• 제목/요약/키워드: online network

Search Result 1,282, Processing Time 0.024 seconds

A Factors Effecting Online Social Decisions in Online Consumer Behavior

  • HAN, Sang-Seol
    • Journal of Distribution Science
    • /
    • v.18 no.3
    • /
    • pp.67-76
    • /
    • 2020
  • Purpose: Consumers are affected by the purchase of a large number of opinions or support during the online purchasing process. This can be defined as the term of 'social decisions' on line. This paper seeks to explore the factors of influence on social decisions in on-line environment and to study in depth. Methodology: The purpose of this paper is to empirically examine the impact of factors on online social decisions. To verify the hypothesis of study, This study collected 256 from Seoul City, Gyeonggi Province and Chungcheong Province through Survey. Results: According to the research results, First, eWOM information usefulness have a positive impact on online social decisions, Second, online network connectedness have a positive impact on online social decisions. Third, innovative product have a positive impact on online social decisions. and the lower the category of knowledge, the more inclined it is to make online social decisions. Finally, social decisions have a positive impact on purchasing decisions about product. It is most significant that academic research has advanced consumer behavior in response to recent changes in the consumption environment. It is meaningful that we have studied in depth the changing consumer decision process in online channel environment.

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

  • Han, Ju Hyoung
    • International Journal of Contents
    • /
    • v.10 no.4
    • /
    • pp.18-22
    • /
    • 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.

Teachers' Perspectives towards Online Learning in Saudi Elementary Schools

  • Hashem A. Alsamadani
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.8
    • /
    • pp.135-138
    • /
    • 2024
  • The elementary stage is of great importance in establishing and supporting students during the beginning of their school life. Therefore, the current study aims to explore the Saudi teachers' perspectives about online learning and its effectiveness on some students' skills. The sample consisted of 250 male and female elementary teachers from different Saudi regions, and they responded to an online questionnaire consisting of both open and closed items to investigate their perspectives on online learning and face-to-face learning. The results showed a great perception and awareness among male and female teachers about the advantages and disadvantages of online learning. In addition, the results show that elementary teachers prefer face-to-face learning because it is the most stable and avoids many of the disadvantages mentioned for online learning. From this point of view, the study emphasizes the importance of integrating the two types of learning and directing teachers' professional development practices towards enhancing and developing their digital skills.

Analysis of Innovation Patterns of Korean Online Game Industry (한국 온라인게임 산업의 서비스 혁신패턴 분석)

  • Nam, Young-Ho
    • Journal of Information Technology Applications and Management
    • /
    • v.15 no.1
    • /
    • pp.117-137
    • /
    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

  • PDF

A study of active college educational English (대학영어교육의 활성화 방안 연구)

  • Park, Han-Ki;Yang, Sung-Kap;Oh, Kwan-Young
    • English Language & Literature Teaching
    • /
    • v.11 no.3
    • /
    • pp.113-137
    • /
    • 2005
  • The purpose of this research is to introduce a new pedagogy for developing English education in the university. It is based on the favorable results of the application of Network English, which is a method that has been used in three classes at Y University for a period of one semester. Network English is a kind of integrated teaching method of offline and online education, and can be a learner-oriented educational method. The online aspect gives learners easier access to the text, regardless of time and place. And in addition to the characteristic of online itself, the various contents in conformity with the learning ability of learners are provided in the text, in order that the learners can get and maintain a desire for study without losing their interest in English. Although the offline part is not much different from traditional classes, the offline education can complement the deficiency of the online and also offer the learners the opportunity for questions and answers. From the results of application of Network English in three classes, the students were satisfied with the method and have more interest in English, which resulted in better grades.

