• Title/Summary/Keyword: Online Communication

Search Result 1,527, Processing Time 0.024 seconds

Individual Differences in Online Privacy Concern

  • Yeolib Kim;Boreum Choi;Yoonhyuk Jung
    • Asia pacific journal of information systems
    • /
    • v.28 no.4
    • /
    • pp.274-289
    • /
    • 2018
  • We examined the effects of socio-demographics and personality traits on online privacy concern. We investigated this relationship in general and across different Internet functions. Using a large, diverse, population-representative sample (N = 5,242), we found that females, educated, and wealthier individuals tend to be concerned with online privacy to a greater extent. Among personality traits, agreeableness and conscientiousness were generally associated with an increased probability of being concerned with online privacy. These results imply that socio-demographics and personality traits provide explanatory insights into online privacy concern.

Activation Plan for Online Shopping Mall of Kids' Furniture (온라인 아동가구 쇼핑몰 활성화 방안)

  • Jang, Eun-Young;Lee, Sang-Joon;Lee, Kyeong-Rak;Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.1
    • /
    • pp.291-298
    • /
    • 2015
  • It is pretty hard to sell the kids' furniture online because of the characteristics of the consumers that they will like to make purchases after looking at the actual objects and then considering purchasing them. In this paper, we made the scheme to boost the on-line malls of the kids' furniture market by collecting the consumers' intention to buy before purchasing with questionnaire survey, comparing it with the real data of purchasing, and analyzing the differences. We analyzed the visit number of shopping mall, the page number of views, page duration time per visit, and customer's shopping path by using log data from the children's furniture online shopping mall server. In addition, we analyzed where the customer's influx route is among online advertising. We found that there are requirements for the designs, prices, brand names, and practicalities by the consumers purchasing the kids' furniture online. To strengthen competitiveness of the online kids' furniture malls, we proposed that reinforcing the on-line experiences of furniture, the differential strategies for the products, ensuring the fixed customers are needed.

Interpretation Works and Online Terminology Information System for the Standardization of Smart Grid Terminologies (스마트그리드 용어 표준화를 위한 뜻풀이 작업 및 온라인 용어 정보시스템 개발)

  • Hwang, Humor;Kim, Jung-Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.62 no.3
    • /
    • pp.293-299
    • /
    • 2013
  • Power system technologies in the area of smart grid are being converged with communication system technologies or information technologies(IT). This interdisciplinary action affects on two parts vigorously so that IT has become a essential part of power industry. But terminologies of two parts are confused and it is necessary that these are standardized to develop the industry. The interpretation works with scientific and technological standard of the smart grid terminologies which are IEC TC 57 glossary and non-glossary terminologies are introduced. Based on the interpretation works of the smart grid terminologies, an online terminology information system for the standardization of smart grid terminologies is proposed. The system provides the capability of collection and delivery of academic society opinions for the selected and interpreted terminologies.

Evaluating Corrective Feedback Generated by an AI-Powered Online Grammar Checker

  • Moon, Dosik
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.4
    • /
    • pp.22-29
    • /
    • 2021
  • This study evaluates the accuracy of corrective feedback from Grammarly, an online grammar checker, on essays written by cyber university learners in terms of detected errors, suggested replacement forms, and false alarms.The results indicate that Grammarly has a high overall error detection rate of over 65%, being particularly strong at catching errors related to articles and prepositions. In addition, on the detected errors, Grammarly mostly provide accurate replacement forms and very rarely make false alarms. These findings suggest that Grammarly has high potential as a useful educational tool to complement the drawbacks of teacher feedback and to help learnersimprove grammatical accuracy in their written work. However, it is still premature to conclude that Grammarly can completely replace teacher feedback because it has the possibility (approximately 35%) of failing to detect errors and the limitationsin detecting errors in certain categories. Since the feedback from Grammarly is not entirely reliable, caution should be taken for successful integration of Grammarly in English writing classes. Teachers should make judicious decisions on when and how to use Grammarly, based on a keen awareness of Grammarly's strengths and limitations.

Deep Quiz Cropping for Construction of Quiz Pool in Online Quiz System (온라인 퀴즈 시스템의 문제은행 구축 자동화를 위한 Deep Quiz Cropping 기술 개발)

  • Jeong, Dae-Wook;Jeong, Mun-Ho
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.15 no.6
    • /
    • pp.1187-1194
    • /
    • 2020
  • We presented a method of deep quiz cropping for automatic construction of quiz pool in online quiz systems. The method detects question boxes and sunda boxes in images captured from test papers by a deep learning-based object detector, and makes pairs of question box and sunda box by the box coupling. We applied the deep quiz cropping to images captured from test papers and achieved successful results.

