• 제목/요약/키워드: Online Graduate School

검색결과 880건 처리시간 0.03초

The Impacts of Positive Festival Memory on Traveler's Experience Sharing: An Online Friendship Moderation Model

  • Kim, Hyeon-Cheol;Zhu, Zong-Yi
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권4호
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    • pp.176-184
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    • 2021
  • This study aims to examine 1) the influence of festival emotional and function values on travelers' positive festival memory, festival attachment, and experience sharing behavior, and (2) the moderation effect of online friendship among the path. In the present study, the proposed model was developed based on the MTS from 340 collected participants who have experienced the festival held in Guangdong Province in China. The SPSS and AMOS were used for statistical analysis. The results revealed that emotional and function festival values are positively related to the positive festival memory of travelers; positive festival memory significantly influences festival attachment and experience sharing behavior of travelers. Meanwhile, festival attachment also has a significantly positive effect on the experience-sharing behavior of travelers. Moreover, the presented differential experience sharing behavior of travelers follows the level of their online friendship. Travelers with high online friendships presented higher sharing behavior than travelers with low online friendships. Depending on the results of this study, we could provide some theoretical implications for future festival research and online communication research. These results could provide some practical implications for festival managers to develop more communication strategies.

An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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FPS 게임의 PVP 레벨 디자인 패턴 고찰 -포인트 블랭크를 중심으로- (A Case Study on PVP Level Design Patterns of FPS games - Focusing on 'Point Blank' -)

  • 강수창;최서윤
    • 한국게임학회 논문지
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    • 제15권5호
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    • pp.39-48
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    • 2015
  • 온라인 FPS 게임 개발과 서비스가 활발하게 이루어지고 있는 반면에 FPS 레벨 디자인 관련 연구는 부족한 실정이다. 기존에 FPS 레벨 디자인 연구는 주로 PVE을 중심으로 이루어졌으나, 온라인 FPS 게임에서는 PVP 레벨 디자인 시각에서 살펴볼 필요가 있다. 이에 본 연구에서는 포인트 블랭크(Point Blank) 단체전 선호 레벨을 사례로 PVP 레벨 디자인과 PVE 레벨 디자인 패턴을 비교해 보았다. 본 연구는 사례 분석 결과 및 세 명의 FPS 개발 전문가 인터뷰를 통해 PVP 레벨 디자인 패턴 분류를 제시했다는 점에서 의의가 있다.

상호 감시 기반의 온라인 게임 치팅 탐지 방법 (Mutual Surveillance based Cheating Detection Method in Online Games)

  • 김정환;이상진
    • 한국게임학회 논문지
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    • 제16권1호
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    • pp.83-92
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    • 2016
  • 온라인 게임은 서버와 신용할 수 없는 다수의 클라이언트들로 구성되어 있는 거대한 분산 시스템이다. 이러한 환경에서 불량 사용자들은 자신의 클라이언트나 네트워크 패킷의 조작을 통해 게임의 규칙에 위반되는 행위를 시도하고 게임의 흥행에 큰 악영향을 미친다. 클라이언트 기반의 해킹 탐지 방법은 클라이언트에 탐지 부담을 분배하는 장점이 있지만 우회가 용이하다는 문제점이 있다. 반면, 서버 기반의 탐지 방법은 신용할 수 있지만 많은 자원이 소모된다. 이에 본 논문에서는 클라이언트와 서버를 동시에 이용하는 보안 강화 방법을 제시하고자 한다. 이 방법은 서버의 부하를 최소화하면서도 쉽게 우회할 수 없는 강력한 보안을 제공할 것으로 기대된다.

게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석 (A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data)

  • 강하나;용혜련;황현석
    • 한국게임학회 논문지
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    • 제17권3호
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    • pp.33-44
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    • 2017
  • 인터넷 환경의 발달로 소비자들 사이에 상품정보에 대한 의견이 교환되기 시작하면서 다양한 형식의 온라인 리뷰들이 급속도로 생성되고 있다. 이러한 추세에 따라, 기업들은 온라인 리뷰들을 분석하여 마케팅, 세일즈, 제품개발 등의 다양한 기업 활동에서 그 결과를 활용하려는 노력을 진행하고 있다. 그러나 대표적인 경험재인 '게임'과 관련된 산업에서의 온라인 리뷰에 대한 연구는 매우 부족한 실정이다. 이에 본 연구는 머신러닝 모델을 활용하여 스팀(STEAM)게임의 커뮤니티 데이터를 분석하였다. 이를 통해 타 사용자의 게임 리뷰를 유용하다고 판단하는데 영향을 미치는 요인을 분석하고, 리뷰의 유용성을 예측하는데 있어 가장 우수한 성능을 보인 모델과 변수들을 도출하여 사용자의 충성도와 사용성을 증대시키기 위한 제안을 하고자 한다.

IMPLEMENTATION OF GOVERNMENT E-PROCUREMENT: A COMPARATIVE STUDY OF THAILAND AND INDONESIAN PRACTICES

  • Budi Hasiholan;Shin-ei TAKANO
    • 국제학술발표논문집
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    • The 3th International Conference on Construction Engineering and Project Management
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    • pp.827-834
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    • 2009
  • In respond to the demand of an open, fair, transparent, and efficient environment for procurement, many governments have incorporated the use of internet in their procurement systems with online procurement (e-procurement). Given the different policies and laws which have to be complied with, the practice of government e-procurement system varies from one country to another. Thus, experiences in running e-procurement will vary as well. The achievements and obstacles of one country's experience will be a constructive reference for other countries in establishing e-procurement system. In this regard, government e-procurement system practices in two Southeast Asia countries i.e., Thailand and Indonesia particularly in public works are consecutively presented and finally compared in this paper. The government of Thailand has applied Online Auctions (e-Auctions) as the national procurement practice since 2005 and performed the e-Auctions in two types: Reverse Auction and Sealed Bid Auction. Contrary to the common practice of e-procurement, the Thai government, with some rationales, runs the bid documents obtaining manually as well as qualification and technical documents submission and holding the e-Auctions at bidding office. Whereas Indonesian government runs Online Sealed Bid Bidding (e-Procurement) and most of the bidding stages are performed electronically except bid evaluation for both technical and financial. The advantages and drawbacks of these two e-procurement practices are discussed as well as improvements that have to be made for successful of e-procurement.

