By the development of the network technology, the types and amount of information that users keep in contact with have been dramatically increased. As a result, users are consuming a lot of time and energy to find needed information. On this, this article presents a new methodology that can efficiently manage their information within small cost by using content-based recommendation method and keyword affinity method. By using keyword affinity method, this methodology solves the content-based recommendation method's weak point that the performance is not good within the environment that the preferences of users are rapidly changing and new contents are created continuously and the accuracy level is low until the information of preferences are sufficiently gathered. This article carried out research on the personal e-mail environment where new information is frequently created and disappeared. Also this article assists folder recommendation for the efficient management of e-mail and verified the methodology mentioned above by an experiment to compare the performance of existing folder recommendation methods with the performance of this new method.
Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.
컴퓨터 통신망을 통한 자료교환이 증가되고 있는 요즘 정보보호 위협요소 역시 비례하여 증가되고 있다. 거래 상대방과 중요한 상역 거래문서를 전자문서 형태로 주고받는 EDI(Electronic Data Interchange) 는 부당한 행위자에 의한 불법적인 전자문서의 내용 변조 및 누출 그리고 송수신사실에 대한 부인(Repudiation) 등의 여러 위협들에 대항할 수 있는 정보보호 기능을 필수 서비스로 제공해야 한다. 본 고에서는 KT-EDI 시스템의 실제 운영환경을 기반으로 하여 시스템이 제공하는 정보보호 서비스 중에서 기본적인 메세지출처인증(Message Origin Authentication) 서비스와 내용 기밀성(Content Confidentiality) 서비스를 중심으로 UN/EDIFACT 전자문서 레벨에서의 구현에 관하여 다룬다.
This paper presents a methodology how to utilize management of research scheduling plan, processing, and results using Web Knowledge Database System, which integrates research knowledge management model under the Research & Development Environment. The content of this paper consists of description on utilization of the Web Knowledge Database System, sharing of the Research Knowledge through design data review, communications, and management of research knowledge flow during the Research & Development Period.
Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.
Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.
Purpose By participating in the business ecosystems, customers make both positive and negative impacts in the ecosystem. In particular, users of platform businesses participate in the business ecosystem as partial employees who voluntarily create and manage content. According to the organizational behavior literature, employees' psychological ownership toward the organization has an influence on the organizational competitiveness. Thus, with an assumption that customers gain psychological ownership toward the business that they participate in, it is important to analyze the process and the factors that influence their psychological ownership. This study proposes a research model that describes the process: customers undertake customer socialization, which then lead them to participate in the business-level and the business ecosystem-level activities. Through the participation, customers gain psychological ownership toward the business. Design/methodology/approach Based on a structural equation model, this study analyzes the data regarding the factors in the research model. Data was collected by surveying college students who represent themselves as Facebook and DaumKakao users. By analyzing the collected data, the relationships are validated between customer socialization and customer participations (i.e., both business-level and business ecosystem-level participation), and between the participations and customers' psychological ownership. Findings Based on the validation, this study confirms the importance of managing customers' psychological ownership and offers customers' participation by their socialization as a solution for increasing customers' psychological ownership. Also, this study proposes the business ecosystem research model as the general research framework for future research and expands the scope of strategic management from the individual level strategy to the business ecosystem wide perspective.
The purpose of the study is to investigate whether focus-on-form instruction is effective in promoting accuracy in writing and to make some suggestions regarding education in business English writing. For this purpose, an experiment, of which the participants were 29 college sophomores taking a course in business English, was made. The learners received instruction in the English nouns followed by modificatory phrases or clauses through the focus-on-form techniques, feedback and explicit explanation. The results were as follows: First, the learners who received focus-on-form instruction improved accuracy in writing. Second, there was a correlation between the learners' English proficiency levels and the effects of focus-on-form instruction. Third, the high level learners showed more positive attitude toward focus-on-form instruction than the low level ones. To promote accuracy in written business communication, the following suggestions were made on the basis of the results: First, focus-on-form instruction should be incorporated into a content-based business English class. Second, repeated focus-on-form instruction is needed. Third, learners' English proficiency levels should be taken into account when focus-on-form instruction is given.
Journal of Fisheries and Marine Sciences Education
/
v.27
no.5
/
pp.1343-1351
/
2015
Though the history of fisheries business administration education has it's own uniqueness, the research or study of that still insufficient. And in spite of the structural shift of society and environmental diversity, there's few research that analyzing or examining the curricular constitution and change recently. The process of this research was implemented with investigating the objective and content domains concerning marine education in the fisheries and marine curriculum and changes of them. The changes of fisheries business administration education reviewed and analyzed in the view point of construction of the textbook, contents of the each changes and recency comparison of tables and figures of the high school textbook of the fisheries business administration general. The results show that most of the changes have been reflected by the demands of the society including fisheries related law, policy and distribution networks. But there are still some errors and necessity of improvements in data and descriptions. The results of this study would help develop sustainable curriculum design for further changes and give more effective guidelines for identifying the core of fisheries business administration education.
Mobile communication technology is advancing forward to deliver more connected devices and richer content and applications. The number of subscriptions continues to grow along with an explosive increase in the mobile data traffic demand. Thereby, it creates a significant network capacity shortage concerns for mobile network operators. In order to address this problem, it is essential to increase the network capacity at a low additional cost. The device-to-device (D2D) communication based proximity service is believed to have a promising future mobile communication technology that is capable to create new mobile service opportunities and offload traffic to the eNB. In addition, it is also required to develop new mobile communication services and its business models not only to accommodate the increasing mobile traffic demand but also to foster profitability of mobile business service providers such as the network providers, contents providers and platform providers. In this article, we first analyze current mobile business eco-system in the context of CPNT based value chain. Then, propose service development framework and business model creation methodologies for the device-to-device communication based services in the beyond LTE/LTE-Advanced systems.
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