• Title/Summary/Keyword: Online Expansion

Search Result 239, Processing Time 0.022 seconds

A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.217-227
    • /
    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.3
    • /
    • pp.1-11
    • /
    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Study on the Influence of Online WOM Information Characteristics on the Intention of Information Acceptance and also Re-WOM: Focused on the Receiver's Expertis (온라인 구전정보특성이 정보수용의도와 재구전 의도에 미치는 영향에 관한 연구: 수신자의 전문성을 중심으로)

  • Kim, Ji-Sook;Kwon, Hyeok-Gi
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.21 no.6
    • /
    • pp.81-93
    • /
    • 2016
  • An actual analysis was made regarding how different the effect of the online WOM information characteristics on the expansion of the WOM information characteristics was depending on the level of the receiver's expertise in consideration of the sender's expertise, the vividness and Consensus of WOM information which can affect the acceptance of WOM information in this study. To begin with, the analysis results showed that the online WOM information characteristics had the positive effect on the information acceptance intention in proportion to the sender's expertise and the vividness and Consensus of WOM information. Secondly, the information acceptance intention was found to have a positive effect on the re-WOM intention. Finally, the level of receiver's expertise was found to control the effect of the online WOM information characteristics on the information acceptance intention.

The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.107-116
    • /
    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

Expansion of Topic Modeling with Word2Vec and Case Analysis (Word2Vec를 이용한 토픽모델링의 확장 및 분석사례)

  • Yoon, Sang Hun;Kim, Keun Hyung
    • The Journal of Information Systems
    • /
    • v.30 no.1
    • /
    • pp.45-64
    • /
    • 2021
  • Purpose The traditional topic modeling technique makes it difficult to distinguish the semantic of topics because the key words assigned to each topic would be also assigned to other topics. This problem could become severe when the number of online reviews are small. In this paper, the extended model of topic modeling technique that can be used for analyzing a small amount of online reviews is proposed. Design/methodology/approach The extended model of being proposed in this paper is a form that combines the traditional topic modeling technique and the Word2Vec technique. The extended model only allocates main words to the extracted topics, but also generates discriminatory words between topics. In particular, Word2vec technique is applied in the process of extracting related words semantically for each discriminatory word. In the extended model, main words and discriminatory words with similar words semantically are used in the process of semantic classification and naming of extracted topics, so that the semantic classification and naming of topics can be more clearly performed. For case study, online reviews related with Udo in Tripadvisor web site were analyzed by applying the traditional topic modeling and the proposed extension model. In the process of semantic classification and naming of the extracted topics, the traditional topic modeling technique and the extended model were compared. Findings Since the extended model is a concept that utilizes additional information in the existing topic modeling information, it can be confirmed that it is more effective than the existing topic modeling in semantic division between topics and the process of assigning topic names.

Extension and Case Analysis of Topic Modeling for Inductive Social Science Research Methodology (귀납적 사회과학연구 방법론을 위한 토픽모델링의 확장 및 사례분석)

  • Kim, Keun Hyung
    • The Journal of Information Systems
    • /
    • v.31 no.4
    • /
    • pp.25-45
    • /
    • 2022
  • Purpose In this paper, we propose the method to extend topic modeling techniques in order to derive data-based research hypotheses when establishing research hypotheses for social sciences, As a concept in contrast to the existing deductive hypothesis establishment methodology for the social science research, the topic modeling technique was expanded to enable the so-called inductive hypothesis establishment methodology, and an analysis case of the Seongsan Ilchulbong online review based on the proposed methodology was presented. Design/methodology/approach In this paper, an extension architecture and extension algorithm in the form of extending the existing topic modeling were proposed. The extended architecture and algorithm include data processing method based on topic ratio in document, correlation analysis and regression analysis of processed data for topics derived by existing topic modeling. In addition, in this paper, an analysis case of the online review of Seongsan Ilchulbong Peak was presented by applying the extended topic modeling algorithm. An exploratory analysis was performed on the Seongsan Ilchulbong online reviews through the basic text analysis. The data was transformed into 5-point scale to enable correlation and regression analysis based on the topic ratio in each online review. A regression analysis was performed using the derived topics as the independent variable and the review rating as the dependent variable, and hypotheses could be derived based on this, which enable the so-called inductive hypothesis establishment. Findings This paper is meaningful in that it confirmed the possibility of deriving a causal model and setting an inductive hypothesis through an extended analysis of topic modeling.

