• 제목/요약/키워드: online contents management

검색결과 339건 처리시간 0.023초

고등교육에서의 이러닝 환경 및 콘텐츠 현황에 관한 연구 (A Study on e-Learning environment and contents in higher education)

  • 김상우;이명숙
    • 디지털산업정보학회논문지
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    • 제14권3호
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    • pp.103-113
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    • 2018
  • The purpose of this study supports the establishment of national e-learning policy by analyzing e-learning status and current status of higher education. Enhance the competitiveness of higher education through sharing information between universities. And to improve e-learning quality management. We surveyed the current status of e-learning in 341 universities and questionnaires about e-learning content, e-learning application form, e-learning platform status was surveyed through each school's learning management system. As a result, the infrastructure of e-learning, the rate of platforms secured, and the contents are increasing gradually each year; however, still, not all students can receive the services equally. Dedicated servers and learning management systems were secured by more than 70% of general universities. In the current development status of e-learning content, multimedia, animation, and text forms are gradually decreasing, but video contents are increasing every year. Most of the online contents were used in the e-learning contents by application type, and blended learning, flipped learning, and mooc is not yet actively used since they are still in the beginning stage. Learning analysis techniques should be supported in order to easily use online learning contents such as flipped learning and mooc. We suggest that the effectiveness of e-learning should be measured and the current state of learning analysis for customized learning should be done. This study aims to contribute to the improvement of competitiveness of higher education by sharing information about e-learning among universities as a basis for improvement of e-learning policy. Future tasks are to improve the customized learning environment by adding whether the system environment for learning analysis is provided at the time of the survey.

온라인 뉴스 사이트에서 독자의 자발적 구독료 지불행위에 영향을 미치는 요인에 대한 연구: 공감의 역할을 중심으로 (Factors Influencing Subscribers' Voluntary Payment Behavior on an Online News Site: Focusing on the Role of Appreciation)

  • 이형주;이호성;양성병
    • 지식경영연구
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    • 제14권4호
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    • pp.1-17
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    • 2013
  • As online communities proliferate, online news sites have received great attention in news media research. Although most of the online news sites provide contents for free, some have adopted the Pay-What-You-Want (PWYW) model by offering a voluntary payment option to the readers. In this study, we investigate the factors which influence subscribers' voluntary payment behavior on an online news site. Drawing upon both the Stimulus-Organism-Response (SOR) framework and the Elaboration Likelihood Model (ELM), we hypothesize that appreciation has a direct effect on the subscribers' voluntary payment behavior, whereas central factors (positive emotional content, cognitive content) and peripheral factors (news sharing, news article length) of the news articles have indirect impacts on voluntary payment behavior through the enhanced appreciation. Based on an empirical analysis of 172 news articles from the Korean online news site that adopted the PWYW pricing model (i.e., Ohmynews.com), we find that appreciation plays a critical role in voluntary payment behavior and that peripheral factors have significant impacts on appreciation. However, the impacts of central factors on appreciation are not found. By identifying influencing factors of subscribers' voluntary payment behavior on online news sites for the first time, this paper suggests a prospective alternative profit model for online news providers faced with fierce competition.

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온라인 환경에서 젊은 고객 수요층에 적합한 반지 마케팅 전략에 관한 연구 - 마케팅 서비스전략 중심으로 (A Study on Ring Marketing Strategy Digital Contents suitable for a class of Young Customer at Online Environment - focusing on marketing service strategies)

