• Title/Summary/Keyword: Online Graduate School

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S.O.S : Shield of Steam Protection Based on API Call Birthmark in Online Game ESD DRM (S.O.S : Shield of Steam API 콜 버스마크 기반의 온라인 게임 ESD DRM 보호)

  • Oh, Dong Bin;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1297-1307
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    • 2018
  • The rise of Online game ESD(Electronic Software Distribution) like Steam, the method of game piracy are more diversified. In Online Game ESD, Software DRM is applied to game because we have to play in offline situation, but it is easily bypassed due to low security level. In this study, we analyze crack files of pirated games to learn how to bypass Steam DRM and to establish countermeasures for based on API call birthmark. The generated birthmark showed more than 85% resilience in representing crack groups and 95% credibility in detecting cracked games. With this study, it is possible to enhance the security of the online game Electronic Software Distribution platform, and to provide a high level of game piracy protection for indie game developers, especially those who can not purchase Third Party DRM to protect their own games.

The Effects of Elderly(Senior) Buying Factors and Satisfaction on Retailer's Online Shopping

  • Kim, Jong-Jin
    • Journal of Distribution Science
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    • v.15 no.7
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    • pp.43-52
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    • 2017
  • Purpose - This study investigates shopping behaviors and effects focusing on the seniors in 50s and 60s based on their buying satisfaction in online shopping. The study investigated causal relation between effects having influence upon online shopping behavior to give theoretical base on the use of online shopping. The study gave implications of consumption attitude of silver generation as well as senior consumers in aging society. Research design, data, and methodology - The subject was senior consumers who have experienced online shopping to be sensitive to the fashion and to have active and reasonable consumption pattern and to be active and to have positive value. Results - This study investigated the mediating effect on purchase satisfaction of the 50s and the 60s upon online shopping to examine online shopping use and effects. The subject was the ones in their 50s and 60s in Gyeonggi and Chungnam who had experienced online shopping. All of hypotheses of models at PLS analysis were supported. Conclusions - Both information innovation and self-satisfaction showed positive influence upon the ease of and also access of the use. In addition, the access to the use had positive influence upon the purchase intention in retailers' online shopping.

Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

Effect of Sex Education on Middle School Students' Access to the Obscene Online Computer and Video Film Contents (성교육이 중학생의 컴퓨터와 비디오 음란물 접촉에 미치는 효과)

  • Woo, Hae-Ja;Kim, Chung-Nam;Park, Kyung-Min
    • Research in Community and Public Health Nursing
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    • v.12 no.3
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    • pp.795-814
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    • 2001
  • To evaluate the effect of sex education on middle school students' access to the obscene online computer and video film contents. 154 students were selected as experimental group. and 154 students were selected as control group, sampled randomly from Andong. Kyungbook, Korea. An analysis was performed. A non-equivalent control group pre test-post test research design was used. The data were collected from April 2nd to April 19th. 2001. A pre-survey was done on general characteristics and the condition of accessing obscene online computer and video film contents on both experimental and control group. From the survey results information. sex education contents were put together. The researcher organized 3 ready-made sex education program and explained to the four school health nurses about the ready-made sex education program step by step and they educated their selected students with three classes of 45 minutes lecture. Two weeks after the last lecture, a post-test was conducted. Four weeks from the last lecture, another post-test was conducted. The existing studies by Choi Yongseon(1998) and Kim Hyeok(1998) were reviewed and two professors in the department of community health nursing advised on the study questionnaire writing. An SPSS Win 10.0 was used. The data of respondents' general characteristics were analyzed using frequency and percentage. $X^2$ test was used to verify the homogeneity of the experimental group and the control group. Repeated Measures ANOVA was used to find out whether sex education had an effect on the awareness of obscene online computer and video film contents and under-age prostitution through the online computer networks. and time and frequency of access to the obscene online computer and video film contents. The results of the study are as follow. 1. The results of the verification of homogeneity between the experimental group and the control group showed that there was no significant difference between the experimental group and the control group. 2. The first hypothesis, 'the experimental group which received sex education would have a higher level of awareness of accessing obscene contents than the control group which did not receive the education' was supported at p<0.0001. 3. The second hypothesis. 'the experimental group which received sex education would have a higher level of awareness of underage prostitution on computer networks than the control group which did not receive the education' was supported at p<0.05. 4. The third hypothesis, 'the experimental group which received sex education would spend time less accessing obscene video and computer contents than the control group which did not receive the education' was rejected at p>.05. 5. The 4-1 hypothesis. 'the experimental group which received sex education would access obscene computer contents less frequently than the control group which did not receive the education' was supported at p<0.0001. 6. The 4-2 hypothesis, 'the experimental group which received sex education would access obscene video contents less frequently than the control group which did not receive the education' was supported at p<0.0001. In conclusion, a systematic step-by-step sex education program should be developed to protect middle school students from the harmful online computer and video film access. An effective teaching material for sex education should be prepared to decrease middle school students' access to obscene online computer and video film contents.

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Investigating the Determinants of Online Consumer Engagement on Multiplex Social Network Sites: A Value Exchange Perspective

  • Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.139-157
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    • 2019
  • This study is intended for demonstrating the impacts of different factors on the formation of online consumer engagement behavior of young Chinese moviegoer in Korea. Based on Value-Exchange Model [Itani et al., 2019], we build research model to reveal the relationships among perceived enjoyment, perceived movie information value, multiplex-audience relationship quality, multiplex usage satisfaction, and online consumer engagement through experiments on valid data we collected from 186 participants who had lived in Korea and experienced the multiplex pages of top 3 movie theaters, where Smart PLS 3.0 is the tool used for statistical analysis. The experimental results show that both perceived enjoyment and perceived movie information value positively correlate to multiplex-audience relationship quality, and multiplex audience relationship quality significantly influences multiplex usage satisfaction and online consumer engagement. In addition, it is found that relationship quality plays the role of mediator between perceived enjoyment and satisfaction. The findings from this study offer both academic and managerial implications for movie distributors who are interested in developing potential Chinese consumer market in Korea.

