• Title/Summary/Keyword: Information culture

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A Study on the Use of Cash Items in Online Game (온라인 게임에서의 캐시아이템 사용에 관한 연구)

  • Shin, Jong-Hyeon;Shin, Hyun-Ho;Im, Se-Hee;Lee, Dong-Huan;Bu, Jung-Chul;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.69-72
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    • 2017
  • 최근에 게임 산업 시장이 다소 침체기에 접어든 경향이 보이고 있으며, 현재 게임 시장의 특징은 경쟁이 매우 치열하고 시장에서의 매출을 올리기 위한 과열 경쟁으로 인해 발생되는 문제점들이 보이는 것이 사실이다. 본 논문에서는 온라인 게임에서의 문제점들을 유발시키는 캐시아이템의 관해 조사하고 분석해서 문제점을 제시한다. 유저들이 온라인 게임 캐시아이템에 불만을 가지는 요소가 무엇인지 조사와 분석을 토대로 유저들이 만족 할 수 있는 개선방안을 제시하고 설문조사를 통해 개선방안의 필요성을 제시한다. 이를 통해 현재 국내 온라인 게임 과금 시스템의 문제점과 앞으로 변화해야 할 개선방안을 제시한다.

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Target Costing, Knowledge Management Activities, and Corporate Innovation (원가기획, 지식경영 활동들과 기업 혁신)

  • Choe, Jong-Min;Choi, Cheol-Hwan
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.45-66
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    • 2015
  • This study empirically investigated the relationships among organizational culture, target costing, knowledge management activities, and corporate innovations. The results of this study showed that innovative and supportive culture positively affects the adoption degrees of target costing. According to the results, it was observed that target costing as well as innovative and supportive culture have a positive impact on levels of knowledge management activities(i.e., knowledge creation, sharing, storage, and application). It was also demonstrated that organizational culture has an indirect effect on activation of knowledge management activities through target costing. Thus, to enhance knowledge management activities, target costing must be aligned with appropriate types of organizational culture. In examining the impact of knowledge management activities on the frequencies of product and process innovations, no significant effect was found. Additional analyses that compare across three groups(i.e., low level group, middle level group and high level group in knowledge management activities) and between two groups(i.e., between high level group and middle level group or between high level group and low level group) were performed. The results of comparison showed that the degrees of product and process innovations are highest in high level group, but no significant differences are found in the degrees of innovations between middle level group and low level group.

A Study on the Relationship Between a Game Character and Playing (게임 캐릭터와 플레이의 연관성에 관한 연구)

  • Jang, Ye-Jin;Kim, Moon-Yong;Jung, Ji-Yun;Park, Min-Yong;Kim, Da-Hye;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.240-243
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    • 2015
  • 본 논문에서는 특정한 캐릭터를 선호하는 유저들의 성향과 매력적인 캐릭터 설정이 무엇인지에 관해 다양한 조사내용과 분석한 결과를 제시한다. 게임에 진입하기 전 유저들이 캐릭터를 선택할 때 거치는 프로세스를 알아보고, 매력적인 캐릭터를 어떻게 정의하는 가에 대한 내용들도 제시한다. 유저를 연령대나 성별 등의 기준으로 분류하고, 캐릭터의 외형이나 기능 등의 요소가 캐릭터를 선택하는 데에 있어 어떠한 영향을 끼치는가에 대해서 알 수 있다. 캐릭터와 플레이의 연관성을 설문조사를 통해 요인을 알아보고, 캐릭터가 게임을 진입하는데 있어 유저에게는 어떤 의미를 가지는가에 대한 것을 알 수 있다.

