• Title/Summary/Keyword: online platform

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Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

Braking Torque Closed-Loop Control of Switched Reluctance Machines for Electric Vehicles

  • Cheng, He;Chen, Hao;Yang, Zhou;Huang, Weilong
    • Journal of Power Electronics
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    • v.15 no.2
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    • pp.469-478
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    • 2015
  • In order to promote the application of switched reluctance machines (SRM) in electric vehicles (EVs), the braking torque closed-loop control of a SRM is proposed. A hysteresis current regulator with the soft chopping mode is employed to reduce the switching frequency and switching loss. A torque estimator is designed to estimate the braking torque online and to achieve braking torque feedback. A feed-forward plus saturation compensation torque regulator is designed to decrease the dynamic response time and to improve the steady-state accuracy of the braking torque. The turn-on and turn-off angles are optimized by a genetic algorithm (GA) to reduce the braking torque ripple and to improve the braking energy feedback efficiency. Finally, a simulation model and an experimental platform are built. The simulation and experimental results demonstrate the correctness of the proposed control strategy.

A recommendation algorithm which reflects tag and time information of social network (소셜 네트워크의 태그와 시간 정보를 반영한 추천 알고리즘)

  • Jo, Hyeon;Hong, Jong-Hyun;Choeh, Joon Yeon;Kim, Soung Hie
    • Journal of Internet Computing and Services
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    • v.14 no.2
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    • pp.15-24
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    • 2013
  • In recent years, the number of social network system has grown rapidly. Among them, social bookmarking system(SBS) is one of the most popular systems. SBS provides network platform which users can share and manage various types of online resources by using tags. In SBS, it can be possible to reflect tag and time in order to enhance the quality of personalized recommendation. In this paper, we proposed recommender system which reflect tag and time at weight generation and similarity calculation. Also we adapted proposed method to real dataset and the result of experiment showed that the our method offers better performance when such information is integrated.

Effects of Advertising Characteristics, Mental Simulation and Self-brand Connections on Purchase Intention

  • WANG, Li;YAN, Lei;CHEN, Jian
    • The Journal of Industrial Distribution & Business
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    • v.12 no.6
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    • pp.23-35
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    • 2021
  • Purpose: This paper aims to investigate whether consumers' mental simulation and self-brand connections influence purchase intention and how the characteristics of advertisings' nonverbal information (congruence among multisensory cues) and verbal messages (self-referencing point and narrative structure) jointly shape mental simulation and self-brand connections. Research design, data and methodology: This paper develops a sportswear advertising and totally collected 225 data through the online survey platform "WenJuanXing". To exam the hypotheses in this paper, structural equation model is conducted in AMOS 21.0 via using 210 valid data. Results: The findings reveal that consumers who engage in mental simulation or establish the connections between them and the brands are more likely to present high purchase intention. Moreover, the characteristics of congruence among multisensory cues, self-referencing points and narrative structure can not only facilitate consumers' mental simulation but also encourage consumers to create connections between them and the brands. Conclusions: This paper develops the advertising research via exploring the characteristics of advertisings' nonverbal information (multisensory cues) and verbal messages simultaneously. And suggesting that both of consumers' mental simulation and self-brand connections are the important approaches for advertisers to effectively increase consumers' purchase intention. Finally, the limitations and suggestions are concluded for the future research.

A Study on the Moderating Effect of Consumer's Intention to Use for Cross-Border Trade in Korea and Vietnam

  • Kwak, Su-Young;Lee, Je-Hong
    • Journal of Korea Trade
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    • v.25 no.7
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    • pp.56-74
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    • 2021
  • Purpose - This study aims to identify consumer tendencies in Korea and Vietnam, focusing on the online platform called cross-border, to derive revenue generation measures and use them for strategies to advance into ASEAN. Design/methodology - The questionnaire collected 420 copies from December 1 to December 31, 2020, of which 408 were used for statistical processing. The structural equation model (SEM) and moderating effect analysis with Amos was used to test hypothesis in this research. Findings - The hypotheses were set as factors that positively influence the intention to use e-commerce, such as effort expectancy, social influence, facilitating conditions and variety seeking showed statistically significant results. Among them, the social influence factor had the greatest influence, followed by facilitating condition. The sample was divided into countries, Korea and Vietnam, and these changes and differences in influence were confirmed through moderating effect analysis. Originality/value - The moderating effect on both countries (Korea and Vietnam) was found to have a moderating effect on the intention to use. For Korean consumers, significant results were found in the effort expectancy, social influence, facilitating conditions, and variety seeking, but for Vietnamese consumers, there were significant effects on the social influence and facilitating conditions, but the effort expectancy and variety seeking had no significant effect.

