• Title/Summary/Keyword: amount of time online

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The Building Plan of Online ADR Model related to the International Commercial Transaction Dispute Resolution (국제상거래 분쟁해결을 위한 온라인 ADR 모델 구축방안)

  • Kim Sun-Kwang;Kim Jong-Rack;Hong Sung-Kyu
    • Journal of Arbitration Studies
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    • v.15 no.2
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    • pp.3-35
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    • 2005
  • The meaning of Online ADR lies in the prompt and economical resolution of disputes by applying the information/communication element (Internet) to existing ADR. However, if the promptness and economical efficiency are overemphasized, the fairness and appropriateness of dispute resolution may be compromised and consequently Online ADR will be belittled and criticized as second-class trials. In addition, as communication is mostly made using texts in Online ADR it is difficult to investigate cases and to create atmosphere and induce dynamic feelings, which are possible in the process of dispute resolution through face-to-face contact. Despite such difficulties, Online ADR is expanding its area not only in online but also in offline due to its advantages such as promptness, low expenses and improved resolution methods, and is expected to develop rapidly as the electronic government decided to adopt it in the future. Accordingly, the following points must be focused on for the continuous First, in the legal and institutional aspects for the development of Online ADR, it is necessary to establish a framework law on ADR. A framework law on ADR comprehending existing mediation and arbitration should be established and it must include contents of Online ADR, which utilizes electronic communication means. However, it is too early to establish a separate law for Online ADR because Online ADR must develop based on the theoretical system of ADR. Second, although Online ADR is expanding rapidly, it may take time to be settled as a tool of dispute resolution. As discussed earlier, additionally, if the amount of money in dispute is large or the dispute is complicated, Online ADR may have a negative effect on the resolution of the dispute. Thus, it is necessary to apply Online ADR to trifle cases or domestic cases in the early stage, accumulating experiences and correcting errors. Moreover, in order to settle numerous disputes effectively, Online ADR cases should be analyzed systematically and cases should be classified by type so that similar disputes may be settled automatically. What is more, these requirements should reflected in developing Online ADR system. Third, the application of Online ADR is being expanded to consumer disputes, domain name disputes, commercial disputes, legal disputes, etc., millions of cases are settled through Online ADR, and 115 Online ADR sites are in operation throughout the world. Thus Online ADR requires not temporary but continuous attention, and mediators and arbitrators participating in Online ADR should be more intensively educated on negotiation and information technologies. In particular, government-led research projects should be promoted to establish Online ADR model and these projects should be supported by comprehensive researches on mediation, arbitration and Online ADR. Fourth, what is most important in the continuous development and expansion of Online ADR is to secure confidence in Online ADR and advertise Online ADR to users. For this, incentives and rewards should be given to specialists such as lawyers when they participate in Online ADR as mediators and arbitrators in order to improve their expertise. What is more, from the early stage, the government and public institutions should have initiative in promoting Online ADR so that parties involved in disputes recognize the substantial contribution of Online ADR to dispute resolution. Lastly, dispute resolution through Online ADR is performed by organizations such as Korea Institute for Electronic Commerce and Korea Consumer Protection Board and partially by Korean Commercial Arbitration Board. Online ADR is expected to expand its area to commercial disputes in offline in the future. In response to this, Korean Commercial Arbitration Board, which is an organization for commercial dispute resolution, needs to be restructured.

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Optimal Flood Control System for Irrigation Reservoir (관개저수지의 최적 홍수관리방안)

  • 문종필;민진우;김영식;박승기;김태철
    • Proceedings of the Korean Society of Agricultural Engineers Conference
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    • 1998.10a
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    • pp.311-317
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    • 1998
  • Recently irrigation reservoir has been developed to perform multipurpose function. To get a maximum effect it requires to establish optimal management system for irrigation reservoir in drought and flood season. Especially we dealt with optimal flood control system for irrigation reservoir in this study. This system consists of real-time rainfall data via online system, real-time flood forecasted by SCS method in hourly basis, storage volume by water balance equation, optimal releasing discharge from the gate, the water level in right downstream, and calculation of innundated area, depth, and time using GIS, and amount of flood damages. If we consider the relation of these sub module reasonably, we can reach the optimal flood control to minimize flood damage

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The Effects of both Social Class of Adolescents Formed in Online Game World and Gaming Time on the Acceptance of Moral Issues (온라인 게임세계에서 형성된 청소년의 사회적 지위와 게임 시간이 도덕적 문제 수용에 미치는 효과)

  • Lee, Guk-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.759-778
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    • 2021
  • This study was carried out to verify whether there were any differences in accepting moral issues between adolescents who played using characters of high status (either objectively or subjectively highly ranked within a game) in the online game world and those who played using characters of low status (either objectively or subjectively lowly ranked). It also investigated whether there were moderating interactional effects for the amount of time spent on playing games and the influence of adolescents' social statuses in games over accepting moral issues. Results showed that, overall, adolescents who played using a lower-ranking character in the game world displayed a higher acceptance of moral issues than those who played using characters of the two other categories (equal to average level or higher). Furthermore, interactional effects were observed for those who played using a low-ranking character and spent longer hours playing games, as they were more likely to accept moral issues. This study is significant in that it offers many implications, as a rare study that verified the effects of cyberspace status on moral judgements made in the real world.

