• 제목/요약/키워드: online platform

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When in danger, who will help you? Two types of trust in technical coping on online platforms

  • 이새롬
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권4호
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    • pp.69-94
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    • 2023
  • Purpose Social networking service (SNS) platforms employ distinct networking strategies to meet the varying needs of their users, resulting in divergent sets of technological functionalities offered by each platform. Consequently, unique features on various SNSs give rise to distinct social issues. Moreover, the available technical coping mechanisms for users vary significantly across platforms. Design/methodology/approach Therefore, this study analyzes the factors affecting technical coping intention based on technical functions of SNSs for users exposed to cybercrime, such as sexual harassment. We divide coping intention into active and passive coping intention. Furthermore, this research focuses on trust as an antecedent of coping intention and verifies how human and system-like trust affects two coping intentions in different directions. Findings Findings reveal that system-like trust significantly affects both active and passive coping intention as a belief in whether the technology will work properly. However, in the case of human-like trust, trust in the platform provider was found to negatively affect passive coping, which is considered unsocialized behavior on SNS platforms. Therefore, both human-like and system-like trust for the platform must be appropriately applied to cope with the problem while activating the platform.

외식 O2O 플랫폼의 지속사용의도 영향 요인 연구 : 정보시스템성공모델과 후기수용모델 (A Study on the Influence Factors of the Continuance Intention of Foodservice O2O Platform : IS Success Model and Post Acceptance Model)

  • 박재윤;서정운
    • 디지털산업정보학회논문지
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    • 제20권2호
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    • pp.159-174
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    • 2024
  • Recently, as demand for delivery services has increased rapidly due to COVID-19, the food service O2O(Online to Offline) platform has also grown significantly. This study aimed to verify the influencing factors on continuance use intention of O2O platform using the Information Service Success Model and Post Acceptance Model. An online survey was conducted on 379 consumers who used the food service O2O platform in the past six months, and the collected survey was analyzed using SPSS 26.0 and AMOS 24.0. As a result of the verification, in the influence relationship between the Information Service Success Model and Post Acceptance Model, system quality was found to have an effect on perceived usefulness, but information quality and service quality were rejected for perceived usefulness and were partially adopted, The rest were all found to have a significant effect. In the moderating effect according to the amount used, the intention to continue using was stronger when the group who spent more than 30,000 won was satisfied. These results support previous research on O2O platforms and provide academic implications as well as practical implications for practitioners in the food service industry.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

온라인상의 소비자 기만 인터페이스 규제방안 연구: 다크패턴을 중심으로 (A Study on the Regulation of Consumer Deception Interface: Focusing on Dark Patterns)

  • 임지훈;김법연;권헌영
    • 한국IT서비스학회지
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    • 제21권6호
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    • pp.73-89
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    • 2022
  • After COVID-19, the percentage of digital consumption has soared. Meanwhile, as the online platform market grows in size and digital commerce is activated, controversy over the "dark pattern" that induces consumers to do unintended things online continues. Dark patterns are deceptive design patterns that cause consumer rights and financial damage and can result in damaging fair market competition. As a result, the need to regulate dark patterns is raised not only by overseas regulators but also in Korea, and there are growing calls for strengthening consumer protection against dark patterns, with amendments to related laws being proposed by the National Assembly. On the other hand, there is no agreed definition of dark pattern from a normative point of view, and there is a concern that even legitimate advertising marketing activities of companies may be regulated, so a review of dark pattern regulatory measures is required. In this study, dark patterns were reviewed from a normative point of view and appropriate regulatory measures were analyzed. In particular, the problem of the dark pattern can be applied in a way that the market regulates and controls itself in consideration of the characteristics of the online platform. This study reviewed the possibility of self-regulation for dart patterns and proposed the role of each subject.

온라인 실시간 수업에서의 학습자의 수업 만족도 연구 (A Study on the Learners' Class Satisfaction in Synchronous Online Classes)

