• Title/Summary/Keyword: online service

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Snack Provision Practice in Long-Term Care Hospitals and Facilities in Korea

  • Dayeong Yeo;Hae Jin Kang;Hyejin Ahn;Yoo Kyoung Park
    • Clinical Nutrition Research
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    • v.13 no.2
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    • pp.108-120
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    • 2024
  • The study aimed to investigate the basic data to derive plans for snack provision to improve the nutritional status of older adults living in long-term care facilities (LFs) or long-term care hospitals (LHs). The 252 respondents (118 from LHs and 134 from LFs) were included in the study. The questionnaire of nationwide cross-sectional survey was developed by the authors and registered dietitians. The written questionnaire was sent to the food service managers across 800 LFs or LHs. The online survey was introduced using the online platform and network site for dietitians. More than 70% of live-in and non-live-in LFs provided snacks, which were mainly provided one to two times a day. Most institutions provided fruits one to three times a week. The main considerations when providing fruit were in the order of residents' preference, cost, and ease of consumption. The reasons for not serving fruit included cost and differences in the residents' eating and mastication abilities. Most institutions also provided dairy products at a frequency of one to three times a week. The reasons for not serving dairy products included cost and the lack of awareness of the need to provide them. To improve the quality of life and the offer benefits of fruits and dairy products to older people, efforts are needed to propose a plan to expand the provision of snacks in appropriate quantities and varieties.

Applying Text Mining to Identify Factors Which Affect Likes and Dislikes of Online News Comments (텍스트마이닝을 통한 댓글의 공감도 및 비공감도에 영향을 미치는 댓글의 특성 연구)

  • Kim, Jeonghun;Song, Yeongeun;Jin, Yunseon;kwon, Ohbyung
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.159-176
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    • 2015
  • As a public medium and one of the big data sources that is accumulated informally and real time, online news comments or replies are considered a significant resource to understand mentalities of article readers. The comments are also being regarded as an important medium of WOM (Word of Mouse) about products, services or the enterprises. If the diffusing effect of the comments is referred to as the degrees of agreement and disagreement from an angle of WOM, figuring out which characteristics of the comments would influence the agreements or the disagreements to the comments in very early stage would be very worthwhile to establish a comment-based eWOM (electronic WOM) strategy. However, investigating the effects of the characteristics of the comments on eWOM effect has been rarely studied. According to this angle, this study aims to conduct an empirical analysis which understands the characteristics of comments that affect the numbers of agreement and disagreement, as eWOM performance, to particular news articles which address a specific product, service or enterprise per se. While extant literature has focused on the quantitative attributes of the comments which are collected by manually, this paper used text mining techniques to acquire the qualitative attributes of the comments in an automatic and cost effective manner.

Development of Mobile Game Content through Interoperability between Wired and Wireless - Focused on Interoperability Types - (유무선 연동유형별 모바일게임 콘텐츠 개발)

  • Kim, Ki-Il;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.76-85
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    • 2007
  • The mobile content which adopts the subject matter of wired online game with interoperability element is in service. This is one of the plans which are the possibility of benefiting wired online game in game industry. In this paper, interoperability method of game content between wired and wireless classifies this with three branches and it tries to analyze the interrelationship of the interoperability element and interoperability types adopted in many wired online games. And, the development of interoperability server is composed of mobile server which takes charge of I/O process of mobile device and game server records all information of users in the game. With developing the content which is suitable in specific game(Ran-Online), this paper presents the development method of game content through interoperability between wired and wireless.

Design and Implementation of a realtime Auction System using information providing agent (정보 제공 에이전트를 이용한 실시간 경매 시스템 설계 및 구현)

  • 최옥경;한상용
    • The Journal of Society for e-Business Studies
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    • v.6 no.2
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    • pp.87-99
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    • 2001
  • Along with the rapid emergence of the Internet and e-commerce, online auctions are hitting the spotlights. The inconveniences found in off-line auctions, such as time and place restriction and limited number of items, are solved in the online auction. However, not so many auction sites have integrated auction information systems, which monitor the present status of auctions, resulting in greater inconvenience for the online auction users. Moreover, there is no auction site that suggests the appropriate starting or closing price that is useful for users when they make, their bids, What the online auction users need is an auction system that can solve such problems. This study is purported for solving the problems by designing and implementing a real time auction system that applies the comparison search functions and the agent functions. In other words, an integrated database system using a bidder-oriented agent for providing information is built so that the users can search and compare the information on the item they are interested in and make a faster and more accurate purchase. Also the appropriate starting and closing prices are offered to the sellers and bidders through the integrated system for a closer and more accurate comparison and analysis of the prices. For future work, the product recommendation service, which accurately reflects the bidding patterns, and the methods for studying the multi bidding pattern will be applied to the suggested system to realize a real time auction information system that supports CRM(Customer Relationship Management) .

