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A Study on the Development of Business English Tests Based on an Analysis of the Predictive Validity of the TOEIC and a Delphi Study of Working Skills in English to be Assessed (비즈니스 영어 업무 능력에 대한 TOEIC의 예측 타당도 검증과 델파이 연구)

  • 김은상;최연희
    • Korean Journal of English Language and Linguistics
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    • v.4 no.2
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    • pp.229-252
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    • 2004
  • The TOEIC has widely used to evaluate business English proficiency in Korea, but those who achieved high scores still often face difficulties in performing their duties in English at work. This implies that the test may not evaluate business English proficiency effectively enough. With an ultimate goal of proposing an effective way of assessing business English proficiency, therefore, his study analyzed the predictive validity of the TOEIC. A correlation analysis was conducted between TOEIC scores of 64 office workers of multinational companies and their working skills in English evaluated by themselves, and their colleagues and seniors. Its results illustrated a significant correlation between their listening and reading scores and their working skills measured by all the groups, but not between their scores and their working skills in speaking and writing. In addition, the study did a delphi study to identify working skills in English to be assessed in business English tests and a contents analysis of the TOEIC. The results suggest business English tests should be able to assess working skills by work types and more direct testing of working skills in speaking and writing is needed.

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A Study on Artificial Intelligence Education Design for Business Major Students

  • PARK, So-Hyun;SUH, Eung-Kyo
    • The Journal of Industrial Distribution & Business
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    • v.12 no.8
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    • pp.21-32
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    • 2021
  • Purpose: With the advent of the era of the 4th industrial revolution, called a new technological revolution, the necessity of fostering future talents equipped with AI utilization capabilities is emerging. However, there is a lack of research on AI education design and competency-based education curriculum as education for business major. The purpose of this study is to design AI education to cultivate competency-oriented AI literacy for business major in universities. Research design, data and methodology: For the design of AI basic education in business major, three expert Delphi surveys were conducted, and a demand analysis and specialization strategy were established, and the reliability of the derived design contents was verified by reflecting the results. Results: As a result, the main competencies for cultivating AI literacy were data literacy, AI understanding and utilization, and the main detailed areas derived from this were data structure understanding and processing, visualization, web scraping, web crawling, public data utilization, and concept of machine learning and application. Conclusions: The educational design content derived through this study is expected to help establish the direction of competency-centered AI education in the future and increase the necessity and value of AI education by utilizing it based on the major field.

Web contents-comparative analysis: Online shopping agencies that retail foreign apparel

  • Kim, Sung-Hee
    • Journal of Fashion Business
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    • v.13 no.6
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    • pp.99-110
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    • 2009
  • The purpose of this study is 1) to investigate the Web content of online shopping agencies and to see if differences exist in their contents and 2) to suggest strategies for online shopping agencies. For the study, the online shopping agency components of web sites were investigated, which consisted of product, information, and customer service. Each component had sub-categories. In order to analyze the Web content of online shopping agencies, nine agencies were chosen based on the rankings of www.rankey.com and www.100hot.co.kr. The content analysis was conducted from January 5th to the 30th of 2009. The results showed that the basic Web content of online shopping agencies (i.e., product, information, and customer service) was evident on most sites. However, products were similar and effective information and labor-saving functions were sparsely used. Areas where customers actively participated were limited. Therefore, most sites need to reinforce their content by providing a well-articulated product, information, and customer service for shoppers and to differentiate their Web site identities.

The Study on the Successful Operation for the Company's e-Learning (기업 이러닝의 성공적 실천 방안에 관한 연구 : K사를 중심으로)

  • Yoon, Young-Han;Park, Hak-Bum;Kwon, Sun-Dong
    • Journal of Information Technology Applications and Management
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    • v.14 no.1
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    • pp.145-160
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. We did the case study of K company, which is leading the business to business e-learning in Korea. We investigated prior studies about e-learning and deduced the major variables composed of learner, tutor, infrastructure, contents, and practice. And then we suggested the successful way of doing the operation for the company's e-learning. We hope that this research will help the companies that have introduced or consider the adoption of e-learning.

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A Prototype of System Development for Digital Rights Management in Electronic Commerce (디지털 콘텐츠 정보보호를 위한 저작권 관리시스템 설계 및 구현)

  • Lee, Ki-Dong;Kim, Jun-Woo
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.97-118
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    • 2003
  • The Internet provides a new way of doing business, but ease of copying and of sharing valuable digital information illegally across the Internet undermine many viable business models. This paper investigates the Digital Rights Management(DRM) as a means to provide safe protection and proper delivery of digital contents through the Information highway. First, we briefly summarize the current endeavor of DRM technical development and standardization process held in key technical working groups. Then, the paper provides a generic architecture for a DRM framework and shows the implementation of a prototype of DRM system incorporating key conceptual and technical standardization development. This study emphasizes the importance of developing the DRM architecture that provides the proper protection and safe transformation of digital contents in electronic commerce.

