• 제목/요약/키워드: Online Program

검색결과 956건 처리시간 0.027초

미국의 통신요금 감면 제도 개편 동향 (Lifeline Program Reform Trend in the US)

  • 변재호;조은진
    • 전자통신동향분석
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    • 제37권4호
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    • pp.19-27
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    • 2022
  • The coronavirus disease 2019 (COVID-19) pandemic has significantly changed the Lifeline Program, a telecommunications rate discount program for low-income Americans. As the reliance on online activities such as remote work, distance education, and online shopping grows because of the spread of COVID-19, there is a concern that the digital divide will widen among low-income households that struggle to access internet infrastructure due to the burden of access rates. Accordingly, the US Congress passed a bill to help lower the internet bill for low-income households using the government budget to close the digital divide. The Lifeline Program, which is a part of the universal service obligation, has been in charge of the telecommunications rate discount for low-income households. However, according to the new law, the internet rate discount program based on the government budget was implemented beginning in 2021. As the internet rate discount based on the government budget begins, the US telecommunication rate discount system is transitioning from a system in which telecommunication industry support was borne by operators to one in which public support from the government budget will play a significant role. In this paper, we will look at recent changes in the US telecommunications rate discount program and their implications.

온라인 점포에서 의류상품특성이 고객만족, 고객신뢰, 고객충성도에 미치는 영향 (Effects of Apparel Product Attributes on Customer Satisfaction, Trust, and Loyalty in Online Stores)

  • 박은주
    • 한국의류학회지
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    • 제32권8호
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    • pp.1299-1308
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    • 2008
  • Customers’ loyalty to an online store may be worth up to ten times as much as its average customer. To develop a loyal customer base, most online stores try their best to continually satisfy their customers and to generate long-run relationships with them. This study investigates the effects of product attributes on customer satisfaction, trust, and loyalty in the context of online shopping for apparels. A self-administered questionnaire with multi-item scale was developed based on literatures. A total of 356 usable questionnaires were obtained from respondents and were analyzed using by LISREL 8.54 Program. The results showed that attributes of apparel products (e.g., products variety, price, and information) have indirectly influenced customer loyalty, which are moderated by customers’ satisfaction and trust. Additionally, customer satisfaction plays an important role to develop customer loyalty of online apparel stores. The findings suggest that, to satisfy their customers, online apparel stores should focus on product variety, and reasonable/economic prices of their apparel products, while they should provide the information about contents/care of apparels in building trusting relationships with their customers. In light of the major findings, this study sets forth strategic implications for customer loyalty in online settings of apparel store.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • 한국컴퓨터정보학회논문지
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    • 제20권9호
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    • pp.55-60
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    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

The Extended S-O-R Model Investigating Consumer Impulse Buying Behavior in Online Shopping: A Meta-Analysis

  • LE, Trang Quang;WU, Wann-Yih;LIAO, Ying-Kai;PHUNG, Thuy Thi Thu
    • 유통과학연구
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    • 제20권2호
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    • pp.1-9
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    • 2022
  • Purpose: The online distribution channel has attracted the attention of retailers by potential impact on consumers' purchase intention. The objectives of this study are to provide an insight into how to encourage consumers' impulse buying behavior on commercial website as well as attempts to reveal factors that influence consumers' impulsive buying behavior in the online shopping environment. Research design, data and methodology: The research framework is based on the stimulus-organism-response (S-O-R) framework. The Meta-analysis method carried out the research, gathering data from 37 published studies. Results: The research findings suggest that intrinsic motivations such as perceived ease of use, perceived enjoyment, and online flow experience play a significant role in boosting consumers' hedonic value when buying and online. In addition, these findings help online retailers use appropriate marketing stimuli such as offering pricing incentives, promotion tactics, and improved communication effectiveness. Also, obtaining a better grasp of how to build a website to improve the consumer experience generally helps consumers feel the urge to buy impulsively and act without hesitation. Conclusions: This research confirms a direct positive relationship between marketing stimuli and hedonic shopping value, which may support an applied theoretical framework for future research and provide managerial implications for retailers in online distribution channels.

