• Title/Summary/Keyword: online platform

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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
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    • v.11 no.2
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    • pp.269-278
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    • 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
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    • v.21 no.5
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    • pp.97-107
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    • 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
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    • v.47 no.5
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    • pp.822-838
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    • 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
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    • v.19 no.5
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    • pp.77-87
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    • 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
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    • v.20 no.9
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    • pp.55-60
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    • 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
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    • v.20 no.5
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    • pp.13-22
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    • 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
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    • v.55 no.3
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    • pp.197-217
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    • 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.

Measuring Students' Interaction in Distance Learning Through the Electronic Platform and its Impact on their Motivation to Learn During Covid-19 Crisis

  • Almaleki, Deyab A.;Alhajaji, Rahma A.;Alharbi, Malak A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.98-112
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    • 2021
  • This study aimed at measuring students' interaction in distance education through the electronic platform among intermediate school students, by identifying the level of students' interaction in distance education and differences between them, as well as its impact on their motivation to learn. To achieve the aim of the study, two scales were designed for this purpose and were applied to a sample consisting of (268) individuals. The results showed that the level of students' interaction through the e-learning platform was at a high level. The results also showed that there was no statistically significant difference between the mean scores of males and females in the scale of students' interaction through the e-learning platform. There was no statistically significant difference between them in their motivation for distance learning via the online platform. There were also no statistically significant differences related to the grade variable in the level of interaction through the electronic platform and in the motivation to learn, while there was a positive statistically significant effect of interaction through the electronic platform on students' motivation to learn.

Development of Bioinformatics Capacity in Support of the KOICA-UPLB-IRRI Agricultural Genomics Research Center

  • Ramil P. Mauleon;Lord Hendrix Barboza;Frances Nikki Borja;Dmytro Chebotarov;Jeffrey Detras;Venice Juanillas;Riza Pasco;Kenneth L. McNally
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2022.10a
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    • pp.34-34
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    • 2022
  • Capacity building for bioinformatics could be achieved with the systematic training of research staff and higher degree students in the current best practices for analysis of data from 'omic-type experiments. It is anticipated that the KOICA-University of the Philippines Los Baños - International Rice Research Insitute Agricultural Genomics Research Center activities will focus on the use of next generation sequencing technology for genome sequencing and annotation, genome variant discovery for use in GWAS and QTL mapping, and transcriptome analysis of organisms important to agriculture and food security. Such activities require that researchers have high levels of knowledge and skills in bioinformatics in order to gain insights from the results of the experiments performed. In this talk the bioinformatic tools/solutions and online training materials already available will be presented, as well the upcoming resources under development in support of the project.

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Construction and Service of a Web-based Simulation software management system for the Computational Science and Engineering (계산과학공학 분야를 위한 웹 기반 시뮬레이션 소프트웨어 관리 시스템 구축 및 서비스)

  • Jeon, Inho;Kwon, Yejin;Ma, Jin;Lee, Sik;Cho, Kum Won;Seo, Jerry
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.99-108
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    • 2017
  • Open Science is evolving not only to share research results, but also to open the research process. We are developing the EDISON platform for the spread of open science in computational science and engineering. The EDISON platform provides online simulation services developed by computational science and engineering researchers. It also provides an environment for sharing source code, data, and related research publications. An effective simulation software registration management system is required for successful service on the EDISON platform. In this paper, we proposes a simulation software management system to provide online simulation service through EDISON platform. The proposed system allows the developer to register the simulation software on the EDISON platform without administrator intervention and effectively build a web-based simulation environment.