• Title/Summary/Keyword: Online Graduate School

Search Result 894, Processing Time 0.026 seconds

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
    • /
    • v.26 no.2
    • /
    • pp.247-262
    • /
    • 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
    • /
    • v.14 no.5
    • /
    • pp.107-116
    • /
    • 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.

Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • Journal of Distribution Science
    • /
    • v.19 no.1
    • /
    • pp.75-87
    • /
    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.

Effect on Purchase Intention in Online Shopping Malls: Focusing on Value Creation Factors (온라인쇼핑몰에서 구매의도에 미치는 영향: 가치창조요소 중심으로)

  • Jwa, In-Yeol;Park, Kwang-Ho
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.45 no.2
    • /
    • pp.56-64
    • /
    • 2022
  • Many studies have suggested that e-commerce value creation potential depends on four interdependent factors Lock-In, Complementarity, Efficiency, and Novelty. In order to survive in the recent fierce competition, companies have also secured e-Trust that strengthens long-term business relationships by reducing consumer uncertainty. This study, while analyzing the value creation factors (Lock-in, Complementarity, Efficiency, Novelty, e-Trust) of recent e-commerce (online shopping mall) companies from the point of view of purchase intention, customer value (Functional value, Emotional value, Social value) We present an academic proposition that can also examine the mediating effect of value). First, through previous studies on value-based strategy and value creation in e-commerce, various discussions on the theoretical background necessary for effective value-based strategy establishment and strategy execution of e-commerce (online shopping mall) companies were reviewed. Second, it provides academic discussion and practical implications by presenting academic propositions on the value creation factors of e-commerce (online shopping mall) companies, purchase intentions, and customer value, and confirming the basis through empirical analysis.

A Study on the Shopping Life through Mobile Visual Search

  • Tungyun Liu;Sijun Sung;Heeju Chae
    • Asia-Pacific Journal of Business
    • /
    • v.15 no.1
    • /
    • pp.45-69
    • /
    • 2024
  • Purpose - To examine the influence of mobile visual search as a strategic technology service on consumer perceived economic value and customer commitments, which in turn affect consumer's usage intention of mobile visual search. This study also explores the moderating effect of different levels of consumer online shopping orientation. Design/methodology/approach - One-by-one open-ended in-depth interview was first undertaken to 15 Korean consumers to figure the features of mobile visual search. Then a conceptual model was built to verify the hypotheses that indicate the impact of mobile visual search on consumer perceived economic value and customer commitment, which further influence consumer's usage intention. Findings - The results show Convenience, Information quality, Personalization, Text-free search interface design and Visual communication of mobile visual search positively influence consumer perceived economic value and customer commitment and in turn positively affect consumer's usage intention. Moreover, the different levels of consumer online shopping orientation also found to have different effects on consumers' perception and behavior of using mobile visual search in online fashion shopping. Research implications or Originality - The present study verified that mobile visual search is a service tool that consumers want to use in the online fashion shopping journey since it provides economic benefits.

The Success Case of Dorsiain the Online Dating Market: With a Focus on the Interpretation of Services from the Perspective of Business Management and Psychology (도르시아(Dorsia)의 온라인 데이팅 시장에서 성공 사례: 서비스의 경영학적 및 심리학적 해석을 중심으로 한 연구)

  • Park, Jinsoo;Lee, Kyuhan;Suh, Jihae;Rahman, Hamirahanim Abdul
    • The Journal of Society for e-Business Studies
    • /
    • v.23 no.1
    • /
    • pp.65-88
    • /
    • 2018
  • This case is an analysis of how a late comer to the market of online dating in Korea, Dorsia, successfully develops its services called Amanda. Since 2010, the online dating market in Korea has been fast growing. Despite its short history, many corporations have attempted to make success in the market. But most of them were unable to gain foothold in a market where the first comer had a huge advantage. Amanda, however, has provided differentiated services to great success in a short period. This paper conducted a semi-structured interview with major executives of Dorsia to acquire data which were then used to interpret based on the theories of business management and psychology. This study presents a strategic insight into how competitiveness can be gained in internet-based businesses in the online dating market, as well as those in markets that have similar traits. Moreover, by identifying issues that need to be addressed in order for Amanda to continue its growth, the study seeks to simultaneously review the issues that need resolution related to online commerce, as well as the great potential of online commerce.

