• Title/Summary/Keyword: 온라인 활동

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The Roles of Self-Expression and Identification on the Personal Community Commitment (개인 커뮤니티 몰입에 대한 자아표현 및 동일시의 역할)

  • Choi, Nak Hwan;Lee, Chang Won
    • Asia Marketing Journal
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    • v.9 no.3
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    • pp.117-149
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    • 2007
  • It can be explained by congruity theory as a process that consumers engage in a matching process to identify personal community that is congruent with their self-images to find the identification between the self and the personal community. Personal community cues that evoke certain images are viewed as activating similar beliefs about the self (e.g., high status). Individuals prompt a comparison process to determine whether the personal community and self-image are congruent and imagine prototypical users of the personal community and select ones that maximize similarity to their actual or desired self-concept. Identity is devided into personal identity and social identity. Consumers are likely to be influenced by both personal identity and social identity. In this article the influencing factors of the commitment to on-line personal community are explored by the sources of both personal identification and social identification. The results are as follows. The maintenance expression and enhancement expression of personal self influence the level of personal identification positively and the maintenance expression and enhancement expression of social self influence the level of social identification positively. The level of both social and personal identification positively influence the commitment to on-line personal community which gives positive responses to the source enterprise that allows the cyberspace and the other benefits to be used.

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A comparative study of Korean and Chinese BTS female fandom: The effect of Fandom activity on life satisfaction (한·중 BTS 여성 팬덤 비교 연구: 팬덤활동이 행복감에 미치는 영향을 중심으로)

  • Jiang, XueJin;SaRuLa, SaRuLa;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.21 no.4
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    • pp.59-68
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    • 2020
  • The present study aims to explore the influence of BTS, which is popular around the world. Specifically, it aims to look at differences between Korean and Chinese BTS female fandom. Besides, it also explores factors affecting fandom's daily happiness. The study conducted a survey with Korean and Chinese female fans. Findings from surveys suggest that first, there are differences on star attributes, fandom activity and illusory romance between Korean and Chinese female fandom. Specifically, Chinese female fandom's professionalism and artistic attractiveness which are included in star attributes, and illusory romance which is gained in fandom activity are higher than Korean. In addition, Korean female fans actively participated in offline fandom activities, while Chinese female fans actively participated in online fandom activities. Second, it is found that fandom activity, star identification and illusory romance have positive effects on daily happiness. Based on these findings, implication, limitations, and topics for future research are discussed.

A Study of the Connection Between the Reading Movement and Newspaper in Education Activity (독서 운동과 NIE 활동의 연계 방안에 관한 연구)

  • Lim, Seong-Gwan
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.209-231
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    • 2015
  • The main purpose of this study is to develop and apply a means of connecting reading movement and Newspaper In Education (NIE) activities utilizing the voluntary participation and cooperation of local school districts and autonomous government entities. This is necessary to revitalize or systematize the environmental social life of reading newspapers and NIE activity. Literary or inquiry research will be initiated in this study in order to quantify the current or actual conditions of this connection, delineating the basic objectives of this study, and determining the developmental directions for continuing this study as related to the connection of reading movement and NIE activity. Anticipated study activities or major tasks are as follows. First, develop a variety of intended programs and learning materials necessary for each. Secondly, develop and establish corresponding online data and educational programs. Thirdly, a "cooperation" system must be established and training programs implemented reinforcing these ideas. And, lastly (and to gain wider acceptance), starting a public relations campaign to show or illustrate the benefits of this study and these intended research activities. In conclusion, if a connection between reading movement and NIE activity are fully established and periodically adjusted by means of continuing discussions on the merits or concerns based on the study findings, the full potential of the reading movement connection with NIE activity will be realized and achieved to its truest meaning and/or highest order.

The impact of ESG management on the Corporate Performance of Shipping and Logistics Companies: The mediating effect of Organizational Culture (ESG 경영이 해운물류기업의 경영성과에 미치는 영향: 조직문화의 매개효과)

  • Kim, Young-Soo
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.75-90
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    • 2023
  • This study aims to examine the impact of ESG management on management performance based on the type of organizational culture in Korean shipping and logistics companies. An online survey was conducted among shipping lines (regular and irregular) and general logistics companies with sales of more than 500 billion won that are implementing ESG management. A total of 183 copies were returned, and PLS structural equation analysis was conducted using the Smart PLS 4.0 program. The results of the study are as follows First. Governance management activities have a significant effect on business performance, social management activities have a significant effect on innovation culture, governance management activities have a significant effect on innovation culture, environmental management activities have a significant effect on hierarchical culture, and governance management activities have a significant effect on hierarchical culture. Contributions of this study First, this study analyzes the impact of ESG management activities on management performance of Korean shipping and logistics companies. Second, this study collected data through a questionnaire survey. The data were analyzed to determine the effect of ESG management activities on management performance. The data was analyzed to determine the level of ESG-related activities and business performance of companies and used to analyze the correlation between ESG management activities and business performance. Third, the results of the study suggest that companies can recognize that ESG management can help them improve their business performance. This can help companies build sustainable management strategies and further strengthen their management orientation to consider ESG factors.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Psychological and Behavioral Outcomes of Commitment to Apparel Brand Online Community (의류 브랜드 온라인 커뮤니티에 대한 몰입이 브랜드에 대한 심리적 일체감 및 행동적 반응에 미치는 영향)

