• Title/Summary/Keyword: online system

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Improving the Product Recommendation System based-on Customer Interest for Online Shopping Using Deep Reinforcement Learning

  • Shahbazi, Zeinab;Byun, Yung-Cheol
    • Soft Computing and Machine Intelligence
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    • v.1 no.1
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    • pp.31-35
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    • 2021
  • In recent years, due to COVID-19, the process of shopping has become more restricted and difficult for customers. Based on this aspect, customers are more interested in online shopping to keep the Untact rules and stay safe, similarly ordering their product based on their need and interest with most straightforward and fastest ways. In this paper, the reinforcement learning technique is applied in the product recommendation system to improve the recommendation system quality for better and more related suggestions based on click patterns and users' profile information. The dataset used in this system was taken from an online shopping mall in Jeju island, South Korea. We have compared the proposed method with the recent state-of-the-art and research results, which show that reinforcement learning effectiveness is higher than other approaches.

A Study on the Trust Mechanism of Online Voting: Based on the Security Technologies and Current Status of Online Voting Systems (온라인투표의 신뢰 메커니즘에 대한 고찰: 온라인투표 보안기술 및 현황 분석을 중심으로)

  • Seonyoung Shim;Sangho Dong
    • Information Systems Review
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    • v.25 no.4
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    • pp.47-65
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    • 2023
  • In this paper, we investigate how the online voting system can be a trust-based system from a technical perspective. Under four principles of voting, we finely evaluate the existing belief that offline voting is safer and more reliable than online voting based on procedural processes, technical principles. Many studies have suggested the ideas for implementing online voting system, but they have not attempted to strictly examine the technologies of online voting system from the perspective of voting requirements, and usually verification has been insufficient in terms of practical acceptance. Therefore, this study aims to analyze how the technologies are utilized to meet the demanding requirements of voting based on the technologies proven in the field. In addition to general data encryption, online voting requires more technologies for preventing data manipulation and verifying voting results. Moreover, high degree of confidentiality is required because voting data should not be exposed not only to outsiders but also to managers or the system itself. To this end, the security techniques such as Blind Signature, Bit Delegation and Key Division are used. In the case of blockchain-based voting, Mixnet and Zero-Knowledge Proof are required to ensure anonymity. In this study, the current status of the online voting system is analyzed based on the field system that actually serves. This study will enhance our understanding on online voting security technologies and contribute to build a more trust-based voting mechanism.

Development and Application of Online Health Promotion Education for University Students (대학생을 위한 건강증진 가상강좌 개발 및 적용)

  • Jang, Hee-Jung
    • Journal of Korean Academy of Nursing Administration
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    • v.15 no.2
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    • pp.255-263
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    • 2009
  • Purpose: The purpose of this study was to develop online health promotion an education program for university students and to evaluate its changes. Method: An online health promotion education program was established through analysis, designing, development, implementation and evaluation stages. This was a quasi-experimental, one group pretest-posttest design. The subjects of this study were 97 students in one university, and they were provided the online class for 16 weeks. Data was analyzed by descriptive statistics and paired t-test. Result: The results of program evaluation were positive, which included instruction function 3.94, system construction 4.14, system function 3.90, and overall evaluation 4.03 on the scale of 5. The posttest scores of health promoting lifestyle(t=-2.316, p=0.024) was significantly higher than those of the pretest. Conclusion: This study shows that the online health promotion education program was an effective educational method to improve health promotion lifestyle for the university students.

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A System for Improving Fairness of Online Test Using Camera (카메라를 이용한 온라인 시험 공정성 강화 시스템)

  • Ko, Joo-Young;Shim, Jae-Chang;Kim, Hyen-Ki
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1427-1435
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    • 2009
  • E-Learning is different from the traditional classroom learning and examinees can take a class individually anywhere by online. And it is difficult to proctor an examination because they also take a test by online. However the results of the online test are included in their examination scores. Therefore, it is very important to authenticate the examinees. In this paper, we propose improvement of fairness system for online test using camera. Students can take a picture after every online classes and it has been saved. And during the test, ELTS(e-Learning Test System) takes images, detects the faces, and protects from getting another person to sit for cheating. After examination, the images have been transferred with the answer sheets to the cyber school management system. And a report card will be printed out with the user's images. Moreover, it will authenticate oneself and protect the online test from cheating.

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A Case Study on the Intensive Semester Operation of Online-based Project Learning Using Python : Focusing on S Women's University (파이썬을 활용한 온라인 기반 프로젝트의 집중학기제 운영사례 : S 여대를 중심으로)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.3-14
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    • 2021
  • This study deals with the case of online-based project learning, which was designed for the purpose of university educational innovation and enhancing learners' competencies required by society, operated during the COVID-19 pandemic. The course was applied Python programming language, team-based project learning, and intensive course system, which is required by our society and companies in the era of the 4th industrial revolution. Also it was operated as a non-face-to-face online class, which would have been operated in an offline class if it had not been for Covid 19 pandemic, to explore the possibilities and educational effects of online learning. To do this, 32 university students participated in online-based project learning during 8 weeks, and then conducted a survey. The survey results were analyzed in terms of i) non-face-to-face online learning, ii) team-based project learning, and iii) application of the intensive course system. Results say that most of the learners were satisfied with the online learning, team-based project learning, and the intensive semester system applied in this course at a high level, and also they clearly presented the reasons. Thereby, it has been confirmed that the learners were already well aware of the pros and cons of each learning method. Based on these results, the implications were discussed.

