• 제목/요약/키워드: Online platform

검색결과 825건 처리시간 0.024초

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

  • 전훈;이학연
    • 대한산업공학회지
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    • 제42권2호
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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.

Platform Pricing As a Negotiation Process

  • Kim, Hang-Ki;Lee, Dong-Won
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2008년도 추계학술대회
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    • pp.175-178
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    • 2008
  • With rapid advancement of IT and Internet technologies, online market is surely becoming a stage of the competition among various forms of platform providers. This study show the significance of the negotiation process in the platform pricing strategy and observe several external/internal factors that might affect the negotiation power of the identities surrounding the platform. Major theories used in this study are the resource-based-view and network theory. Resources resulting in a negotiation power of the content providers and platform providers turn out to be widely scattered in their business areas - from product characteristics to the size of the content provider. End-user (or buyer) group which cannot make a strategic move for the organized development and use of resources is taking advantage of network externalities to support its negotiation power.

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Evaluate Students' Interaction and Happiness in Distance Learning Among Students with Learning-Difficulties During Covid-19 Pandemic

  • Almaleki, Deyab A.
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.119-130
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    • 2021
  • This study aimed at Evaluate Students' Interaction and Happiness in Distance Learning Among Students with Learning-Difficulties, by identifying the level of students' interaction in distance education and differences between them, as well as its impact on their happiness to learn. To achieve the aim of the study, two scales were designed for this purpose and were applied to a sample consisting of (310) individuals. The results showed that the level of students' interaction through the e-learning platform was at a high level. The results also showed that there was no statistically significant difference between the mean scores of males and females in the scale of students' interaction through the e-learning platform. There was no statistically significant difference between them in their happiness for distance learning via the online platform. There were also no statistically significant differences related to the grade variable in the level of interaction through the electronic platform and in the happiness to learn, while there was a positive statistically significant effect of interaction through the electronic platform on students' happiness to learn.

중고판매를 위한 온라인 1인 제작자 쇼핑콘텐츠 플랫폼에 관한 연구 (A study on online one-person shopper shopping platform for second hand sales)

  • 안인수
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2019년도 제59차 동계학술대회논문집 27권1호
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    • pp.461-462
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    • 2019
  • IT 기술의 발전으로 온라인 서비스의 혜택과 활용이 늘어나면서 기존의 통신사나 방송사업자 및 제3의 사업자들이 다양한 미디어 콘텐츠를 온라인을 통해 제공하게 되었다. 온라인과 모바일 기술, 플랫폼 사업자의 정책, 콘텐츠 공급자의 인식, 이용자와 이용의 형태가 복합적인 변화로 나타났고, 전문 콘텐츠 제작자뿐만 아니라 1인 제작자를 지원하는 플랫폼도 등장하게 되었다. 본 연구에서는 기존의 단순 이미지 업로드 방식의 중고판매가 아닌 동영상으로 중고물품에 대한 자세한 정보를 파악할 수 있도록 중고판매를 위한 온라인 1인 쇼핑콘텐츠 영상 제작 플랫폼을 제안한다.

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Design a Learning Management System Platform for Primary Education

  • Quoc Cuong Nguyen;Tran Linh Ho
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.258-266
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    • 2024
  • E-learning systems have proliferated in recent years, particularly in the wake of the global COVID-19 pandemic. For kids, there isn't a specific online learning platform available, though. To do this, new conceptual models of training and learning software that are adapted to the abilities and preferences of end users must be created. Young pupils: those in kindergarten, preschool, and elementary school are unique subjects with little research history. From the standpoint of software technology, young students who have never had access to a computer system are regarded as specific users with high expectations for the functionality and interface of the software, social network connectivity, and instantaneous Internet communication. In this study, we suggested creating an electronic learning management system that is web-based and appropriate for primary school pupils. User-centered design is the fundamental technique that was applied in the development of the system that we are proposing. Test findings have demonstrated that students who are using the digital environment for the first time are studying more effectively thanks to the online learning management system.

A Study on the Sentiment Analysis of City Tour Using Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.112-117
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    • 2023
  • This study aims to find out what tourists' interests and perceptions are like through online big data. Big data for a total of five years from 2018 to 2022 were collected using the Textom program. Sentiment analysis was performed with the collected data. Sentiment analysis expresses the necessity and emotions of city tours in online reviews written by tourists using city tours. The purpose of this study is to extract and analyze keywords representing satisfaction. The sentiment analysis program provided by the big data analysis platform "TEXTOM" was used to study positives and negatives based on sentiment analysis of tourists' online reviews. Sentiment analysis was conducted by collecting reviews related to the city tour. The degree of positive and negative emotions for the city tour was investigated and what emotional words were analyzed for each item. As a result of big data sentiment analysis to examine the emotions and sentiments of tourists about the city tour, 93.8% positive and 6.2% negative, indicating that more than half of the tourists are positively aware. This paper collects tourists' opinions based on the analyzed sentiment analysis, understands the quality characteristics of city tours based on the analysis using the collected data, and sentiment analysis provides important information to the city tour platform for each region.

