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Defining the Nature of Online Chat in Relation to Speech and Writing

  • Lee, Hi-Kyoung
    • 영어어문교육
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    • 제12권2호
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    • pp.87-105
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    • 2006
  • Style is considered a pivotal construct in sociolinguistic variation studies. While previous studies have examined style in traditional forms of language such as speech, very little research has examined new and emerging styles such as computer-mediated discourse. Thus, the present study attempts to investigate style in the online communication mode of chat. In so doing, the study compares text-based online chat with speech and writing. Online chat has been previously described as a hybrid form of language that is close to speech. Here, the exact nature of online chat is elucidated by focusing on contraction use. Differential acquisition of stylistic variation is also examined according to English learning background. The empirical component consists of data from Korean speakers of English. Data is taken from a written summary, an oral interview, and a text-based online chat session. A multivariate analysis was conducted. Results indicate that online chat is indeed a hybrid form that is difficult to delineate from speech and writing. Text-based online chat shows a somewhat similar rate of contraction to speech, which confirms its hybridity.. Lastly, some implications of the study are given in terms of the learning and acquisition of style in general and in online contextual modes.

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Profane or Not: Improving Korean Profane Detection using Deep Learning

  • Woo, Jiyoung;Park, Sung Hee;Kim, Huy Kang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권1호
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    • pp.305-318
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    • 2022
  • Abusive behaviors have become a common issue in many online social media platforms. Profanity is common form of abusive behavior in online. Social media platforms operate the filtering system using popular profanity words lists, but this method has drawbacks that it can be bypassed using an altered form and it can detect normal sentences as profanity. Especially in Korean language, the syllable is composed of graphemes and words are composed of multiple syllables, it can be decomposed into graphemes without impairing the transmission of meaning, and the form of a profane word can be seen as a different meaning in a sentence. This work focuses on the problem of filtering system mis-detecting normal phrases with profane phrases. For that, we proposed the deep learning-based framework including grapheme and syllable separation-based word embedding and appropriate CNN structure. The proposed model was evaluated on the chatting contents from the one of the famous online games in South Korea and generated 90.4% accuracy.

온라인 맞춤형 광고 효과에 미치는 요인들 연구 (Study on Factors Affecting Effects of Online Behavioral Advertising)

  • 엄남현;김소정
    • 한국콘텐츠학회논문지
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    • 제19권12호
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    • pp.376-388
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    • 2019
  • 최근 온라인 마케팅에서 가장 중요한 분야로 온라인 맞춤형 광고가 떠오르고 있다. 온라인 맞춤형 광고는 개인정보 수집 및 동의, 소비자의 인지된 개인화 및 소비자의 온라인 사생활 침해 걱정 등과 같은 이슈들을 만들었다. 본 연구는 이러한 세 가지 이슈들이 온라인 맞춤형 광고에 미치는 영향들이 무엇인지를 알아보고자 한다. 연구결과, 정보 수집과 사용동의 구분은 온라인 맞춤형 광고 평가에 주요한 역할을 하고 있다는 것이 밝혀졌다. 개인정보 수집에서 향후 온라인 맞춤형 광고 노출 시 리워드를 받을 수 있을 거라고 고지된 사람들은 그렇지 않은 사람들보다 브랜드 태도가 더 긍정적이었다. 광고 메시지의 인지된 개인화 정도는 온라인 맞춤형 광고 태도 및 브랜드 태도에 영향을 미치는 것으로 나타났다. 마지막으로, 온라인 사생활 침해 걱정 역시 온라인 맞춤형 광고 태도 및 브랜드 태도에 영향을 미치는 것으로 나타났다. 이론적 및 실무적 시사점은 토의에서 더 자세히 살펴보았다.

