• Title/Summary/Keyword: 온라인 활동

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A Study on Actual Conditions for Internet Addiction of Teenagers - For high school student in Younggwang area- (청소년의 인터넷 중독실태에 관한 연구 -영광지역 고등학생을 중심으로)

  • 박미자;이귀상
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.589-591
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    • 2004
  • 인터넷 이용률이 급속하게 증가하면서 사회적 문제로 중독증이나 사이버 범죄와 같은 점보화의 역기능이 사회전반에 걸쳐 확산되었다. 특히 청소년들의 인터넷 중독이 심각한 사회적 문제로 대두됨에 따라 도시지역 청소년에 대한 인터넷 중독관련 연구는 다양하게 이루어지고 있으나, 농어촌 청소년에 대한 연구는 거의 없는 상태이다. 이에 본 연구에서는 영광지역의 고등학생 400명을 대상으로 인터넷 이용실태에 대한 설문조사와 김현수(2000)가 번안한 Young의 인터넷 중독 검사지를 이용하여 인터넷 중독 설문조사를 하였다. 연구결과 평균사용자는 44.2%, 초기 중독사용자 53.16%, 심각한 중독사용자 2.7%로 나타났으며, 학년별 초기 인터넷 중독 성향을 보면 1학년 52.9%, 2학년 66.3%, 3학년 50%의 비율을 보이고 있고, 인터넷을 이용한 모든 활동을 보면 온라인게임, 정보검색, mp3파일 다운로드, 동호회 활동등의 순으로 나타났다. 본 연구에서는 초기 중독자와 심각한 중독을 합하여 중독경향 군으로 통합하였다. 따라서 55.8%에 해당하는 학생이 인터넷 중독에 빠질 수 있는 가능성이 있다고 볼 수 있다. 이러한 상황임에도 학교현장에서는 전혀 인터넷 중독에 대한 교육이 이루어지지 않고 있어, 이들에 대한 지속적인 교육이 필요할 것으로 생각된다.

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A Study on the Functions and Activities of National Scholar Information Network Systems (우리나라 국가적 학술정보 유통체제의 기능 및 활동에 관한 연구)

  • Shin, Dong-Min
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.16 no.1
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    • pp.285-314
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    • 2005
  • The purpose of this study is to review and analyze the overlapping functions and activities of the nationwide scientific and technical information network system This study is helpful for users to gather information and for librarians and nations to reduce wastage of budgets through discarding the duplicated expenses of performing activities of the network systems. The research targets are KISTI and KERIS, which are functioning as the information network systems in the fields of science and technology. The research methods are literary reviews for theory background and analysis of their activities from internet homepages. As a result of the research, it is found and confirmed that there are some overlapping and duplicating functions and activities in the network systems.

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Technique Present Movement of Electronic Commerce Company (전자상거래 업체의 기술 현황)

  • Go, Bong;Jeong, Hwa-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.229-233
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    • 2004
  • 최근 인터넷과 같은 컴퓨터 네트워크 기술이 발전함에 따라 민간이나 정부 분야에서 전자적 거래(Electronic transaction)가 급증하고 있다. 컴퓨터 네트워크를 통한 원격지간의 비대면 거래방식은 시대가 바귐에 따라 피할 수 없는 현실이 되었으며, 경제\ulcorner경영전반에서도 디지털경제의 도입이 확산되었다. 이러한 흐름으로 전자상거래/e-비즈니스는 기존의 오프라인 매장에서의 구매판매활동을 온라인으로 확대하여 많은 경영 활동이 이루어지고 있다. 전자상거래는 말 그대로 전자적으로 물건을 구매하거나 판매하는 형태로 대금을 지불하는 등의 일반상거래와 관련된 모든 작업을 전자적으로 처리하는 것을 말한다 즉, 컴퓨터와 컴퓨터 통신망을 이용하여 상거래를 수행, 관리하는 새로운 비즈니스 방식을 뜻한다. 전자상거래 시스템은 수많은 종류의 시스템들이 있고, 운영 방식 역시 다양하다 이러한 전자상거래 시스템은 각자 여러 가지 장점과 단점을 지니고 있다. 전자상거래 시스템을 운영하고 있는 현 기업을 대상으로 현재 운영중인 시스템현황, 시스템 구축서버 현황, 시스템 구축언어, 데이터베이스 시스템, 보안 및 침입탐지 시스템, XML의 운영 현황 등의 전자상거래 시스템 활용 현황을 조사 분석하여 조사대상 대기업과 기업에 대해 업종별 분류를 활용하고, 업종별, 연도별 전자상거래/e-비즈니스 활용의 추이를 전망 예측할 수 있으리라 기대된다.

