• Title/Summary/Keyword: Online Graduate School

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A Personaliz Customer Retention Procedure For Internet Game Site Based on the Self-Organizing Map and Association Rule Mining.

  • Song Hee Seok;Kim Jae Kyeong;Kim Soung Hie;Chae Kyung Hee
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2002.05a
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    • pp.306-311
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    • 2002
  • This paper propose a personalized defection detection and prevention procedure based on the observation that potential defectors have tendency to take a couple of months or weeks. For this purpose, possible states of customer behavior are determined from past behavior data using SOM (Self-Organizing Map). For the evaluation of the proposed procedure, a case study has been conducted for a Korean online game site. The result demonstestes that the proposed procedure can assist defection prevention effectively and detect potential defectors without deterioration of prediction accuracy comparison to prediction by MLP. Our procedure can be applied to various service industries that can capture fluent customer behavior data such as telecommunications, internet access services, and content services, too.

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Predicting Continuance Intention of Personal Preventive Behavior after COVID-19: A Framework of Health Belief Model

  • Zong-Yi Zhu;Suleimen Madina;Hyeon-Cheol Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.239-249
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    • 2023
  • This study aims to investigate the factors influencing preventive behavior among foreigners residing in Korea. Drawing upon the Health Belief Model (HBM), this study seeks to gain insights into the decisionmaking processes underlying preventive behavior within this specific population. A comprehensive online survey was conducted among 364 foreigners. An analysis revealed that perceived barriers and perceived benefits played crucial roles as mediators, mediating the relationship between the examined factors and preventive behavior. The insights gained from this study have implications for public health interventions and self-preventive product businesses aiming to promote and sustain self-preventive behavior practices among foreigners residing in Korea, even after all COVID-19 restrictions have been lifted.

BEYTrans: A Free Online Collaborative Wiki-Based CAT Environment Designed for Online Translation Communities

  • Bey, Youcef;Kageura, Kyo;Boitet, Christian
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.87-94
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    • 2007
  • This paper introduces BEYTrans (Better Environment for Your TRANSlation), the first experimental environment for free online collaborative computer-aided translation. The requirements and functionalities related to individual translators and communities of translators are distinguished and described. These functionalities have been integrated in a Wiki-based complete environment, equipped with all currently possible asynchronous linguistic resources and translation aids. Functions provided by BEYTrans are also compared with existing CAT systems and ongoing experiments are discussed.

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Profane or Not: Improving Korean Profane Detection using Deep Learning

  • Woo, Jiyoung;Park, Sung Hee;Kim, Huy Kang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.1
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    • pp.305-318
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    • 2022
  • Abusive behaviors have become a common issue in many online social media platforms. Profanity is common form of abusive behavior in online. Social media platforms operate the filtering system using popular profanity words lists, but this method has drawbacks that it can be bypassed using an altered form and it can detect normal sentences as profanity. Especially in Korean language, the syllable is composed of graphemes and words are composed of multiple syllables, it can be decomposed into graphemes without impairing the transmission of meaning, and the form of a profane word can be seen as a different meaning in a sentence. This work focuses on the problem of filtering system mis-detecting normal phrases with profane phrases. For that, we proposed the deep learning-based framework including grapheme and syllable separation-based word embedding and appropriate CNN structure. The proposed model was evaluated on the chatting contents from the one of the famous online games in South Korea and generated 90.4% accuracy.

Effects of internet fashion advertisement formats according to university students' online lifestyle (대학생들의 온라인 라이프스타일에 따른 인터넷 패션 광고의 유형별 효과)

  • Mun, Mi-Ra;Kim, Yong-Sook
    • The Research Journal of the Costume Culture
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    • v.22 no.1
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    • pp.112-125
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    • 2014
  • The purpose of this study was to compare the effects of internet fashion advertisement (Ad) formats according to university students' online lifestyle. Static banner, rich media, floating, shopping, and target advertisement were selected as stimuli and a self-administered questionnaire was used for data collection. SPSS PC (Ver. 16.0) was used for factor analysis, ANOVA, and Chi-square test. Factors of online lifestyle were economy, early adaption, cyberspace activity, sociability, innovation, and entertainment, and subjects were segmented into online activity (OA) retard group, OA mania group, hedonic early adapter group, and OA intermediate group. OA retard group was positive to a static banner Ad with intimacy, and OA mania group and OA intermediate group were positive to a static banner Ad with confidence, attention, and intimacy and rich media Ad and floating Ad with confidence and attention. Hedonic early adapter group was positive to a target Ad with attention and intimacy. Internet shopping mall managers should select internet Ad format after segmenting their customers according to OA lifestyle.

