• Title/Summary/Keyword: 콘텐츠요인

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Study on the Design and Usability factor analysis of Web Multimedia Contents (웹 멀티미디어 컨텐츠의 디자인과 유용성분석에 대한 연구)

  • Koh, Eun-Young;Shin, Soon-Ho
    • Archives of design research
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    • v.17 no.4
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    • pp.69-78
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    • 2004
  • This thesis is designed to investigate the relationship of Web Multimedia design. Web sites are needed to approach the lot of ways that increase the user intuitive lay over communicating information nowadays. In the digital era of today, multimedia is composed of such various elements as text, image, sound, animation, video. The method of the thesis is a research questions as this follow. First, the structuring element of the web site type was classified by a form and the contents in the web site. These types in this classified web site are HTML, flash and mixed type. Second, to study this thesis, we made up pose a questionnaire to students in the university as th method of random sampling. The goal of this survey is that user is how to understand about the web multimedia design. Results of analysis may be summarized as follows: 1) It was the image design in the NIKE web site that there would be evaluated the best design effected by flash, and it is finding that the NIDE web site will need more supporting Information, Interactive design through this studies. 2) It was information that there would be evaluated good design effect by text and image in SAMSUNG web site. Based on HTML, SAMSUNG need supporting motion image design by this studies. In conclusion, this thesis suggests that the each web medias should be constructed by the different web design component, according to information, Interactive, image design of web site.

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Online Shopping: Satisfaction of Return Services and Return Reasons According to Types of Fashion Shopping Malls (패션 온라인 쇼핑몰에 따른 반품이유와 반품물류서비스 만족도)

  • Kim, Ji-Su;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.3-16
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    • 2020
  • Recently, as the fashion e-commerce market has expanded, the proportion of online shops that are growing rapidly has increased and with them so too has competition. Most retailers operating online shops need their own competitiveness, and accordingly, the need to develop their logistics service quality components is increasing. This study investigated the quality of the logistics services, which is a factor of the logistics service quality of the internet shop. It influences customer satisfaction and repurchase intention by collecting samples from the customers using online fashion shops. Two hundred customers who shop online were surveyed to extract the data. The sample was subjected to basic statistical analysis using the SPSS 25.0 package, and factor analysis, t-test, ANOVA, and correlation analysis were performed. The results of this study showed that the information quality of proactive return, promptness of the return process, and reliability of the return cost had a positive impact on customer satisfaction, and it had a significant influence on the customer's repurchase intention to the online store. A selection of shops showed high amounts of return reasons, high customer satisfaction, and high repurchase, whereas, in general, many others scored poorly across these criteria. This suggests that a retailer operating online should consider pages for receiving information plus sales content in addition to the quality and constituent factors of its logistics services for returns that influence repurchase and satisfaction.

User-based Theories and Practices on Virtual Reality (가상현실에 관한 사용자 관점의 이론과 실제)

  • Chung, Dong-Hun
    • Informatization Policy
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    • v.24 no.1
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    • pp.3-29
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    • 2017
  • The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

A Study on the Mobile Internet Use and Digital Divide of Farmers and Fishers (농어민의 모바일 인터넷 이용과 디지털 격차에 관한 연구)

  • Kim, Seung-Hwan;Sung, Wook-Joon
    • Informatization Policy
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    • v.27 no.3
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    • pp.19-38
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    • 2020
  • The purpose of this study is to explore the digital divide that appears in the mobile Internet use by farmers and fishers. To this end, we first analyzed the impact of farmers and fishers' attitudes toward technology, material access, and skills on the use of mobile social media. In addition, the digital divide was identified according to the population, socioeconomic factors among farmers and fishers, and the divide and the cause of the mobile Internet use among both part- and full-time farmers and fishers were analyzed. As a result of empirical analysis using the <2018 Report on the Digital Divide>, attitudes, material access, and content-related skills had a significant effect on the use of mobile social media. Also, the digital divide was found in different age groups and residential regions. There was also a significant difference in the use of mobile social media between part- and full-time farmers and fishers, and this divide was caused by attitudes toward new technologies. Based on these results, this study presented policy implications such as the need for education on informatization for farmers and fishers, support for underdeveloped rural communities, and technical support for full-time farmers and fishers in order to bridge the digital divide.

Consumers' Subjective Evaluation of the Benefits of On-line Game - Application of Q Methodology - (온라인 게임의 혜택요소에 대한 소비자들의 주관적 평가 -Q 방법론의 적용-)

  • Nam, Su-Jung;Hwang, Hye-Sun
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.119-135
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    • 2007
  • This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.

