• Title/Summary/Keyword: Online University

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How consumer characteristics moderate time effects on online purchase preference: an empirical analysis

  • Li, Zhen;Huang, Lin
    • Asia Marketing Journal
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    • v.16 no.3
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    • pp.1-22
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    • 2014
  • In this paper, we posit that time-related effects (i.e., the importance of saving time) on patronage preference for shopping online will be moderated by consumer characteristics. To explore these moderating effects, we empirically examine the moderating roles of consumer characteristics on the respective effects of shopping-time-saved and delivery on online purchase preference. On the basis of analyses performed on data gleaned from an Internet-based survey, this study demonstrate that time effects related to both shopping-time-saved and delivery on online purchase preference are more pronounced for consumers who are male, young, and more starved for time. In addition, the effect of delivery time on online patronage preference is amplified by disposable income, but attenuated by online shopping experience. Through our analyses, we also find that Japanese consumers value delivery time to a greater degree than Chinese and American consumers do.

A Study on Current Status of National Science Museums' Online Service

  • SeongEun KIM;Yong KIM
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.29-36
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    • 2024
  • Purpose: This study is a prior study for expanding the science museum's online services. Based on case studies, we propose an online service for science museums in the future. Research design, data, and methodology: This study analyzed online-based science museums services trends. The data was collected based on the cases of five national science museums. To understand the characteristics of science museum's online services, we analyzed the status of digital content provided by each science museum and the operation method of online special exhibitions. Result: The national science museums provided online services through virtual science museums, SNS, and YouTube. However, the services still imposed limitation on facilitating active learning for visitors. In the case of SNS and YouTube, it is only a one-time promotional tool. Conclusion: This study suggests the need for concrete measures to utilize the abundant content accumulated so far in actual education. Additionally, it emphasizes the importance of content development incorporating new platforms.

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.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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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.

Does Distribution Capability Have an Influence on Attitudes and Intentions Toward Online Purchasing?

  • WICAKSONO, Adhika Putra;ANDAJANI, Erna;ARDIANSYAHMIRAJA, Bobby
    • Journal of Distribution Science
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    • v.20 no.5
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    • pp.13-22
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    • 2022
  • Purpose: This study aimed to identify factors affecting attitudes and intentions toward online purchasing of millennials and gen z in Indonesia by considering distribution capabilities factors. Research design, data and methodology: This study used a non-probability sampling technique. The questionnaire was distributed through an online platform and obtained 225 respondents. The data acquired from the respondents used SPSS 23 and AMOSS 21 to process the Structural Equation Model (SEM). Results: The results of this study stated that attitudes and intentions toward online purchases were influenced by delivery speed and trust. The results also stated that the perception of web quality positively influenced trust. On the other hand, shipping tracking, people's importance to consumers, and online reviews had no significant effects on online purchasing attitudes. Conclusions: This research has made an essential contribution to increasing and expanding our understanding of factors that affect attitudes and intentions toward online shopping in a developing market, Indonesia. From a practical perspective, this research examined the integrated consumer model of millennials and Gen Z online shopping in Indonesia that considers distribution capability, trust, and perceived website quality factors. Therefore, e-commerce business actors can design e-marketing strategies and programs to achieve the company's long-term goals.

Luxury Brand Equity in Online Channel: The Moderating Effect of Brand Trust

  • Hyun, Hyowon;Park, JungKun;Yoo, Weon Sang
    • Asia Marketing Journal
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    • v.21 no.2
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    • pp.99-115
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    • 2019
  • Branding strategy is important in the hyper-competitive luxury industry. In digitalized market environments, it is critical for luxury brands to transfer their established brand equity from the offline market to the online market. The purpose of this study is to examine the causal relationships between offline brand equity (i.e., brand awareness, brand image, and perceived quality)toward online consumer responses, including satisfaction and loyalty, in the context of luxury brands. In addition, this study investigates the moderating effects of offline brand trust on the relationship between offline brand equity and online satisfaction and loyalty. Data was collected via online surveys. For empirical validation of the proposed hypotheses, a structural equation modeling technique was employed. The results show that offline luxury brand awareness, brand image, and perceived quality have a positive effect on consumers' online satisfaction. Also, offline brand image has a positive effect on online consumer loyalty. The results indicate that there is a significant moderating effect of offline brand trust on the relationship between brand image and e-loyalty. The results of the present study provide implications for luxury brand managers and retailers to develop effective online sales strategies.

Are Online and Offline Delinquency Mutually Exclusive? Blurred Boundaries between Cyber Space and the Real-World

  • Ko, Nayoung;Hong, Myeonggi;Hwang, Jeeseon;Chang, Jeonghyeon;Hwang, EuiGab
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.3048-3067
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    • 2021
  • This study examines the similarities and differences between the causes of juvenile delinquency in online and offline environments and in personal characteristics. The study utilizes data from the '2014 Survey on Juvenile Victimization in Korea'. The population of this survey is students attending middle and high schools across the country. While this paper is based on the Self-Control theory, opportunity factors based on the Routine Activity theory and the Situational Action theory are also applied. Results show that the causes of offline delinquency are low self-control, routine activity and frequent gaming and SNS use. The causes of online delinquency are high self-control, existence of communication with unknown persons and the spectrum of personal information online. The common element of offline and online delinquency was the presence of delinquent peers. These results show that while online and offline delinquency cannot be explained with the same methodology, at the same time they are not mutually exclusive.

