• 제목/요약/키워드: online policy

검색결과 935건 처리시간 0.026초

Finite-Horizon Online Transmission Scheduling on an Energy Harvesting Communication Link with a Discrete Set of Rates

  • Bacinoglu, Baran Tan;Uysal-Biyikoglu, Elif
    • Journal of Communications and Networks
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    • 제16권3호
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    • pp.293-300
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    • 2014
  • As energy harvesting communication systems emerge, there is a need for transmission schemes that dynamically adapt to the energy harvesting process. In this paper, after exhibiting a finite-horizon online throughput-maximizing scheduling problem formulation and the structure of its optimal solution within a dynamic programming formulation, a low complexity online scheduling policy is proposed. The policy exploits the existence of thresholds for choosing rate and power levels as a function of stored energy, harvest state and time until the end of the horizon. The policy, which is based on computing an expected threshold, performs close to optimal on a wide range of example energy harvest patterns. Moreover, it achieves higher throughput values for a given delay, than throughput-optimal online policies developed based on infinite-horizon formulations in recent literature. The solution is extended to include ergodic time-varying (fading) channels, and a corresponding low complexity policy is proposed and evaluated for this case as well.

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

  • 남영호
    • Journal of Information Technology Applications and Management
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    • 제15권1호
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    • pp.117-137
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    • 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.

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인터넷 이용자의 개인정보 처리방침에 대한 인지 및 확인과 온라인 거래 행동 (The Online Privacy Policy: Recognition, Confirmation and its Effects on Online Transaction Behavior)

  • 장원창;신일순
    • 정보보호학회논문지
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    • 제22권6호
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    • pp.1419-1427
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    • 2012
  • 본 연구에서는 웹사이트에서 통상적으로 제시되는 '개인정보 처리방침'을 인터넷 이용자들이 어떻게 인지하고, 확인하는지, 나아가 이러한 행동이 온라인 거래에 긍정적으로 영향을 미쳐 웹사이트와 이용자 간의 정보 비대칭성 문제가 적절히 해소되고 있는지를 실증적으로 분석하고 있다. 이를 위해 우리나라 인터넷 이용자를 대표하는 풍부한 이질성을 가진 5,422명을 대상으로 조사된 데이터를 사용하였다. 실증 분석의 결과는 다음과 같다. 첫째, 개인정보 처리방침의 인지와 확인에는 유의미한 차이점이 존재하며, 개인정보보호를 중요하게 인식할수록, 또한 개인정보 침해의 경험이 있을수록 개인정보 처리방침을 확인할 확률이 높은 것으로 나타났다. 둘째, 이항변수 추정식을 통해 분석한 결과 개인정보 처리방침을 확인하는 인터넷 이용자들이 온라인 거래에 참여할 확률이 유의미하게 높다는 결과가 도출되어, 어느 정도 정보 비대칭성의 문제를 해결하는 수단이 되고 있음을 알 수 있었다. 셋째, 만일 온라인 거래 사이트가 더 단순하고 읽기 쉬운 처리방침을 제공하는 경우, 한국의 온라인 상거래 시장규모는 참여자 수와 거래액기준으로 연간 46만 명, 224억 원 정도 확대될 것으로 추산되었다.

인터넷 건강정보이해능력과 정보탐색 유형별 인지된 정보유용성 분석: 다이어트 및 체중조절 관련 정보탐색을 중심으로 (The Associations of Online Health Information Search and eHealth Literacy with Perceived Information Usefulness: Analysis in the Context of Diet and Weight Control)