The Effects of "Me-model" Body-size Discrepancy on Young Korean Consumer's Shopping Mood, Store Satisfaction, and Intention to Revisit Online Apparel Stores

  • Lee, Ji Young;Johnson, Kim K.P.
    • 한국의류학회지
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    • 제36권12호
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    • pp.1297-1309
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    • 2012
  • This study examined the effects of "me-model" body-size discrepancy on consumer's shopping mood, store satisfaction, and intention to revisit two types of online apparel stores (one featuring thin models and one featuring average-sized models). A convenience sample of women (n = 528) participated. Structural equation modeling was used to analyze the data. Participants who were thinner or similar to the models indicated positive shopping moods, a high level of online store satisfaction, and intended to revisit the stores when compared to participants who were larger than the models. Participants preferred the 'average-sized' model. This preference was attributed to the familiarity of the model and ability to effectively evaluate merchandise. The results revealed how models can influence apparel consumers in an online context.

The Effect of Brand Image Inconsistency on Patronage Intent in U.S. Multi-channel Retailing

  • Yoo, Jung-Min;Kim, Min-Jeong
    • International Journal of Human Ecology
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    • 제12권2호
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    • pp.25-37
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    • 2011
  • Website design (due to increased online retailing) has received more attention as a way to influence consumer responses (Eroglu et al., 2001, 2003; Kim et al., 2009; Kim & Lennon, 2008; Yoo et al., 2010); however, the website design of multichannel retailers has not been examined from the perspective of the consistency of online store image with the brand image. This study examines the effect of brand image consistency (especially through the website) on consumer attitude and patronage intentions. The findings of this research will add to the growing body of literature on multichannel retailing and provide practical information for online retailers in the development of a website for their online business.

한의과대학 온라인 교육의 발전을 위한 제언 - COVID-19에 따른 온라인 교육 현황과 만족도 조사 사례를 바탕으로 - (Suggestions for the Development of Online Education at the College of Korean Medicine - Based on the Current Status of Online Education and Satisfaction Surveys due to COVID-19 -)

  • 위효선;양인준
    • 동의생리병리학회지
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    • 제35권5호
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    • pp.162-168
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    • 2021
  • This study was conducted to investigate the current status of online classes and evaluations during the COVID-19 pandemic and the satisfaction of students attending the College of Korean Medicine. A survey was conducted with students enrolled in Dongguk University's College of Korean Medicine. The questionnaire was divided into four areas asking about online lectures, laboratory practice, clinical practice, and evaluation experience. The items were composed of multiple-choice, a 5-point scale, and subjective type. After distributing the Google form address through SNS and LMS, only those who agreed to the questionnaire were responded anonymously. 149 out of 457 enrolled students responded. 98.7% of students experienced online lectures, and more frequently experienced real-time online lectures (98.6%) than recorded lectures (43.5%). Overall satisfaction with online lectures was 3.99 on average. 80.5% of the students experienced the online experiment and practice class, and the overall satisfaction with it was 3.29 on average. 1.3% of students experienced online clinical practice. 86.6% of students experienced online evaluation, and when asked about the fairness of the test, the average score was 3.99. Satisfaction with online lectures and evaluations is generally high, so it is expected to be used as an effective learning tool in the future. However, it seems that facility improvement and technical training of instructors are necessary. In experimental and practical education, the satisfaction level is lower than that of online lectures, so it seems necessary to develop a new online program and to prepare a safe offline education system.