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Analyzer of the Factors Affecting the Game Ranking (게임 순위에 영향을 주는 요인 분석)

  • Kim, Joo-Yean;Kim, Jong-Han;So, Won-Tae;Lim, Se-In;Cho, Eun-Sol;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.234-236
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    • 2015
  • 현재 국내 게임시장은 모바일게임이 주도해가고 있으면서 10조원이 넘는 시장규모를 보이고 있다. 국내의 게임업체들은 온라인게임과 모바일게임을 개발하여 지속적으로 출시하고 있는 특징이 현재 게임시장의 모습니다. 게임시장에서의 신작게임에 대한 매출은 게임 인기순위와 직접적인 관계를 갖는 요인이며, 게임시장의 현황을 파악하는데 가장 중요한 정보이며 마케팅과 홍보전략에 반영되는 중요한 데이터이다. 본 논문에서는 게임시장 파악과 마케팅 및 홍보 전략에 활용되는 게임순위와 관련해서 영향을 미치는 요소에 대해서 분석한 결과를 제시하고자 한다. 게임순위 변동에서 이벤트와 업데이트 중 효과적인 방법이 무엇인지를 제안하고 이벤트와 업데이트가 각각 게임순위 변동에 얼마나 큰 영향을 주는지에 대해 서술하고 또한 게임업계에서 주로 서비스하는 이벤트 종류와 업데이트 종류에 대해 서술한다. 이때 이벤트는 순위변동에 큰 영향이 없고 업데이트가 순위변동에 영향을 준다는 것에 대해서 분석결과를 제시한다.

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A Study on Contents of u-Culture & Tourism using RFID Technology (RFID 기술을 이용한 u-문화관광 콘텐츠에 관한 연구)

  • Kim, BeomSeok;Lee, HyunCheol;Ko, YoungHyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.61-65
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    • 2008
  • In this paper, research into the model of u-Culture and Tourism contents business using RFID and technologies of wireline and wireless communication. It suggests u-Culture and Tourism system solution which is making an attempt at connecting technology and culture with meeting a cultural paradigm change in a variety of fields, as a digital life is spreading. Also, It confirmed the possibility as reproducing the contents of each scenario after composing the contents system of culture and tourism using RFID applied technology. And It suggests a business model in relation to new u-Culture and Tourism contents using RFID applied technology.

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Success Factors in Effecting Cultural Change in Organizations: A Case Study (조직 문화 변화의 성공 요소에 관한 연구 - KM을 변화 플랫폼으로 적용한 기업 사례를 중심으로 -)

  • Roh, Jeong-Ran
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.2
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    • pp.427-445
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    • 2010
  • In our knowledge-based society, a corporation's main growth engine consists of its unique core competences and how these are organized rather than materialized competitive advantage. Intangible factors such as creative organizational culture, learning capability, brands, marketing ability and technology are notable examples of such core competencies. To ensure constant development of a corporation, it is important to understand the environment in which these factors operate. Drawing on literature research, this paper looks at organizational culture and change, and employees' attitudes and resistance factors to such change. To strengthen the explanation of this study the Korea Asset Management Corporation was used as a case study. From the point of view of information science, knowledge has been viewed as that which is found in books and databases. Such "knowledge" is storable, passive and unchangeable. However, more recently it is seen by many researchers that this approach is limited in that it ignores the knowledge that "sits" in human "bodyminds" and organizations. Such knowledge forms the backbone of organizational culture and should be considered in any meaningful study of information.

Formation of a Professional Communication Culture Among the Students Using Information Technologies

  • Vakulyk, Iryna;Koval, Valentyna;Lukiianchuk, Inna;Romanenko, Nataliia;Grygorenko, Tetyana;Balalaieva, Olena;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.75-82
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    • 2022
  • Analyzing the psychological and pedagogical literature, we found the researchers' interest in the problem posed. The concept of "culture of professional communication» is considered, which is interpreted as the level of realization of creative abilities, exchange of messages, organization of mutual understanding, mutual knowledge in the process of professionally directed interaction between subjects, in which interpersonal relationships arise, manifest and form. The concept of "professional culture of communication of a teacher" is interpreted. The motives that are socially significant in the professional communication of the teacher are highlighted. The necessity of forming a culture of professional communication among students, in particular by means of information technologies in the present, is clarified. The interactive component of professional communication is considered. The types of interactions between people in everyday life (ritual and entertainment interaction, joint purposeful activity, no interaction, game and interpersonal interaction) are identified. Traditional and specific forms and methods of teaching are written out. All interactive technologies carried out by means of information technologies are conventionally divided into four groups, depending on the form of educational activity appropriate for their use (pair (work of the subject with the teacher or peers one on one by means of Information Technologies); frontal (the teacher simultaneously teaches a group of subjects by means of Information Technologies); group or cooperative (all subjects teach each other by means of Information Technologies); individual (independent work of the subject using Information Technologies)). In the higher education institution, future specialists should learn knowledge, acquire skills on the basic rules of the culture of professional communication and methods of interaction and their effective use, which is possible with the use of Information Technologies. Recommendations for optimal professional communication have been developed that help you express your thoughts easily and beautifully, and conduct a dialogue in a relaxed and harmonious way.

