• Title/Summary/Keyword: 온.오프라인

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Weekend Farm-linked Smart TV Content for Family Leisure Activity (가족 여가 활용을 위한 주말농장 연계형 스마트TV 콘텐츠 제안)

  • Heo, Sun-Joo;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.86-94
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    • 2012
  • With enforcement of five-day workweek system, leisure time for family has increased. However, there is imbalance between demand and supply of leisure because of the absence of proper way for spending leisure time with family. On the other hand, TV, which has been playing an important role as a media for family, shows new possibility of interaction with advent of Smart TV. With this tendency, now it could be an appropriate time for researching the healthy way to spend leisure time on weekend with family. Therefore this paper aims to propose a family farming contents called 'Our Farm', which links on-line and off-line. To firm up necessity and appropriateness of this paper, I analyzed existing thesis and games for family and did FGI(Focus Group Interview) with a family. In this research, I proposed the picture UI based on results of investigation.

A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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Studies of Meta-Expressions in Webcomics (웹코믹스의 메타표현에 관한 연구)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.16
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    • pp.211-221
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    • 2009
  • are cartoon-expressions called cartoon itself to show the characteristic and limit of the presentation system, cartoon, by constitution. These followings are typical examples. First, a character regarded as a cartoonist shows up in the cartoon and constitutes the readers' recognition of the cartoon by himself or herself. Second, the line dividing two cuts is transformed or destroyed and likened to another thing so that can help the readers understand the cuts are physical existence. Most of the approaches to cartoon criticism studies which have been done before are external analyses focused on how to use cuts, balloons, and the two-dimensional expression meaning the relationship between script and picture. The purpose of this research is understanding meta-expressions in online and offline cartoons based on these outcomes. The research on meta-expressions of cartoon is considered to help understanding about the structure of Webcomics and the expansion of expression field in media by examining the expressions of the genre called cartoon.

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The Diachronic Analysis on the Vertical Integration in the Domestic Digital Music Market (국내 음원 시장의 수직계열화 현상에 대한 통시적 분석)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.267-278
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    • 2018
  • The purpose of this study is to analyze how the vertical integration, which is the main characteristic of the domestic digital music market, appears in each period and how these phenomena affect the digital music market. As a result, we could find out that the domestic digital music market is a vertically integrated market centered on ISPs. There were a variety of subjects that led the digital music market from the early digital music in 2000s to the latest streaming market. However, ISP was the only subject that vertically integrated all aspects of content, distribution, and consumption through its subsidiaries and affiliated companies. A variety of combined services, supplementary services, and fare plans provided by using its platform and network have become mainstream services in the domestic digital market and have fixed the current transaction type in domestic market.

The Effect of Online and Offline Quality Factors on the Continuous Intention to Use of Delivery App Services (배달앱 서비스의 온·오프라인 품질요인이 지속이용의도에 미치는 영향)

  • Lee, Moon-Bong;Lee, Og
    • The Journal of Information Systems
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    • v.29 no.3
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    • pp.215-236
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    • 2020
  • Purpose/Design The purpose of this study is summarized as follows. First, we want to derive the quality dimension of the delivery app services based on the experience of the users of the delivery app. Second, we would like to identify the continuous intention to use, taking into account the integrated nature of online and offline quality. Third, the online and offline quality factors of the delivery app services shall be checked in an exploratory manner to see how they affect perceived value, satisfaction, and continuous intention to use. In order to demonstrate the purpose of this study, a self-report survey was conducted in which respondents directly responded. A questionnaire of 295 people was identified as a valid sample and used for the final analysis. Findings The summary of the hypothesis test results is as follows. First, the system quality among the online characteristics does not have a significant impact on both perceived values and user satisfaction. Second, the hypothesis that information quality affects satisfaction and perceived value was adopted. Third, the service quality was shown to be a significant factor affecting perceived value and satisfaction. Fourth, the delivery quality among offline characteristics was found to have no significant effect on perceived value and satisfaction. Fifth, the hypothesis test of commodity quality showed that both perceived value and satisfaction had a significant impact. Sixth, satisfaction in the delivery app service showed a positive effect on the continuous intention to use.

Developing a Curriculum of Management for Engineers - A Case of the C University (공학도를 위한 경영학 교과목 개발 연구 - C대학교 강좌 개발 사례)

  • Limb, Seong-Joon;Choo, Seung-Youp
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.84-91
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    • 2011
  • It is necessary for the engineering students to have a business mind for the contemporary world of business. We developed a focused management education program for engineering students in C-University. The management education program consists of both on-line and off-line learning. ABEEK requires 720 engineering students of C-University must take basic management course. The on-line lecture was developed to overcome the shortage of qualified lecturers in business school. On-line lecture made by the business school faculty(not lecturers) can evenly provide high-quality content for every engineering students. In addition, the program is designed that off-line classes administered by lecturers complements the limitations of on-line lecture. Having in mind that selected senior engineering students understand technology and basic business, we developed an advanced course focusing on technology-oriented venture businesses. On and off-line blended learning and two-step approach of management education for engineering students of C-University may shed some light on other engineering schools in similar situation.

