• Title/Summary/Keyword: Online Expansion

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A Study on the Factors Affecting the Purchase of Products in Online Fashion Shopping Mall (온라인 패션 쇼핑몰의 제품구매에 영향을 미치는 요인에 관한 연구)

  • Han, Gyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.11-22
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    • 2012
  • As the consuming pattern is changing with the expansion of Internet use and the development of communication technology, Internet shopping market is getting bigger and bigger. By product group, clothing and fashion related products occupy the biggest share. Accordingly, in this study it was tried to identify the effects of Internet utilization capability that enables consumers to search for the information that they need in this information flood, variety pursuit trend and product review accommodation status on shopping value, and to analyze the effects of the shopping value on the purchase behavior in online shopping malls. When factor analysis is nude on Internet use level, it was found that Factor 1 was 'Flow Experience,' Factor 2 'Internet Use Capability,' and Factor 3 'Internet Challenge Desire.' When factor analysis is made on Diversity Pursuit Propensity, it was found that Factor 1 was 'Site Diversity Pursuit Propensity,' Factor 2 'Brand Diversity Pursuit Propensity,' and Factor 3 'Brand Value Pursuit Propensity.' When factor analysis is nude on Product Review Accommodation Propensity, it was found that Factor 1 was 'Product Information Provision Propensity,' and Factor 2 'Product Information Receiving Propensity.' Except Internet Use Capability and Product Information Provision Propensity, all other factors showed high correlation. The factor influencing the entertainment value most was Internet challenge desire, while that influencing the practical value most was flow experience. When the effects of the entertainment value and the practical value on product purchase were analyzed, it was found that both of entertainment value and the practical value influenced product purchase and the practical value influenced the product purchase more than the entertainment value.

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An Empirical Study of Non-PG Based Mobile Payment Service (NonPG 기반 모바일 결제서비스에 관한 실증적 연구)

  • Lee, Chanhee;Bok, Joonghyo
    • Convergence Security Journal
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    • v.16 no.7
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    • pp.13-19
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    • 2016
  • Recently one of the main keywords representing of Korea is O2O The O2O market is an intersection of online commerce and offline commerce. The spread and popularization of smartphones transform payment market environment from online-based(PC) to mobile-based(Smartphone) which enable payment service expanses to on/off-line both markets. Due to this movement, data security is mo vulnerable than online-based payment service but the preference of serviceability, security threat becomes bigger.O2O service expansion is now at the stage of beginning with the limited influence, but could affect to the establishment of on/off line payment system of VAN and PG in the future. However, in the moment, the motivation to destruct the system is still weak. In this research, the possibility of Non-PG mobile payment service was suggested as a new way of mobile payment service by using PG. With suggestion, it could eliminate the issues of payment method beforehand and provide low fee to merchants.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1228-1233
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

Internet Marketing Service Expansion Strategy through Focusing on One-Day Products (일일 품목 집중화를 통한 인터넷 마케팅 서비스 확대전략 연구)

  • Shin, Seong-Yoon;Suh, Jin-Hyung;Lee, Hyun-Chang
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.85-92
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    • 2012
  • To the development of IT technologies, online shopping is implemented in various forms ranging from desktop environment to smartphone, and also variety of items are being sold. In addition, various type of online sales from that can not seen in offline like sales a one products per one day. In this type of sales, competition is extremely intensified and among those in the differentiated features are hold competitiveness. In this paper, we design and develop the site that adopts the online marketing technique - sale only one kind of product a day for increasing the sales revenue. To do this, in traditional commercial sites, we develop the marketing strategy, and information placement is emphasized site based on analysis of the daily product site planning and so that costumers are concentrated the products that did not interested. Though which customers to target specific items one day for some items and increasing publicity would help the sales increase is expected.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.503-506
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

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Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

Analysis of Changes in the Actual Condition of Distance Learning due to COVID-19 (COVID-19에 따른 원격 수업 운영 실태의 변화 분석)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.189-197
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    • 2020
  • In this paper, the results of previous studies and surveys conducted in this study were compared and analyzed to find out how the actual condition of distance learning being conducted due to COVID-19 is changing. As a result, it was found that the'content-oriented class' is being used the most in the current online class, and teachers are spending a lot of time preparing for class. In addition, it was found that' providing appropriate contents as learning materials' is the first item to be supported for online classes. Therefore, in order to improve online classes in the future, it is needed that learning materials that can be used to create class content should be provided to teachers sufficiently. Also, IT equipment and network expansion and the training of teachers for distance learning should be provided.

