• Title/Summary/Keyword: multiple platforms

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Exploratory Comparative Study for Crowdfunding Success : Focusing on Platforms in Korea, United States, and Japan (크라우드펀딩 성공요인에 대한 탐색적 비교 연구: 한국, 미국, 일본 플랫폼을 중심으로)

  • Oh, Sehwan
    • The Journal of Information Systems
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    • v.27 no.4
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    • pp.229-249
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    • 2018
  • Purpose The purpose of this paper is to conduct exploratory comparative research on the determinants of successful crowdfunding projects, focusing on multiple crowdfunding platforms in Korea, U.S., and Japan. Design/methodology/approach This study collected data from three representative crowdfunding platforms: Wadiz (Korea), Kickstarter (U.S.), and Readyfor (Japan). Based on 1,906 crowdfunding projects from Wadiz, 3,864 projects from Kickstarter, and 3,060 projects from Readyfor, multiple regression models were applied. Findings Focusing on the crowdfunding projects which have overly achieved goal amount, the analysis results show that the number of comments, the number of Facebook likes and the number of backers have an positive impact on the performance of crowdfunding projects, while target amount has a negative impact. Comparatively, word counts of project description have an impact on funding performance in U.S. and Japan, while the number of images in project description affects funding performance in Korea and U.S. Meanwhile, video clips in project description has little impact on crowdfunding performance in all of the three funding platforms.

The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

Coronavirus disease 2019 (COVID-19) vaccine platforms: how novel platforms can prepare us for future pandemics: a narrative review

  • Lee, Jae Kyung;Shin, Ok Sarah
    • Journal of Yeungnam Medical Science
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    • v.39 no.2
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    • pp.89-97
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    • 2022
  • More than 2 years after the explosion of the coronavirus disease 2019 (COVID-19) pandemic, extensive efforts have been made to develop safe and efficacious vaccines against infections with severe acute respiratory syndrome coronavirus 2. The pandemic has opened a new era of vaccine development based on next-generation platforms, including messenger RNA (mRNA)-based technologies, and paved the way for the future of mRNA-based therapeutics to provide protection against a wide range of infectious diseases. Multiple vaccines have been developed at an unprecedented pace to protect against COVID-19 worldwide. However, important knowledge gaps remain to be addressed, especially in terms of how vaccines induce immunogenicity and efficacy in those who are elderly. Here, we discuss the various vaccine platforms that have been utilized to combat COVID-19 and emphasize how these platforms can be a powerful tool to react quickly to future pandemics.

An Exploration of Sub-account Management Behavior of SNS Users (SNS 사용자의 서브계정 관리행동에 대한 탐색)

  • Park, Sang Cheol
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.153-171
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    • 2021
  • Purpose This study is to phenomenologically discover key antecedents and outcomes of behavioral process of SNS users who have multiple SNS sub-accounts. Unlike previous studies that focused on user behavior in the context of a specific SNS platform, this study attempts to describe how and why individual manages their multiple sub-accounts across a variety of SNS platforms. Design/methodology/approach By applying the grounded theory methodology (GTM) to elucidate the unique behavior in SNS platforms, this study has conducted in-depth interview with 14 respondents who handle multiple accounts across the SNS platforms. As a results of analyzing the interview manuscripts, this study has extracted 47 concepts, 10 sub-categories and 6 main categories by conducting open coding, axis coding, and selective coding. Findings By analyzing interview data, this study has derived main categories such as account management, impression management, self-categorization, authority to determine the relationship, digital shadow work, and portfolio SNS accounts from qualitative interview data. This study has also conducted a process analysis that represents how main categories could be inter-related. Based on findings, this study provides a new phenomenological perspective to understand the behavioral process of SNS users' sub-account usage experience.

