• 제목/요약/키워드: Online Content Development

검색결과 325건 처리시간 0.028초

Online Health Search Experience: Sentiments from South East Asia

  • Inthiran, Anushia
    • International Journal of Knowledge Content Development & Technology
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    • 제6권2호
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    • pp.29-42
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    • 2016
  • Performing an online health search is a popular activity conducted on the Internet. Research studies from developed countries provide information on source used, type of search performed and devices used to perform the search. However, the same cannot be said about the online health information searching scene in South East Asia. Online health information searching is gaining popularity in South East Asia. Citizens in these countries are turning to the Internet to obtain health information quickly. Current research studies pertaining to online health information searching in South East Asian is limited, particularly relating to search experiences of South East Asian health searchers. Search experience is pertinent as it could deter or encourage the possibility of conducting future health searches. In this research study, a user study was conducted to describe the online search experience of South East Asian health searchers. A face to face interview with 50 participants was conducted. The interview was audio recorded and transcribed verbatim. Results indicate participants have positive and negative search experiences. In some cases, post search outcomes influenced the search experience. Results of this research study contribute to the growing domain of knowledge in relation to online health information searching. Results of this study also provide an understanding pertaining to the search experience of South East Asian online health searchers.

디지털콘텐츠 유통계약기준 개선 방안 (Contract Guideline for Digital Content Distribution)

  • 오상훈;박여원
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2004년도 춘계학술대회
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    • pp.53-67
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    • 2004
  • On the base of IT growth, competition between countries for preoccupation of digital content market is keen. And it is prospected that the development of digital content industry will be more rapid with the base of telecommunication infra-structure(for example internet, digital broadcasting) which is the main channel for distribution of digital content. The bill of "Act for Development of Online Digital Content Industry", has passed the national assembly jan, 2002, and "Draft Blueprint for Developing Online Digital Content Industry(2003$\sim$2005)" was made on the base on that law feb, 2003. And we can find measures for protect the digital content manufacture in the laws such as "Literary Property Law", "Trademarks Law" and "law for prevention of unfair competition". On this study we suggested three measures to make digital content industry more profitable by the method of research of related law and industry survey.

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코로나19로 인한 공과대학 교수자의 온라인 수업 경험 탐색 (Exploring the Experience of Engineering College Professors in Teaching Online Course Due to COVID-19)

  • 정재원;허정은;박효원
    • 공학교육연구
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    • 제23권6호
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    • pp.60-67
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    • 2020
  • This study was conducted to understand the experiences of engineering college professors teaching classes online due to COVID-19. Instructional strategies were proposed based on these results. This study qualitatively analyzed interviews of four engineering college professors who switched from teaching classes offline to teaching them online in the first semester of 2020. The results showed that the professors had difficulties in creating video content, interacting with students, and conducting online assessments. The results also showed that the professors had difficulties in switching to online teaching. This study was significant in that it produced empirical data about online teaching based on the experiences of engineering college professors teaching classes online.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • 한국멀티미디어학회논문지
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    • 제9권12호
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Digital Literacy Skills and Utilization of Online Platforms for Teaching by LIS Educators in Universities in Rivers State, Nigeria

  • David-West, Boma Torukwein
    • International Journal of Knowledge Content Development & Technology
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    • 제12권4호
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    • pp.105-117
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    • 2022
  • The study investigated digital literacy skills and utilization of online platforms for teaching by LIS educators in universities in Rivers State, Nigeria. The study was undertaken as a descriptive survey design. Three research questions and three hypotheses guided this study. The population of the study was twenty-six Lecturers from the three universities in Rivers State where library and information science are offered. The twenty-six constitute the sample size. Census sampling technique was adopted for the study. The instrument titled Digital Literacy Skills and Utilization of Online Platform for Teaching Questionnaire (DLSOPUQ) was used to elicit information from the respondents. Twenty-six copies of the questionnaire were administered and retrieved. Mean (${\bar{x}}$) was used to analyze the research questions and the null hypotheses was tested with t-test at 0.05 level of significance. The study revealed that there is no significant difference between digital literacy and utilization of online platforms for teaching by LIS educators in universities in Rivers State. Further findings revealed that LIS educators do not have the necessary skills to navigate the online environment for teaching without assistance. In conclusion LIS educators should be innovative and update their skills to meet up with global practice. It was recommended among others that LIS educators should be trained and retrained by the university management to cope with online teaching and provision of the right infrastructure by governments for effectives teaching and learning process.

