• Title/Summary/Keyword: 컨텐츠 분류

Search Result 195, Processing Time 0.027 seconds

Effects of Start-up Mentoring Educational Factors on Satisfaction with Start-up Education and Start-up Intention (창업 멘토링 교육 요인이 창업교육 만족도와 창업의지에 미치는 영향에 관한 연구)

  • Kim, Ki-Hong;Kim, Young-Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.9 no.5
    • /
    • pp.33-41
    • /
    • 2014
  • This study aimed to verify those start-up mentoring educational factors in this society where any systematic and practical start-up educational contents as well as experts in the start-up education are being asked for in order to meet the demand for the start-up. Not only to build up a theoretical foundation for how to make the best use of the start-up mentoring education as in the start-up educational programs but also to understand any possibilities of that education, the study divided the start-up mentoring educational factors into features of the start-up mentoring educational contents, a start-up mentoring educational system and an ability of a mentor in charge of start-up mentoring education as independent variables, and regarding the satisfaction with the start-up education and the start-up intention, the study determined them as dependent variables. The study, then, designed a research model and formulated hypotheses. In order to verify those hypotheses, the study conducted an empirical analysis on those who have finished the start-up educational course in JST, Incheon, which has been actively engaging in the start-up mentoring education. According to the results from the empirical analysis, first, of all the start-up mentoring educational factors, the features of the contents and the mentor's ability were observed to improve the satisfaction with the education as the features of the start-up mentoring educational contents and the system appeared to have a positive influence on the start-up intention.

  • PDF

A Study on Standard Codes for the Management of Disaster Safety Education Contents and its Active Information Sharing (재난안전 교육컨텐츠 관리와 공유 활성화를 위한 표준코드 연구)

  • Nam, Sangwhun;Lee, Young Jai
    • Journal of Korean Society of Disaster and Security
    • /
    • v.6 no.3
    • /
    • pp.29-34
    • /
    • 2013
  • This study is to provide the implementation plan for standard code to efficiently manage curriculum information in disaster and safety education programs across domestic and foreign institutions, and to encourage active information sharing. Projects regarding disaster safety education have been progressed and developed since the opening of NDMI on March 2006. Efficient management and systematic operation for the existing disaster safety education contents are also required. It is essential for both domestic and foreign disaster management organizations to share and utilize their educational contents each other prior to the effect of the Framework Act on the Management of Disaster and Safety starting from February 7th, 2014. As disaster gets more complex and diverse in its types and sizes, the share of information on advanced disaster and safety education system between each countries is becoming more necessary than they ever did before. Therefore, the standard code of disaster safety education curriculum is resulted based on the flexibility that accommodates the change of education environment and extended applications in both domestic and foreign education institutions. The effective application of standard code will be a possible way to improve the disaster safety education system and help to set its correct definition.

A Study on the Digital Content Development of Korean Kimchi Culture (한국 김치문화의 디지털 콘텐츠 개발에 관한 연구)

  • Kim, Je-Joong
    • Archives of design research
    • /
    • v.18 no.1 s.59
    • /
    • pp.105-114
    • /
    • 2005
  • With the upcoming Digital age, it is time to develop digitalized contents based on cultural basis. in this respect, Kimchi is one of the most primal cultural content signifying Korean culture. It's no doubt the time to initiate the movement to digitalize the contents concerning Kimchi by gathering materials on the origin of Kimchi culturally and a great value to revive digital contents regarding Kimchi. Therefore, in this research, it is regarded that Kimchi is one of the most prominent cultural value that is possible to inherit from generations and should be stratified on the database. A method explaning Korean Kimchi culture is sought in this paper. And It is focused on the culture of Korean Kimchi profoundly and focus on detailed context and varied styles of he digital contents. It is organized on the basis of various aged volumes regarding Kimchi classified by seasons, ingredients, Jonga Kimchi (Kimchi inherited from the oldest family by generations), 24 seasonal divisions of the year, and 8 regional divisions of the nation. It is planned to set up digitally-focused library regarding cultural origin of contents and to present solidity and a feeling of being dynamic The results could be used in a variety of Industries in tourism, education, Kimchi and building basic infrastructure in entertainment industry. It is also applied to specialized industry by providing cultural contents and it could contribute to activation of Kimchi industry with e-Market and portal site regarding Kimchi. Moreover, it may re-establish the cultural value of Kimchi and provide the infrastructure in Kimchi-related industry such as Kimchi cyber museum, Kimchi Expo, Kimchi town by using educational materials in Education industry fields (regular curriculum and experience tour).

  • PDF

An Empirical Study on the Relationship Between the Success Factor and Performance of e-Business (e-비즈니스의 주요 성공요인와 성과와의 관련성에 관한 실증연구)

  • Kim, Chang-Su;Cho, Eun-Seok;Sung, Gi-Wook
    • Information Systems Review
    • /
    • v.8 no.3
    • /
    • pp.39-64
    • /
    • 2006
  • In the global economy, e-business has increasingly become a strong catalyst for company growth and an essential activity of business innovation. It would be meaningful to provide comprehensive research about the success factor of e-business to facilitate its continuous growth and set up its future strategic direction in global e-business circumstances. There is limited research focusing on what are the major success factors of e-business. In this paper, we first attempt to identify the major e-business success factors in terms of management and technical aspects, according to the literature review, case study, and interview. Secondly, this research carries out an empirical investigation of the success factors closely associated to the e-business. Thirdly, this study examines the relationship between the success factor and performance of e-business. Finally, on the basis of the research results, this paper highlights e-business strategic vision which should be critically considered as an organization adopts and implements e-business.