3D Knowledge Retrieval for e-Learning Construction (이러닝 구축을 위한 3D 지식 검색)

  • Kim, Gui-Jung;Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.63-69
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    • 2010
  • This research does focus on supporting all of formal, or informal learning at real time. From industry or education field, learning training is according to worker's current situation or business context. And according to worker's current situation, or business flow, 3D immersion knowledge visualization is effective in the individual ability and the learning progress For this, workers listen to compound knowledge coaching advices at real time. Therefore we developed the realistic 3D based knowledge retrieval method to identify and retrieve multidimensional relation easily.

Copyright and Creativity of Popular Music in the Digital Age: Towards a Sustainable Cultural System

  • Choi, Hwanho
    • International Journal of Contents
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    • v.13 no.3
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    • pp.9-16
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    • 2017
  • The music industry of the digital age has witnessed seemingly endless battles involving copyright. Though continuous efforts to strengthen copyright under romantic understating have benefited major actors in the industry, it has threatened creativity and net activism in the digital age. This study argues rhetoric used by the industry regarding how file sharing and digital environments hurt music sales is inadequate. It has enabled the industry and its major labels to embolden copyright and protective legislation with the government's support. This article will reveal that the issue surrounding copyright under the romantic notion is not an outdated one confined to the early era of digital music This article will argue that major players in the industry are repeating the old strategic approach of controlling the music market. This is achieved by limiting practices of music audiences and future creativity such as the creation of amateur content and emergence of new business models.

Previous Satisfaction and Positive Word-of-Mouth Communication as Antecedents to Purchase Intention in Transmedia Storytelling

  • Park, Bong-Won;Ahn, Jae-Hyeon
    • International Journal of Contents
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    • v.6 no.4
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    • pp.90-100
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    • 2010
  • As the reuse of content becomes a strategy for the entertainment industry, managerial insight on customers is needed to be cultivated in order to run a successful business. This study analyzes the impact of previous satisfaction on consumption intention for content in another medium. To do this, two data sets are collected: cases of movie-to-TV series and TV series-to-movie and analyze them using a structural equation modeling approach. The results of our analysis show that satisfied viewers of a movie tend to communicate their positive feelings via word-of-mouth communication and demonstrate repurchase intention of another medium afterward. However, satisfaction does not automatically lead to repurchase intention in another medium. While satisfied viewers of a TV series show a statistically positive repurchase intention for a movie, satisfied viewers of a movie do not show a direct repurchase intention for a TV series. This result demonstrates an asymmetric relationship between satisfaction and repurchase intention across media, and its strategic implications are further discussed.

A Study on Attributes affecting the Use of Kiosk at the airport (공항 kiosk 사용의도에 영향을 미치는 변수에 관한 연구)

  • Chung, min-joo;Yang, jung-sook
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.283-284
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    • 2011
  • 본 연구는 승객이 국내 공항에서 셀프 체크인 kiosk를 사용하려는 행동 의도에 관해, 개인적 특성과 상황적 변수의 조절효과를 실증 분석하는 데 목적을 두고 있다. 공항 Kiosk를 사용함으로써 승객과 항공사, 공항은 비용 절감의 이점을 누릴 수 있다. 그에 따라 항공사와 공항 측에서는 이러한 경제적 효용을 보다 많은 사람들이 누릴 수 있도록 하기 위해 kiosk의 보급을 늘이고자 하는 입장이다. 그럼에도 불구하고 공항kiosk의 사용률은 아직까지 낮은 수준에 그치고 있으며 그에 관한 연구도 활발히 이루어지지 않고 있다. 이에 본 연구에서는 확장된 기술수용모델을 기반으로 하여 개인적 특성과 상황적 변수가 승객의 kiosk 사용의도에 미치는 차별적 영향에 관해 분석하고자 한다.

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A Comprehensive Theoretical Framework for a Better Understanding of Motivations of Participants in OSS Development Projects: A Meta-Research Approach

  • Kim, Kimin;Yang, Sung-Byung
    • International Journal of Contents
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    • v.10 no.3
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    • pp.73-83
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    • 2014
  • Participants in Open Source Software (OSS) development projects usually contribute voluntarily without expecting direct compensation for their work. One of the central puzzles raised by the success of OSS is the motivation of the participants; why top-notch programmers choose to write software that is released for no fee. In order to respond to this peculiarity employing a meta-research method, we first identify and review theoretical perspectives from diverse disciplines including economics, sociology, political science, anthropology, psychology, and management. Then, we suggest a comprehensive framework that provides a holistic understanding of the puzzle in question. Reviewing key empirical studies based on the suggested framework, we also suggest a future research agenda.