청소년의 온라인 게임 중독이 우울증에 미치는 영향: 자기통제의 조절효과 검증 (Effects of Adolescents' Game Addiction on Depression: Moderating Effect of Self-control)

  • 김송희;황선환
    • 한국융합학회논문지
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    • 제11권6호
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    • pp.383-391
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    • 2020
  • 본 연구의 목적은 온라인 게임 환경에 노출되어 있는 청소년들의 온라인 게임중독과 우울증의 관계에서 자기통제의 조절효과를 규명하는 것이다. 본 연구의 대상은 K광역시 고등학생을 모집단으로 설정하여 총 378 부를 분석에 사용 하였다. 자료 처리를 위해 SPSS 25.0 프로그램을 활용하여 빈도분석, 기술통계분석, 상관분석을 실시하였으며, 조절효과를 검증하기 위하여 Andrew F. Hayes가 개발한 Process Macro 프로그램을 활용하였다. 분석결과, 청소년의 온라인 게임 중독은 우울증에 유의한 정적 영향을 미쳤으며, 자기 통제는 우울증에 부적인 영향을 미쳤고, 자기통제는 청소년의 온라인 게임 중독과 우울증의 관계에 조절효과가 있는 것으로 나타났다. 청소년의 온라인 게임중독이 높을수록 우울증도 높아지는데 자기통제 수준에 따라 그 영향력은 달라진다는 것을 알 수 있다.

WISET Fellow Mentoring Program from KISTI: History and Future Using Complementary Online and Offline System Based on Effective Matching Process

  • Ahn, Sul-Ah;Cho, Hyeyoung
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 춘계 종합학술대회 논문집
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    • pp.239-240
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    • 2014
  • Researchers in KISTI have been participating in the WISET Fellow Mentoring program since 2009 [1]. We describe the history and future of WISET Fellow Mentoring program from KISTI. We have communicated with mentees more freely and effectively using complementary online and offline system. In addition, we designed a automated matching process in order to help mentors and mentees to begin mentoring with satisfaction [2-6]. In the future, we plan to use our automated matching process for matching candidate mentors and mentees in order to obtain more satisfaction in mentoring.

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STEAM 심화과정 교사연수 프로그램 개발 및 운영 (Development and Management of the Advanced STEAM Teacher Training Program)

  • 한인식;황신영;유정숙
    • 한국과학교육학회지
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    • 제36권3호
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    • pp.399-411
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    • 2016
  • 본 논문은 융합적 사고와 창의적 문제해결력을 지닌 인재 양성을 목표로 시작된 STEAM 교육의 현장확산을 위한 교사연수 중 심화과정 교사연수 프로그램의 개발과정 및 운영 결과를 바탕으로 STEAM 교사연수에 대한 시사점을 고찰하고자 한다. STEAM 심화과정 교사연수 프로그램은 교사들의 STEAM 역량 강화를 위하여 개발되었다. 총 60시간(4학점)의 직무연수로, 집합연수 38시간, 온라인 12시간, 현장적용 5시간, 성과발표 5시간으로 구성(3차년도 기준)하였다. 집합연수는 강의, 멘토교사수업, 실험실습 및 랩탐방, STEAM 수업자료 개발을 위한 조별활동, 포스터발표회로 구성되었다. 온라인 연수는 추가 강의 이수와 지속적인 교사 커뮤니티 활동을 이어갈 수 있도록 구성되었다. 또한 집합연수와 온라인 연수를 통해 개발된 STEAM 수업자료의 현장적용을 의무화하였다. 마지막으로 성과발표는 우수수업 사례 발표를 통해 교사들이 STEAM 교수 경험을 공유할 수 있도록 하였다. 2012-2014 동안 서울, 경기, 인천, 강원, 제주 지역의 초중등교사 약 700명이 본 연수를 이수하였다. 설문 조사 결과를 바탕으로 지속적으로 프로그램의 세부 내용 및 구성을 개선해나가면서 연수참여자들의 연수에 대한 만족도를 향상시켰다. 또한 본 연수 프로그램은 교사들의 STEAM에 대한 이해를 높이고, 자료개발과 현장적용을 통해 교사들의 STEAM 역량을 높이는데 효과적이었음을 알 수 있었다. 본 연수는 앞으로 이와 유사한 STEAM 교사연수 프로그램의 개발 및 운영에 참고가 될 수 있을 것이다.