• Title/Summary/Keyword: online platform

Search Result 812, Processing Time 0.022 seconds

Design a Learning Management System Platform for Primary Education

  • Quoc Cuong Nguyen;Tran Linh Ho
    • International journal of advanced smart convergence
    • /
    • v.13 no.2
    • /
    • pp.258-266
    • /
    • 2024
  • E-learning systems have proliferated in recent years, particularly in the wake of the global COVID-19 pandemic. For kids, there isn't a specific online learning platform available, though. To do this, new conceptual models of training and learning software that are adapted to the abilities and preferences of end users must be created. Young pupils: those in kindergarten, preschool, and elementary school are unique subjects with little research history. From the standpoint of software technology, young students who have never had access to a computer system are regarded as specific users with high expectations for the functionality and interface of the software, social network connectivity, and instantaneous Internet communication. In this study, we suggested creating an electronic learning management system that is web-based and appropriate for primary school pupils. User-centered design is the fundamental technique that was applied in the development of the system that we are proposing. Test findings have demonstrated that students who are using the digital environment for the first time are studying more effectively thanks to the online learning management system.

A Study on the Sentiment Analysis of City Tour Using Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.112-117
    • /
    • 2023
  • This study aims to find out what tourists' interests and perceptions are like through online big data. Big data for a total of five years from 2018 to 2022 were collected using the Textom program. Sentiment analysis was performed with the collected data. Sentiment analysis expresses the necessity and emotions of city tours in online reviews written by tourists using city tours. The purpose of this study is to extract and analyze keywords representing satisfaction. The sentiment analysis program provided by the big data analysis platform "TEXTOM" was used to study positives and negatives based on sentiment analysis of tourists' online reviews. Sentiment analysis was conducted by collecting reviews related to the city tour. The degree of positive and negative emotions for the city tour was investigated and what emotional words were analyzed for each item. As a result of big data sentiment analysis to examine the emotions and sentiments of tourists about the city tour, 93.8% positive and 6.2% negative, indicating that more than half of the tourists are positively aware. This paper collects tourists' opinions based on the analyzed sentiment analysis, understands the quality characteristics of city tours based on the analysis using the collected data, and sentiment analysis provides important information to the city tour platform for each region.

The Role of Empathy in Crowdfunding Channel Platform

  • BAN, Juil;LEE, Han-Suk
    • Journal of Distribution Science
    • /
    • v.18 no.10
    • /
    • pp.15-23
    • /
    • 2020
  • Purpose: Crowdfunding can be a complementary channel in which start-ups or small companies can obtain financial help and take advantage of exploiting the online potential. To activate crowdfunding, it is necessary to consider a consumer's empathic responses. This article examines the role of empathy in the crowdfunding channel platform. We adopted the identification-commitment model to prove the role of empathy. Research design, data, and methodology: Participants were asked to read the charitable crowdfunding campaign. More than 300 young adults completed an online questionnaire and we analyzed it with structural equation modeling (SEM). To find out the role of empathy, we postulate several models which use empathy variable for different purposes. Results: We conclude that empathy has the role of moderator in the identification-commitment model. This means the high empathic response helped the relationship between identification and commitment. However, low empathic response can negatively influence the process of identification to commitment. Conclusions: This study found that virtual empathy is positively related to crowdfunding participation if we can elevate empathy in the crowdfunding channel platform. The findings also show that we need to consider empathic response when we want to raise funds for specific projects such as protecting the natural environment.

A Service Platform Development on the GIS-based Analysis and Management of the Fire-fighting Vulnerable Areas (GIS기반 소방취약지 분석관리 서비스 플랫폼 개발)

  • Song, Wanyoung;Cho, Kwanghyun;Cho, Myeongheum;Kim, Seonggon;Kim, Sungjae
    • Journal of the Society of Disaster Information
    • /
    • v.11 no.2
    • /
    • pp.269-278
    • /
    • 2015
  • Developed a service platform technology for automated that analyze the fire-fighting vulnerable area and equipped a map online. As a result, it is possible to provide the information necessary for the vulnerable area of the fire-fighting activity online. If progress on the study of the utilized service, it is possible to reduce the Golden Time of the fire fighting field. In this study, Confirmed the technical viability satisfactory to the management and service expansion improvements to fire-fighting vulnerable area.

Development of Online Quantum Chemistry Experiment Environment Based on Computational Science Platform (계산과학플랫폼 기반 온라인 양자화학 실험 환경 개발)

  • Jeon, Inho;On, Noori;Kwon, Yejin;Seo, Jerry H.;Lee, Jongsuk Ruth
    • Journal of Internet Computing and Services
    • /
    • v.21 no.5
    • /
    • pp.97-107
    • /
    • 2020
  • This paper introduces an online experiment environment based on a computational science platform that can be used for various purposes ranging from basic education to quantum chemistry and professional quantum chemistry research. The simulation environment was constructed using a simulation workbench and simulation workflow, which are execution environment services of Science App provided by the computational science platform. We developed an environment in which learners can learn independently without an instructor by selecting experiment topics that can be used in various areas of chemistry, and offering the learning materials of the topics in a form of e-learning content that includes theory and simulation exercises. To verify the superiority of the proposed system, it was compared with WebMO, a state-of-the-art web-based quantum chemistry simulation service.