Analyzing User Feedback on a Fan Community Platform 'Weverse': A Text Mining Approach

  • Thi Thao Van Ho;Mi Jin Noh;Yu Na Lee;Yang Sok Kim
    • Smart Media Journal
    • /
    • v.13 no.6
    • /
    • pp.62-71
    • /
    • 2024
  • This study applies topic modeling to uncover user experience and app issues expressed in users' online reviews of a fan community platform, Weverse on Google Play Store. It allows us to identify the features which need to be improved to enhance user experience or need to be maintained and leveraged to attract more users. Therefore, we collect 88,068 first-level English online reviews of Weverse on Google Play Store with Google-Play-Scraper tool. After the initial preprocessing step, a dataset of 31,861 online reviews is analyzed using Latent Dirichlet Allocation (LDA) topic modeling with Gensim library in Python. There are 5 topics explored in this study which highlight significant issues such as network connection error, delayed notification, and incorrect translation. Besides, the result revealed the app's effectiveness in fostering not only interaction between fans and artists but also fans' mutual relationships. Consequently, the business can strengthen user engagement and loyalty by addressing the identified drawbacks and leveraging the platform for user communication.

Impact of Target Amounts on Donation Behavior: Insights from GoFundMe Data

  • Sohyeon Park
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.3
    • /
    • pp.305-312
    • /
    • 2024
  • This field study explores how varying target amounts influence donation behavior using real-world data from the online fundraising platform GoFundMe. We analyzed donation data across four different target amounts and found significant differences in donation patterns. Lower target amounts were found to encourage higher individual donations, while excessively high targets were less effective. The data revealed that donors tend to be more responsive to campaigns with achievable goals, possibly due to a perceived higher impact of their contributions. Conversely, campaigns with unrealistically high targets often struggled to gain traction, suggesting a potential donor deterrent effect. We believe these findings provide practical insights for nonprofits on setting realistic and achievable target amounts to maximize donations. Our study underscores the importance of strategic target setting in enhancing fundraising outcomes. We conclude that this insight has significant implications for how non-profit organizations approach their fundraising strategies, potentially improving the effectiveness of online charitable campaigns.

The Impact of Interactivity on Users' Acceptance of Online Streaming Video from the Perspective of Flow Theory

  • Ren Xingyu;Hyuksoo Kim
    • International journal of advanced smart convergence
    • /
    • v.13 no.3
    • /
    • pp.18-30
    • /
    • 2024
  • With the recent popularity and technological development of online streaming video, interactive digital narrative (IDN hereafter) videos became one of the main formats for users. The current study proposed that the level of interactivity of IDN videos influences users' evaluation of the video. The concept of flow was introduced as a mediating variable between interactivity and the users' evaluation. Further, the type of IDN videos, users' familiarity with IDN videos and trust toward platforms were employed as moderating variables. Data from a survey verified the mediating role of flow, moderating role of users' familiarity and trust toward platforms. the type of IDN videos, users' familiarity with IDN videos and trust toward platforms. We have observed a significant moderating effect of users' trust toward the platform on users' evaluation resulting from flow experience. It is evident that the higher the level of users' trust towards the platform, the less pronounced the impact of flow experience on users' evaluation. Theoretical and managerial implications are discussed.

Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.6
    • /
    • pp.89-97
    • /
    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

Survey of Status of Operation and Students' Perception about the Theory-focused and Practice-focused Online Classes in Engineering Colleges: Based on the Implementation of Online Class in Response to COVID-19 (공과대학의 이론 및 실험·실습 원격수업 운영현황 조사 및 학생 인식 탐색: COVID-19 대응 운영 중심으로)

  • Kim, Dasom;Lee, Young Hee
    • Journal of Engineering Education Research
    • /
    • v.26 no.5
    • /
    • pp.3-16
    • /
    • 2023
  • This study was to investigate the operation status and the students' perception for both theory-focused and practice-focused online class in engineering college that were implemented in responses to COVID-19. For this purpose of the study, the survey including the open-ended questions were conducted to the 147 students in college of engineering in 2021 at one of the universities located in the metropolitan area. The survey were analyzed by SPSS 26.0 and then findings were as follows. First, while the most students were satisfied with the operation of online classes that were implemented in response to COVID-19, many students were unsatisfied with the practice-focused online class. Also, there were some differences in the level of students' satisfaction for some factors of online class operation in terms of the students' background. Second, there were significant differences in some parts of students' satisfaction in terms of the background of students. specifically, males students were more satisfied with the supports of teaching assistant in online classes than female students and the junior and senior levels of students are more satisfied with the teaching strategies of online classes than freshman and sophomore year students. Third, the level of students' satisfaction was different in terms of the types of online platforms as well as the methods of communication between students and professors. Finally, even though the students in the college of engineering understand the benefits in the online classes, they indicated the limitations and difficulties for participating in practice-focused online class and demanded the improvement of the operation for the online lab classes. The further research needs to be conducted to investigate the status of operation for online lab and practice classes in college of engineering.