A Study on the Determinants of the Characteristics of Online Peer-to-Peer Lending (온라인 개인간 대출시장에서의 차입자 특성 연구)

  • Kim, Hakkon;Park, Kwangwoo
    • Journal of the Korean Operations Research and Management Science Society
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    • v.38 no.4
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    • pp.79-94
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    • 2013
  • In this paper, we examine factors of success in online P2P (peer-to-peer) lending auctions. This paper finds the following empirical results. First, loan applicants with a stable employment status are more likely to succeed in the auction than loan applicants with an unstable employment status. Second, loan applicants, who actively share personal information and interact with lenders through online message boards, are likely to succeed in the auction. Third, the purpose of a loan for debt repayment has a significant impact on the success of the auction. However, the purpose of a loan for essential living expenses such as housing, living, and medical expenses has an insignificant relationship with the success of the auction. Our results imply that the characteristics of loan applicants such as employment status and social interaction are the factors of success in online P2P lending auctions.

The Study of Information Security Technologies for Security Incidents in Online Game Service (게임 서비스 침해유형에 따른 기술적 대응방안 연구)

  • Chang, Hang-Bae;Kim, Kyung-Kyu;Lee, Si-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.83-98
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    • 2007
  • This study focused on online game security, which has been considered relatively insignificant when compared to the online game industry's rapid growth. In this study, the state of security incidents in the Korean game industry and security solutions for such cases were examined. At first the security incidents were classified according to the type of game security infringement. Based upon this classification, this study analyzed the causes that give rise to infringement of online game security, and developed technical solutions for such cases. Finally, this study verified whether or not these technical solutions could be applied to online game sites.

A Study of Non-Disruptive Update Scheme for Online Game (온라인게임을 위한 무 정지 업데이트 기법의 연구)

  • Kang, Sang-Yong;Han, Jung-Hyun
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

Perceived Image of the Jeju Island Dolhareubang: Implications for Online Destination Image in Korea using Q Method

  • Shin, Seunghun;Hunter, William Cannon;Chung, Namho;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.26 no.2
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    • pp.247-262
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    • 2016
  • Almost all Koreans recognize the Dolhareubang as a representative symbol of Jeju. However, as the development of online technology progressed, the image and perception of the Dolhareubang is also expected to change. Thus, this study explored the perceived images of Dolhareubang by focusing on residents in Seoul, Korea using Q methodology. The goal of this research was to evaluate this iconic representation of Jeju as an important component of the island's online tourism destination image. The Q-set was developed from existing literature and defined conceptually in terms of 'value', 'resource', 'story', and 'image'. Thirty five respondents were recruited as P set. Findings indicated four distinctive clusters that perceived the Dolhareubang differently and differences in perceptions were observed in terms of age. The examination of destination image and the exploration of the perceptions of Dolharuebang as a representative of Jeju could contribute to online destination image management or development, which is a crucial component of smart tourism.

A Study on Methodology of Online Game Development using Integrated Single Module with Client and Server (클라이언트와 서버가 통합된 단일 모듈을 사용한 온라인 게임 개발 방법론 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.107-116
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    • 2014
  • The traditional methodology of online game development is separating server development module and cilent development module. However developing and maintaining expenses have been increased a lot due to duplicated modules such as definitions of network protocols and managements of planning data. In this paper, we suggest an advanced methodology of online game development based on the integrated single module with client and server. Its effectiveness was shown by applying the proposed methodology in the development of the online game 'Chungmukong's Battle on the Sea'. In this case, the project size was reduced by 15.1% by using the integrated single module with client and server.