• Title/Summary/Keyword: Community website

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A Study on the Structure Design of a Website to Support North Korean Defector Entrepreneurs (북한이탈주민 창업종합지원웹사이트 구조설계에 대한 기초연구)

  • Kim, Young-Ji
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.295-305
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    • 2021
  • This paper attempted to explore the basic concept of a website for start-up supports angled towards North Korean defector entrepreneurs. The position of this study was made clear by reviewing the existing literature, and the case study was carried out to make sure the results are essential to create the services vital for the North Korean defector's entrepreneurial ecosystem. Focusing on the fact that there is not yet a website for supporting North Korean defectors' start-up in Korea, an early version named "Prometheus" was designed. A revised version called "Pathfinder" followed with improvements. This study conducted academic and practical experiments by directly designing and implementing a medium that can boost the development of the start-up ecosystem of North Korean defectors based on the insights provided by North Korean (future)business owners and South Koreans interested in the start-up ecosystem of North Korean defectors. Taking this study as an opportunity both the research to further clarify the "start-up of North Korean defectors," a very special phenomenon that exist in Korea, and the research for practical contribution should be encouraged in various ways. These efforts will not only help North Korean defectors start-up businesses, and also play a role in boosting a sense of coexistence and cooperation within North Korean defectors community.

Application of Online Platform for Village Community (마을공동체를 위한 온라인 플랫폼의 활용 연구)

  • Lee, Joo Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.181-188
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    • 2020
  • Many areas are on the verge of disappearing soon due to low birth rates and an increasing number of elderly people. To overcome this crisis, efforts must be made to escape the destruction of the area through the village community. This study was conducted to find out the use of online platforms for village communities and through literature research, current status surveys, and surveys, we wanted to find out how online platforms are being utilized. The study results are summarized as follows. First, urban renewal support projects are currently being conducted under the government-led initiative to revitalize the village community, and online platforms are being used mainly by local governments' urban renewal support centers. Second, if you look at the frequency of online platform usage by ordinary people, you are using Naver the most in all age groups, and next, you are using the website. People in their 20s and 30s use Instagram more than Facebook, while those in their 40s and 50s use Facebook more than Instagram. In utilizing the online platform for the village community, the status and frequency of use of the online platform should be taken into account comprehensively.

The Major Barriers to Provision of Pharmaceutical Care Service in Compliance with Internationally Recognized Good Pharmacy Practice Standards in Community Pharmacies in Korea: A Questionnaire Survey (한국의 지역약국에서 국제통용 우수약무기준의 약료서비스 제공을 어렵게 하는 주요 장애요인의 분석: 설문조사 연구)

  • Park, Se Jung;Shin, Hyun Taek
    • Korean Journal of Clinical Pharmacy
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    • v.24 no.4
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    • pp.272-281
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    • 2014
  • Objective: The provision of pharmaceutical care service in compliance with good pharmacy practice (GPP) standards is important, but there is lack of studies to investigate the barriers that significantly hinder community pharmacies in Korea from adhering to the standards. This study was aimed to identify the major barriers to provision of pharmaceutical care service in compliance with the proposed pharmacy practice standards which have been developed based on the GPP standards recommended jointly by WHO and FIP. Methods: Questionnaires reviewed by the expert committee were posted for 32 days on the website which is most frequently accessed by community pharmacists. The respondents completed them by checking the scores (Max=5, Min=1) for major barriers to provision of pharmaceutical care service focusing on patient information management and drug use review process in prescription fillings. The answered scores were automatically collected using online data processing. Mean differences between scored data were assessed by ANOVA. Results: Total 321 pharmacists participated in the survey. Results indicated that 'difficulty of diagnosis identification' (m=3.92, SD=1.21), 'lack of time' (m=3.48, SD=1.22) and 'lack of updated clinical information' (m=3.17, SD=1.10) were the major barriers to provision of pharmaceutical care service in patient information management. The main barriers to drug utilization review were 'lack of time' (m=3.32, SD=1.21), 'lack of updated clinical information' (m=3.11, SD=1.17), and 'negative feedbacks or refusals from prescribers' (m=3.00, SD=1.38). There were significant differences among the groups by location, employed number of pharmacists and acceptability to the proposed GPP standards. Conclusion: Difficulties in managing patient clinical information and lack of time were found to be the major barriers in providing pharmaceutical care services in community pharmacies in Korea. Further research is recommended to determine ways to reduce these barriers in order to provide quality pharmaceutical care service that is in compliance with the internationally recognized GPP guidelines.

Relationships Among Participation Motives in Virtual Community, Sense of Community, Loyalty and Purchase Intention (가상공동체 참여동기와 공동체의식, 충성도 및 구매의도간의 관계에 관한 연구)

  • Moon, Jun-Yean;Choi, Ji-Hoon
    • Information Systems Review
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    • v.5 no.2
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    • pp.71-90
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    • 2003
  • Virtual communities have been suggested to play important roles such as attracting customers, building customer loyalty, and leading to commercial transactions. Little research in marketing has focused on virtual communities in spite of its importance indicated by many practitioners and conceptual studies. More specifically, little research has empirically examined factors of customer participation and its consequences. This research investigate if customers' participation motives in virtual communities affect their sense of community and if sense of community affects customers' loyalty towards and purchase intentions from the website offering the community service. One hundred ninety six questionnaires were collected from individuals who have participated in and have been involved in online activities in various virtual communities. Major results of this research can be summarized as follows. First, participation motives employed significantly affected customers' sense of community and more specifically, perceived ease of use and perceived playfulness had a large influence on the customers' sense of community. Second, customers' sense of community positively affected their loyalty toward the community and more specifically, membership and emotional connection had a large influence on loyalty. Third, customers' sense of community did not affect directly their purchase intentions. Fourth, customers' loyalty toward virtual communities had a significant, positive, although marginal, influence on their purchase intentions.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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An Analysis of Books Selected in 'One Book, One City' Reading Campaigns in the U.S.A. (미국의 '한 책, 한 도시' 독서운동 선정 책의 분석)