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A Design of the Influence Value Computation Algorithm Based on Activity and Trust (활동성, 신뢰성 기반의 Influence 지수 산정 알고리즘 설계)

  • Choi, Chang-Hyun;Park, Gun-Woo;Lee, Sang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.383-386
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    • 2009
  • 집단지성을 이용한 지식검색 서비스는 개방적 구조와, 축적된 자료를 공유할 수 있다는 커뮤니티적인 특성으로 큰 인기를 얻고 있다. 하지만 방대한 지식공유속에서 사용자가 진정으로 원하는 답변 획득은 점점 더 어려워지고 있다. 최근 알고리즘적으로 가장 정교하다고 평가 받는 구글을 통해 상위에 랭크된 검색결과들 중에는 집단지성을 통해 구축된 위키피디아, Yahoo Q/A 과 같은 Social 검색엔진의 검색결과들이 상당수 존재한다. 본 논문은 대부분의 질문은 인간으로부터 문제해결의 실마리를 얻을 수 있다는 점과 온라인상의 사용자에 대한 연구를 통해 지식검색 서비스 사용자중 Influence를 찾는것에 목적이 있다. 이에 국내 Social 검색 엔진의 대표인 네이버 지식iN을 중심으로 지식검색내의 사용자 활동성과 신뢰성을 분석하고, 이를 기반으로한 Influence 지수 산정 알고리즘을 제안한다. 제안된 알고리즘을 통한 Influence 지수는 지식검색 서비스에서 문제 해결의 실마리를 가진 사용자를 찾는 중요한 지표가 될 것이다.

A Study on the UIC(University & Industry Collaboration) Model for Global New Business (글로벌 사업 진출을 위한 산학협력 협업촉진모델: 경남 G대학 GTEP 사업 실험사례연구)

  • Baek, Jong-ok;Park, Sang-hyeok;Seol, Byung-moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.69-80
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    • 2015
  • This can be promoted collaboration environment for the system and the system is very important for competitiveness, it is equipped. If so, could work in collaboration with members of the organization to promote collaboration what factors? Organizational collaboration and cooperation of many people working, or worth pursuing common goals by sharing information and processes to improve labor productivity, defined as collaboration. Factors that promote collaboration are shared visions, the organization's principles and rules that reflect the visions, on-line system developments, and communication methods. First, it embodies the vision shared by the more sympathetic members are active and voluntary participation in the activities of the organization can be achieved. Second, the members are aware of all the rules and principles of a united whole is accepted and leads to good performance. In addition, the ability to share sensitive business activities for self-development and also lead to work to make this a regular activity to create a team that can collaborate to help the environment and the atmosphere. Third, a systematic construction of the online collaboration system is made efficient and rapid task. According to Student team and A corporation we knew that Cloud services and social media, low-cost, high-efficiency services could achieve. The introduction of the latest information technology changes, the members of the organization's systems and active participation can take advantage of continuing education must be made. Fourth, the company to inform people both inside and outside of the organization to communicate actively to change the image of the company activities, the creation of corporate performance is very important to figure. Reflects the latest trend to actively use social media to communicate the effort is needed. For development of systematic collaboration promoting model steps to meet the organizational role. First, the Chief Executive Officer to make a firm and clear vision of the organization members to propagate the faith, empathy gives a sense of belonging should be able to have. Second, middle managers, CEO's vision is to systematically propagate the organizers rules and principles to establish a system would create. Third, general operatives internalize the vision of the company stating that the role of outside companies must adhere. The purpose of this study was well done in collaboration organizations promoting factors for strategic alignment model based on the golden circle and collaboration to understand and reflect the latest trends in information technology tools to take advantage of smart work and business know how student teams through case analysis will derive the success factors. This is the foundation for future empirical studies are expected to be present.