  • 한진희
    • 문화기술의 융합
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    • 제7권3호
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    • pp.173-178
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    • 2021
  • 이 연구는 코로나19 이후 진행된 실시간 온라인 수업에 대한 학습자의 만족도를 조사하고 분석하여 효과성을 알아보고자 한다. 이를 위해 경상남도 C대학교에서 2020학년도 2학기 말에 온라인 설문조사에 응답한 188명의 학습자를 대상으로 결과 분석을 진행한 결과, 학습자는 실시간 온라인 수업에 대해 만족하지 않았으며, 온라인 수업을 부정적으로 인식하고 있음을 알 수 있었다. 또한 전체 만족도에 가장 큰 영향을 미치는 변수는 수업내용이며, 그 다음으로 수업 운영, 플랫폼 순이었다. 따라서 교수자는 학습자가 만족하는 실시간 온라인 수업을 위해 만족도에 가장 큰 영향을 미치는 변수인 수업내용을 고려하여 효과적으로 수업내용을 구성함으로써 학습자의 이해를 높일 필요가 있다. 또한 학습자에게 익숙하지 않은 온라인 수업 환경에서 효과적인 학습이 이루어지도록, 교수자는 체계적이고 충실한 수업 설계를 통해 학습자가 수업에 사용되는 플랫폼에 익숙해져 원활한 사용이 가능하여지도록 해야 할 것이다. 이에 더해, 학습자의 요구와 어려움을 파악하여 학습에 차질이 생기지 않도록 수업을 계획하고 운영할 필요가 있다. 본 연구는 한 개 대학 학습자를 대상으로 이루어졌다는 점과 한정된 변수만을 측정하였다는 한계가 있다.

온라인 공유 플랫폼용 콘텐츠 보호를 위한 블록체인 저작권 정보 등록 시스템 (A Blockchain Copyright Information Registration System for Content Protection of Online Sharing Platforms)

  • Kim, Minyoung;Lee, Hyoun-Sub;Kim, Jin-Deog
    • 한국정보통신학회논문지
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    • 제24권12호
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    • pp.1718-1721
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    • 2020
  • This paper proposes a method to protect the copyright of creators' content shared through an online sharing platform in a legal battle. When creators upload their independent creation content to the online sharing platform, it automatically upload information necessary for copyright effect to this system. The data warehouse of this system is as a private blockchain for to ensure non-repudiation and transparency of the information. We present that the data warehouse is to build as Hyperledger Fabric in this paper. And We present the transaction data structure of the blockchain to prevent orphan works. We also dealt with how to build a website where users can conveniently check the data (copyright related information) of this blockchain.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

온라인 플랫폼서비스 수용의도에 대한 실증연구 -국제물류중심 (Empirical study on the acceptance intention of online service platform - Focused on international logistics)

  • 김선남;김영빈;강경식
    • 대한안전경영과학회지
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    • 제18권2호
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    • pp.101-107
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    • 2016
  • This study is to find out the acceptance intention of international logistics platform which meet the needs of each other of shipper and international logistics company in the online. As you may know, the many korean traditional international logistics companies which have to compete with global logistics companies focused on economics of scale, have been in a big trouble. In this circumstances, though they should get used to the change to survive, they do not know what they try to overcome. So, I hope that this study would be helpful to them.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • 제20권3호
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

A study on the impact of homestay sharing platform on guests' online comment willingness

  • Zou, Ji-Kai;Liang, Teng-Yue;Dong, Cui
    • 한국컴퓨터정보학회논문지
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    • 제25권12호
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    • pp.321-331
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    • 2020
  • 본 논문의 연구 목적은 공유숙박 비즈니스 바탕으로 숙박 플랫폼이 세입자의 온라인 리뷰 의향에 미치는 영향을 연구하는 것이다. 기존 숙박예약 모델보다 공유숙박 중 숙박 플랫품, 집주인, 세입자 간을 공유하는 독립성이 더 명확하다. 공유숙박 플랫폼은 집주인과 세입자간의 오프라인 숙박서비스를 완료하고 거래를 실현할 수 있도록 다양한 지원 서비스를 제공하는 것은 물론, 공유숙박 플랫폼은 세입자가 집주인에게 객관적이고 적극적으로 평가하도록 장려하는 특정 조치를 파악해야 한다. 공유숙박에 대한 신용 생태를 더 잘 확립할 수 있도록 필요하다. 본 논문에서는 공유숙박 플랫폼을 사용해본적 있는 소비자들을 대상으로, 2주간의 설문 조사를 하고 SPSS24.0 프로그램을 사용하여 데이터가 분석되었다. 이 논문의 연구결과는: (1) 플랫폼 리뷰 기능의 사용 용이성, 세입자의 만족도 및 플랫폼 리뷰 인센티브가 세입자의 온라인 리뷰 의향에 긍정적인 영향을 미친다. (2) 플랫폼의 신용 메커니즘은 세입자의 만족도가 온라인 리뷰 의향에 영향을 미치는 과정에서 긍정적인 영향을 미친다.