  • Hong Hee-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.6 s.154
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    • pp.916-927
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    • 2006
  • The purpose of this study was to identify psychological and behavioral outcomes of commitment to apparel brand community by test structural equation model. Subjects of 317 members for 9 selected apparel communities responded the questionnaire in the home-page or in the attached file. The results were as follows: 1) The suggested structural equation mode was accepted by data from apparel brand communities with hish brand strength(${\chi}^2=97.42$, d.f.=89, p=0.25, GFI=0.92, AGFI=0.88, RMR=0.05, NFI=0.94). However, this model wasn't accepted by data kom apparel brand communities with low brand strength. 2) Three types of commitment to brand community(emotional, continuous and normative commitments) influenced brand identification positively and brand identification positively influenced three types of behavioral outcomes(favorable word-of-mouth, co-production and repurchase of brand). Therefore, managements need to develop marketing programs to promote each type of commitment to their's own brand community.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Design and Implementation of Contents Authoring Environment Based on LMS (LMS 기반의 콘텐츠 저작환경 설계 및 구현)

  • Kim Jin-Hwan;Kim Dong-Won;Lim Seng-Hee;Kan Jin-Suk;Shin So-Young;Choi Su-Young
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.256-258
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    • 2006
  • 인터넷의 급속한 확산과 웹 기반의 학습을 제공하는 시스템이 늘어남에 따라 언제, 어디서나 웹을 이용한 학습이 가능한 환경이 제공되게 되었다. 하지만 활성화된 온라인 교육에서도 면대면 강의의 장점을 완벽하게 수용하기엔 어려움이 있다[1]. 따라서 최근에 LMS(Learning Management System)를 이용한 학습에서 학습자의 학습활동 평가[1,2], 학습자의 개별학습 성향[3], 다양한 콘텐츠 자원 활용[1,4] 등에서 많은 연구와 대안이 도출되고 있다. 본 논문에서는 LMS내에 저작환경을 제공함으로써 기존의 클라이언트에서 단방향으로 이루어졌던 콘텐츠 제작을 서버단에서 제공하여 콘텐츠 제작 시 학습자 학습활동 추적 정보생성과 전달 내용의 성격, 학습자의 성향에 따른 다양한 콘텐츠를 수용 할 수 있는 시스템을 구현하였다.

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The Determinants of Participation in the Candlelight Protest for the impeachment of Park Geun-hye from 2016 to 2017 (2016년-2017년 박근혜 퇴진 촛불집회 참여의 결정요인)

  • Do, Myo Yuen
    • Korean Journal of Legislative Studies
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    • v.23 no.2
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    • pp.109-146
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    • 2017
  • The purpose of this study is to analyze the determinants of participating in the candlelight protest for the impeachment of Park Geun-hye from 2016 to 2017. In particular, it revealed the effects of social economic factors, emotional factors, political orientation, and political attitudes and behaviors in participation of candlelight protests. To this end, the survey was conducted for candlelight participants and non-participants. The results of the study confirmed the effects of gender, ideology, political party, anger, dissatisfaction with the presidential performance, non voting activities, TV and newspaper use, and political association activities.

Design of Teaching and Learning Model through Avatar Training (아바타 교육을 통한 교수 학습 모델의 설계)

  • Lee, Kyong-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.227-230
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    • 2022
  • 본 연구에서는 실질적 학습자가 교수자로 착각을 한 상태에서 아바타를 학습시키는 과정을 통해 학습이 되게 하는 구조를 설계하고 제안하였다. 시스템 관리자와 교육자료 형성자를 제외하면, 교수자로 착각하고 있는 '학습자'와 학습자의 공부를 위해 노력하는 학습 가이드 역할을 '학습 관찰자', 학습이 되는 아바타로 구성된다. '학습 관찰자'는 학습 방향을 제시하여 아바타가 활동하는 방향을 지시하게 되며, 아바타는 지시된 방향에서 1:1 학습과 같은 형태로 교수자 입장 학습자에게 공부도움을 요청하게 된다. 아바타의 학습은 인공지능 지도 학습 방법을 이용하여 학습되도록 하며, 교수자로 착각하는 학습자는 아바타 학습 시 아바타에 의해 슬며시 제공되는 학습 자료를 참고하며 아바타를 공부시키게 되는 데 아바타를 공부시킨다고 노력하는 과정이 교수자로 착각된 학습자가 공부가 되는 것이다. 또한 이렇게 학습하는 과정을 거쳐 지식이 성장한 아바타는 아바타들이 경쟁하는 경진 대회에 참가하게 되며 교육자로 착각하는 학습자는 관전 또는 코치를 하며 학습을 하게 된다. 이러한 방법을 통해 교육자로 착각하는 학습자는 부모의 마음으로 적극적으로 공부를 하게 유도하며, 흥미를 갖고 공부를 하게 할 뿐 아니라, 가르치는 사람에 준하는 깊이 있는 지식을 갖도록 유도하며, 본 시스템과 온라인 오프라인을 통해 연결 되게 한 운동 기구 및 운동 환경을 이용하여 운동 하도록 유도하고 파워가 되도록 하여 운동 활동을 유도하며, 단계 마다 적당한 보상 점수들이 제공되도록 하여 지덕체가 성장되도록 하는 설계이다.

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