• Title/Summary/Keyword: 중국이용자

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국세전자신고제도의 현황과 활성화 방안 연구

  • Yun, Byeong-Seop;U, Sang-Deok
    • 한국벤처창업학회:학술대회논문집
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    • 2007.11a
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    • pp.45-80
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    • 2007
  • 국세청에서 제공하는 홈택스서비스(Home Tax Service: HTS)는 최근의 정보기술(IT)발전과 인터넷 사용의 보편화에 따라 전자세정 기반 구축을 통해 납세자가 세무서를 방문하지 않고 집이나 사무실에서 모든 세금문제를 인터넷(www.hometax.go.kr)으로 편리하게 해결할 수 있는 종합세무행정 서비스이다. 홈택스가입자 현황을 보면 2002년 12월 60만명에서 2005년 12월말 현재 392만명으로 6.5배 증가하였으며, 2007년 2월 5일 500만명을 돌파하였다. 홈택스서비스는 전자신고 등 e-서비스 품질과 활성화 측면에서 세계적으로 앞서고 있고 최근 일본, 중국, 말레이시아, 베트남 등 다수 국가가 우리나라 홈택스에 대한 벤치마킹 의사를 표명한 바 있다. 국세전자신고제도의 활성화 방안은 다음과 같다. 첫째, 납세서비스 패러다임의 선진화이다. 둘째, 다양한 서비스 제공으로 고객만족도를 제고하여야 한다. 셋째, 전자납부 이용자에 일정률의 세액감면 인센티브를 부여하여야 한다. 넷째, 납세자 지식정보화 교육을 강화하여야 한다. 전자신고는 납세자와 과세당국간 보다 편리하고 효율적인 세무환경을 마련하는 방향으로 전개되어야 한다. 기술적으로 신뢰성을 높이기 위하여는 web상에서 실체를 구별하는 식별(identification)력과 그 실체의 속성을 구별하는 인증(authentication)력을 확보하는 방향에서 접근되어야 할 것이다.

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Development of Survival Mobile Game 'Zombie Apocalypse' ('좀비 아포칼립스' 생존 모바일 게임 개발 연구)

  • Park, CheolHwan;Lee, GeunWoo;Jung, JuYoung;Kim, HyoungWook;Song, Eujnee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.929-931
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    • 2016
  • 최근에 모바일 게임을 즐기는 이용자들이 증가하고 있다. 우리나라 뿐만 아니라 전 세계적으로 모바일 게임의 인기가 식을 줄 모르고 있는 가운데 블루오션이라 불리는 중국시장을 겨냥해서 게임이 개발되고 있다. 게임의 장르는 서바이벌(생존)게임인데, pc게임시장에서는 서바이벌게임이 상위권에 많은 반면 모바일시장에서는 서바이벌 장르의 게임의 비중이 적다. 뿐만 아니라 모바일시장에는 카피캣 게임이 대다수를 차지하고 있다. 본 논문에서는 틈새시장 공략하기 위해서 서바이벌(생존)게임을 기획하고 새롭고 참신한 독자적인 모바일게임을 개발에 대한 연구를 한다. 유비쿼터스 컴퓨팅 환경에서 다양한 접속 채널과 서비스 플랫폼에 대응하는 게임의 개발도 요구 되고 있는 상황에서 본 연구에서 개발된 게임은 좋은 사례가 될 것이다.

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A Study on User Behavior of University Library Website based Big Data: Focusing on the Library of C University (빅데이터 기반 대학도서관 웹사이트 이용행태에 관한 연구: C대학교 도서관을 중심으로)

  • Lee, Sun Woo;Chang, Woo Kwon
    • Journal of the Korean Society for information Management
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    • v.36 no.3
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    • pp.149-174
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    • 2019
  • This study analyzes the actual use data of the websites of university libraries, analyzes the users' usage behavior, and proposes improvement measures for the websites. The study analyzed users' traffic and analyzed their usage behavior from January 2018 to December 2018 on the C University website. The website's analysis tool used 'Google Analytics'. The web traffic variables were analyzed in five categories: user general characteristics, user environment analysis, visit analysis, inflow analysis, site analysis, and site analysis based on the metrics of sessions, users, page views, pages per session, average session time, and bounce rate. As a result, 1) In the analysis results of general characteristics of users, there was some access to the website not only in Korea but also in China. 2) In the user experience analysis, the main browser type appeared as Internet Explorer. The next place was Chrome, with a bounce rate of Safari, third and fourth, double that of the Explore or Chrome. In terms of screen resolution, 1920x1080 resolution accounted for the largest percentage, with access in a variety of other environments. 3) Direct inflow was the highest in the inflow media analysis. 4) The site analysis showed the most page views out of 4,534,084 pages, followed by the main page, followed by the lending/extension/history/booking page, the academic DB page, and the collection page.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