  • 이현창;신성윤
    • 디지털융복합연구
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    • 제14권2호
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    • pp.169-173
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    • 2016
  • 온라인 환경을 통한 전자상거래 활동은 IT 기술발전과 더불어 급속하게 다양한 형태로 성장해가고 있다. 더욱이 온라인 시장의 확대는 온라인 쇼핑 운영업체들 사이에 경쟁을 더욱 가속화시키는 결과를 초래하고 있다. 또한, 온라인 환경에서 판매 전략을 위한 다양한 디지털 콘텐츠 제작 및 환경구성에 대한 연구가 이루어지고 있다. 이에, 반지와 관련되어 온라인 판매 활성화를 위한 마케팅 전략 개발이 필요하며, 이를 위해 본 논문에서 검색 상위에 랭크되어있는 업체들의 온라인 콘텐츠 구성요소 분석을 통해 반지 산업에 적합한 구성요소를 도출하였다. 특히, 젊은 고객 수요층을 목표로 온라인 구성 요소 개발과 이를 기반으로 구축 결과에 관하여 살펴보았으며, 향후 젊은 고객수요층을 대상으로 경쟁력 있는 반지 마케팅을 기대해 볼 수 있을 것이다.

방송 및 개인 콘텐츠 편집을 위한 온라인 콘텐츠 편집 시스템 (Online Content Editing System to Edit Broadcasting and Personal Contents)

  • 양창모;정광수
    • 방송공학회논문지
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    • 제20권4호
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    • pp.619-631
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    • 2015
  • 본 논문에서는 방송 콘텐츠와 개인 콘텐츠를 편집하기 위한 새로운 온라인 콘텐츠 편집 시스템을 제안한다. 제안하는 편집 시스템은 콘텐츠를 저장하고 관리하기 위한 콘텐츠 관리 서버와 사용자 인터페이스를 통해 콘텐츠 편집을 수행하는 콘텐츠 편집기로 구성된다. 편집 대상 콘텐츠를 다운로드 받아 편집을 수행하는 기존의 콘텐츠 편집 방법과는 달리, 제안하는 편집 시스템에서는 콘텐츠 관리 서버에 저장되어 있는 콘텐츠를 콘텐츠 편집기에서 스트리밍 기술을 이용하여 재생하며 편집을 수행한다. 그러나 콘텐츠 편집기가 스트리밍 기술을 이용하여 콘텐츠의 전체 구간을 재생하며 편집을 수행하는 것은 비효율적이다. 이러한 문제점을 해결하기 위해, 제안하는 편집 시스템에서는 편집 대상 콘텐츠의 씬 검출을 수행한 후, 검출된 씬 정보를 콘텐츠 재생 및 편집에 사용한다. 콘텐츠 편집기를 통해 콘텐츠 편집이 완료되면, 편집 정보는 메타데이터 형태로 콘텐츠 관리서버에 업로드된다. 제안하는 편집 시스템에서는 콘텐츠의 씬 정보와 편집 정보가 메타데이터 형태로만 존재하며, 씬 단위 혹은 편집 분절 단위의 물리적인 콘텐츠 분할은 수행되지 않는다. 구현 결과는 제안한 편집 시스템이 편집 대상 콘텐츠를 다운로드한 후 편집하는 기존의 콘텐츠 편집 방법을 사용하지 않고서도 기존의 방법과 유사한 성능을 제공함을 보여준다.

온라인 정보서비스 이용행태모형 (A Consumer Behavior Model for Online Information Services)

  • 장석권;최상훈
    • Asia pacific journal of information systems
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    • 제13권2호
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    • pp.87-104
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    • 2003
  • Though much attention has been paid to offer various multimedia services by many online service providers, the study on consumer behavior of online information service users are yet to be further explored in various aspects. This study develops a mathematical model for analyzing online consumer's usage patterns, contrasted to the existing media selection theory and flow concept about usage behavior of information services. We demonstrated using some case examples that online information consumption can be viewed not only as a cognitive behavior interacting with online media, but also as an economically rational behavior depending on consumer's perceived cost and time spending. The results obtained in this paper will surely serve as a theoretical foundation for justifying the consumer's behavior and WTP (willingness to pay) for various online contents consumption empirically.