Using Online Information Support to Decrease Stress, Anxiety, and Depression

  • Jin, Xiu;Hahm, Sangwoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권8호
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    • pp.2944-2958
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    • 2021
  • Today, online education is becoming more important. The effectiveness of online education has been measured by student satisfaction and the possibility of substituting offline education. This study proposes a plan to increase the effectiveness of education in a new form by using online information. Education is the process of socializing and growing learners. Representative negative emotions experienced by learners are stress, anxiety, and depression (SAD). A reduction in SAD will promote student growth and improve educational outcomes. This paper considers online information by dividing it into online educational information support (OEDIS) and online emotional information support (OEMIS). We demonstrate that OEDIS reduces SAD, and OEMIS reduces stress and anxiety. By providing online information, negative emotions can be reduced, and educational outcomes can be improved. This study suggests a new role for online information support, such as emotional change in individuals and solving psychological problems. Online information support goes beyond knowledge transfer and can be used in various fields, such as online education that promotes human growth and positive change, and even healthcare.

비대면 디자인 교육 평가 체계 구축에 관한 기초 연구 (A preliminary study on the evaluation method of online design education)

  • 박서연;반영환
    • Design & Manufacturing
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    • 제16권2호
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    • pp.7-12
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    • 2022
  • The purpose of this study is to develop an evaluation method for online design education. Online education has established itself as the primary form in the educational field, however, there are unsatisfactory response from instructors and students due to rapid conversion of online education. Due to the transition of educational method, online class contents have become optimized and online educational experiences became accumulated. However, clear education criteria is essential. This study states importance of two parts: establishing an evaluation system based on design thinking for online design education and finding appropriate online platforms for interaction between instructors and students. The research results provide implications for ensuring the efficiency of design education and are expected to contribute significantly to the future education field.

The Effectiveness of Streaming Video with Web Based Text in Online Course: Comparative Study on Three Types of Online Instruction for Korean College Students

  • HEO, JeongChul;HAN, Su-Mi
    • Educational Technology International
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    • 제14권1호
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    • pp.1-26
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    • 2013
  • This study is to identify whether three types of online instruction (text-based, video-based, and video-based instruction without text) and age category have a different influence on students' comprehension and motivation. Online students were randomly assigned to one of six groups, and they attended two-week online lectures via Course Management System. The comprehension test and the short form of IMMS were implemented when 114 participants accomplished two-week online lectures. The results revealed that using instructional video in online instruction is more effective instructional medium than text only in order to promote learner's motivation. Besides, older adults aged 41-60 are significantly different from younger adults (21-40 years old) in terms of students' comprehension. Furthermore, three types of online instructions are likely to be influenced by age category.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • 한국멀티미디어학회논문지
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    • 제9권12호
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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진화하는 온라인 롤플레잉 게임을 위한 분산형 게임 서버 모델 (The Distributed Server Model for the Evolutionary Online RP G)

  • 이남재;곽훈성
    • 한국게임학회 논문지
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    • 제2권1호
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    • pp.36-41
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    • 2002
  • Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.

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Investigating Product Uncertainties in Online Shopping: Evidence from Kenya

  • Kim, Jae Kyung;Mugwe, Paul Dadson
    • 스마트미디어저널
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    • 제6권1호
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    • pp.39-46
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    • 2017
  • The internet has become an important part of the many aspects of people's daily lives such as work, study, entertainment and in form of electronic commerce, shopping. Electronic commerce is growing rapidly in Kenya. There are many successful business-to-business, business-to-customer and customer-to-customer online shopping companies in Kenya. As a consequence, competition between vendors is intense and, therefore, mitigating the negative effects of high product uncertainty is necessary requirement as it remains a biggest hindrance for success of the online shopping. The purpose of this research is to investigate how online product description, third party product assurance, customer service and website design mitigate the negative impact of high product uncertainty. A questionnaire with 28 items is designed to collect data from online customers. Using multiple regression analysis, the relationship between dependent variable (product uncertainty) and independent variables such as product description, third party assurance, website design and customer service is tested. The result shows that all the independent variables are negatively correlated with dependent variable, which means that product description, third party assurance, website design and customer service can be used by online vendors to lessen the problem of product uncertainty in online markets.