Effects of using Korean Entertainment Information in SNS on Attitude toward Hallyu Contents and Hanllyu (중국 시나 웨이보에서의 한국엔터테인먼트 정보 이용이 한류 콘텐츠 및 한류 호감도에 미치는 영향)

  • Li, Ruo Xi;Jin, HaiYan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.87-96
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    • 2017
  • Since SNS has gained its popularity as the means of diffusion of Hallyu, this study aims to examine the relationships between SNS use and Hallyu. In particular, this study explored how the use of SNS as a tool for obtaining information about Korean entertainment influence Chinese attitude toward Hallyu and Hallyu contents In doing so, the study conducted the case of Sina Weibo, the most leading SNS in China. The survey questionnaire was administrated to college students who use Sina Weibo in China. Two hundreds forty one surveys were included in the final analysis. The result indicated that Sina Weibo use is strong predictor influencing attitude toward Hallyu and Hallyu contents. The more students use Sina Weibo to get Korean entertainment information the more they have positive attitude toward Hallyu contents and acceptance of Hallyu in their life. In addition, the study found that attitude toward Hallyu(in terms of acceptability) depends on the level of activity in the Sina Weibo among college students in China. In other words, the passive users (e.g. lurking) are more likely to adopt Hallyu rather than active users (e.g. people who are more likely to retweet Korean entertainment information on Sina Weibo or click 'like). Based on these findings the implications, limitations and directions for future studies are discussed.

Research on the Current Situation of ICT Using and Learning among the Elderly in Urban China (중국 도시 노인의 ICT 이용 및 학습실태에 관한 연구)

  • Li, Yue-Yi;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.17-25
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    • 2021
  • Population aging is an inevitable problem in our society nowadays, and the current aging trend in Asia is prominent and the number of elderly people is huge, among which the World Health Organization predicts that by 2050, 35% of China's population will be over 60 years old, making it the most serious aging country in the world. According to actual reports and surveys, there is a clear digital divide between a large proportion of the elderly and ICT technology, which has had a negative impact on the quality of life and mentality of the elderly living in cities due to the rapid development of technology and the dramatic changes that have occurred in urban life in recent years. The author chose Chinese urban elderly as the main research topic, the research method through the collation of existing literature and information combined with the actual data research, narrative collation of the current situation of ICT use among the Chinese urban elderly and the causes of the difficulties, summarize the ability of the Chinese urban elderly as the representative of the elderly users to master and learn ICT. The study concluded that the needs of the elderly for ICT are multi-layered and there is a gradation in the ability of the elderly users to master various ICT services, so that the elderly can better use and enjoy ICT services and provide teaching and services in a hierarchical and targeted manner can be the next research direction.

A Comparative Study on Service Quality and Consumer Behavior of Social Network Service between Korea and China (소셜네트워크 서비스(SNS) 서비스 품질과 사용자 선택행동에 대한 한·중비교 연구)

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.950-958
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    • 2014
  • According to the rapid spreading of smart phone, the use of social network service(SNS) is also increasing rapidly. Social network service(SNS) which plays an important role in customer relationship management and brand management is becoming more important. This study aims to find out if differences exist in the perceptions of service quality and the consumer behaviors between Korean and Chinese consumers using SNS. In order to achieve the objectives of the study, the literatures of service quality and consumer behavior theory is reviewed. And based on the literature reviews, dimensions related to service quality and consumer behavior are derived and T-test is used to identify the differences. According to the analysis, significant differences exist in the perceptions of service quality and consumer behaviors between Korean and Chinese consumers using SNS. The results not only provide theoretical evidences for further SNS study but also provide practical evidences for companies in their overseas expansion.

The effect of e-commerce platform characteristics on users' purchasing behavior-A case study with Chinese customers (전자상거래 플랫폼 특성이 중국 이용자의 구매행동에 미치는 영향 연구)

  • Shang, Xiao-Li
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1238-1247
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    • 2022
  • The e-commerce market is growing faster as demand for non-face-to-face shopping increases due to COVID-19. These changes lead to the expansion of various opportunities for consumers, but companies are required to understand consumer characteristics and reflect them in their sales strategies so that they can be competitive in the market. This study examined how the perceived ease and utility of consumers affect the intention to use the platform according to the technology acceptance model (TAM). As a result, it was confirmed that the price competitiveness, awareness, and ease of use of the platform had a significant effect on the utility. In addition, it was confirmed that there was no moderating effect of user characteristics on the effect of ease of use on the platform intention. These results present important implications for a company's sales strategy, and in future studies, it is necessary to expand the study in consideration of more diverse variables.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.