• Title/Summary/Keyword: Untact Era

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Effect of HMR Meal Kit Product Selection Attributes on Consumers Satisfaction and Other Recommendation Intention (HMR 밀키트 상품의 선택속성이 소비자만족 및 타인추천의도에 미치는 영향)

  • Kim, Dong-Soo;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.258-267
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    • 2021
  • This study attempted an empirical analysis study on the Meal Kit Product, whose interest and demand continued to increase according to the eating out trend in the Untact era. In addition, this study attempted to investigate the relationship between the factors of Home Meal Replacement Meal Kit Product Selection Attributes, Consumers Satisfaction, and Other Recommendation Intention. Convenience sampling was used for consumers with experience in using Meal Kit Products released by food service companies and start-up companies. The investigation period was conducted for about one month from July 01, 2020, and the final 285 copies were used for analysis. The SPSS 21.0 statistical package program was used to verify the hypothesis. As a result of the analysis, the price (β=.241), convenience (β=.317), and diversity (β=.191) of Hypothesis 1 had a significant effect on Consumers Satisfaction. Price (β=.482), convenience (β=.133), and diversity (β=.342) were found to have a significant effect on the intention to recommend others. It was analyzed that Hypothesis 3's Consumers Satisfaction (β=.443) had a significant effect on Other Recommendation Intention. Finally, through this study, we expect to be provided as basic research data related to Meal Kit Product. It is intended to be presented as a theoretical basis for the use of marketing and direction for the development of milk kit products for catering companies and restaurants.

Workplace learning experience for corporate workers under COVID-19 : Focusing on S Energy Company (코로나 19 상황의 기업근로자의 일터 학습경험: S에너지를 중심으로)

  • Lee, Ju-Seok;Song, Seong-Suk
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.17-26
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    • 2021
  • This study was conducted to do in-depth exploration of coroperate employees' learning experiences for workplace under COVID-19. We collected data through depth interviews from August 10th to November 30th, 2020 with five employees of S Energy company, and a qualitative case study was conducted using Ricci's 3-step analysis procedure. As a result, In the process of adapting from the landing of COVID-19, "The Story of a Distant Country," "No More Safe Zones," "Exploring effective responses created by a Sense of Crisis," and "Learning the changed way of work for adaptation." appeared. In addition, It has been found that the experience of learning in the work environment of the With Corona era includes "learning experience for survival from a sense of crisis", "learning experience for adapting to Untact culture", "learning experience through SNS communication", and "competitive learning experience for performance creation". In conclusion, employees have adapted to changes in the workplace environment through various learning experiences, which can enhance workers' ability to cope with crisis situations and can be used as basic data for an effective learning. In the future, we suggested follow-up researches of corporate employees in various fields.

A Study of Academic Achievement Based on University Remote Video Lecture Type During the COVID-19 Pandemic (COVID-19로 인한 대학교 원격 화상강의 유형에 따른 학업 성취도에 대한 연구)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.397-404
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    • 2021
  • This study examined how different types of remote video lectures, which universities are using in earnest now due to the COVID-19 pandemic, impact the academic achievement of learners. Zoom-based remote video lectures were divided into two types-general lecture-centered and group task-oriented-and experimental and control groups were set up accordingly. An achievement test and a questionnaire were conducted to determine how academic achievement differed between these two approaches. The achievement test revealed no significant differences in achievement scores between the two groups. Meanwhile, the questionnaire regarding satisfaction with Zoom-based video lectures indicated that both groups were highly satisfied. Participants in the general lecture-centered type group cited the effect of learning, their instructors' class preparation and attitudes towards the class, and the promotion of participation in learning activities as the causes of their satisfaction, while participants in the task-oriented type group highlighted communication and sharing, the efficiency of group discussions, and the moderate difficulty level of group tasks as the reasons for their satisfaction with the video lectures. Remote video lectures in the untact era are becoming increasingly common, and educators will need to develop various Zoom-based teaching strategies to maximize their efficiency.

