• 제목/요약/키워드: Online study

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중국 온라인 동영상 플랫폼의 발전 현황과 사례 분석 (Research on Online Video Content Distributors in China)

  • 박성은;이건웅
    • 한국콘텐츠학회논문지
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    • 제16권5호
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    • pp.137-147
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    • 2016
  • 온라인 동영상 플랫폼은 유튜브나 넷플릭스 등 다양한 콘텐츠를 수집하여 무료 또는 저렴한 가격으로 소비자에게 전달하는 서비스를 제공한다. 국내 온라인 동영상 플랫폼의 더딘 성장세와 달리, 중국은 세계적인 수준으로 그 시장규모와 이용자수가 빠른 속도로 증가하고 있다. 본 연구는 중국 콘텐츠산업 내 온라인 동영상 시장의 성장에 주목하는 한편, 그 원인을 중국 특유의 외부환경과 플랫폼의 비즈니스 모델에 두고자 한다. 중국 온라인 동영상 플랫폼의 발전과정과 현황을 살펴본 후 유쿠투도우와 아이치이PPS의 비즈니스 모델을 분석하여 중국 온라인 동영상 시장의 발전 원인을 찾아본다.

중·고등학생의 인터넷게임 사용에 따른 게임행동분석 (An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students)

  • 오주;박정란
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.404-419
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    • 2017
  • This study is to examine how middle and high school students vary in terms of good and bad usage of online games and how these factors have varying effects on their use of the internet as a whole. My focus is to study their behavioral patterns individually while playing internet-based online games. The results are as follows: First, 260 out of 390 subjects used the internet. Male students who are high school students with siblings, or preschool time game users were revealed to play online games more often rather than female students who are middle school students with no siblings, or non-preschool time game users. Secondly, the analysis of differences of good and bad usage of online games revealed that there is a significant correlation between gender and beginning age. Lastly, a thorough analysis of the average difference in terms of following the online game shutdown found that there is no significant correlation among the sub-groups. However, an analysis of the difference of the problematic game usage has shown that there is a significant difference in the heavy user group. This findings means that the students who don't follow the online game shutdown spend more time than those who do.

노령층의 온라인 커뮤니티 이용이 사회화와 사회적 고립감에 미치는 직·간접 효과 (Direct and Indirect Effects of Older Adults' Use of Online Communities on Socialization and Social Isolation)

  • 조재희;조해영
    • 인터넷정보학회논문지
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    • 제18권2호
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    • pp.97-104
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    • 2017
  • 본 연구는 노령층의 온라인 커뮤니티 이용과 사회화 그리고 사회적 고립감 사이의 잠재적 관계에 대해 탐색해 보고자 했다. 위계적 회귀분석의 분석결과에 따르면, 온라인 커뮤니티 회원으로 구성된 개인적 네트워크의 크기와 질은 사회화에 긍정적인 영향을 미쳤으며 사회적 고립감 또한 저하시켰다. 그러나 온라인 커뮤니티의 회원들과의 오프라인 미팅의 유의미한 효과는 발견되지 않았다. 이에 더해, 온라인 커뮤니티를 이용하는 시간은 사회화로 매개되어 사회적 고립감에 유의미한 영향을 미쳤다. 이러한 연구결과는 제한된 사회적 관계로 인해 발생할 수 있는 심리적 문제들을 극복하는데 있어서 온라인 커뮤니티의 이용이 긍정적인 역할을 할 수 있음을 시사한다.

All rants and no substance?: A new framework for studying the rationality of cyberspace

  • Soon, Carol;How, Tan Tarn
    • Journal of Contemporary Eastern Asia
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    • 제16권2호
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    • pp.20-43
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    • 2017
  • While the Internet has been used to galvanise people for the collective good, many have voiced concerns over the noise and vitriol present online and polarisation. In Singapore where the government regulates traditional mainstream media such as print and broadcast, the online space has been described as a "Wild Wild West" rife with rumours, untruths and misinformation. Such developments do not only exert a potential negative effect on the deliberative nature of public discourse but also skew bias towards the online space, affecting the ability of online users to communicate with authority and power. This study seeks to examine the rationality of the cyberspace through using a new "rationality" framework to analyse political discourse online. Comprising objectivity, emotionality and partisanship, the rationality framework was applied to a content analysis of 197 blogs with political content in 2014. The analysis indicated that the online political space was not the Wild Wild West that it was touted to be with significant levels of objectivity and non-partisanship. There was a stark absence of emotional discourse, and relationships were observed between bloggers' anonymity and rationality. Cognisant of academia's and policymakers' interest on the quality and effects of online discourse, the proposed analytical framework and the study findings hold implications for both developed and developing countries.

간호사의 온라인 학습 태도와 디지털 리터러시에 영향을 미치는 요인: 온라인 간호교육의 융합적 관점에서 (Factors affecting Attitudes and Digital Literacy toward Online Learning of Nurses)

  • 김시숙
    • 한국융합학회논문지
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    • 제11권9호
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    • pp.367-374
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    • 2020
  • 본 연구는 간호사의 온라인 교육 태도 및 디지털 리터러시에 영향을 미치는 요인을 확인하기 위한 서술적 조사연구이다. 대상자는 국내 의료기관 내·외과 병동에 근무하는 간호사 190명으로 일반적 특성과 인터넷 사용 특성, 온라인 학습 태도와 디지털 리터러시를 조사했다. 본 연구 결과, 온라인 학습태도와 디지털 리터러시는 인터넷에 대한 접근성, 유용성, 중요성 인식과 관련성이 있었다. 온라인 학습 태도에 영향을 미치는 요인은 성별, 근무병원 규모, 인터넷에 대한 유용성과 중요성 인식이었고, 디지털 리터러시에 영향을 미치는 요인은 나이, 직위, 인터넷에 대한 유용성과 중요성, 온라인 학습 태도였다. 온라인 간호교육 개발에는 인터넷 사용에 대한 인식과 온라인 학습 태도 및 디지털 리터러시와 같은 학습자 특성에 대한 고려가 필요하다.

