• Title/Summary/Keyword: online contents management

Search Result 340, Processing Time 0.029 seconds

Research Issues on Online Content SCM: Focused on Portal SCM (온라인 디지털콘텐츠 산업의 공급사슬관리 연구 이슈 : 포털 SCM을 중심으로)

  • Kim, Yoo-Jung;Kim, Min-Sun;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.5
    • /
    • pp.169-176
    • /
    • 2012
  • The supply chain of online digital contents industry differs much from the supply chain of offline industry which produces and supplies physical products. Portal facilitates the creation, distribution, and usage of online digital contents by providing efficient and convenient content distribution platform to contents suppliers and users, resulting in enhancing competitiveness of portal supply chain. Each portal builds it's own supply chain and various participant firms like CPs(Content Providers) and SPs(Solution Providers) are collaborating together to survive from the fierce competition. However, there is few research work on portal SCM to explain how to design and implement a Portal SCM in a successful way. So, this paper investigates the structure of Portal SCM and the differences between traditional SCM and Portal SCM. Also, this paper proposes seven research issues need to be addressed to design and implement a portal in an efficient and effective way.

A Study on an Efficient e-learning Content Creation and Maintenance Method (효과적인 e-learning 콘텐츠 생성 및 관리기법에 관한 연구)

  • Cho, Soo-Hyun;Kim, Young-Hak;Kim, Myoung-Hwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.3
    • /
    • pp.15-25
    • /
    • 2008
  • Recently, with the growing use of e-learning, instructors develop new online courses using a variety of contents and then store the results on their computers. These contents should be updated with new information as time goes on, and a new content also can be produced by reusing these ones. However, a lot of time will be needed for instructors to search, edit, and manage various contents stored from place to place on their computers. Currently, the development of the e-learning content management tool. which performs efficiently these functions on the PC environment, leaves much to be desired. Therefore, in this paper, we proposed an e-learning content creation and management system which can manage efficiently a variety of contents stored from different locations on an instructor's computer and can develop easily new online courses. The proposed system can be used widely to develop contents for instructors based on the PC environment. For performance evaluation, this paper compared the proposed system with the previous system according to the retrieval time of content keyword, and the experiment showed that our system is much better than the previous one.

  • PDF

A Study on the Effect of Online Travel Distribution's Brand Community Characteristics on Product Purchase Intention

  • LU, Lianghui;KANG, Min-Jung;SUN, Pengchang
    • Journal of Distribution Science
    • /
    • v.21 no.1
    • /
    • pp.107-117
    • /
    • 2023
  • Purpose: This study attempted to confirm the mediating effect of brand experience and to travel brand community satisfaction in the relationship between the characteristics of brand community contents and travel product purchase intention. This study also investigated the moderating role of consumer characteristics. Research design, data and methodology: Based on a total of 381 bytes of data, hypothesis verification was conducted using Smart-PLS 3.2.8 statistical package programs. Results: First, the content community travel brand attributes, personal affordability and creativity are a lingering fragrances on the intended consumers ' shopping trip. Second, information provision, interaction, and creativity, which are the characteristics of travel brand community content, influenced consumers' intention to purchase travel products through brand community satisfaction. Third, playfulness, vitality, and creativity, which are the characteristics of travel brand community content, influenced consumers' intention to purchase travel products through double mediation of the experience and community satisfaction of brand. Conclusions: Tourism industry managers should be able to market content by forming their own brand community. It is necessary to create an environment in which tourism industry managers can use social media travel brand community content to give discounts to consumers, provide creative, playful and vivid travel information.

A Study on the Effects of Product Involvement on the Purchase Decision Process of Online Shopping Malls (온라인 소비자 구매결정과정에서의 제품관여도 효과에 관한 연구)

  • Kim, Jong-Uk;Park, Sang-Cheol
    • Asia pacific journal of information systems
    • /
    • v.15 no.3
    • /
    • pp.133-161
    • /
    • 2005
  • This research is to investigate the effects of product involvement on the selection of online shopping malls. From the statistical analysis of 282 response data, it was found that consumers buying products with higher involvement tend to shop in a shopping mall with greater trust, which provide more information regarding their products and a wider variety of products. The other purpose of this research is to investigate factors of shopping malls which influence the buyer's purchase intention. The results of data analysis indicate that consumers are more likely to buy in a shopping mall with greater trust, with detailed product information, and with higher entertaining contents. The results of the study indicate that the shopping malls which give more detailed product information to their customers and establish greater trust will finally lead to a higher sales revenue because more expensive products will be sold.