A Study on the Efficiency Measurement Method for the Development Process of Online Content (온라인콘텐츠 개발프로세스의 효율성 측정방법 연구)

  • Yun, BongShik;Yoo, Sowol
    • Smart Media Journal
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    • v.11 no.1
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    • pp.9-16
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    • 2022
  • With the development of online commercializing technology and the growth of online market, it has become extremely important for companies that aim to commercialize their products and services to control time and resources. Even when a single company has control over the entire process, it is necessary to maintain the efficiency among the process of development. In particular, when there is a lot of cooperation throughout the course of development, requiring many parties to communicate with each other, the issue of declining efficiency becomes much clearer. The timing of when to launch a product or service has become just as important as completing and testing them for companies. Companies have developed new tools to prevent situations that may lead to inefficiency in the development process, including an increase in the amount of resource used or issues with security maintenance. However, there is a lack of proper measurement tool that assesses what kind of additional benefits the entire process of the company is bringing, or whether or not the processes need to be improved in certain areas. Thus, this study aims to suggest a method to measure efficiency, to provide an empirical efficiency measurement method for the development process of online content.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

Why Korean Young Women Consumers Buy Luxury Goods? The Influence of Cultural Orientation and Media Use

  • Cha, Yuri;Kwon, Yeji
    • Asian Journal of Business Environment
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    • v.8 no.2
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    • pp.23-32
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    • 2018
  • Purpose - This study investigated the relationship among cultural disposition (Chemyeon, Noonchi, Woozzul), media use, and attitude toward luxury goods consumption. Research design, data, and methodology - We analyzed online survey data for 300 Korean Women between 20 and 39 years of age who lived in Seoul, capital of South Korea. We used multiple regression analysis to examine the relative influence of cultural orientation on cognition of luxury goods, Sobel test. to determine mediating effect, and a two-way analysis of variance in IBM SPSS 23.0. Results - The finding suggests that cultural disposition (Chemyeon, Noonchi, conspicuous Woozzul) correlated significantly with perceived self-identity, attitude toward luxury goods. The effects of Chemyeon, Noonchi, and selfish Woozzul on the attitude toward luxury goods was fully mediated by perceived self-identity. However, association between conspicuous Woozzul and attitude toward luxury goods was partially mediated by perceived self-identity. Regarding media effects, the results indicate that there were interaction effects between selfish Woozzul and amount of time spent on TV on attitude toward luxury goods, as well as between selfish Woozzul and amount of time spent on Internet. Conclusions - These findings suggest that luxury goods consumption of Korean young women is consumer behavior that reflects individual cultural disposition and media use.

A Study on the Business Characteristics, and Online/Offline Food Hygiene Education Comparative Analysis of Rice Cake Producer in Korea (한국 떡류 영업자의 영업 특성 및 온·오프라인 식품위생교육 비교 분석에 관한 연구)

  • Lee, Hyeong Kook;Kim, Ji Yeon
    • Journal of Food Hygiene and Safety
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    • v.30 no.4
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    • pp.343-349
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    • 2015
  • A study survey about the rice cake producers completing the food hygiene education in Korea was investigated by characteristics of the rice cake business. The difference between their online and offline awareness of food hygiene education were compared. The average age of rice cake producers is 50 (40.1%), with a high school education (52.6%), 10-20 years of service (34.3%) showed the highest percentage. In relation to sales and work area, workshop personnel are engaged in two (79.5%), An area of less than $99.17m^2$ (92.0%), rent (60.2%) with most paying a monthly rental amount of less than 1 million won (54.8%). There were 228 accident cases in three years (an annual average of 2.4%), manufacturing, Processing the item number was less than 20 types of analysis (86.7%). Case of food hygiene education graduates are women, the lower the age, the higher the education level, was preferred online. Online education was chosen because of 'time, economic, convenience'(73.7%). Online graduates have recognized that health education is more conducive to business. There was no significant difference between the sales online and offline graduates. For hygienic management response was that online graduates are well above the 7.4% offline graduates. Online and offline graduates 60.7% appeared to be more satisfied than the previous training institutions.