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Analysis of the Current Status of Edutech in Korean Language Education

  • JinHee KIM;HoSung WOO
    • 4차산업연구
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    • 제3권2호
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    • pp.11-17
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    • 2023
  • Purpose - Recently, in the field of language education, interest in edutech has increased due to difficulties in classroom teaching due to COVID-19. Accordingly, we would like to analyze research topics related to e-learning before and after COVID-19 and examine the implications for the future Korean language education field. Research design, data, and methodology - This study organized a list of papers to be analyzed by searching for e-learning terms applicable to Korean language education in RISS. The collected data was electronically documented, keywords were extracted using text mining techniques, and word frequencies were checked, and then viewed through cloud visualization. Result - It was confirmed that research on e-learning in the field of Korean language education has increased rapidly in 2021 and 2022. In particular, extensive research on online learning methods has been actively conducted due to the difficulties of face-to-face learning in the COVID-19 era. There have been many studies on teaching and learning methods, such as flipped learning, hybrid learning, blended learning, mobile learning, and smart learning. Conclusion - Since the research so far has mainly focused on online class management methods. Therefore, future research suggests that efforts should be made to develop educational contents and teaching methods using specific ICT technologies. These efforts will contribute to advancing smart education that future education aims for.

The Influence of Online-Store Cue on Consumers Perceived Quality and Online Purchase Intention

  • Liu, Fei;Sun, Yang;Na, Seung-Hwa
    • 유통과학연구
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    • 제11권4호
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    • pp.13-21
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    • 2013
  • Purpose - The purpose of this research is to find out the relationship between cue utilization and perceived website quality and purchase intention for an online store. To achieve this, we suggest a conceptual model that examines the relationship among product introductions, online communications, online reviews, perceived quality, and online purchase intention. Research design, data, and methodology - This research utilizes SPSS 19.0 and AMOS17.0 to analyze the data. We used factor analysis to shape the structure of the original data and saved the information with multiple dimensions. We then deployed the AMOS software to analyze the model. We performed both factor analysis and structural equation analysis. Results - The findings of this study show that graphic and word descriptions, online chatting, and online reviews have a positive influence on perceived quality. Furthermore, perceived quality has a positive influence on purchase intention. Conclusions - First, detailed product information should be added to influence quality perception. Second, consumers expect a certain level of service while shopping. Simultaneously, online products reviews from consumers deserve attention as they can impact consumer purchase intention.

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Online Collaborative Language Learning for Enhancing Learner Motivation and Classroom Engagement

  • Jeong, Kyeong-Ouk
    • International Journal of Contents
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    • 제15권4호
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    • pp.89-96
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    • 2019
  • This study examines the impact of online collaborative English language learning to enhance learner motivation and classroom engagement in university English instruction. The role of learner motivation and classroom engagement has gained much attention under the premises of current constructivist framework of English as a foreign language education. To promote learner motivation and classroom interaction in English instruction, participants in this study engaged in integrative English learning activities through online group collaboration and peer-tutoring. They exchanged productive peer response and shared their learning experiences throughout the integrative English learning activities. Digital technology played an integral role in motivating the learning process of the participants. Data for this study were gathered through an online questionnaire survey and semi-structured interviews. The data were analyzed based on the ARCS motivational model of instructional design to identify the motivational aspects of integrative English learning activities. This study reveals that participants of this study regarded online collaborative English learning activities as the positive and motivating learning experience. The online collaborative English reading instruction had positive effect on improving EFL university students' learning performance. Participants of this study also identified affective and metacognitive benefits of online collaborative EFL learning activities for learner motivation and classroom engagement. This study reveals that the social networking platform in online group collaboration played a crucial role for the participants in understanding the integration of online group collaboration as the positive and effective language learning strategy. This study may have implications in suggesting the effective instructional design for promoting learner motivation and classroom interaction in EFL education.

몽골인들의 인터넷 라이프스타일에 따른 패션쇼핑성향과 인터넷 쇼핑몰 서비스 지각 (Clothing Shopping Orientation and Service Perception of Online Mall according to Mongolian's Internet Lifestyle)

  • ;김용숙
    • 복식
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    • 제60권10호
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    • pp.146-162
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    • 2010
  • The purposes were to identify clothing shopping orientation and service perception of online shopping mall according to Mongolian's internet lifestyle. A questionnaire developed by researchers was used and 310 Mongolian in 20's were the subjects. Survey was done during Jan. and Feb. 2010. Most Mongolian used internet at home or office and had used internet less than one year. Half of Mongolian visited online shopping mall less than 5 times during last year. Most Mongolian did not buy any fashion items at online mall but had higher intention to shop at online mall. Factors of Mongolian's internet lifestyle were information search, shopping pursuit, and utilizing ability and segmented into internet heavy users and light users. Factors of fashion shopping orientation were individuality & brands, fashion, diversity, economy, pleasure, and efficiency and factors of online shopping mall service were order & delivery and products. Internet heavy users were found more frequently among married men with high income, experienced online shopping more, showed higher fashion shopping orientation, and pursued online shopping mall service more. Internet light users were among unmarried women with low income, not experienced online shopping, showed lower fashion shopping orientation, and pursued online shopping mall service less.