A Study on the Analysis and Expansion Plan of Public Library Services in the COVID-19 Pandemic (코로나19에 대응하는 공공도서관 서비스 분석 및 확대방안 연구)

  • Seon-Kyung Oh
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.3
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    • pp.119-141
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    • 2023
  • The COVID-19 pandemic has significantly changed the landscape of knowledge and information services that public libraries around the world have been providing since modern times. In particular, as social distancing has become routine, the contraction of cultural activities and the shift to online platforms have negatively impacted library visitation and use services, greatly reducing borrowing and reading, use of spaces and facilities, interlibrary loan services, program operations, and outreach services. Therefore, this study investigated and analyzed the current status of services provided by public libraries in Korea and abroad in response to COVID-19, and proposed practical ways to improve and expand services in response to COVID-19 based on the results of a survey of librarians' perceptions. Specifically, these include improving the online reservation system for reading and borrowing services and developing and providing various outreach services, acquiring and expanding electronic resources, expanding online program services (reading, culture, lifelong learning, etc.), strengthening library services for vulnerable populations, providing information portal services related to new infectious diseases, strengthening facilities and space provision services, preparing infectious disease response guidelines, and providing education and training to strengthen librarians' capabilities.

Adaptive Blowing Control Algorithm for Autonomous Control of Underwater Flight Vehicle (수중 비행체의 자율제어를 위한 적응 부상 제어 알고리즘)

  • Kim, Hyun-Sik
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.4
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    • pp.482-487
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    • 2008
  • In case of flooding, the underwater flight vehicle (UFV) executes the blowing by blowing ballast tanks off using high pressure air (HPA), while it also uses control planes and a propulsion unit to reduce the overshoot depth caused by a flooding and blowing sequence. However, the conventional whole HPA blow-off method lets the body on the surface after blowing despite slight flooding. This results in the unnecessary mission failure or body exposure. Therefore, it is necessary to keep the body at the near surface by the blowing control while reducing the overshoot depth. To solve this problem, an adaptive blowing control algorithm, which is based on the decomposition method expanding the expert knowledge in depth control and the adaptive method using fuzzy basis function expansion (FBFE), is proposed. To verify the performance of the proposed algorithm, the blowing control of UFV is performed. Simulation results show that the proposed algorithm effectively solves the problems in the UFV blowing control system online.

A Study on Development of Customized Education and Training Model Using Online Learning Platform (온라인학습플랫폼을 활용한 맞춤형 교육훈련 모델 수립방안에 관한 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Lee, Sookyoung
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.75-86
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    • 2019
  • Globally, the change in higher education is gradually moving toward a trend that seeks a change in innovative higher education through the revitalization of digital-based education. Accordingly, this study designed a customized education model based on e-learning that can be used in undergraduate education and development of lifelong vocational skills. The use of online learning platforms and the expansion of education are major factors that change the overall higher education system as the form and content of curriculum changes around the world. In order to establish a customized education model using online learning platform, this study analyzed major overseas advanced education cases and selected the basic direction of customized learning as personalized learning, competency based learning, and training for talents leading the 4th Industrial Revolution. Then, FGI was conducted for undergraduate and lifelong vocational ability development experts. As a result, a customized education model using an online learning platform was derived from a degree-type model available in undergraduate education and a non-degree-type model available in the field of lifelong vocational ability development, and each operation strategy was suggested.