A Study on the Improvement of Public Cloud Technology and Policy (공공 클라우드 기술과 정책의 개선방안에 대한 연구)

  • Kim, So Hui;Lee, Yu Rim;Lee, Il-Gu
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.11-20
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    • 2021
  • Due to the Covid-19 Pandemic, the world is facing the most serious crisis since the Great Depression, and is facing a new paradigm of the Untact era. Korea has also announced various policies and legal systems, including the 'Korean version of the New Deal', but it is conflicting between the use of information and the protection of information. In this paper, we derive thresholds by analyzing policies, statutes and technologies in the public cloud. Based on this, we propose to introduce the "Building a Nationwide Public Virtual Machine" as a key task to secure the next-generation national growth engine so that all citizens can use digital services in a secure and reliable environment with equal access to information. Through this, all citizens can use various digital new technology services only with low-priced and low-specification terminals, and by establishing a dedicated center for information protection, we want to respond to rapidly increasing security threats. It also points out that the domestic cloud-related legal system only emphasizes the use of information while overlooking the importance of security, and suggests the right direction for the legal system to move forward.

When Disease Defines a Place: Batavia in British Diplomatic and Military Narratives, 1775-1850

  • Keck, Stephen
    • SUVANNABHUMI
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    • v.14 no.2
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    • pp.117-148
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    • 2022
  • The full impact of COVID-19 has yet to be felt: while it may not define the new decade, it is clear that its immediate significance was to test many of the basic operating assumptions and procedures of global civilization. Even as vaccines are developed and utilized and even as it is possible to see the beginning of the end of COVID-19 as a discrete historical event, it remains unclear as to its ultimate importance. That said, it is evident that the academic exploration of Southeast Asia will also be affected by both the global and regional experiences of the pandemic. "Breakthroughs of Area Studies and ASEAN in the Era of Homo Untact" promises to help reconceptualize the study of the region by highlighting the importance of redefined spatial relationships and new potentially depersonalized modes of communication. This paper acknowledges these issues by suggesting that the transformations caused by the pandemic should motivate scholars to raise new questions about how to understand humanity-particularly as it is defined by societies, nations and regions. Given that COVID-19 (and the response to it) has altered many of the fundamental rhythms of globalized regions, there is sufficient warrant for re-examining both the ways in which disease, health and their related spaces affect the perceptions of Southeast Asia. To achieve "breakthroughs" into the investigation of the region, it makes sense to have another glance at the ways in which the discourses about diseases and health may have helped to inscribe definitions of Southeast Asia-or, at the very least, the nations, societies and peoples who live within it. In order to at least consider these larger issues, the discussion will concentrate on a formative moment in the conceptualization of Southeast Asia-British engagement with the region in the late 18th and early 19th centuries. To that end three themes will be highlighted: (1) the role that British diplomatic and military narratives played in establishing the information priorities required for the construction of colonial knowledge; (2) the importance not only of "colonial knowledge" but information making in its own right; (3) in anticipation of the use of big data, the manner in which manufactured information (related to space and disease) could function in shaping early British perceptions of Southeast Asia-particularly in Batavia and Java. This discussion will suggest that rather than see social distancing or increased communication as the greatest outcome of COVID-19, instead it will be the use of data-that is, big, aggregated biometric data which have not only shaped responses to the pandemic, but remain likely to produce the reconceptualization of both information and knowledge about the region in a way that will be at least as great as that which took place to meet the needs of the "New Imperialism." Furthermore, the definition and articulation of Southeast Asia has often reflected political and security considerations. Yet, the experience of COVID-19 could prove that data and security are now fused into a set of interests critical to policy-makers. Given that the pandemic should accelerate many existing trends, it might be foreseen these developments will herald the triumph of homo indicina: an epistemic condition whereby the human subject has become a kind of index for its harvestable data. If so, the "breakthroughs" for those who study Southeast Asia will follow in due course.

A Study on Factors Affecting a User's Behavioral Intention to Use Cloud Service for Each Industry (클라우드 서비스의 산업별 이용의도에 미치는 영향요인에 관한 연구)

  • Kwang-Kyu Seo
    • Journal of Service Research and Studies
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    • v.10 no.4
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    • pp.57-70
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    • 2020
  • Globally, cloud service is a core infrastructure that improves industrial productivity and accelerates innovation through convergence and integration with various industries, and it is expected to continuously expand the market size and spread to all industries. In particular, due to the global pandemic caused by COVID-19, the introduction of cloud services was an opportunity to be recognized as a core infrastructure to cope with the untact era. However, it is still at the preliminary stage for market expansion of cloud service in Korea. This paper aims to empirically analyze how cloud services can be accepted by users by each industry through extended Technology Acceptance Model(TAM), and what factors influence the acceptance and avoidance of cloud services to users. For this purpose, the impact and factors on the acceptance intention of cloud services were analyzed through the hypothesis test through the proposed extended technology acceptance model. The industrial sector selected four industrial sectors of education, finance, manufacturing and health care and derived factors by examining the parameters of TAM, key characteristics of the cloud and other factors. As a result of the empirical analysis, differences were found in the factors that influence the intention to accept cloud services for each of the four industry sectors, which means that there is a difference in perception of the introduction or use of cloud services by industry sector. Eventually it is expected that this study will not only help to understand the intention of using cloud services by industry, but also help cloud service providers expand and provide cloud services to each industry.

