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Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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Analysis of Research Trends Related to Start-Up Using Text Mining (텍스트마이닝을 이용한 창업 관련 연구 동향 분석)

  • Han, Sung-Soo;Yang, Dong-Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.5
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    • pp.1-12
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    • 2017
  • The purpose of this study is to investigate the trends of the start-up research in Korea. To accomplish this, meta-analysis was carried out using text mining methodology by dividing the entrepreneur-related master's and doctoral theses registered in RISS into the first term of entrepreneurship research by 2009 and the second term of entrepreneurship research from 2010. As a result of this study, it can be seen from the three different analysis that the entrepreneurship education and government policy and support are the subject of continuous research topics in the whole period and that the researches on small business start-ups have been studied continuously and conducted more in the second half. In addition, empirical analysis is strengthened in the latter stage of entrepreneurial research. The TF-IDF analysis reveals that many researches on veterans have been carried out in the field of entrepreneurship research, and in the latter period, it was found that many studies related to the elderly were conducted with cultural contents and aging society. In addition, research on brand-related research has been carried out throughout the entire period, and research on venture-related research, characteristics of entrepreneurs, entrepreneurship motivation and start-up strategy have been conducted a lot and female entrepreneurship was also studied. In the latter period, we have emphasized entrepreneurial achievements and found that research on start-ups such as industry-academia cooperation, start-up investment, and social enterprise diversified. This study is meaningful to apply the method which is becoming a recent issue such as text mining and topic analysis to the meta-analysis related to start-up. Future research will need to be undertaken on a variety of more detailed topics related to entrepreneurship.

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A Study on the Effect of Intention of Usage on Internet Brand Community Site by the Extended Technology Acceptance Model (확장된 TAM을 이용한 인터넷 브랜드 커뮤니티 사이트 품질 특성과 이용의도에 관한 연구)

  • An, Un-Suk;Jang, Hyung-Sub;Oh, Jong-Chul
    • Management & Information Systems Review
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    • v.28 no.2
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    • pp.69-94
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    • 2009
  • As the internet environment develops, internet has already been being established as important tool of business marketing and branding. The goal of this study is in search for internet brand community quality characteristics, testing an effect of internet brand community quality on usage intention of community user. Data has been collected from 294 respondents during september of 2006. The questionnaire method was adopted to collect the data for this study. The research was conducted by using SPSS 12.0 and AMOS 5.0. It was found that as follows; First, Internet brand communities are characterized by system quality, service quality, and information quality which are also the traits of free contents in ordinary websites and on-line community site. Second, Traits of Internet brand community were related positively to perceived ease of use, usefulness, flow and social interaction of internet brand community user. Third, the factor that affects internet brand community usage intention was perceived ease of use, usefulness, flow, enjoyment and social interaction. Based on the results, the study offers marketing strategic implications for internet brand community site provider.

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Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Analysis of the relationship between e-brand personalities and visual attributes (웹페이지 디자인의 이브랜드 개성 구축을 위한 시각조형특성 분석)

  • Park Su-E
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.187-204
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    • 2006
  • The brand personality of online products and services is know as its e-brand personality. Although, in the competitive conditions of online markets, e-brand personality is agreed to be an important factor, few studies have suggested how to establish e-brand personality through the visual design of web sites. This study identifies and verifies causal relationships between the visual attributes of web pages and e-brand personalities. The first identifies four major dimensions of e-brand personality on diverse web sites. The second uses 52 experimental home pages to identify key visual attributes associated with those four personality dimensions. The third is a confirmatory study with 16 experimental web sites that verifies causal relationships between visual attributes and e-brand personalities. The results show that two visual attributes, 'simplicity' and 'cohesion,' help to establish a 'bold' personality. Three attributes, 'contrast,' 'density,' and 'regularity,' affect whether a site has an 'analytical' personality. 'Contrast,' 'cohesion,' 'density,' and 'regularity' all influence whether a web site is perceived to have a 'friendly' personality. 'Regularity' and 'balance' were expected to affect the 'sophisticated' personality dimension, but no such impact was observed. The paper concludes with a discussion of implications, limitations, and future research directions.

