• Title/Summary/Keyword: Online Graduate School

Search Result 880, Processing Time 0.028 seconds

Global O2O Matching Platform research based on Clinics (글로벌 클리닉 기반의 O2O 매칭 플랫폼 연구)

  • Park, Jong-Youel;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.8
    • /
    • pp.1517-1523
    • /
    • 2016
  • The global medical tourism industry including Asian market has been activating recently. That is as medical tourists are motivated to seek the higher quality of healthcare with lower costs, as well as of travel. The consumers in this field tend to need customized services of medical tourism. It is needed that the consumers get customized information on medical services and traveling, the clinics and hospitals resolve the issues of offering translation and luring medical tourists from overseas, and the guides, who offer tour and translation service, provide the consumers and the clinics with customized services so that they get the services needed for one another. This research studies the Offline to Online, called O2O, matching platform based on global clinics, which connects medical facilities, patients, and guides for traveling and language services. It presents the customized marketing plans by utilizing customers' experiences from medical services and traveling they use.

Analysis of User Requirements Prioritization Using Text Mining : Focused on Online Game (텍스트마이닝을 활용한 사용자 요구사항 우선순위 도출 방법론 : 온라인 게임을 중심으로)

  • Jeong, Mi Yeon;Heo, Sun-Woo;Baek, Dong Hyun
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.43 no.3
    • /
    • pp.112-121
    • /
    • 2020
  • Recently, as the internet usage is increasing, accordingly generated text data is also increasing. Because this text data on the internet includes users' comments, the text data on the Internet can help you get users' opinion more efficiently and effectively. The topic of text mining has been actively studied recently, but it primarily focuses on either the content analysis or various improving techniques mostly for the performance of target mining algorithms. The objective of this study is to propose a novel method of analyzing the user's requirements by utilizing the text-mining technique. To complement the existing survey techniques, this study seeks to present priorities together with efficient extraction of customer requirements from the text data. This study seeks to identify users' requirements, derive the priorities of requirements, and identify the detailed causes of high-priority requirements. The implications of this study are as follows. First, this study tried to overcome the limitations of traditional investigations such as surveys and VOCs through text mining of online text data. Second, decision makers can derive users' requirements and prioritize without having to analyze numerous text data manually. Third, user priorities can be derived on a quantitative basis.

Factors influencing online subscription for disposable consumer goods: A Behavioral Reasoning Theory Perspective (일회성 소비재의 구독서비스 이용의도에 영향을 미치는 요인에 관한 연구: 행동추론이론을 중심으로)

  • Lee, Hyeon-Koo;Lee, So-Young
    • Journal of Digital Convergence
    • /
    • v.19 no.9
    • /
    • pp.157-168
    • /
    • 2021
  • As a recent global economic trend, the subscription economy is rapidly expanding along with the growth of non-face-to-face online shopping. This study tried to verify the factors influencing online subscription for disposable consumer goods through behavioral reasoning theory. 344 questionnaire responses were collected through a survey in Korea and empirical analysis was performed. As a result of the analysis, value of openness was found to have a positive effect on attitude, reason for adoption and reason against adoption. Reason for adoption showed a positive effect on attitude and adoption intention. Reason against adoption showed a negative effect on attitude but it has no impact on adoption intention. Attitude showed a positive effect on adoption intention. Finally price consciousness and quality barrier was found to the most important factors of reason for adoption and reason against adoption respectively. The results of this study can contribute to subscription companies establishing their marketing strategies. Future research can be conducted with various subscription products and additional variables.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.507-512
    • /
    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.9 no.3
    • /
    • pp.107-119
    • /
    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

  • PDF

An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
    • /
    • v.19 no.1
    • /
    • pp.123-145
    • /
    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
    • /
    • v.31 no.2
    • /
    • pp.105-132
    • /
    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

A study on the optimal conditions for machining accuracy when endmill fillet cutting at the corner (코너부 모깍기 엔드밀가공시 가공정밀도의 최적조건에 관한 연구)

  • Choi, Sung-Yun;Kwon, Dae-Gyu;Park, In-Su;Wang, Duck-Hyun
    • Journal of the Korean Society of Manufacturing Process Engineers
    • /
    • v.15 no.4
    • /
    • pp.101-108
    • /
    • 2016
  • Endmill fillet cutting at the corner was conducted with the online measurement of cutting forces and tool deflection by a tool dynamometer and an eddy current sensor system. The profile of the machined surface was also compared with the CAD profile with a Coordinate Measuring Machine (CMM) and CALYPSO software. It was found that the end mill cutter with four blades has a better surface profile than that with two blades, and the cutting forces and tool deformation were increased as the cutting speed was increased. When the tool located at the degree $45^{\circ}$ corner was found to conduct the maximum cutting force than started to the point of the workpiece. As it was compared with the CMM and ANOVA analysis result in the case that the cutting force and tool deformation was the maximum, it was found that the result was affected by the spindle speed and the number of blades.

The interaction effect of descriptive norm message and regulatory focus in online context of franchise system (프랜차이즈 시스템의 온라인 맥락에서 서술적 규범 메시지와 조절초점의 상호작용 효과)

  • Kim, Sae-Rom;Lee, Dong-il
    • The Korean Journal of Franchise Management
    • /
    • v.9 no.2
    • /
    • pp.31-38
    • /
    • 2018
  • Purpose - In recent years, many companies include franchises have acquire customers by making an online stores and they are carrying out permission marketing activities with e-mail and SMS. Permission marketing requires voluntary customer approval for receiving commercial messages such as cross-selling and upselling. Therefore, it is necessary for the business to induce the customer's acceptance. The purpose of this study is to examine which type of different messages can affect higher in consumer persuasion. Thus, we investigated the impact of descriptive norm message on intention of reception in an online store context, and its interaction with chronic regulatory focus. Research design, data, and methodology - This study hypothesized that the descriptive norm message would affect positive influences to consumers' intension of reception. Specially, this study inquired into whether the interaction effect between descriptive norm and regulatory focus. To verify the hypothesis, we conducted 2 × 2 between-subject factorial design with message type (general message and descriptive norm message) and regulatory focus(promotion focus and prevention focus) as independent variables. Participants of the experiment were assigned to one of 2 kind experimental situations randomly according to characteristics of message type. A total of 131 participants (descriptive norm message: 65, general message: 66) responded for this study. The data were analyzed using frequency analysis, exploratory factor analysis, and two-way ANOVA. Result - The results of the study are as follows. First, we found main effects of the descriptive norm message. The intention of reception were significantly higher in the descriptive norm message rather than general message as in previous researches. Second, interaction effect between the descriptive norm message and regulatory focus was significant. The prevention focus (vs. promotion focus) were hight in a positive behavior intention when the descriptive norm message was given. Conclusions - This study verifies the main effect and interaction effect of descriptive norm message and regulatory focus on the consumers' intention of reception in permission marketing, and persuasive message in the online store context. The results of this study will provide various advantages to companies that want to establish long lasting relationship with customers by carrying out permission marketing in the future.

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
    • /
    • v.14 no.6
    • /
    • pp.415-423
    • /
    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.