  • PDF

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.97-106
    • /
    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

Predicting Students' Engagement in Online Courses Using Machine Learning

  • Alsirhani, Jawaher;Alsalem, Khalaf
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.9
    • /
    • pp.159-168
    • /
    • 2022
  • No one denies the importance of online courses, which provide a very important alternative, especially for students who have jobs that prevent them from attending face-to-face in traditional classes; Engagement is one of the most important fundamental variables that indicate the course's success in achieving its objectives. Therefore, the current study aims to build a model using machine learning to predict student engagement in online courses. An online questionnaire was prepared and applied to the students of Jouf University in the Kingdom of Saudi Arabia, and data was obtained from the input variables in the questionnaire, which are: specialization, gender, academic year, skills, emotional aspects, participation, performance, and engagement in the online course as a dependent variable. Multiple regression was used to analyze the data using SPSS. Kegel was used to build the model as a machine learning technique. The results indicated that there is a positive correlation between the four variables (skills, emotional aspects, participation, and performance) and engagement in online courses. The model accuracy was very high 99.99%, This shows the model's ability to predict engagement in the light of the input variables.

Two-phase flow pattern online monitoring system based on convolutional neural network and transfer learning

  • Hong Xu;Tao Tang
    • Nuclear Engineering and Technology
    • /
    • v.54 no.12
    • /
    • pp.4751-4758
    • /
    • 2022
  • Two-phase flow may almost exist in every branch of the energy industry. For the corresponding engineering design, it is very essential and crucial to monitor flow patterns and their transitions accurately. With the high-speed development and success of deep learning based on convolutional neural network (CNN), the study of flow pattern identification recently almost focused on this methodology. Additionally, the photographing technique has attractive implementation features as well, since it is normally considerably less expensive than other techniques. The development of such a two-phase flow pattern online monitoring system is the objective of this work, which seldom studied before. The ongoing preliminary engineering design (including hardware and software) of the system are introduced. The flow pattern identification method based on CNNs and transfer learning was discussed in detail. Several potential CNN candidates such as ALexNet, VggNet16 and ResNets were introduced and compared with each other based on a flow pattern dataset. According to the results, ResNet50 is the most promising CNN network for the system owing to its high precision, fast classification and strong robustness. This work can be a reference for the online monitoring system design in the energy system.

A "GAP-Model" based Framework for Online VVoIP QoE Measurement

  • Calyam, Prasad;Ekici, Eylem;Lee, Chang-Gun;Haffner, Mark;Howes, Nathan
    • Journal of Communications and Networks
    • /
    • v.9 no.4
    • /
    • pp.446-456
    • /
    • 2007
  • Increased access to broadband networks has led to a fast-growing demand for voice and video over IP(VVoIP) applications such as Internet telephony(VoIP), videoconferencing, and IP television(IPTV). For pro-active troubleshooting of VVoIP performance bottlenecks that manifest to end-users as performance impairments such as video frame freezing and voice dropouts, network operators cannot rely on actual end-users to report their subjective quality of experience(QoE). Hence, automated and objective techniques that provide real-time or online VVoIP QoE estimates are vital. Objective techniques developed to-date estimate VVoIP QoE by performing frame-to-frame peak-signal-to-noise ratio(PSNR) comparisons of the original video sequence and the reconstructed video sequence obtained from the sender-side and receiver-side, respectively. Since processing such video sequences is time consuming and computationally intensive, existing objective techniques cannot provide online VVoIP QoE. In this paper, we present a novel framework that can provide online estimates of VVoIP QoE on network paths without end-user involvement and without requiring any video sequences. The framework features the "GAP-model", which is an offline model of QoE expressed as a function of measurable network factors such as bandwidth, delay, jitter, and loss. Using the GAP-model, our online framework can produce VVoIP QoE estimates in terms of "Good", "Acceptable", or "Poor"(GAP) grades of perceptual quality solely from the online measured network conditions.

A Study on the Relationship among Communication Competency, Social Network Centralities, Discussion Performance, and Online Boarding Activity in the Team Based Learning (팀 기반 토의 수업에서 의사소통능력, 사회연결망 중심도, 토론성과 및 온라인 게시활동의 관계 연구)

  • Heo, Gyun
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.27 no.1
    • /
    • pp.108-114
    • /
    • 2015
  • The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.