• Title/Summary/Keyword: Online To Offline Platform

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Design and Implementation of a Low-Code/No-Code System

  • Hyun, Chang Young
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.188-193
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    • 2019
  • This paper is about environment-based low-code and no-code execution platform and execution method that combines hybrid and native apps. In detail, this paper describes the Low-Code/No-Code execution structure that combines the advantages of hybrid and native apps. It supports the iPhone and Android phones simultaneously, supports various templates, and avoids developer-oriented development methods based on the production process of coding-free apps and the produced apps play the role of Java virtual machine (VM). The Low-Code /No-Code (LCNC) development platform is a visual integrated development environment that allows non-technical developers to drag and drop application components to develop mobile or web applications. It provides the functions to manage dependencies that are packaged into small modules such as widgets and dynamically loads when needed, to apply model-view-controller (MVC) pattern, and to handle document object model (DOM). In the Low-Code/No-Code system, the widget calls the AppOS API provided by the UCMS platform to deliver the necessary requests to AppOS. The AppOS API provides authentication/authorization, online to offline (O2O), commerce, messaging, social publishing, and vision. It includes providing the functionality of vision.

Design and Development of Adaptive Online Learning Management System for Harmony (온라인 적응형 화성학 학습을 위한 학습관리시스템 설계 및 개발)

  • Park, Jong-Won;Kim, Dong-Sam;Kim, Jun-Ho;Song, Moo Kyoung
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.139-145
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    • 2020
  • Due to the rapid development of computer technology, online learning using ICT technology is already quickly settling in our lives. Music education was conducted mainly in an offline-based environment, but research is being conducted to switch to online because there is no time and space constraint of online education and interactive education led by learners is possible. In this study, we propose design and implement an adaptive learning system to enable adaptive learning online among music education. This system has the following advantages. First, by providing an LMS-based platform, one can solve the social education problem corresponding to economic and geographical factors. Second, both objective learning feedback provided automatically by the online adaptive harmony learning system and teaching feedback. Third, learners can be provided with recommended answers to given harmony exercises. The adaptive online learning system of harmony will lead professors and learners to effectively teach and study.

An Online Voting System based on Ethereum Block-Chain for Enhancing Reliability (신뢰성 향상을 위한 이더리움 블록체인 기반의 온라인 투표 시스템)

  • Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.563-570
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    • 2018
  • Existing online voting is not being used for public elections due to uncertainty about security threats, and offline voting costs a lot of money. As an alternative, blockchain is emerging. Applying blockchain technology to online voting will ensure transparency and confidentiality, because voter information and aggregate information are distributed and managed. Since a blockchain distributes the voting information, it will be more secure than existing central server - based online voting systems. If blockchain technology is applied to public elections, and the transparency and confidentiality of the voting information is guaranteed, the cost of voting will be greatly reduced. This paper tries to apply to an online voting system the Ethereum platform from among the blockchain technologies. Ethereum is a highly scalable blockchain technology that provides a smart contract based on the Solidity language to develop an online voting contract and to distribute the contract to each voter. Each voter votes on the contract that has been distributed, and the votes are distributed to other voters. The experiment verifies the consistency of the stored voting information.

Impact of the COVID-19 pandemic on women's health nursing clinical practicums in the spring 2020 semester in Korea: a nationwide survey study

  • Kim, Mijong;Jeong, Geum Hee;Park, Hae Sook;Ahn, Sukhee
    • Women's Health Nursing
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    • v.27 no.3
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    • pp.256-264
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    • 2021
  • Purpose: This study investigated the impact of coronavirus disease 2019 (COVID-19) on women's health nursing clinical practicums in undergraduate nursing schools in Korea during the spring 2020 semester. Methods: A cross-sectional online survey on clinical practicum teaching experiences in the spring 2020 semester was distributed to members of the Korean Society of Women Health Nursing (KSWHN) who taught undergraduate nursing. One faculty member from each of 203 institutions was requested to respond and there were no duplicate participants. Seventy-nine participants (38.9%) responded and 74 responses were analyzed. Descriptive statistics were presented for all survey items. Results: Fifty-two faculty members (70.3%) belonged to universities and 22 (29.7%) taught at colleges. Thirty-eight (51.4%) answered that their institutions had affiliated teaching hospitals. More than half (52.7%) conducted hospital-based clinical practicums either entirely (n=20) or partially (n=19), whereas the rest of them (47.3%) conducted clinical practicums at school or home via online teaching. The typical teaching methods for offline or online education were case conferences, tests or quizzes, scenario studies, nursing skill practicums, (virtual) nursing simulations, and simulated patient education. Most of faculties (93.2%) supported the development of an educational platform to share educational materials and resources, such as case scenarios. Conclusion: Nursing faculty members utilized various teaching methods to enhance clinical skills and mitigate limited clinical exposure during the early stage of the COVID-19 pandemic. The KSWHN should move forward to develop an education platform and modalities for members who face many challenges related to the accessibility and quality of nursing education contents.