Performance Improvement of Offline Phase for Indoor Positioning Systems Using Asus Xtion and Smartphone Sensors

  • Yeh, Sheng-Cheng;Chiou, Yih-Shyh;Chang, Huan;Hsu, Wang-Hsin;Liu, Shiau-Huang;Tsai, Fuan
    • Journal of Communications and Networks
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    • v.18 no.5
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    • pp.837-845
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    • 2016
  • Providing a customer with tailored location-based services (LBSs) is a fundamental problem. For location-estimation techniques with radio-based measurements, LBS applications are widely available for mobile devices (MDs), such as smartphones, enabling users to run multi-task applications. LBS information not only enables obtaining the current location of an MD but also provides real-time push-pull communication service. For indoor environments, localization technologies based on radio frequency (RF) pattern-matching approaches are accurate and commonly used. However, to survey radio information for pattern-matching approaches, a considerable amount of time and work is spent in indoor environments. Consequently, in order to reduce the system-deployment cost and computing complexity, this article proposes an indoor positioning approach, which involves using Asus Xtion to facilitate capturing RF signals during an offline site survey. The depth information obtained using Asus Xtion is utilized to estimate the locations and predict the received signal strength (RF information) at uncertain locations. The proposed approach effectively reduces not only the time and work costs but also the computing complexity involved in determining the orientation and RF during the online positioning phase by estimating the user's location by using a smartphone. The experimental results demonstrated that more than 78% of time was saved, and the number of samples acquired using the proposed method during the offline phase was twice as much as that acquired using the conventional method. For the online phase, the location estimates have error distances of less than 2.67 m. Therefore, the proposed approach is beneficial for use in various LBS applications.

An Empirical Encounter of Cultural Orientation and Cultivation Theory: Factors of Perception of Materialistic Realities and Dealing with Materialism of University Students in South Korea

  • Cha, Yuri;Kwon, Yeji
    • Asian Journal for Public Opinion Research
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    • v.7 no.4
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    • pp.226-250
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    • 2019
  • The purpose of this study is to explore whether the perceptions of materialistic realities of South Korean university students can be explained by individual experience and media use. We examined: 1) relative consequences of awareness of discrimination experience and amounts of time spent on genre-specific media on perceptions of materialistic realities, 2) whether cultural orientation (allocentrism, self-monitoring, and masculinity) influences explanatory factors of awareness of discrimination experience, 3) conditions of countervailing responses to materialistic reality. As a result of analyzing the online survey data of 330 university students in Seoul, the amount of time spent on the beauty or fashion genre and awareness of discrimination experience explained the perceptions of materialist reality in Korean society. Although the perceptions that affected the accommodative response did not affect countervailing response, innovativeness had an interaction effect with perceptions of materialist reality in only countervailing response. Finally, the implications of these findings were discussed.

Customer Information Management of Online Fashion Companies: From CRM Perspectives (CRM 관점에서 본 온라인 의류업체의 고개정보관리)

  • Chung Ihn-Hee;Kim Soon-Chul;Hwang In-Do;Jung Ji-Wook;Choo Ho-Jung
    • Journal of the Korean Society of Costume
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    • v.56 no.2 s.101
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    • pp.83-100
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    • 2006
  • As online fashion businesses achieve rapid growth in the last few years, they gather various kinds of customer information through customer registration procedures and expect to utilize this information for CRM programs. The purpose of this study were to understand the current practices of customer information management of online fashion companies and to discuss how to improve it for the benefit of both customers and fashion businesses. This study included three steps of empirical data collection process: First, online fashion companies were visited and content analyzed at three time periods-2002, 2003, and 2004. Second, a questionnaire was developed and surveyed with 488 customers. And third, interviews with two groups were conducted, one with customers who experienced customer registration with online fashion companies and the other with experts of web developing. Through customer registration procedures, personal and contact information such as name, citizen registration number(social security number), home address, home telephone number, and cellular phone number were most frequently required. Customers were asked to provide more specific information regarding their privacy, online behavior, and taste recently. The variety of information category in 2004 observation was larger than 2002, but the amount of required information from each company got smaller. Customers tended to provide some false infor- mation, and the most frequently cited reason for that was 'too much hassle' and 'no practical benefit from information provision'. Customers were concerned with the exposure of personal information such as citizen registration number. The ideal number of pieces of information required was identified as 3 to 5 including name, phone number, and address. The paper was concluded with the discussion of customer information management from CRM perspective, CRM program, information analysis methods, and security.