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A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.223-246
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    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

Influencing Factors on Low Body Weight in Korean Adolescents (한국 청소년의 저체중 영향요인)

  • Lee, Jaeyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.562-570
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    • 2019
  • This study examined the factors affecting the underweight of Korean adolescents using data from Korea youth risk behavior web-based survey, which are national health statistics. This is a second data analysis study using the 13th Korea youth risk behavior web-based survey. The subjects were 48,242 adolescents who range from the first-year middle school students to the third-year high school students. The measurement variables were classified into demographic, physical activity, dietary, and mental health characteristics. The collected data were analyzed by logistic regression analysis. The factors affecting the underweight of Korean adolescents were sex, school type, academic performance, economic level, physical activities, weight control efforts, ramen intake, confectionary intake, stress, and subjective sleep fulfillment rate. Based on the results of this study, we need to search for the measures to help underweight adolescents recover their proper weight.

A Study on Consumer Preferences for Attributes of Wearable Devices: A Conjoint Analysis Reflecting Anticipatory Standardization Activities (웨어러블 디바이스의 소비자 선호 속성에 관한 연구: 예지적 표준화 활동을 반영한 컨조인트 분석)

  • Ji, Ilyong;Park, Hyo Joo
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.7-16
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    • 2019
  • As fierce competition is expected in the wearable devices marekt, it is needed to develop a technology planning that can increase consumer acceptance. This study aims to provide implications for technology planning of wearable devices by examining consumer preferences for the devices. For this purpose we employed a conjoint analysis. In the process of the analysis, we considered the trend of anticipatory standardization for wearable devices in an attempt to improve objectivity of analysis whilst many previous studies relied on focus group interview. For the anticipatory standardization information, we utilized liaisons and projects of wearable devices at International Electrotechnical Commission, and we designed a conjoint survey on the basis of the information. We conducted an online survey, and a total of 229 individuals responded to our survey. The result of conjoint analysis shows that main use and enhanced features were more important attributes than the others were. However, consumer preferences for detailed levels of each attribute were different by gender and age groups. This result implies that technology planning of wearable devices require distinct approaches by consumer segments.

A Study on Consumer Awareness and Determinants of Overseas Direct Purchase : Focused on Moderating Effects of Logistics Infrastructure and Market Uncertainty (소비자 특성이 해외직접구매 관심도 결정에 미치는 영향 : 물류인프라 및 시장 불확실성의 조절효과)

  • Cho, Hyuk-Soo;Lee, Jung-Sun
    • International Commerce and Information Review
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    • v.18 no.3
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    • pp.23-43
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    • 2016
  • Many customers of individual countries are interested in overseas direct purchase. B2C is not limited in a domestic market anymore. There are giant online shopping sites such as Amazon and eBay around the world. Many local and overseas customers can access and purchase products via B2C sites. Market size of overseas direct purchase has been dramatically increased. Overseas direct purchase can be closely associated with trade or international commerce due to the massive increase. This study aims at gaining a better understanding of overseas direct purchase in the country-level not customer-level. Specifically, this study examines relationships between overseas direct purchase and customer determinants including openness, innovativeness, and strategic confirmity to normative institution. Also, moderating effect with external environments such as logistics infrastructure and market uncertainty. Relying on RBV, TCA, Institutional theory, and OSAM model, this study justifies how internal and external determinants can increase or decrease consumer awareness on overseas direct purchase.

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Development of Evaluation Tool on Music Casting Based on Customer Experience (고객경험을 기반으로 한 인터넷 음악 방송 사이트 평가도구의 개발)

  • 박수정;김현정;변진식
    • Archives of design research
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    • v.17 no.2
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    • pp.289-300
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    • 2004
  • Recently, web casting on the internet has been expanding in number and size. Web Casting is different from the conventional television broadcasting since it can transmit various types of information through multimedia and it also can include interaction between users and broadcasting server. User experience by interaction becomes more important. Therefore, it is needed to win over customers by supplying satisfied experience through creative and different services, especially when there are consider competitions among music casting sites. In order to know how to make customers satisfied, we have to try to inspect what real customers in the Web Sites are acting and thinking, namely 'customer experience'. The 'customer experience' means every experience what users are expecting, doing, thinking and feeling when they stay in the Web site and online. In this thesis, the evaluation Guideline for music casting websites is developed by understanding customer experience on the music casting websites. The process of understanding customer experience was implemented through user observation methods, such as web Diary, group interview, and questionnaire. As a result of the study, 67 evaluation Guidelines with weight rate in 6 categories which are searching music, listening music, music video, music broadcasting, music mailing and other contents are developed. It can be used to analyze strengths and weakness of music casting sites and to establish business strategy for the more satisfied customer experience.

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