The Role of Empathy in Crowdfunding Channel Platform

  • BAN, Juil;LEE, Han-Suk
    • 유통과학연구
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    • 제18권10호
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    • pp.15-23
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    • 2020
  • Purpose: Crowdfunding can be a complementary channel in which start-ups or small companies can obtain financial help and take advantage of exploiting the online potential. To activate crowdfunding, it is necessary to consider a consumer's empathic responses. This article examines the role of empathy in the crowdfunding channel platform. We adopted the identification-commitment model to prove the role of empathy. Research design, data, and methodology: Participants were asked to read the charitable crowdfunding campaign. More than 300 young adults completed an online questionnaire and we analyzed it with structural equation modeling (SEM). To find out the role of empathy, we postulate several models which use empathy variable for different purposes. Results: We conclude that empathy has the role of moderator in the identification-commitment model. This means the high empathic response helped the relationship between identification and commitment. However, low empathic response can negatively influence the process of identification to commitment. Conclusions: This study found that virtual empathy is positively related to crowdfunding participation if we can elevate empathy in the crowdfunding channel platform. The findings also show that we need to consider empathic response when we want to raise funds for specific projects such as protecting the natural environment.

GIS기반 소방취약지 분석관리 서비스 플랫폼 개발 (A Service Platform Development on the GIS-based Analysis and Management of the Fire-fighting Vulnerable Areas)

  • Song, Wanyoung;Cho, Kwanghyun;Cho, Myeongheum;Kim, Seonggon;Kim, Sungjae
    • 한국재난정보학회 논문집
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    • 제11권2호
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    • pp.269-278
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    • 2015
  • 소방취약지 분석 관리를 위한 공간정보 분석기법을 자동화하고 소방주제도를 갱신 구축하여 온라인으로 탑재하는 서비스 플랫폼 기술을 개발하였다. 그 결과, 플랫폼을 통하여 화재진압 활동에 필요한 사전 정보가 제공되는 기반이 마련되었다. 이 결과에 향후 소방취약지 활용서비스 연구가 뒷바침되면 화재진압 현장의 골든타임을 감소시킬 수 있다. 소방분야에 적합한 공간분석과 자동화, 손쉬운 서비스 탑재 운영으로 전문적 관리와 서비스 확대 개선에 만족할 만한 기술적 가능성을 확인하였다.

계산과학플랫폼 기반 온라인 양자화학 실험 환경 개발 (Development of Online Quantum Chemistry Experiment Environment Based on Computational Science Platform)

  • 전인호;온누리;권예진;서정현;이종숙
    • 인터넷정보학회논문지
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    • 제21권5호
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    • pp.97-107
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    • 2020
  • This paper introduces an online experiment environment based on a computational science platform that can be used for various purposes ranging from basic education to quantum chemistry and professional quantum chemistry research. The simulation environment was constructed using a simulation workbench and simulation workflow, which are execution environment services of Science App provided by the computational science platform. We developed an environment in which learners can learn independently without an instructor by selecting experiment topics that can be used in various areas of chemistry, and offering the learning materials of the topics in a form of e-learning content that includes theory and simulation exercises. To verify the superiority of the proposed system, it was compared with WebMO, a state-of-the-art web-based quantum chemistry simulation service.

온라인 중고 거래 플랫폼을 활용한 리셀의 의미 (The Meaning of Resell Activities Using the Online Second-hand Platform)

  • 박주하;전재훈
    • 한국의류학회지
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    • 제47권5호
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    • pp.822-838
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    • 2023
  • Reselling, an activity of purchasing high-scarcity products and selling them back at high prices, has gained popularity among those in their 20s and 30s in recent years. This study examines the resell activity process of the MZ generation using the online second-hand platform and its inherent meaning. Interviews with 15 participants in their 20s and 30s showed that respondents have four purchase stages: being influenced by social media, collecting and comparing information using various social media, purchasing efforts, and post-purchase behavior. The research derived three inherent meanings of resell activities: (1) means of self-presentation and differentiation, (2) confirmation of investment skills and aptitude to lead fashion trends, and (3) pleasure of consumption. Respondents indicated meeting self-satisfaction through public selfies on social media. In addition, they emphasized the empirical pleasure during the buying journey by collecting product information, comparing prices, and negotiating with buyers. Our findings confirm the spread of resell activities from minority groups to enthusiastic youth. This study is significant for focusing on fashion products that attract attention in the resell market and examining the respondents' consumption experiences from various perspectives.