  • 심민선;조희숙;정수미
    • 보건행정학회지
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    • 제28권2호
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    • pp.119-127
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    • 2018
  • Background: This study aimed to examine (1) the patterns of online health information search with respect to seeking and scanning, and (2) how online search, along with eHealth literacy, predicts perceived information usefulness in the context of diet and weight control. Methods: Online survey was conducted with 299 adults from the consumer panel recruited for the purpose of quality assessment of the Korean National Health Information Portal in 2016. We conducted paired sample t-test and multiple logistic regression to address the research questions. Data analysis was performed using IBM SPSS Statistics ver. 24.0 (IBM Corp., Armonk, NY, USA) and SAS ver. 9.3 (SAS Institute Inc., Cary, NC, USA). Results: Of the respondents, 38.8% were 'high seek-high scanners,' 35.8% were 'low seek-low scanners,' 13.0% were 'high seek-low scanners,' and 12.4% were 'low seek-high scanners.' eHealth literacy was a significant, positive predictor of online information scanning (odds ratio [OR], 2.46; 95% confidence interval [CI], 1.41-4.29), but not for online information seeking (OR, 1.75; 95% CI, 1.00-3.05). With respect to perceived usefulness of online information seeking, online seeking (OR, 4.90; 95% CI, 2.19-11.00) and eHealth literacy (OR, 2.30; 95% CI, 1.11-4.75) were significant predictors. Perceived usefulness of online scanning had a significant association with online scanning (OR, 2.38; 95% CI, 1.08-5.22), but not with eHealth literacy. Conclusion: To increase the effectiveness of the health policy for online information search and related outcomes in the context of diet and weight control, it is important to develop education programs promoting eHealth literacy.

Investigating Factors of Transitioned-Online Courses on Satisfaction and Learning Effectiveness in Higher Education during the Era of the COVID-19

  • BAO, Nguyen Van;CHO, Yooncheong
    • 동아시아경상학회지
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    • 제10권3호
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    • pp.1-15
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    • 2022
  • Purpose - This study explored factors of online education that affect student dissatisfaction and learning effectiveness in higher education during the COVID-19 pandemic. Research design, data, and methodology - This study combined qualitative and quantitative designs. The qualitative part of this study involved in-depth interviews using a criteria-based purposive sampling technique. The quantitative part of this study consisted of an online survey. Results - The qualitative results revealed that students faced significant problems related to online learning, including a lack of learning environment, interaction, and support from the school. The quantitative results indicated that the effects of transitioned-online courses on student dissatisfaction were higher with student support, the interaction between students and instructors, online learning environment, and course organization and evaluation based on the order, while the effects on learning effectiveness were higher with the online learning environment, interaction between students and instructors, course organization and evaluation, and student support based on the order. Conclusion - The results implied that online learning in the era of the COVID 19 pandemic negatively affects student satisfaction and learning effectiveness. Policymakers and school leaders should improve students' satisfaction and learning effectiveness when confronted with the pandemic. Better policies should be adopted to improve better way of teaching in the era of COVID19.

Do good return policies work across cultures? Effect of lenient return policies on online shopper perceptions in Eastern culture

  • Yang, SuJin;Choi, Yun Jung
    • Asia Marketing Journal
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    • 제15권2호
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    • pp.75-97
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    • 2013
  • While good return policies are suggested as one of the critical services for e-commerce, ambivalence between the burden of the cost and shoppers' satisfaction may prevent e-tailers from increasing their level of leniency. Based on the S-O-R model, this study has attempted to develop a grounded theory to explain how lenient return policies shape online shoppers' perceptions and responses, with a focus on cultural influences in the relationship. In order to check the cultural effects of the lenient return policy, thirty two female and eleven male undergraduate students in South Korean shoppers, who are accustomed to strict return policies, participated in the semi-structured interview. A series of open-ended questions were designed to explore consumers' reactions toward four different levels of the lenient return policy: from the strict type in South Korea to the lenient type in the U.S. Using qualitative research methods, this research has defined three types of dimensions of lenient return policy: return possible period, complexity of progress, and other restrictions. While previous researchers did not pay much attention, the last dimension, other restrictions, is shown to be the most significant in influencing online shoppers' perceptions, especially in South Korea. Also, the impacts on online shoppers' perceptions from the three types of sub-dimensions of return policy were somewhat different. Whereas a longer return possible period was considered more favorable, a medium level of complexity and restrictions were considered more desirable. In summary, this result showed that shoppers in Eastern cultures, i.e. South Korean online shoppers, seem favorable to a medium level of lenient return policies, while allowing for taking precautions against possible fraudulent behaviors and setting other restrictions. Therefore, most of retailers in South Korea recommended that e-tailers who adopt the most lenient return policies raise the bar to guard ethical shoppers from fraudulent users. Next, lenient return policies can enhance ease of use, usefulness, affect, and trust while relieving perceived risk, which is connected to intention to purchase, satisfaction, and loyalty. Interestingly, lenient return policies are more likely to change the behavioral responses of online shoppers, such as return and purchase, rather than change their attitudes or beliefs such as image, satisfaction, and loyalty. This tendency can be seen more clearly in the direct influences of return policy on responses. The reaction to lenient return policy is mostly the intention to return or to purchase. This suggests that return policy serves the e-tailers as a powerful tool in increasing online shoppers' purchase intention at the moment of purchase. Therefore, e-tailers who plan to expand their market to eastern countries, including South Korea, have to build a shield of restrictions around their lenient return policy, rather than immediately applying their original liberalized return policy. Also, e-tailers in South Korea need to review their strict and undifferentiated return policies to deal with the unsatisfied reactions of online shoppers toward their normal return policies. Although the present study was confined to the return policies currently being practiced by popular e-tailers, it would be worthwhile to develop effective return policies separately for each country, especially South Korea, keeping the culture of the relevant country in mind.