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Classification of Consumer Review Information Based on Satisfaction/Dissatisfaction with Availability/Non-availability of Information (구매후기 정보의 충족/미충족에 따른 소비자의 만족/불만족 인식 및 구매후기 정보의 유형화)

  • Hong, Hee-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.9
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    • pp.1099-1111
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    • 2011
  • This study identified the types of consumer review information about apparel products based on consumer satisfaction/dissatisfaction with the availability/non-availability of consumer review information for online stores. Data were collected from 318 females aged 20s' to 30s', who had significant experience in reading consumer reviews posted on online stores. Consumer satisfaction/dissatisfaction with availability or non-availability of review information on online stores is different for information in regards to apparel product attributes, product benefits, and store attributes. According to the concept of quality elements suggested by the Kano model, two types of consumer review information were determined: Must-have information (product attribute information about size, fabric, color and design of the apparel product; benefit information about washing & care and comport of the apparel product; store attribute information about responsiveness, disclosure, delivery and after service of the store) and attracting information (attribute information about price comparison; benefit information about coordination with other items, fashionability, price discounts, value for price, reaction from others, emotion experienced during transaction, symbolic features for status, health functionality, and eco-friendly feature; store attribute information about return/refund, damage compensation and reputation/credibility of online store and interactive and dynamic nature of reviews among customers). There were significant differences between the high and low involvement groups in their perceptions of consumer review information.

An Exploratory Study of Important Information on Consumer Reviews in Internet Shopping (인터넷 쇼핑 시 중요하게 고려하는 의류상품 구매후기 정보에 관한 탐색적 연구)

  • Hong, Hee-Sook;Jin, In-Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.7
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    • pp.761-774
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    • 2011
  • This study investigated the consumer review information considered important by consumers when making a purchase decision to buy apparel products online. Data were collected through focus group interviews. Eleven females in their 20s and 30s, who have extensive experience in reading consumer reviews posted on online apparel stores, participated in the study. The consumer review information considered important by participants is the information related to seven product attributes (size, fabric, design, color, sewing, price, and country of origin), seven benefits (functional, financial, esthetic, emotional, social, utilitarian benefits, and product value compared to price) of the apparel product and four store attributes (return/refund, delivery, reputation/credibility, and customer service). The findings from the study can serve as an important tool in developing survey questions in order to evaluate the quality of consumer review information and help online retailers plan methods to improve the quality of reviews.

The Advance Strategy into North America through MMORPG User Analysis (MMORPG 사용자 분석을 통한 북미진출 전략)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.215-222
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    • 2007
  • As Korean online game market is saturated, Korean online game companies are trying to push into North American market. In order to succeed in foreign markets, understanding of user characteristics in that country is most important. In this study, investigation on user characteristics has been performed using user DB from A online game and B online game. They are currently in service by M company in America. Connection time, payment, and royalty are analyzed as a results. Based on the analysis, several advance strategies into North America are suggested. This results could be very useful for Korean MMORPG company to try to push into North America.

A Study of Online Research Guides for User Support to Find and Understand Archival Records in National Archives (기록의 발견과 이해를 위한 온라인 검색가이드 연구 - 국립보존기록관을 중심으로 -)

  • Seol, Moon-Won
    • Journal of Korean Society of Archives and Records Management
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    • v.15 no.1
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    • pp.53-87
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    • 2015
  • This study investigates the current state of online research guides of the national archives of four countries including the UK, the USA, Australia, and Korea. It also analyzes the name and accessibility, subject coverage and categorization, number of guides completed, and structure and types of resources linked with each guide. The examined online research guides are evaluated based on accessibility, variety, systematization, consistency, and hyperlinks. Based on the analyses, it suggests the directions of designing research guides for the National Archives of Korea.

A Study on the Variables Influencing Student Achievement in a Blended Learning of College English (대학 교양영어 블렌디드 학습에서 학업성취도에 영향을 끼치는 변인 연구)

  • Choi, Meeyang;Han, Tae In
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.719-730
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    • 2013
  • The English Conversation class as a required course in S university is designed as blended learning to reinforce English education. To identify the influence of this blended learning on its students' achievement, the research about what variables are related with it was conducted. Data analysis indicates that gender, major, military service, overseas stay, face-to-face attendance, quiz, and online attendance have an effect on the student achievement. However, the students' style of online learning--study place, study time, and study frequency--doesn't have any relationship with their achievement. Their satisfaction with the online study was questioned in the three areas such as instructor, contents, and system, among which only the 'system' area has an influence on their achievement.

A Study on the Factors Affecting the Intention to Use O2O Services (O2O 서비스의 사용의도에 영향을 미치는 요인에 관한 연구)

  • Jeong, Yu Jin;Song, Yong Uk
    • Journal of Information Technology Services
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    • v.15 no.4
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    • pp.125-151
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    • 2016
  • In recent years, O2O (Online to Offline) services get a lot of attention to improve the trust in online shopping and minimize the inconvenience and the cost burden in offline shopping as the number of consumers, who do not show concern about the purchase platform like online or offline, increases. Even though the services have been getting the spotlight as a strong business platform for next generation commerce, there have been only a few studies on the O2O services. The purpose of this research is to investigate the factors which affect the consumer's intention to use location-based O2O services. The study is based on VAM (Value-based Adoption Model) which is able to analyze those factors from the aspects of benefit and sacrifice. We used the partial least squares (PLS) method for empirical analysis, and the result shows that contextual offers, instant connectivity, webrooming and economic efficiency, which fall under the benefit, affect perceived value positively while annoyance and face consciousness, which fall under the sacrifice, do not affect perceived value significantly. In addition, contextual offers and instant connectivity affect trust positively. Location accuracy, which falls under the benefit of location-based O2O service, do not significantly affect perceived value and trust while security risk affects trust and use intention negatively. It appears that trust affects perceived value and use intention positively.