Anonymous Participation and Collaboration Efficiency in Online Communities

  • Hong Joo Lee;Jong Woo Kim;Hyun Jung Park;Sung Joo Park
    • Asia pacific journal of information systems
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    • v.30 no.3
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    • pp.497-512
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    • 2020
  • Anonymity is one of the key factors that influence communication and the work behaviours of people. It is even more evident in an online community where the role of anonymity can be akin to a double-edged sword: it can increase participation while at the same time having detrimental effects due to irresponsible and disruptive behaviour. Most studies on anonymous participation in groups or communities have reported this ambivalent view of anonymity: positive or negative. Furthermore, the effects of anonymous participation may be different in a dynamic sense because the task characteristics of participation can vary across time. In this study, we hypothesise that the effects of anonymity in online collaboration differ across the stages of collaboration. We analysed 2,978 featured articles on the English-language Wikipedia website and investigated the contributions of anonymous participants. While the contributions of anonymous participants were negative to collaboration efficiency as a whole, the negative effect of anonymous participants was stronger in the earlier stage than the later stage of collaboration. These findings indicate that the effect of anonymity has two sides in terms of collaboration efficiency in the same collaborative environment.

Understanding the Entertainment Values in the Online Educational Videos

  • Jeong, Seong Bin;Lee, Justin Jemin;Kwak, Kyu Tae
    • Journal of Internet Computing and Services
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    • v.19 no.5
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    • pp.77-87
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    • 2018
  • Since the inception of the platform business in educational contents, the prominence of the online educational video has flipped the educational environment. Educational contents have been produced on the internet and allowed learners to access more flexible and student-centered. In fact, the number of people watching the educational content online, such as TED talks and YouTube, has increased during the past decade. The ways of delivering the lecture and the course information in online educational videos are totally different from the traditional lectures. In this paper, we aimed to examine and categorize the online educational videos based on the user's engagement and interest in the course contents. For the study, a negative binomial regression analysis was applied to estimate the effects of the attributes of the traditional lectures by comparatively analyzing the educational videos online. Several values are determined as engaging factors in the online educational videos; hybrid production of education and entertainment, shorter duration, and the number of presenters. From the study, we suggests how to produce engaging educational contents which will appeal the attentions from the users. Moreover, the result of the study may use as a guide to the providers making the productive educational videos.

Customer Electronic Loyalty towards Online Business: The role of Online Trust, Perceived Mental Benefits and Hedonic Value

  • NGUYEN, Minh Ha;KHOA, Bui Thanh
    • Journal of Distribution Science
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    • v.17 no.12
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    • pp.81-93
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    • 2019
  • Purpose: The success of electronic commerce businesses is the ability to retain the customers and inspire their loyalty in online shopping. The purpose of this study is to develop a model to study the effect of perceived mental benefits, online trust, and hedonic value on the elements of electronic loyalty. Research design, data and methodology: Mixed research method was applied in this study with qualitative and quantitative research method. Qualitative data was collected through focus group discussion with electronic commerce experts. Quantitative data was collected through a survey of 917 customers, in which conducted in four cities and one province in Vietnam. SmartPLS software is used for processing quantitative data. Results: The study points out that four constructs of the mental benefit concept, although not entirely, have an impact on online trust and hedonic value. At the same time, two antecedents of electronic loyalty's three elements are online trust and hedonic value. Conclusions: Through the positive influence between the elements in the conceptual model, the study has shown that the perceived mental benefits, online trust, and hedonic value are important factors to shape the electronic loyalty in developing countries, such as Vietnam. This study proposed some scientific and managerial implications.

Effects of the Out-of-pocket Payment Exemption in the Public Health Center on Medical Utilization of the Korean Elderly

  • Nam, Kiryong;Park, Eunhye;Chung, Yuhjin;Kim, Chang-yup
    • Journal of Preventive Medicine and Public Health
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    • v.53 no.6
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    • pp.455-464
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    • 2020
  • Objectives: The distribution of hospitals in Korea is unbalanced in terms of accessibility. Many local public health centers (PHCs) exempt out-of-pocket payments (OOPs) based on local government laws to increase coverage. However, this varies across administrative regions, as many make this exemption for the elderly, while others do not. This study aimed to evaluate the effects of the OOP exemption at local PHCs among elderly individuals. Methods: This study used online data on Korean national law to gather information on individual local governments' regulations regarding OOP exemptions. Individual-level data were gathered from the 2018 Community Health Survey and regional-level data from public online sources. Results: The study analyzed 132 regions and 44 918 elderly people. A statistical analysis of rate differences and 2-level multiple logistic regression were carried out. The rate difference according to whether elderly individuals resided in areas with the OOP exemption was 1.97%p (95% confidence interval [CI], 1.07 to 2.88) for PHC utilization, 1.37%p (95% CI, 0.67 to 2.08) for hypertension treatment, and 2.19%p (95% CI, 0.63 to 3.74) for diabetes treatment. The regression analysis showed that OOP exemption had an effect on hypertension treatment, with a fixed-effect odds ratio of 1.25 (95% CI, 1.05 to 1.48). Conclusions: The OOP exemption at PHCs can affect medical utilization in Korea, especially for hypertension treatment. The OOP exemption should be expanded to improve healthcare utilization in Korea.