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정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근 (The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach)

  • 황인영;박정훈
    • 한국시스템다이내믹스연구
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    • 제16권4호
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.

DEA Window 분석을 이용한 국내 온라인 게임 기업의 운영 효율성 평가 (Measuring Operational Efficiency of Korean Online Game Companies with DEA Window Analysis)

  • 전훈;이학연
    • 한국경영과학회지
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    • 제39권3호
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    • pp.23-40
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    • 2014
  • This paper measures the operational efficiency of domestic online game companies and analyze its trends and patterns by using data envelopment analysis (DEA). DEA is a non-parametric approach to measuring the relative efficiency of decision-making units (DMUs) with multiple inputs and outputs. 14 online game companies are selected as DMUs and three inputs (number of employees, capital and asset) and three outputs (sales, operating profit and net profit) are selected as DEA variables. First, the output-oriented BCC model and super-efficiency model are employed to measure the static operational efficiency of the online game companies from 2003 to 2012. We also conduct the dynamic analysis with DEA window model to capture the trends of their operational efficiency influenced by internal and external environmental changes. The results are expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

온라인 게임에 대한 인식 유형과 그 특성에 대한 연구 (A Study on the Perception Types of Online Games and Their Characteristics)

  • 김지연;김도환;이장주;모상현;장근영
    • 한국게임학회 논문지
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    • 제13권4호
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    • pp.91-104
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    • 2013
  • 본 연구는 온라인 게임에 대한 인식 유형과 그 특성을 탐색하기 위해 수행되었다. 연구 1에서는 Q 방법론을 통해 온라인 게임에 대한 인식을 탐색하였다. 그 결과, 온라인 게임에 대한 인식은 4개의 유형-'게임은 공부의 방해물', '게임은 게임일 뿐', '게임은 인생의 오점', '게임은 막연하게 나쁜 것'-으로 구분되었고, 각 유형은 게임의 유해성에 대한 인식, 게임 문제의 핵심에 대한 판단, 부모-자녀 관계 인식에서 서로 다른 특성을 가지고 있었다. 연구 2에서는 대규모 온라인 설문조사를 통해 각 유형별 분포와 특성을 조사하였다. 그 결과, 각 유형은 성별과 연령 등의 인구통계학적인 변인뿐만 아니라 게임 이용 특성과 게임 규제에 대한 태도에서 차이가 있었다. 본 연구는 온라인 게임에 대한 생각의 차이를 확인하고, 향후 긍정적인 게임 문화를 추진하기 위한 정책을 수립하는데 있어 기초적인 자료를 마련하였다는데 그 의의가 있다.

Incidence of Online Public Opinion on Guangzhou Simultaneous Renting and Purchasing Policy - A data mining application

  • Wang, Yancheng;Li, Haixian
    • Asian Journal for Public Opinion Research
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    • 제5권4호
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    • pp.266-284
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    • 2018
  • This paper adopts the big data research method, and draws 491 data from the Tianya Forum about the Simultaneous Renting and Purchasing policy of Guangzhou. The qualitative analysis software Nvivo11 is used to cluster the main questions about the Simultaneous Renting and Purchasing policy in the forum. The 36 high-frequency word frequencies are obtained through text clustering. Through rooted theory analysis, the main driving factors for summarizing people's doubts are 9 main categories, 3 core categories, and the model of driving factors for online forums is established. The study finds that resource factors are the most key factor, economic factors are the important drivers, and policy guiding factors are sub-important drivers.