A Case Study on the Costume Culture of the Head Family for Adolescent's Spot Experience Learning

  • Lee, Na-Seo;Yoo, Myung-Iee
    • The International Journal of Costume Culture
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    • v.6 no.1
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    • pp.52-60
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    • 2003
  • The purpose of this study was to examine the cases of the head family's costume culture and to apply them to field experience education of adolescent's home economics subject. To examine costume culture, women in the two head families in the Hampyeong area, Jeollanam-do were interviewed. The findings had unique shroud making and custom in the Mo's head family of Hampyeong. Also it was found that the eldest daughters-in-law of the Lee's of Hampyeong have horizontally exchanged the information of the head family's costume with village women of the same family. They have initiated their costume culture directly through their daughters and it had the great influence on after-ages. The Spot experience program for adolescent to experience the head family's costume culture and life culture consisted of four subjects:(l)Educating the head family's traditional living culture including etiquette training, (2)head family village walk, (3)experiencing the head family's clothes life including natural dyeing and sewing, and (4)a field trip of Hampyeong Local Life Culture Museum. For a model experience of the head family's costume and life culture, three families with middle and high schoolers participated in 8- hour experience learning program.

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Ubiquitous Service Model for Information Convergence of Jeju Island Culture, Tourism, Sport and Traffic (제주 문화·관광·체육·교통 정보를 융합한 유비쿼터스 서비스 모델)

  • Lee, Chang-Young;Yang, Jin-Seok;Kim, Do-Hyeun;An, Beongku;Kim, Nam-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.97-104
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    • 2008
  • Recently the navigation service and LBS (Location based Services) using map supports much information services on mobile terminal. Also Internet Web sites support user much information. But, the user has the difficulty for acquiring the service and the various information based on map because of searching the many Internet sites. Accordingly, this paper supports a convergence information service model of various culture, education, tourism, sport and traffic for accessing synthesizing information based on map. And we design and implement this model using 공개 API. We present a convergence information service model of culture, tourism, sport and bus line information form tour destination and cultural place of Jeju province using the model. Additionally, we develop this service model using apache web server on Linux environment, PHP and JavaScript, MySQL database and Map 공개 API. As this service model supports a convenience action of culture and tourism for Jeju islanders and tourists.

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Ontology-based Culture·Tourist Attraction Search Application (온톨로지 기반의 문화·관광지 검색 어플리케이션 구현)

  • Hwang, Tae-won;Seo, Jung-hee;Park, Hung-bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.772-774
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    • 2017
  • Currently, there are many simple searches for local culture and tourism, but systematic information retrieval using ontology technology is weak. The keyword-based search, which is an existing search method, derives a search result that is different from a user's wanted intention. On the other hand, semantic search using ontology constructs shows the information related to the search term by creating a relation between words and words. Therefore, when tourists search for cultural and tourist attractions in the area, they provide information that includes meaning relevance in the search results. If the ontology provides information on the culture, sightseeing area, transportation, Can be more easily grasped. In this paper, we propose an ontology-based retrieval system based on culture and tourist sites utilizing public institutions database by using mobile application by extending search system which relied only on existing internal database to provide accurate and reliable information to users. This efficient structure of the ontology makes it possible to provide information suitable for the user quickly and accurately.

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