Virtual Reality Safety Training on Multiple Platforms

  • Bao, Quy Lan;Tran, Si Van-Tien;Nguyen, Truong Linh;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1187-1193
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    • 2022
  • A construction site is a highly complex and constantly changing environment, where hazardous areas are difficult to detect if workers lack sufficient knowledge and awareness. Thus, frequent worker safety training is required. Numerous studies on using virtual reality (VR) for safety training were published. While they demonstrate the potential for improving the skills necessary to avoid accidents in the construction industry, they remain difficult to apply at actual construction sites. VR requires specialized hardware and software, limiting workers' access and restricting workers' participation in training sessions. As a result, this paper proposes multiple platforms for immersive virtual reality safety training (VRMP) based on Industry Foundation Classes (IFC) and web technologies such as immersive web (WebXR). The VRMP is compatible with mobile and desktop devices currently by workers and demonstrates scenario models familiar to workers. Also, it reduces development time by utilizing Building Information Models (BIM). Additionally, The VRMP collects data from workers in a virtual environment to assess each worker's safety level, assisting workers in effectively and comfortably gaining a better understanding and raising their awareness. This paper develops a case study based on the VRPM in order to assess its effectiveness.

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Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.23-28
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    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

Motion Analysis of Two Floating Platforms with Mooring and Hawser Lines in Tandem Moored Operation by Combined Matrix Method and Separated Matrix Method

  • KOO BON-JUN;KIM MOO-HYUN
    • Journal of Ocean Engineering and Technology
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    • v.19 no.5 s.66
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    • pp.1-15
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    • 2005
  • The motion behaviors including hydrodynamic interaction and mechanical coupling effects on multiple-body floating platforms are simulated by using a time domain hull/mooring/riser coupled dynamics analysis program. The objective of this study is to evaluate off-diagonal hydrodynamic interaction effects and mechanical coupling effects on tandem moored FPSO and shuttle taker motions. In the multiple-body floating platforms interaction, hydrodynamic coupling effects with waves and mechanical coupling effects through the connectors should be considered. Thus, in this study, the multiple-body platform motions are calculated by Combined Matrix Method (CMM) as well as Separated Matrix Method (SMM). The advantage of the combined matrix method is that it can include all the 6Nx6N full hydrodynamic and mechanical interaction effects among N bodies. Whereas, due to the larger matrix size, the calculation time of Combined Matrix Method (CMM) is longer than the Separated Matrix Method (SMM). On the other hand, Separated Matrix Method (SMM) cannot include the off-diagonal 6x6 hydrodynamic interaction coefficients although it can fully include mechanical interactions among N bodies. To evaluate hydrodynamic interaction and mechanical coupling effects, tandem moored FPSO and shuttle tanker is simulated by Combined Matrix Method (CMM) and Separated Matrix Method (SMM). The calculation results give a good agreement between Combined Matrix Method (CMM) and Separated Matrix Method (SMM). The results show that the Separated Matrix Method (SMM) is more efficient for tandem moored FPSO and shuttle tanker. In the numerical calculation, the hydrodynamic coefficients are calculated from a 3D diffraction/radiation panel program WAMIT, and wind and current forces are generated by using the respective coefficients given in the OCIMF data sheet.

Toward Complete Bacterial Genome Sequencing Through the Combined Use of Multiple Next-Generation Sequencing Platforms

  • Jeong, Haeyoung;Lee, Dae-Hee;Ryu, Choong-Min;Park, Seung-Hwan
    • Journal of Microbiology and Biotechnology
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    • v.26 no.1
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    • pp.207-212
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    • 2016
  • PacBio's long-read sequencing technologies can be successfully used for a complete bacterial genome assembly using recently developed non-hybrid assemblers in the absence of second-generation, high-quality short reads. However, standardized procedures that take into account multiple pre-existing second-generation sequencing platforms are scarce. In addition to Illumina HiSeq and Ion Torrent PGM-based genome sequencing results derived from previous studies, we generated further sequencing data, including from the PacBio RS II platform, and applied various bioinformatics tools to obtain complete genome assemblies for five bacterial strains. Our approach revealed that the hierarchical genome assembly process (HGAP) non-hybrid assembler resulted in nearly complete assemblies at a moderate coverage of ~75x, but that different versions produced non-compatible results requiring post processing. The other two platforms further improved the PacBio assembly through scaffolding and a final error correction.