Impact of Information Quality and User Interface Quality of Web-Site on Online Purchasing Intention of Cultural Products: Moderating Effect of Customer Involvement (웹사이트 정보품질 및 사용자인터페이스품질이 문화상품 온라인구매의도에 미치는 영향: 고객관여도의 조절효과)

  • Cho, Se-Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.931-944
    • /
    • 2013
  • With the expansion of EC and the development of culture industry, Web-site shopping of cultural products have become recognized as one of the major purchasing channels for customers, as well as one of the competitive distribution channels for film distributors or theater group. The research is to investigate the impact of information quality and user interface quality on information service satisfaction and online purchasing intention of cultural products. The results of this study are as follows: 1) Both information quality and interface quality have meaningful influence on information service satisfaction and purchase intention. 2) Information service satisfaction gives significant impact on online purchasing intention irrespective of the level of customer involvement. 3) Information quality has a meaningful influence on online purchasing intention in case of high level of customer involvement, while interface quality gives strong impact on online purchasing intention in case of low level of consumer involvement. In conclusion, there is a need to consider the level of customer involvement for building a successful marketing strategy of online purchase sites of cultural products.

A Study on the Cartoon Style in Image Contents (영상 콘텐츠에 나타나는 만화적 표현에 관한 연구)

  • Lee, Young-Sook;Lee, Heon-Woo
    • Cartoon and Animation Studies
    • /
    • s.24
    • /
    • pp.65-82
    • /
    • 2011
  • Since the arrival of the internet, numerous creative content industries have been active online. In particular, additional training has been necessary due to higher interest in e-Book publishing, and the opening and expansion of the online comics industry. However, as for the study of film grammar, there is a lack of research on lively and diverse expression in cartoon directing. In this study, animation and painting techniques, with examples of cartoons being expressed cartoon is intended to provide the possibility of directing. In addition, the comics industry one source multi user to the related industries is a key element with the value-added industries. So in other media expressed a wide range of research on the techniques of comic culture shall serve as key elements of the content looks.

Dynamics of Global Distribution after Initial Entry

  • Park, Young-Eun
    • Journal of Distribution Science
    • /
    • v.15 no.12
    • /
    • pp.5-19
    • /
    • 2017
  • Purpose - This study involves the following questions: "Does internalization theory fully explain reality?" and "Which additional factors may add extra value to the theory?" To answer these, this study divides market entry mode into two steps, initial and subsequent and then, focuses on the subsequent distribution step; that is, the post-entry strategy after initial entry. In addition, this study relies on finding strategic orientations that affect the decision of post-entry into foreign markets. Research design, data, and methodology - To investigate this, this study examines 252 cases of Korean online games for each foreign market and the distribution mode at the product-team level. Results - The result shows that companies use different distribution strategies as a post-entry mode, like licensing, or joint distribution rather than exclusive distribution, through subsidiaries even if they already have wholly owned local subsidiaries which have enough experience and resources to select the entry modes among various types and then provide full commitment and control. Additionally, it finds that strategic orientation affects post-entry strategies differently. Conclusions - Therefore, this study is noteworthy and significant, as it practically extends the existing theories such as an internalization and distribution for decision making regarding the overseas expansion of entertainment businesses.

Server Performance Improvement with Predicted Range of Agent Movement (이동 범위 예측을 통한 온라인 서버 성능 향상 기법)

  • Kim, Yong-O;Shin, Seung-Ho;Kang, Shin-Jin
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.101-109
    • /
    • 2011
  • The performance of server becomes important issues in online game with the online game market expansion. This paper proposes a method of improving performance to decrease synchronized packets for each entity's informations in game. Our method provides adapted solution of reconstructing spatial subdivision to reduce a load of movement between boundary regions using prediction of entity's movement range and disabled regions where entity can not move to. It is shown through the experiments that proposed method outperforms existing method in terms of processing quantity of packets.