The Effect of Digital Divide on the Use of Online Services in the Severely Disabled People: Focusing on Online Accessibility (중증장애인의 온라인 서비스 이용에 대한 디지털 정보격차의 영향: 온라인 접근성을 중심으로)

  • Jang, Changki;Sung, WookJoon
    • Informatization Policy
    • /
    • v.27 no.3
    • /
    • pp.56-81
    • /
    • 2020
  • The purpose of this research is to empirically examine the effects of motivation and skill for digital devices and the Internet on the use of online services in the severely disabled people. In addition to the general effect of digital divide, particularly for the case of severely disabled people, the effects of physical and mental inconvenience of individuals were taken into account and the moderating effect was confirmed by classifying the groups that need help with online activities and those that do not. The 2018 Digital Divide Survey data of the National Information Society Agency was used for the study. As a research method, path analysis and multi-group analysis using a sequence access model to Internet use were performed. As a result, it was confirmed that even in the case of the disabled, the motivational factor affects the skill for digital device operation and Internet use, and this access skill sequentially affects the use of online services. In particular, it was found that the effect of strategic and technical skill for internet use is the most important for the use of online services for the disabled rather than the motivation or a simple operational skill for digital devices. In addition, it was found that even in the disabled group, those requiring help in using the Internet was more passive in using the online service than the rest in the group. The results of this study suggest the need for stronger capacity for physical access as well as support in building strategic and technical skills that enhance responsibilities and protect from risks in using the Internet among the people with disabilities.

A Study on Sentiment Score of Healthcare Service Quality on the Hospital Rating (의료 서비스 리뷰의 감성 수준이 병원 평가에 미치는 영향 분석)

  • Jee-Eun Choi;Sodam Kim;Hee-Woong Kim
    • Information Systems Review
    • /
    • v.20 no.2
    • /
    • pp.111-137
    • /
    • 2018
  • Considering the increase in health insurance benefits and the elderly population of the baby boomer generation, the amount consumed by health care in 2020 is expected to account for 20% of US GDP. As the healthcare industry develops, competition among the medical services of hospitals intensifies, and the need of hospitals to manage the quality of medical services increases. In addition, interest in online reviews of hospitals has increased as online reviews have become a tool to predict hospital quality. Consumers tend to refer to online reviews even when choosing healthcare service providers and after evaluating service quality online. This study aims to analyze the effect of sentiment score of healthcare service quality on hospital rating with Yelp hospital reviews. This study classifies large amount of text data collected online primarily into five service quality measurement indexes of SERVQUAL theory. The sentiment scores of reviews are then derived by SERVQUAL dimensions, and an econometric analysis is conducted to determine the sentiment score effects of the five service quality dimensions on hospital reviews. Results shed light on the means of managing online hospital reputation to benefit managers in the healthcare and medical industry.

Case analysis of educational program of museum using online contents -Focusing on Jenkin's new media literacy- (온라인 콘텐츠를 활용한 미술관 교육 프로그램 사례 분석 -젠킨스의 뉴미디어리터러시로-)

  • Baek, Gun-A;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.9
    • /
    • pp.125-134
    • /
    • 2020
  • This study analyzed the cases of online art museum education based on the core competency of Jenkins' new media literacy to supplement the limitations of online art museum education programs. The core competency of media education suggested by Jenkins can serve as a reference point for an online art museum content. For the case analysis, 4 museums were selected as the domestic art museum, and 4 as the overseas art museum. The results of analysis based on new media literacy are as follows. In the case of overseas art museums, content for mutual communication such as video conferencing and commenting at the bottom of the site page was constructed, but domestic online art museums lacked these elements. Therefore, there is a need to improve core competency of appropriation, networking, negotiation, distributed cognition, and collective intelligence by organizing communication content.

Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.19 no.7
    • /
    • pp.341-348
    • /
    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.