The Effects of Chatbot Anthropomorphism and Self-disclosure on Mobile Fashion Consumers' Intention to Use Chatbot Services

  • Kim, Minji;Park, Jiyeon;Lee, MiYoung
    • Journal of Fashion Business
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    • v.25 no.6
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    • pp.119-130
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    • 2021
  • This study investigated the effects of the chatbot's level of anthropomorphism - closeness to the human form - and its self-disclosure - delivery of emotional exchange with the chatbot through its facial expressions and chatting message on the user's intention to accept the service. A 2 (anthropomorphism: High vs. Low) × 2 (self-disclosure through facial expressions: High vs. Low) × 2 (self-disclosure through conversation: High vs. Low) between-subject factorial design was employed for this study. An online survey was conducted and a total of 234 questionnaires were used in the analysis. The results showed that consumers used chatbot service more when emotions were disclosed through facial expressions, than when it disclosed fewer facial expressions. There was statistically significant interaction effect, indicating the relationship between chatbot's self-disclosure through facial expression and the consumers' intention to use chatbot service differs depending on the extent of anthropomorphism. In the case of "robot chatbots" with low anthropomorphism levels, there was no difference in intention to use chatbot service depending on the level of self-disclosure through facial expression. When the "human-like chatbot" with high anthropomorphism levels discloses itself more through facial expressions, consumer's intention to use the chatbot service increased much more than when the human-like chatbot disclosed fewer facial expressions. The findings suggest that chatbots' self-disclosure plays an important role in the formation of consumer perception.

Perceived Authenticity through Short Video: Audience Perceptions of Emerging Independent Fashion Designers Self-Presentations

  • YAO, JIAHUI;KIM, SEHWA
    • International Journal of Contents
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    • v.17 no.4
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    • pp.101-118
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    • 2021
  • The prevalence of We-Media short videos has attracted emerging independent fashion designers (EIFD), a new force in the fashion industry directing their brand promotion to We-Media for amassing online followers. However, compared to famous content generators, EIFDs' creative, design-based visual appeal has not provided them with the significant edge. The former's success is admittedly supported by the platform backstage algorithm. Yet, the content is the cornerstone for building relationship between the sender and the reception. The authentic perception of the content is one of the basic appeals for which the audience chooses to follow the source. Therefore, with the EIFD short video as the research content, this study is established from the audience's perspective to understand the different dimensions of their authentic perceptions of EIFDs short video. The study was conducted mainly in the form of the Q method. The collection of 52 Q samples were realized through the Focus Group Interview and literature review on multidimensional authenticity. Thirty-six subjects participated in the sorting of the Q-sets. Finally, four dimensions of audience authenticity perceptions of EIFDs were derived: 'ingenuity', 'relevant', 'transparent', and 'experiential'. The corresponding short video content design strategies are suggested for effective communication of EIFDs and their personal brands.

An Analysis of Instagram Hashtags Related to the Exhibitions in Korea

  • Park, Jihyun;Seok, Ayoung;Yoon, Youngjun;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.49-56
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    • 2019
  • The purpose of this study is to analyze the characteristics and meanings of Instagram hashtags related to the exhibitions as a online communication platform of museums. At the same time, it focuses on efficiency of hashtags as a reference framework of inferring viewing experiences. We collect and visualize Instagram hashtags of exhibitions held in Korea for the past two years including 'Paper Present (2017)', 'YOUTH (2017)', 'Monet, Draw Light Exhibition (2018)', 'Van Gogh Inside (2016)', 'Drawn by the Wind: Shin yun-bok & Jeong Seon'. To sum up, significant data related to viewing experiences are not derived, and hashtags as a reference framework of inferring viewing experiences are turned out to be inefficient. Meanwhile, we conclude that potential for distributing information about the exhibitions is inherent in hashtags. In terms of informational characteristics, we notice that the influence of hashtags related to regional information is presented more than the response toward the viewing experiences. This result shows that Instagram users in the exhibitions are worthy of place making rather than viewing experiences.

Empirical Study of the Relationship between Communication-Structure Characteristics and Open Collaboration Performance: Focusing on Open-Source Software Development Platform (개방형 협업 커뮤니케이션 특성과 협업 성과 : 오픈소스 소프트웨어 개발을 중심으로)

  • Lee, Saerom;Jang, Moonkyoung;Baek, Hyunmi
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.73-96
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    • 2019
  • Purpose The purpose of this study is to examine the effect of communication-structure characteristics on performance in online collaboration using the data from Github, one of representative open source software development platforms. We analyze the impact of in-degree/out-degree centralization and reciprocity of communication network on collaboration performance in each project. In addition, we investigate the moderating effect of owner types, an individual developer or an organization. Design/methodology/approach We collect the data of 838 Github projects, and conduct social network analysis for measuring in-degree/out-degree centralization and reciprocity as independent variables. With these variables, hierarchical regression analysis is employed on the relationship between the characteristics of communication structure and collaborative performance. Findings Our results show that for the project owned by an organization, the centralized structure of communication is not associated with the collaboration performance. In addition, the reciprocity is positively related to the collaboration performance. On the other hand, for the project owned by an individual developer, the centralized structure of communication is positively related to the performance, and the reciprocity does not show the positive relationship on the performance.

A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.