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A Study on the development of Ocean Education Model Course using Ocean Literacy -Focus on Busan Metropolitan City- (해양리터러시 개념에 기반한 해양교육 모델코스 개발에 관한 연구 -부산지역을 중심으로-)

  • Jeong, Woo-Lee;Moon, Serng-Bae
    • Journal of Navigation and Port Research
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    • v.38 no.5
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    • pp.437-442
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    • 2014
  • Ocean Literacy is an understanding of the ocean's influence on you and your influence on the ocean. This research developed the 7 ocean education model courses using ocean literacy based on the analysis of ocean education programs which executed 23 agencies in Busan. These model courses are combined in the type of indoor theory, indoor experience, field study and field experience. Also, this makes the guide map for ocean education in a 76cm*56cm size to distinguish and choose the course easily. This map is the format combined in geological location and tourist attraction spots in Busan, includes education centers, contents, lead time and so on, and it is possible for educatees to handle their preference and seasonality elastically. This map including ocean education model course is a milestone to activate ocean education, and is helpful to reach the goal of ocean education and to lead ocean professionals. In addition, this research presents the development of teaching materials, training aids to complement the weakness of indoor education, the development of cyber education through making video contents as the activation measures of ocean education.

An Improved RANSAC Algorithm Based on Correspondence Point Information for Calculating Correct Conversion of Image Stitching (이미지 Stitching의 정확한 변환관계 계산을 위한 대응점 관계정보 기반의 개선된 RANSAC 알고리즘)

  • Lee, Hyunchul;Kim, Kangseok
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.9-18
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    • 2018
  • Recently, the use of image stitching technology has been increasing as the number of contents based on virtual reality increases. Image Stitching is a method for matching multiple images to produce a high resolution image and a wide field of view image. The image stitching is used in various fields beyond the limitation of images generated from one camera. Image Stitching detects feature points and corresponding points to match multiple images, and calculates the homography among images using the RANSAC algorithm. Generally, corresponding points are needed for calculating conversion relation. However, the corresponding points include various types of noise that can be caused by false assumptions or errors about the conversion relationship. This noise is an obstacle to accurately predict the conversion relation. Therefore, RANSAC algorithm is used to construct an accurate conversion relationship from the outliers that interfere with the prediction of the model parameters because matching methods can usually occur incorrect correspondence points. In this paper, we propose an algorithm that extracts more accurate inliers and computes accurate transformation relations by using correspondence point relation information used in RANSAC algorithm. The correspondence point relation information uses distance ratio between corresponding points used in image matching. This paper aims to reduce the processing time while maintaining the same performance as RANSAC.

Analysis and Prediction of Trends for Future Education Reform Centering on the Keyword Extraction from the Research for the Last Two Decades (미래교육 혁신을 위한 트렌드 분석과 예측: 20년간의 문헌 연구 데이터를 기반으로 한 키워드 추출 분석을 중심으로)

  • Jho, Hunkoog
    • Journal of Science Education
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    • v.45 no.2
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    • pp.156-171
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    • 2021
  • This study aims at investigating the characteristics of trends of future education over time though the literature review and examining the accuracy of the framework for forecasting future education proposed by the previous studies by comparing the outcomes between the literature review and media articles. Thus, this study collects the articles dealing with future education searched from the Web of Science and categorized them into four periods during the new millennium. The new articles from media were selected to find out the present of education so that we can figure out the appropriateness of the proposed framework to predict the future of education. Research findings reveal that gradual tendencies of topics could not be found except teacher education and they are diverse from characteristics of agents (students and teachers) to the curriculum and pedagogical strategies. On the other hand, the results of analysis on the media articles focuses more on the projects launched by the government and the immediate responses to the COVID-19, as well as educational technologies related to big data and artificial intelligence. It is surprising that only a few key words are occupied in the latest articles from the literature review and many of them have not been discussed before. This indicates that the predictive framework is not effective to establish the long-term plan for education due to the uncertainty of educational environment, and thus this study will give some implications for developing the model to forecast the future of education.

Changes in Major Commitment and Satisfaction of 1st and 2nd grades university students in Health-related Departments through the Application of Un-Contact Lectures during COVID-19 Pandemic (COVID-19 확산 속에서 비대면 수업의 적용에 따른 보건계열학과 1, 2학년 대학생들의 전공 몰입과 전공 만족도의 변화)

  • Son, Sung-Min;Jo, Eun-Seo;Choi, Soo-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.2
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    • pp.389-398
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    • 2021
  • The purpose of this study is aimed to analyze the changes in major commitment and satisfaction of the 1st and 2nd grades university students in health-related departments through the application of un-contact lecture during COVID-19 pandemic. Study subjects were a total of 181 students in the 1st and 2nd grades in health-related departments. They participated in the un-contact lectures for 15 weeks through COVID-19 pandemic and the lectures consisted of real-time online lectures and the lectures using video contents based on the guidelines of Ministry of Education. Assessment of major commitment was performed using the major commitment scale and the major satisfaction was performed using the major satisfaction scale. As the results, the statistically significant decrease of major commitment and satisfaction showed after the application of un-contact lectures. Based on these, the application of un-contact lectures acts the students to decrease major commitment and satisfaction. Therefore, in the application of un-contact lectures, appropriate consideration should be needed for the increase of major commitment and satisfaction of 1st and 2nd grades university students in health-related departments.