온라인 기술이전정보의 통합 콘텐츠 관리체제 구축에 관한 연구 (A Study for Establishment of Integrated Contents Management System for Online Technology Transfer Information)

  • 서진이;임대현;정혜순
    • 정보관리연구
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    • 제36권1호
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    • pp.155-171
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    • 2005
  • 온라인 기술이전시장은 단순한 기술 수요자와 공급자가 만나는 자리일 뿐만 아니라 기술이전 관련 정보를 제공함으로써 기술이전에 있어서 그 시간적, 물리적 비용을 줄이는 데 그 존재의 이유가 있다. 기술이전시 정보제공에는 시의성이 중요한 요인으로 작용하므로 이를 효율적으로 관리하기 위한 콘텐츠 통합관리 시스템이 요구된다. 종래의 온라인 기술이전정보 제공 사이트는 단순한 기술정보의 제공과 수시로 발생하는 기술판 매자나 수요자의 갱신상황을 반영하지 못하고 있다. 이에 본 연구에서는 기술수요자나 기술공급자에게 보다 시의적절한 정보를 제공할 수 있는 방안을 제시하기 위하여 온라인 기술이전정보 통합 시스템에 대한 구현의 예를 제시하고자 한다.

Case study: Grigon Entertainment's success and failure

  • 유병쥰;김관수;이준환
    • 벤처창업연구
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    • 제4권4호
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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A Study on the Transference of Headlines and Types of Preferred Headlines in Offline and Online Newspapers

  • Kim, Man-Ki;Kang, Hyun-Jig
    • 디지털융복합연구
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    • 제9권1호
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    • pp.89-106
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    • 2011
  • With the development of the Internet, the media market is experiencing rapid change. The traditional form of offline newspaper markets, which has created the mainstream news delivery market, have been losing large amounts of power due to the emergence of online media. On the other hand, online media armed with its ability to post breaking news almost as it occurs has increased its influence and popularity at a rapid speed. However, since the exposure time and readership of online newspapers are less than their offline counterparts online media has a high dependence on sensational titles and somewhat exaggerating headlines rather than the objective and recapitulative headlines which are preferred. This paper will examine the function and significance of headlines, and conduct a comparative analysis on contents and forms of the headlines in offline newspaper and online newspaper in order to identify the characteristics of each newspaper. Through comparisons, it examines the types of headlines and the transference of headlines. In addition, it examines the differences in recognition of copy editors according to media in determining the headline, and it illuminates which type of headlines is preferred in order to instigate readers to read online newspapers. The analysis results of title-transferring cases in offline newspaper and online newspapers are that offline newspapers try to convey the contents accurately by making use of an information-transferring headline, while attention-attracting headline or subject-hiding headlines tend to be used for attracting the eye of readers. In addition, analysis results of headlines that are put on the top with a click counts in online newspapers are that attention-attracting headlines are the majority, while subject-hiding headlines that are hardly used in offline newspapers, are well-used in online newspapers. In an interview with copy editors, they responded that offline editors focus on the fact-transference in determining the title, while online editors put the weight on immediacy in the delivery of news and the function of guiding readers.

실행공동체를 위한 지식관리시스템에서의 퍼지기반 신뢰도 측정 (Fuzzy-based Trust Measurement for CoPs in Knowledge Management Systems)

  • 양근우
    • 한국정보시스템학회지:정보시스템연구
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    • 제19권4호
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    • pp.65-85
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    • 2010
  • The importance of communities of practice(CoP) as an organizational informal unit for fostering knowledge transfer and sharing gains a lot of attention from KM researchers and practitioners. Since most of CoPs are formulated online these days, the credibility or trustworthiness of knowledge contents circulated within a certain CoP should be considered thoroughly for them to be fully utilized safely. Here comes the need for an appropriate trust measuring methodology to determine the true value of knowledge given by unknown people through an online channel. In this paper, an improved trust measuring method is proposed using new trust variables such as level of degrees derived from the relationships among community users. In addition, activeness, relevance, and usefulness of the knowledge contents themselves, which are calculated automatically using a text categorization technique, are also used for trust measurement. The proposed framework incorporates fuzzy set and calculation concepts to help build trust matrices and models, which are used to measure the level of trust involved in specific knowledge artifacts concerned.

Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
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    • 제10권4호
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    • pp.18-22
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    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.