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Design of An Order Service System that Connects Online and Offline (온·오프라인 연계형 스마트 주문서비스 시스템 설계)

  • Park, Sun-Ju;Lee, Dong-Cheol
    • The Journal of Information Systems
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    • v.26 no.3
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    • pp.295-312
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    • 2017
  • Purpose Consumption behaviors of consumers have changed with the widespread use of the Internet and smart phones, and accordingly online marketing activities are becoming ever more prevalent. Yet, the domestic food-service industry has yet to offer an Omni-Channel order system that encompasses a online, offline, and mobile interface. Also, a multilingual menu ordering service for foreign tourists is not yet available. Therefore, if an order service system accessible online and offline which could provide multi-language services were implemented, the satisfaction of the service provider and domestic and foreign customers would be maximized. Design/methodology/approach By designing an electronic menu based on open an OS and providing electronic menus in offline stores, we have completed the design of a linked order system which would be available everywhere (online, offline, and mobile). The CMS was developed to integrate these three mediums and the entire operator was designed to receive basic information and statistical information about the merchants, or store operators. Also, a multilingual term dictionary containing menu information for foreign tourists was made into a database so that foreign tourists who are having difficulty in communication can use it more easily. Findings We have made it possible for customers to use the order service without distinction between online, offline, and mobile platforms, and have proved that it is a more efficient and convenient service for customers as well as operators. Nevertheless, as an initial model, the implemented system has limitations on the execution of the payment support method in the electronic menu board and in the management division of the CMS. In case of commercialization, it is necessary to make an alliance of efforts to attract initial franchises. Through further supplementation, we expect the online and offline connection-types martservice system will maximize the satisfaction of both operators and customers alike.

A Study on Data Security of Web Local Storage (웹 로컬스토리지 데이터 보안을 위한 연구)

  • Kim, Ji-soo;Moon, Jong-sub
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.55-66
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    • 2016
  • A local storage of HTML5 is a Web Storage, which is stored permanently on a local computer in the form of files. The contents of the storage can be easily accessed and modified because it is stored as plaintext. Moreover, because the internet browser classifies the local storages of each domain using file names, the malicious attacker can abuse victim's local storage files by changing file names. In the paper, we propose a scheme to maintain the integrity and the confidentiality of the local storage's source domain and source device. The key idea is that the client encrypts the data stored in the local storage with cipher key, which is managed by the web server. On the step of requesting the cipher key, the web server authenticates whether the client is legal source of local storage or not. Finally, we showed that our method can detect an abnormal access to the local storage through experiments according to the proposed method.

A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States (사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례)

  • Joo, Mi-Kyoung;Kim, Myung-Hee
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.549-555
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    • 2016
  • This paper tries to find the implications applied to art institutions of Korea by analyzing what the content and consequences of services of the Cleveland Museum of Art provided after the Internet of Things adoption in the theoretical perspectives strengthening service marketing through the Internet of Things increases visits and participation in the museum. For analysis, journal articles, statistics, and government press releases, news articles, web pages, web page articles are collected. The results are first, the application of digital and social media is positive in visit to the museum and monetization. Second, the introduction of the Internet of Things will enhance the museum's 'Education', 'Accessibility', 'Communications' services, as well as significantly increase on and offline participation by activating experience. Third, technical support from related companies with the support of local government funds is essential to build the system. Consequently, in order to enable the participation of the spectators in the galleries it is proposed aggressive adoption of such digital technology in domestic barren market of Internet of Things.

A Market Segmentation Scheme Based on Customer Information and QAP Correlation between Product Networks (고객정보와 상품네트워크 유사도를 이용한 시장세분화 기법)

  • Jeong, Seok-Bong;Shin, Yong Ho;Koo, Seo Ryong;Yoon, Hyoup-Sang
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.97-106
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    • 2015
  • In recent, hybrid market segmentation techniques have been widely adopted, which conduct segmentation using both general variables and transaction based variables. However, the limitation of the techniques is to generate incorrect results for market segmentation even though its methodology and concept are easy to apply. In this paper, we propose a novel scheme to overcome this limitation of the hybrid techniques and to take an advantage of product information obtained by customer's transaction data. In this scheme, we first divide a whole market into several unit segments based on the general variables and then agglomerate the unit segments with higher QAP correlations. Each product network represents for purchasing patterns of its corresponding segment, thus, comparisons of QAP correlation between product networks of each segment can be a good measure to compare similarities between each segment. A case study has been conducted to validate the proposed scheme. The results show that our scheme effectively works for Internet shopping malls.