DEA 기반 온라인 게임 성과 관리 포트폴리오 모형 (A DEA-Based Portfolio Model for Performance Management of Online Games)

  • 전훈;이학연
    • 대한산업공학회지
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    • 제39권4호
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    • pp.260-270
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    • 2013
  • This paper proposes a strategic portfolio model for managing performance of online games. The portfolio matrix is composed of two dimensions: financial performance and non-financial performance. Financial performance is measured by the conventional measure, average revenue per user (ARPU). In terms of non-financial performance, five non-financial key performance indicators (KPIs) that have been widely used in the online game industry are utilized: RU (Register User), VU (Visiting User), TS (Time Spent), ACU (Average Current User), MCU (Maximum Current User). Data envelopment analysis (DEA) is then employed to produce a single performance measure aggregating the five KPIs. DEA is a linear programming model for measuring the relative efficiency of decision making unit (DMUs) with multiple inputs and outputs. This study employs DEA as a tool for multiple criteria decision making (MCDM), in particular, the pure output model without inputs. Combining the two types of performance produces the online game portfolio matrix with four quadrants: Dark Horse, Stop Loss, Jack Pot, Luxury Goods. A case study of 39 online games provided by company 'N' is provided. The proposed portfolio model is expected to be fruitfully used for strategic decision making of online game companies.

Exploring Interpersonal Trust Online

  • Ahn, Soo-kyoung
    • 패션비즈니스
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    • 제21권6호
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    • pp.31-46
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    • 2017
  • This study views the people's propensity to rely on others' evaluations as the interpersonal trust online despite a lack of personal interactions. Therefore, this study explores the underlying dimensions of interpersonal trust and examines how interpersonal trust influences trust in the e-tailer and behavioral intent. Data of 395 adults who had purchased apparel goods online were collected nationwide using an online questionnaire. Exploratory and confirmative factor analysis identified five underlying constructs of interpersonal trust online such as peer identification, ability, integrity, shared lifegoals, and benevolence. A structural equation modeling test was conducted to examine the relationships between interpersonal trust, trust in the e-tailer, and behavioral intent. Interpersonal trust influenced on trust in the e-tailer, specifically on trust in the e-tailer's competence which subsequently increased a customer's behavioral intent such as attitude toward the e-tailer and shopping intention. Although no direct effect of interpersonal trust on the behavioral intent was found, interestingly, the effects of the interpersonal trust on the e-tailer trust which derived the behavioral intent to purchase. This result suggests that marketers devise a more effective system and environment that can encourage the interpersonal trust between customers to build a strong trust in e-tailers. It also provides a theoretical framework of online trust in the way of classifying interpersonal trust and trust in e-tailers.

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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    • 제15권8호
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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.

Critical Factors Influencing Consumer Online Purchase Intention for Cosmetics and Personal Care Products in Vietnam

  • NGUYEN, Lan;LE, Hoa Chi;NGUYEN, Thuy Thu
    • The Journal of Asian Finance, Economics and Business
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    • 제8권9호
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    • pp.131-141
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    • 2021
  • With the rapid development of the Internet, online shopping has grown so fast that almost any good or service can be sold online today. The popularity and rapid growth of e-commerce signal a huge market opportunity for e-retailers. From the organizational perspective, it is necessary to evaluate and explore what drives customers to buy their products or to use their services. This study, therefore, aims to explain the online purchase intention and its determinants of Vietnamese customers for cosmetics and personal care products. Quantitative data was collected from an online survey conducted among university students, then was put into SPSS and AMOS for further analysis. Descriptive statistics, Cronbach's alpha test, exploratory factor analysis (EFA), regression analysis, and SEM were used to examine data from 434 valid answers. The research findings reveal that four factors positively affect purchase intention: Shopping enjoyment has the most significant impact, followed by trust, benefit, and website quality. On the other hand, perceived risk negatively influences purchase intention. While the cosmetics and personal care industry is thriving with a huge number of producers and consumers throughout the world, this study contributes to the existing literature in terms of capturing customers' needs and developing effective strategies to attract more online users.

양방향 온라인 수업의 문제 지점과 개선 방안 연구 (A study on pain points and improvement plans for interactive online classes)

  • 이지은
    • 한국인터넷방송통신학회논문지
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    • 제20권6호
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    • pp.137-144
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    • 2020
  • 코로나 19의 확산으로 온라인 수업에 대한 수요가 증가하고 있다. 이에 대학들은 다양한 형태의 온라인 강의를 도입하고 있으나 현장에서는 여러가지 문제들이 발생하고 있다. 학습자들은 강의와 시스템 품질에 대한 불만을 제기하고 있으며, 교수들은 온라인 수업 준비 및 진행에 대한 어려움을 호소하고 있다. 본 연구에서는 양방향 온라인 강의의 수업 상황을 분석하고, 수업 상황에서 교수자가 느끼는 불편함을 유형화 하였다. 연구자는 이러한 문제를 해결하기 위한 방안을 시스템과 행정적 요소로 나누어 제안하였다. 양방향 온라인 강의의 안정적 정착은 대학의 디지털 전환을 촉진할 것이다.