The Effect of OTT Service Characteristics on Flow, Satisfaction, and Brand Loyalty of MZ Generation Users : Focusing on Netflix Users in South Korea (OTT 서비스의 특성이 MZ세대 이용자의 몰입 및 만족도와 브랜드 충성도에 미치는 영향 - 국내 넷플릭스 이용자를 중심으로)

  • SeonYoung Jhee;Sang-Lin Han
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.30-49
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    • 2022
  • Recently, as the transition to the untact era due to COVID-19 accelerates, non-face-to-face and non-contact practices have become commonplace, and the OTT (Over-The-Top) service market that provides media content such as movies and broadcast programs through the open Internet is largely expanded and it is receiving great attention from the MZ generation, who are familiar with digital devices and environments. In this study, the effects of OTT service characteristics on MZ generation users' flow, satisfaction and brand loyalty were examined, focusing on Netflix users, one of the representative OTT service brands. In order to carry out this study, a total of 216 people who have used the Netflix OTT service platform were empirically verified by using the survey data of those who have used it for analysis. As a result of the analysis, it was found that among the characteristics of OTT service, contents diversity, convenience, and reliability had a positive (+) effect on flow. Also, flow has a positive (+) effect on satisfaction, and satisfaction has a positive (+) effect on brand loyalty. However, among the characteristics of the OTT service, the recommended service did not have a positive (+) effect on the flow, and the flow did not have a direct positive (+) effect on the brand loyalty. Flow had a positive (+) effect on the brand loyalty through satisfaction. Through this study, it is expected that the market revitalization of the OTT service-related industry and the increasing number of OTT service brands will be able to contribute to the establishment of marketing strategies for the MZ generation consumers, and to provide practical implications.

Analysis of Relative Importance of Board Game Development Models (보드게임 개발 모형의 상대적 중요도 분석)

  • Kim, Ji-Hye;Ho, Ryu Seuc
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.257-263
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    • 2022
  • In the current era of Corona, the positive potential of board games is emerging as the 'untact' is accelerating. This situation can be seen as an opportunity to have a positive impact on the development of the board game industry depending on how to develop board games in a more interesting, high-quality and educational way than before. To this end, this study intends to present a methodology for deriving the relative importance of important factors in board game development among the preceding studies and methodologies for more advanced board game development by board game developers and experts. This study is to derive the relative importance of important factors in board game development. To this end, important factors in board game development for board game developers and experts were derived through the Delphi method, and the Delphi method in the ranking format was used to rank the relative importance of the derived factors. This study focused on the development model of playing cards among board games. Priority analysis result, development and planning composition, prior research analysis, draft production, production, validation, application, and review in order of importance were derived(were derived in the order of importance). The results of this study are expected to provide practical guidelines for companies to prioritize and utilize development according to their importance when developing board games.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Analyzing the Affinity Influence of AI Learning Robots (AI 학습 로봇의 친밀도 영향요인 분석)

  • Moo-Hyeon Yoon;Da-Young Ju
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.69-80
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    • 2024
  • The COVID-19 pandemic highlighted the importance of remote education, yet the adoption rate of AI in the educational sector remains relatively low, and studies into learners' familiarity with using AI learning robots are scarce. In response, this study analyzes the factors influencing users' familiarity with AI learning robots in a smart learning environment tailored to the untact era. To this end, social big data analysis was used to examine changes in public perception and the frequency of mentions of smart learning and AI learning robots. The results showed that positive perceptions of smart learning significantly outweigh negative ones, reflecting the convenience and improved accessibility that technology brings to education. However, there is also a considerable negative perception attached to smartphone use, which is interpreted as reflecting concerns that smartphones may disrupt learning and bring other negative aspects of technology dependence. These results indicate mixed social concerns and expectations regarding the educational use of smart learning and AI technologies. The effective introduction and use of AI learning robots, especially in smart learning environments, necessitate considering these social perceptions. This study provides foundational data for the effective implementation and use of AI learning robots in smart learning environments and suggests the need for approaches that primarily consider users' familiarity and social perceptions in the development of educational technologies.