Suggestions for Developing On-Line In-Service English Teacher Training Program

  • Lee, Byeong-Cheon
    • International Journal of Contents
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    • 제13권3호
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    • pp.32-37
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    • 2017
  • The development of Information and Communications Technology (ICT) has changed the manner in which English teachers are taught as instructors, as well as English language learners. Online-related technology, a product of development of ICT technology, is used for various purposes such as training teachers and enhancing professionalism of current teachers to practice more efficient training. The purpose of this study is to extract common domains and sub-domains related to development of cyber-type in-service training (INSET) through domestic and international case analyses and to develop content areas of INSET using cyberspace or efficient online INSET programs. To accomplish the purpose of this study, domestic and foreign cases were analyzed in relation to direction of development of online English teacher training programs.

영상콘텐츠 제작을 위한 대학 교양 커리큘럼 개발 -영상콘텐츠의 이해와 제작- (Development of University Liberal Education Curriculum for Creating Video Content -Understanding and Production of Video Content-)

  • 박성대
    • 한국멀티미디어학회논문지
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    • 제23권6호
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    • pp.792-801
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    • 2020
  • Today, the media environment has changed dramatically with the development of Internet transmission technology, computer performance, and various media production technologies. In particular, video content is widely used every day through mobile device or computer connected to the Internet. In addition, the ability to produce video content today is more important than ever, as the use of video content is also increasing in the area of information delivery and communication over the Internet. In this study, it was developed a liberal education curriculum in universities for the production of video content. The developed curriculum was composed of a combination of an online curriculum for theory and an offline curriculum for practicum. In the online curriculum, a 54 DOOR contents were developed to allow students to learn the theoretical knowledge and basic making techniques related to the production of video content. In an offline 15-week practicum curriculum, it covered the practical training contents of video content production that should be acquired every week. This developed liberal education curriculum aims to give non-major students in universities the opportunity to learn the technology of producing video content and to foster the ability to communicate in the media environment by using the video content produced.

Information Retrieval Tools as Predictors for Information Resources Utilization in Academic Libraries in Nigeria

  • David-West, Boma Torukwein
    • International Journal of Knowledge Content Development & Technology
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    • 제10권3호
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    • pp.21-31
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    • 2020
  • The study examined information retrieval tools as predictors for information resources utilization, four research questions, and four hypotheses were made to guide the study. A descriptive survey was adopted for the study. Random sampling technique was used to select sample of 393 from a population of 557 academic staff registered in the University of Port Harcourt library. The questionnaire was adopted as a data collection instrument titled Information retrieval as predictors for information resources utilization (IRPIRUQ). Data were analyzed using both simple and multiple regression while analysis of variance (ANOVA) associate with regression was used for testing the hypotheses at 0.05 alpha level. The study revealed that information resources are under utilized as the OPAC and Online Databases are not easily accessed. Further findings showed that the academic staff made use of internet search engines more often than the OPAC and online databases. It was recommended among others that a new library software be installed in place of KOHA for wider connectivity and adequate distribution of software that will aid usage of the online databases and OPAC.

비대면 교육 환경에서 온라인 협업 툴 사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Intention to Use Online Collaboration Tools for the Non-Face-to-Face Educational Environment)

  • 서재이;안선주;최정일
    • 품질경영학회지
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    • 제50권3호
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    • pp.571-591
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    • 2022
  • 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.

Online Shopping Research Trend Analysis Using BERTopic and LDA

  • Yoon-Hwang, JU;Woo-Ryeong, YANG;Hoe-Chang, YANG
    • 융합경영연구
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    • 제11권1호
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    • pp.21-30
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    • 2023
  • Purpose: As one of the ongoing studies on the distribution industry, the purpose of this study is to identify the research trends on online shopping so far to propose not only the development of online shopping companies but also the possibility of coexistence between online and offline retailers and the development of the distribution industry. Research design, data and methodology: In this study, the English abstracts of 645 papers on online shopping registered in scienceON were obtained. For the analysis through BERTopic and LDA using Python 3.7 and identifying which topics were interesting to researchers. Results: As a result of word frequency analysis and co-occurrence analysis, it was found that studies related to online shopping were frequently conducted on factors such as products, services, and shopping malls. As a result of BERTopic, five topics such as 'service quality' and 'sales strategy' were derived, and as a result of LDA, three topics including 'purchase experience' were derived. It was confirmed that 'Customer Recommendation' and 'Fashion Mall' showed relatively high interest, and 'Sales Strategy' showed relatively low interest. Conclusions: It was suggested that more diverse studies related to the online shopping mall platform, sales content, and usage influencing factors are needed to develop the online shopping industry.