Exploring Optimal e-Learning Environment : The Role of Contents Organizing in e-Learning (콘텐츠 조직화를 통한 e러닝 학습환경 최적화에 관한 연구)

  • Park, Chanwook;Kang, Inwon
    • Knowledge Management Research
    • /
    • v.11 no.1
    • /
    • pp.115-128
    • /
    • 2010
  • The dramatic increase in e-Learning enrollments in higher education is likely to continue. These e-Learning environments have made learning much more convenient by stretching the spatial and temporal barriers. Their effectiveness, however, remains to be examined. In this research, the author explore the importance of personalization, interactivity and the important role of contents organizing in online education environment. Furthermore, the authors divide e-learning outcome into psychomotor, cognitive, and affective outcome. Indeed, e-Learning for psychomotor outcome has been viewed as impossible. The authors discuss the implications of the findings for theory and practice.

  • PDF

A study on construction for all times learning system (상시학습 시스템 설계에 관한 연구)

  • Park, Young Ho
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.3
    • /
    • pp.61-70
    • /
    • 2014
  • The government supports the various systems on the premise of life-long education for improving the qualification of its people and supporting the lifelong career system. These systems help the educational activities for every generation from the teens. Each government department supports the learning activities for those who are related. In addition, each government department systemizes the regular education for advancing the performance of civil servant, by obliging a self-directed system to their member as well as by reflecting this educational activities in a promotion. This style of learning is provided not only offline but also online. However, not all necessary educational contents is furnished within the department. It is sometimes necessary to cooperate with the commissioned education and a professional educational institution. This thesis suggests three model systems while comparing one another. This paper suggests three system model. The first model is e-contents open place. The second model is e-contents open place. Finally, the suggest model is mixed form.

Analysis on Online Contents Services of National Archives (보존기록관리기관의 온라인 콘텐츠 유형과 특징)

  • Jeon, Soo-Jin
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.8 no.2
    • /
    • pp.127-152
    • /
    • 2008
  • This article focuses on analyzing the cases of on-line archival contents services of the national archives' web-sites and explaining their types and characteristics. This study defines the concept of on-line archival contents services through literature review. Then, it examines the cases of on-line archival contents provided by web-sites of the USA, the UK, Australian and Korean national archives. The types of on-line archival contents services are classified in accordance with the main purpose of use, the structure, and the way of interaction between contents and users. Lastly, it summarizes their structural and thematic characteristics by type and country.

Design and Development on 2D Barcode Based Network Advertising Contents (2차원 바코드 기반 네트워크 광고 콘텐츠의 설계와 구현)

  • Shin, Hwan-Seob;Lee, Jae-Won
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.7
    • /
    • pp.376-383
    • /
    • 2019
  • In recent decades, China's economy has grown rapidly and two-dimensional bar code-based payments services have been activated. This is a model that will be introduced by developing countries that lack mobile payment infrastructure, and countries that are looking to leap into cashless societies are also drawing attention. Along with this, the existing CRM market is expanding around the mobile device called m-CRM, and research is active on the importance of collective use for online advertising and two-dimensional bar code-based payments services. Therefore, through this study, we have explored the concepts and status of online advertising and customer relationship management which using the two-dimensional bar code-based system, and designed and implemented the method and mobile application system to effectively disseminate transactional advertising information at the point of sale or at the point of share. We also presented an application approach to look at the direction of two-dimensional bar code-based ads contents sharing system and its development.

A Study on the Standardization of URL Identifier Pattern for Digital Contents (디지털 콘텐츠의 URL 식별패턴 표준화에 관한 연구)

  • 김문정;이두영
    • Proceedings of the Korean Society for Information Management Conference
    • /
    • 2001.08a
    • /
    • pp.265-270
    • /
    • 2001
  • 아날로그 환경에서와 마찬가지로 디지털 환경에서도 디지털 컨텐츠 하나 하나에 고유 식별기호를 부여하여야 한다. 이러한 디지털 컨텐츠를 위한 식별기호로 IETF(Internet Engineering Task Force)에서는 URI(Uniform Resource Identifier)체계 하에 인터넷 자원에 대한 접근 메카니즘을 지정하는 URL (uniform resource locator)을 사용하고 있다. 그러나 도서관의 경우 각각 다른 OPAC(Online Public Access)시스템 환경 하에서 각각 다른 URL 식별 패턴을 사용하고 있기 때문에 동일한 자원을 검색하는데 있어서 문제가 되고 있는 것이 현실이다. 이러한 문제에 착안하여 본 연구는 디지털 콘텐츠에 대한 URL 식별구문패턴의 표준화 방안을 연구하고자 한다.

  • PDF

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
    • /
    • v.14 no.6
    • /
    • pp.415-423
    • /
    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.