Proposal of VR exhibition platform for artist-led art process (작가주도적 아트프로세스 VR전시플랫폼 제안)

  • Park, Young-ju;Kim, Tae-hyeong;Park, Sae-yan;Jo, Yun-seo;Choi, Na-yeon;Choi, Jong-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.263-265
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    • 2022
  • In online exhibitions, the artist's differentiated exhibition composition is important because the exhibition immersion decreases compared to offline exhibitions. Therefore, the purpose of this paper is to propose a new online exhibition platform by developing a PC APP service that exhibits the work production process led by the artist. To this end, literature surveys, visitor surveys, and in-depth interviews were conducted. Based on this, a prototype was implemented with Figma and Unity. As a result of the study, visitors answered that online exhibition planning needs to be improved, and the artist said that if the artist's autonomy is guaranteed in the composition of the exhibition hall, the understanding of the work can be improved. By applying this, a system was developed that allows artists to display their own production process data. The significance of this paper is to help visitors improve their understanding of the work and improve the delivery of the artist's work.

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A Study on convergence of Mobile Smart Commerce and O2O Distributions Business Model for Small to Medium and Micro-Enterprises (중소·소상공인을 위한 모바일 스마트커머스 및 O2O 유통 비즈니스모델 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.161-167
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    • 2016
  • Distribution channels are changing its industry paradigm from quantitative increase to qualitative improvement. In addition, it incorporates new characteristics and consumption tread of customers and the core value of service is developing focused around on online to offline (O2O) business model of omnichannel. In this respect, companies are integrating various distribution channels and in order to provide high content business service to customers, their interest in finding a new business strategy is increasing. Currently, most of the service being provided to customers are formed based on distribution structure centered around big companies and financial industry and the problems faced by small to medium and micro enterprises, which are expansion and improvement of channels, discovery of new distribution channels and finding O2O marketing strategy, can be said as very important task. Accordingly, this research purports to create added values which can serve as the driving force of growth of "creative economy" by improving distribution channels in which anyone who incorporates needs of smart consumers can enter into the smart commerce market and to further form sustainable win-win market that is strategic through business platforms for small to medium and micro enterprises therefrom.

Evaluation of Mobile App Usability of Logistics in Life Startups (생활물류 스타트업의 모바일 앱 사용성 평가)

  • Byun, Dae-Ho;Chung, Dong-Seop
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.35-48
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    • 2021
  • With the advent of the Fourth Industrial Revolution, startups are leading the proliferation of logistics in life services in countries across the world. Logistics in life startups aim to differentiate themselves for traditional logistics companies by offering customized services that penetrate niche logistics market and enhance customer convenience and satisfaction. Through the development of mobile applications(apps) and platform a variety of life-enhancing services are becoming increasingly available to customers, such as on-demand, online-to-offline, convenience, reverse logistics, as well as last-mile delivery. In particular, logistics in life services are expanding into areas that include food delivery, home moving, cargo transport, laundry delivery, car washing, and car repair. In order for the logistics in life startups to succeed, they needs to offer highly usable apps to increase customer satisfaction and loyalty. Due to the nature of mobile phones, different evaluation criteria than those for websits should be used to determine the usability of apps. The purpose of this study is to evaluate the usability of representative Korean logistics in life apps through usability testing, discuss implications and offer improvement recommendations. Finally, the best Korean logistics app is compared with a top ranked app on Google Play for benchmarking purposes.

A Study on the Platform Construction of the Marine Equipment Online Exhibition Hall based on Untact (언택트기반 조선기자재 온라인 전시장 플랫폼 구축에 관한 연구)

  • Lee, Hang-Gil;Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.80-81
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    • 2020
  • Due to COVID 19, the global economy is facing a crisis situation, and in the export-oriented industry, companies must consider survival. The government and industry are striving to revitalize exports in a number of ways, and with restrictions on non-face-to-face export activities, they are contemplating various ways to implement non-face-to-face export marketing. Among them, various studies are being conducted in various industries on the part of conducting an online exhibition. In particular, the shipbuilding and offshore industry is a major export industry, and offline exhibitions held around the world were an important opportunity for marketing, and the use of online exhibitions to substitute for them is urgently needed. In this study, we study AR, VR, MR, etc., which are various element technologies necessary for building an online exhibition hall suitable for the shipbuilding and marine industry, and how they are applied to online exhibitions.

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Keyword Analysis of Data Technology Using Big Data Technique (빅데이터 기법을 활용한 Data Technology의 키워드 분석)

  • Park, Sung-Uk
    • Journal of Korea Technology Innovation Society
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    • v.22 no.2
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    • pp.265-281
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    • 2019
  • With the advent of the Internet-based economy, the dramatic changes in consumption patterns have been witnessed during the last decades. The seminal change has led by Data Technology, the integrated platform of mobile, online, offline and artificial intelligence, which remained unchallenged. In this paper, I use data analysis tool (TexTom) in order to articulate the definitfite notion of data technology from Internet sources. The data source is collected for last three years (November 2015 ~ November 2018) from Google and Naver. And I have derived several key keywords related to 'Data Technology'. As a result, it was found that the key keyword technologies of Big Data, O2O (Offline-to-Online), AI, IoT (Internet of things), and cloud computing are related to Data Technology. The results of this study can be used as useful information that can be referred to when the Data Technology age comes.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.