먼트 콘텐츠들이 생겼다 사라지기를 반복하는 동안 이들에 대한 명확한 평가 기준이 부족하고 또한 제대로 평가되지 않아 우수한 콘텐츠들이 사라지거나 질적 정보를 얻기가 어려울 뿐아니라 교수 학습활동에서도 우수한 콘텐츠를 선정하고 활용하기가 매우 불편하였다. 이에 본 연구에서는 수요자에게 양질의 에듀테인먼트 콘텐츠 선정 활용을 권장할 수 있는 정확한 정보와 기준을 제공하고, 개발자에게는 품질 평가의 기준을 제시함으로써 에듀테인먼트 콘텐츠 개발의 올바른 방향을 제공하고자 한다.

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Adolescents' online and offline socializing and delinquent behaviors: Cross-domain influences (청소년의 온라인과 오프라인 교우활동과 비행행동 간의 상호영향 분석)

  • Kim, Hyoseon;Moon, Ui Jeong;Shim, Hee Sub
    • Korean Journal of Family Welfare
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    • v.23 no.4
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    • pp.575-593
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    • 2018
  • Online and offline are not separate worlds, especially for adolescents. Many friends in offline settings originally met each other online, but cross-domain influences have rarely been examined. This study aims to examine how much time adolescents spend with peers in online and offline settings, and how time spent with peers influences their online and offline delinquent behaviors during their middle school years. This study used data from the Korean Children & Youth Panel Survey (KCYPS). We focused on students for whom information was available from all three years of middle school. We used a cross-lagged panel model to examine the bi-directional effect of online and offline behaviors over time. Results show that more time spent with peers offline was associated with more offline delinquency, and more time spent with peers online was associated with more online delinquency. Cross-domain influences were also found: more time with peers offline increased online delinquency, and vice versa. However, this adverse cross-domain influence was observed only for male adolescents, not for female adolescents. Implications for intervention programs are discussed for male and female adolescents.