The Meaning of Resell Activities Using the Online Second-hand Platform (온라인 중고 거래 플랫폼을 활용한 리셀의 의미)

  • Juha Park;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.5
    • /
    • pp.822-838
    • /
    • 2023
  • Reselling, an activity of purchasing high-scarcity products and selling them back at high prices, has gained popularity among those in their 20s and 30s in recent years. This study examines the resell activity process of the MZ generation using the online second-hand platform and its inherent meaning. Interviews with 15 participants in their 20s and 30s showed that respondents have four purchase stages: being influenced by social media, collecting and comparing information using various social media, purchasing efforts, and post-purchase behavior. The research derived three inherent meanings of resell activities: (1) means of self-presentation and differentiation, (2) confirmation of investment skills and aptitude to lead fashion trends, and (3) pleasure of consumption. Respondents indicated meeting self-satisfaction through public selfies on social media. In addition, they emphasized the empirical pleasure during the buying journey by collecting product information, comparing prices, and negotiating with buyers. Our findings confirm the spread of resell activities from minority groups to enthusiastic youth. This study is significant for focusing on fashion products that attract attention in the resell market and examining the respondents' consumption experiences from various perspectives.

Understanding the Entertainment Values in the Online Educational Videos

  • Jeong, Seong Bin;Lee, Justin Jemin;Kwak, Kyu Tae
    • Journal of Internet Computing and Services
    • /
    • v.19 no.5
    • /
    • pp.77-87
    • /
    • 2018
  • Since the inception of the platform business in educational contents, the prominence of the online educational video has flipped the educational environment. Educational contents have been produced on the internet and allowed learners to access more flexible and student-centered. In fact, the number of people watching the educational content online, such as TED talks and YouTube, has increased during the past decade. The ways of delivering the lecture and the course information in online educational videos are totally different from the traditional lectures. In this paper, we aimed to examine and categorize the online educational videos based on the user's engagement and interest in the course contents. For the study, a negative binomial regression analysis was applied to estimate the effects of the attributes of the traditional lectures by comparatively analyzing the educational videos online. Several values are determined as engaging factors in the online educational videos; hybrid production of education and entertainment, shorter duration, and the number of presenters. From the study, we suggests how to produce engaging educational contents which will appeal the attentions from the users. Moreover, the result of the study may use as a guide to the providers making the productive educational videos.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.9
    • /
    • pp.55-60
    • /
    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

Does Distribution Capability Have an Influence on Attitudes and Intentions Toward Online Purchasing?

  • WICAKSONO, Adhika Putra;ANDAJANI, Erna;ARDIANSYAHMIRAJA, Bobby
    • Journal of Distribution Science
    • /
    • v.20 no.5
    • /
    • pp.13-22
    • /
    • 2022
  • Purpose: This study aimed to identify factors affecting attitudes and intentions toward online purchasing of millennials and gen z in Indonesia by considering distribution capabilities factors. Research design, data and methodology: This study used a non-probability sampling technique. The questionnaire was distributed through an online platform and obtained 225 respondents. The data acquired from the respondents used SPSS 23 and AMOSS 21 to process the Structural Equation Model (SEM). Results: The results of this study stated that attitudes and intentions toward online purchases were influenced by delivery speed and trust. The results also stated that the perception of web quality positively influenced trust. On the other hand, shipping tracking, people's importance to consumers, and online reviews had no significant effects on online purchasing attitudes. Conclusions: This research has made an essential contribution to increasing and expanding our understanding of factors that affect attitudes and intentions toward online shopping in a developing market, Indonesia. From a practical perspective, this research examined the integrated consumer model of millennials and Gen Z online shopping in Indonesia that considers distribution capability, trust, and perceived website quality factors. Therefore, e-commerce business actors can design e-marketing strategies and programs to achieve the company's long-term goals.

A Study on the Improvement of the Comprehensive Support System for Reading Education through the Analysis of the Use of Online Tools in the School Libraries in the COVID-19 (코로나 상황의 학교도서관 온라인 도구 활용 분석을 통한 독서교육종합지원시스템 개선에 관한 연구)

  • Kang, Bong-Suk
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.55 no.3
    • /
    • pp.197-217
    • /
    • 2021
  • The purpose of this study is to analyze the utilization status of the Comprehensive Support System for Reading Education and other Online tools to draw implications for its improvement. The levels of utilization of the system before and after the COVID-19 were compared, in order to analyze the degree of support and the level of contribution of the system to school library education in the COVID-19 situation, where the online platform utilization has been maximized in elementary and secondary education. A questionnaire survey was conducted among teacher librarians to compare the perceptions of the overall online tools and the utilization of the system in the school library education before and after the COVID-19. Requirements for the better system primarily based on teacher librarians' opinions were analyzed. Based on these, it was possible to discover necessary implications for the improvement of the system in order for the system to function as an online platform for school libraries.