Moderating Effect of Learning styles on the relationship of quality and satisfaction in the context of Business Simulation Game (시뮬레이션활용 경영 교육의 품질요인과 성과에 대한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Service Research and Studies
    • /
    • v.7 no.4
    • /
    • pp.151-164
    • /
    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in the use of business simulation tools in business education. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of education using simulation were classified into contents, education environment, interpersonal activities, and instructor support while learning styles were classified into proactive, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of education using business simulation had a strong positive effect on user satisfaction. Proactive and environment-dependent group had higher satisfaction than other groups. Learning styles had moderating effects on the quality-satisfaction relationship, and the direction and degree varied depending on the quality factors and learning styles. Theoretical and practical implications were drawn from these findings.

The Analysis of the Relationship between the Review Scale and Posting Information of Company and Purchasing Patterns -Focusing on Amazon and Google Users (기업의 리뷰척도 및 포스팅 정보와 구매패턴과의 관계분석 -아마존 구글 유저를 중심으로)

  • Kim, Dong-Il;Choi, Seung-Il
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.10
    • /
    • pp.153-160
    • /
    • 2019
  • In this study, The purpose of this study is to analyze how the rating scale and review contents attributes of social network-based services and products affect consumer purchasing patterns. information provided by screening the main factors. These analyzes are closely and quickly integrated between individuals and businesses, and enable to analyze the transaction that the impact of changing consumers on consumption and purchasing through the usefulness and a priori estimates of reviews and ratings at this time when networks and smart technologies are involved in a wide range of consumer activities. For this study, hierarchical analysis (AHP) and delphi (Delphi) methods applied to classify the high end variables into usefulness, technicality and value, Each subvariable was grouped into three factors and analyzed for importance through evaluation weights. As a result, we could analyze the importance of durability, usefulness, technological innovation, and cost and quality of value. Therefore, this study is expected to provide supplementary and additional useful information to consumers and companies participating in economic activities in various ways by simultaneously analyzing the review score and the reliability of posting information provided by verifying the main factors.

A Study on the Expression of Sense of Space in 3D Architectural Visualization Animation (3D 건축 시각화 애니메이션의 공간감 표현에 관한 연구)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.369-376
    • /
    • 2021
  • 3D architectural visualization animation has become more important in architectural presentations due to the rapid development of digital technology. Unlike games and movies, architectural visualization animation most focuses on delivering visual information, and aims to express the sense of space that viewers feel in an architectural space, rather than simply providing an image of viewing buildings. The sense of space is affected not only by physical elements of architecture, but also by immaterial elements such as light, time, and human actions, and it is more advantageous to express it in animations that can contain temporality compared to a fixed image. Therefore, the purpose of this study is to search for elements to effectively convey a sense of space in architectural visualization animation. To this end, the works of renowned architectural visualization artists that are open to the public were selected and observed to search for elements to effectively convey a sense of space to viewers. The elements that convey the sense of space that are common to the investigated architectural animations can be classified into the movement and manipulation of the camera, the movement of surrounding objects, the change of the light environment, the change of the weather, the control of time, and the insertion of a surreal scene. It will be followed by a discussion on the immersion of architectural contents.

Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.6
    • /
    • pp.1097-1104
    • /
    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.

The Differential Impacts of Positive and Negative Emotions on Travel-Related YouTube Video Engagement (유튜브 여행 동영상의 긍정적 감정과 부정적 감정이 사용자 참여에 미치는 영향)

  • Heejin Kim;Hayeon Song;Jinyoung Yoo;Sungchul Choi
    • Journal of Service Research and Studies
    • /
    • v.13 no.3
    • /
    • pp.1-19
    • /
    • 2023
  • Despite the growing importance of video-based social media content, such as vlogs, as a marketing tool in the travel industry, there is limited research on the characteristics that enhance engagement among potential travelers. This study explores the influence of emotional valence in YouTube travel content on viewer engagement, specifically likes and comments. We analyzed 4,619 travel-related YouTube videos from eight popular tourist cities. Using negative binomial regression analysis, we found that both positive and negative emotions significantly influence the number of likes received. Videos with higher positive emotions as well as negative emotions receive more likes. However, when it comes to the number of comments, only negative emotions showed a significant positive influence, while positive emotions had no significant impact. These findings offer valuable insights for marketers seeking to optimize engagement strategies on YouTube, considering the unique nature of travel products. Further research into the effects of specific emotions on engagement is warranted to improve marketing strategies. This study highlights the powerful impact of emotions on viewer engagement in the context of social media, particularly on YouTube.

Study on the Development of Environmental Design Checklist at Exhibition Facility Based on Physical Characteristics of the Elderly (고령자의 신체특성을 반영한 전시시설 환경디자인 체크리스트 개발에 관한 연구)

  • Oh, Ji young;Park, Hey kyung
    • Korea Science and Art Forum
    • /
    • v.20
    • /
    • pp.267-277
    • /
    • 2015
  • The whole world enters the ageing era and 'lifelong education' is issued where the elderly can learn knowledge and techniques caused by era-change. Museum is a cultural public-facility and taking roles to provide education with spatial composition of contents and articles at exhibition. Therefore, museum can be a learning space for the elderly, performance of learning, environmental support to museum is required considering their physical characteristics. This study aims to develop a environmental design checklist at museum and to provide a frame for environmental plans to support the elderly for smooth watching of exhibition and education at museum. The environmental design checklist at museum was drawn for the spaces for entry, exhibition, public-service, educational activity and movement at museum, based on physical characteristics of the elderly or the criteria of 'sense (eye-sight, hearing and feeling by tough)' / 'exercise (skeleton, movement, physical strength and muscular strength). The environmental design checklist at museum for the elderly was composed newly by combining existing related acts, manuals, and preceded studies. For future studies, actual survey items at site and questionnaires for the elderly watchers were drawn.