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A Study on the HDTV Programming of Three Major Terrestrial Broadcasting Systems (지상파방송 3사의 HDTV프로그램 편성에 관한 연구)

  • Yu, Sae-Kyung;Kim, Mi-Ra
    • Korean journal of communication and information
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    • v.29
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    • pp.111-145
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    • 2005
  • In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.

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A Study on the Relationship between Usage Characteristics of TV and Web Animation and Purchase Intent of Goods Featuring Animation Characters (아동 애니메이션 이용 특성과 캐릭터상품 구매의사의 관계 : TV와 웹 애니메이션을 중심으로)

  • Yoo, Soo-jung;Lee, Yeong-ju;Song, Gin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.23-61
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    • 2017
  • This study aims to understand the using characteristics of TV animation and web-based animation of children and investigate the effects of change in viewing process on the purchase of character goods. For this purpose, an online survey was conducted for parents who have children as animation viewers. The results show that there was no difference by age or gender in using both TV and web animation. When parents get animation information on TV, they had their children watch animation through the same TV channel, but the web has no significant relationship between information acquisition path and main service they use. In addition, it is found that parent' perception of TV animation superiority is influenced by respondents' income and children's watching time of animation has no effect on it. Finally, monthly income of households, payment amount of web animation, watching time of TV animation, and perception of quality of TV animation have a significant effect on parents' active purchase of character goods. On the other hand, the purchase intention of the recommended goods is influenced by children's age, the parent's perception about the web animation quality, and the payments of the web animation.

Branding a Place through Cultural Heritage: The Case Study of in Yunnan, China (문화유산 자원을 활용한 장소브랜딩: 중국 운남의 <인상리장>을 사례로)

  • Song, Jung Eun;Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.2
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    • pp.189-208
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    • 2016
  • This research aims to discuss the impact of on regional development as a place brand and glocal heritage. Based on understanding of the changes and influences of local heritages in the globalization era as a key component of place branding, this study explores how is used to develop a place branding strategy for Lijiang. The research methods are both a literature review and a field research related to Lijiang and its culture. Also, the resources from news, internet, and YouTube are used to analyze the impact of . The performance has been attracting tourists from both Chineses and foreigners and contributed to increase the economic profits of local tourism industry as one of the representative identities of Lijiang. Also, in the process of preservation and recreation of cultural heritages of Lijiang such as , the participation of local residents and on-going interactions between the residents and global tourists highly influence on a transition from place marketing to place branding. By applying local cultural heritages to place branding strategies, the regional values of Lijiang strengthen its place identity from a place of preserving a minority's heritage to that of flourishing cultural exchanges and hybridization from the world.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Achievements of Characterized Education for Healthcare Data Science Initiative (대학 특성화 사업 성과에 관한 연구-보건의료 데이터 사이언티스트 프로그램을 중심으로)

  • Park, HwaGyoo
    • Journal of Service Research and Studies
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    • v.9 no.3
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    • pp.87-99
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    • 2019
  • Healthcare and data science are often linked through finances as the industry attempts to reduce its expenses with the help of large amounts of data. Data science and medicine are rapidly developing, and it is important that they advance together. Data science is a driving force in transition of healthcare systems from treatment-oriented to preventive care in healthcare 3.0 era. It enables customized precision-based medicine that current healthcare systems cannot facilitate, and discovers more cost-effective treatment. Currently, healthcare big data is in the reality of medical institution, public health, medical academia, pharmaceutical sector as well as insurance agency. With this motivation, the medical college of Soonchunhyang university has performed a 'healthcare data science initiative(HDSI)' since 2014. Most of domestic HDSI programs focus on short-term contents such as mentoring and sharing cases for data science. Therefore, it is difficult to provide education tailored to the level of skills and job competency required at the practical site. Soonchunhyang HDSI implemented specialized strategies for improving resilience and response to changes in the IT education of current healthcare with the emphasis on the need for systematic activation of the practical HDSI. The HDSI has been performed as a part of on industry-academic link program in CK-1. Through quantitative and qualitative analysis, this paper discussed the HDSI process, performance, achievement, and implications.