  • Yoon, Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.43 no.4
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    • pp.47-68
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    • 2012
  • The purpose of this study is to understand the direction of 'One Book, One City' community reading campaign by analyzing the characteristics of selected books, including their classification numbers, subject headings, publication dates, and genres. An analysis of lists of 'One Book, One City' Reading Promotions Projects' available from the website of the Library of Congress, the Center for the Books, and bibliographic records of 210 books from LC OPAC, shows the preference for the recently published American literatures in the genre of Bildungsromane and domestic fiction which describe the life of people with multi-cultural or ethnic backgrounds. It is confirmed that 'One Book, One City' community reading campaign has been consistently oriented to achieve the understanding and integration of a community by reading and discussion of one book.

Multilevel Analysis of Factors Associated with Perceived Good Health and Multimorbidity among Older Adults: Using the 2017 Community Health Survey

  • Boo, Sunjoo;Han, Young Ran;Choi, Hye Young
    • Research in Community and Public Health Nursing
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    • v.31 no.spc
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    • pp.549-562
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    • 2020
  • Purpose: This study aimed to identify individual- and regional-level factors associated with perceived good health and multimorbidity among older adults. Methods: Secondary analysis of the 2017 Korea Community Health Survey was conducted on a sample of 67,532 older adults. The individual level data set was combined with regional-level factors from the administrative data released on the Korea National Statistical Office website. Distribution of perceived good health and multimorbidity in 254 public health centers were calculated using sampling weights and presented as percentages. Multilevel logistic regression analyses were used to identify individual- and regional-level factors associated with perceived good health and multimorbidity. Results: Overall, 21.1% of subjects perceived their health to be good, ranging from 9.3% to 39.4% by region. The prevalence of multimorbidity was 15.9%, and varied between 6.6% and 22.6% by region. At the individual level, perceived good health was associated with men, younger age, higher educational levels, higher income levels, and those married and living with a partner and maintaining a healthy lifestyle. At the regional level, higher rates of health center personnel among public officials and higher levels of financial independence were associated with perceived good health. Multimorbidity was associated with marital status and healthy lifestyle, and higher rates of health center personnel among public officials. Conclusion: Regional factors such as health care personnel and local economy could affect population health. Our findings suggest the need to consider individual- and regional-level factors to promote good health among older adults and reduce the health gap by region.

Anatomizing Popular YouTube Channels of English-speaking Countries

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.42-47
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    • 2020
  • YouTube, the online video streaming platform, has become popular and influential around the globe. Due to the development of science and technology, people without expertise in filming can now easily produce their videos with unique content. Many people are more eager to become a popular YouTube creator because they can earn money by placing commercials or Products in Placement (PPL) in their video clips. However, it is yet unknown what genres of YouTube videos are popular. YouTube creators have their channels where they upload videos of a certain type of genre. This study investigates video genres of the top 250 YouTube channels in English-speaking countries (United States, Canada, United Kingdom, and Australia) using Social Blade, which is a research website. The ranking is set based on the number of times people watched a video ("Video Views"). We handsomely analyze popular genres of the channels and also the YouTube ecosystem, and it will be meaningful for today's new media era.

A Study on e-Port Strategies in Korea (우리나라 항만(港灣)의 e-Port 구현전략(具現戰略)에 관한 연구(硏究))

  • Song, Chae-Hun;Oh, Han-Mo;Bae, Sang-Mok
    • International Commerce and Information Review
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    • v.4 no.2
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    • pp.279-301
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    • 2002
  • Lately, one of the most representative phases on business world is the diffusion of internet business. This change has been making new port business model called 'e-Port' in maritime transport. The focus of this article is to suggest some strategies on the implementation of e-Port in Korea. To research and analyze the e-Port realities, we first reviewed the previous study on Internet Marketing and e-Business. Six strategies that are critical on e-Port model were classified: (1) contents, (2) community, (3) commerce, (4) connection, (5) communication, (6) customization. Secondly, we chose and evaluated website of eight ports: Hongkong, Singapore, Antwerp, Hamburg, as successful e-port models. And then, we investigated actual conditions of e-Port in Pusan, Inchon, K wangwang, and Gusan. And then we try to find effective plan on the operation of e-Port.

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A Case Study of Usability Test for Developing User-Centered Agriculture Information Web Site (농업정보사이트 사용성 테스트 사례연구 - A 사이트를 중심으로 -)

  • Yu, Byeong-Min;Park, Duk-Byeong
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.1
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    • pp.93-100
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    • 2015
  • This article describes the process involved in usability testing a agricultural information Web site. In addition to determining the goals and requirements for the agricultural information Web site, a user and task analysis was conducted for defining the its user base and the types of tasks which users might be performing at the site. Usability testing methods with close observation and in-depth interviews provided fresh insights about how users are interacting with the agricultural information Web interface as they approach various information seeking tasks. This study uncovered problems related to unclear terminology, improper interface, location for navigational links, need for context sensitive help, built-in redundancy, and clear and consistent navigation.