The Associations of Online Health Information Search and eHealth Literacy with Perceived Information Usefulness: Analysis in the Context of Diet and Weight Control (인터넷 건강정보이해능력과 정보탐색 유형별 인지된 정보유용성 분석: 다이어트 및 체중조절 관련 정보탐색을 중심으로)

  • Shim, Minsun;Jo, Heui Sug;Jung, Su Mi
    • Health Policy and Management
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    • v.28 no.2
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    • pp.119-127
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    • 2018
  • Background: This study aimed to examine (1) the patterns of online health information search with respect to seeking and scanning, and (2) how online search, along with eHealth literacy, predicts perceived information usefulness in the context of diet and weight control. Methods: Online survey was conducted with 299 adults from the consumer panel recruited for the purpose of quality assessment of the Korean National Health Information Portal in 2016. We conducted paired sample t-test and multiple logistic regression to address the research questions. Data analysis was performed using IBM SPSS Statistics ver. 24.0 (IBM Corp., Armonk, NY, USA) and SAS ver. 9.3 (SAS Institute Inc., Cary, NC, USA). Results: Of the respondents, 38.8% were 'high seek-high scanners,' 35.8% were 'low seek-low scanners,' 13.0% were 'high seek-low scanners,' and 12.4% were 'low seek-high scanners.' eHealth literacy was a significant, positive predictor of online information scanning (odds ratio [OR], 2.46; 95% confidence interval [CI], 1.41-4.29), but not for online information seeking (OR, 1.75; 95% CI, 1.00-3.05). With respect to perceived usefulness of online information seeking, online seeking (OR, 4.90; 95% CI, 2.19-11.00) and eHealth literacy (OR, 2.30; 95% CI, 1.11-4.75) were significant predictors. Perceived usefulness of online scanning had a significant association with online scanning (OR, 2.38; 95% CI, 1.08-5.22), but not with eHealth literacy. Conclusion: To increase the effectiveness of the health policy for online information search and related outcomes in the context of diet and weight control, it is important to develop education programs promoting eHealth literacy.

The Relationship Between Addiction to Online Games and Carpal Tunnel Syndrome in College Students (대학생의 온라인게임 중독과 수근관증후군과의 상관성)

  • Park, So-Yeon;Lim, Woo-Teak;Kim, Yu-Jung;Lee, Sung-Woong;Yi, Chung-Hwi
    • Physical Therapy Korea
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    • v.16 no.1
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    • pp.61-69
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    • 2009
  • The objective of this study was to investigate the relationship between addiction to online games and carpal tunnel syndrome (CTS) in college students. A total of 377 (205 male and 172 female) college students completed an online game addiction scale, a Symptom Severity Scale (SSS), and a Function Status Scale (FSS) for CTS. It was found that five (1.3%) students were diagnosed with an online game addiction, 74 (19.6%) students were diagnosed with a pre-addiction to online games, and 298 (79.0%) students were diagnosed as being average users. The pre-addiction group had significantly higher scores on the SSS than did the average user group (p<.05). The average user group scored significantly lower than did the online game addiction group (p<.05). Symptoms of wrist pain and hand numbness in the daytime were common in the addiction group. There were statistically significant but poor positive relationships between the online game addiction scale and the SSS (r=.312, p<.01), and between the online game addiction scale and the FSS (r=.149, p<.01). The information about online game addiction and CTS identified in this study could contribute to the prevention of online game addiction and CTS in college students.

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Exploring factors affecting continuous intention to use online shopping festival (온라인 쇼핑 페스티벌 재이용의도에 영향을 미치는 요인분석 : 중국 이용자를 대상으로)

  • Jin, HaiYan;Sun, HaiRong;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.20 no.3
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    • pp.101-109
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    • 2019
  • Based on the electricity sales and public consumption psychology during the online shopping festival, the purpose of this study is to investigate the factors that influence the reusing intention of the online shopping festival consumers. This research is focusing on The Theory of Reasoned Action(TRA) and The Technology Acceptance Model(TAM) to understand online shopping festival consumers' decision making process. The sampling is Chinese from 20s to 50s, who had participated in the online shopping festival.Findings suggests that first, the positive attitude of online shopping festival and subjective norms showed positive effects on online shopping festival consumers' reusing intention. Second, perceived usefulness, perceived ease and perceived enjoyment had statistically significant effects on online shopping festival consumers' reusing intention. Third, according to perceived risk perception of online shopping festivals, there were differences in factors affected the online shopping festival's reusing intention. In particular, the perceived ease of people who perceived risk higher, and the perceived usefulness of people who perceived risk lower had greatest impacts on reusing intention. Based on these findings, the implications and limitations of this study were discussed and suggestions for subsequent studies.