Examining Success Factors of Online P2P Lending Service Using Kano Model and Fuzzy-AHP (Kano 모형과 Fuzzy-AHP를 이용한 온라인 P2P 금융 서비스 성공요인 도출)

  • An, Kyung Min;Lee, Young-Chan
    • Knowledge Management Research
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    • v.19 no.2
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    • pp.109-132
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    • 2018
  • Recently, new financial services related to FinTech has gained attention more and more. Online P2P financial services transactions such as FinTech require careful examination of the constituents of information systems as an investment is made based on the information presented on the online platform without direct face-to-face contact. The purpose of this study is to find out the success factors of online P2P Lending service among FinTech. To serve the purpose, we build IS (information system) success model, and then use Kano model and fuzzy analytic hierarchy process (Fuzzy-AHP) to find out factors for the success of online P2P Lending service. In particular, this study uses Kano model to classify information system satisfaction factors and to calculate the satisfaction coefficient. The Kano model, however, has a drawback of evaluating single criterion. Therefore, we use multi-criteria decision-making technique such as Fuzzy-AHP to derive the relative importance of the factors. The analysis results show different results depending on the analysis technique. In the Kano model, most of the information system factors are a one-dimensional quality attribute. The satisfaction coefficient is highest for personalized service, followed by the responsiveness of service, ease of using a system, understanding of information, usefulness of information' reliability. The service reliability is the highest in dissatisfaction coefficient, followed by system security, service responsiveness, system stability, and personalized service. The results of the Fuzzy-AHP analysis shows that the usefulness of information quality, the personalization of service quality, and the security of system quality are the significant factors and the stability of system quality was a secondary factor.

Online game fatigue system comparative analysis between China and Korea (한중 온라인 게임 중독 방지 시스템 비교 분석)

  • Yuan, Fang;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.455-460
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    • 2014
  • In this paper, in order to improve the online game fatigue system for the purpose of use in South Korea and China's online game fatigue system analysis and comparison and find the problem and make improvements..Poisoning Prevention Youth Network game system, although many of the practical implementation of the research is very inadequate.So here we do it by comparing South Korea and China's online game fatigue system, promote physical fatigue perfect game addicted youth to further resolve the issue.

MMORPG의 Version Up 전략을 통한 이용자 유지 - System Dynamics 기법을 활용한 업데이트(Update)와 CRM전략 분석 -

  • No, Tae-Woo;Baek, Ok-Hui;Lee, Sang-Geun
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.383-393
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    • 2008
  • Online games are the popular topic due to the increased total online game market volume nowadays. And many studies on online games are released. But most studies used the questionnaire method that reveals only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamical changing issues like a product life cycle and changes in customer's mind Because of this, we studied on online games with the system dynamic model which can show dynamic simulations to analysis time series data. We chose MMORPG (Massively Multi-play Online) RPG (Role Playing Game) in sort of online games because it has many absorbing factors and enthusiastic users. We designed the simulation model which analyzes the influences of update and CRM strategy on users. We put the game developer who is ready for updated version game and released that periodically and focused on dormant users who used to be enthusiastic about MMORPG. The simulation results showed that the update has positive influences on new users gathering and hold established users. And CRM strategies help to prevent dormant users from transferring to rivals by offering them re-absorbing factors. Through this study, we confirmed the importance of update on online games and the necessity of introducing CRM strategy in the online game market.

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Effect of Family Strengths on Learning Outcomes in Online Education: Mediating Effect of E-learning Readiness (이러닝 준비도가 온라인 교육 학습성과에 미치는 영향: 가족건강성의 매개효과)

  • Kim, Nam Yi;Shim, Moon Sook
    • Journal of Korean Public Health Nursing
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    • v.34 no.3
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    • pp.405-415
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    • 2020
  • Purpose: This study was undertaken to identify the mediating effect of family strengths in the relationship between e-learning readiness and learning management system-based online education learning outcomes. Our results provide basic data for proposing strategies to increase online education learning outcomes of nursing students. Methods: A self-report questionnaire was surveyed by 133 nursing students who took online education using a learning management system at three nursing colleges in Daejeon, Jeonbuk, and Gyeongbuk. The mediating effect of family strengths in the relationship between the e-learning readiness of the subject and online education learning outcomes, were analyzed by hierarchical multiple regression. Sobel test was performed to verify effectiveness of the pathway. Results: In the relationship between e-learning readiness and online education learning outcomes of nursing students, family strengths were determined to exert absolute mediating effect. Conclusions: Our results indicate that in order to improve e-learning readiness, the basic curriculum for nursing students should include web-based communication, cooperation, and the use of information technology, including interaction for online education. Improvements in family strengths can be achieved through home study activities, such as frequent conversations with members, monitoring achievements of the students, and sharing family leisure activities.

A Study on the Individual Authentication Using Facial Information For Online Lecture (가상강의에 적용을 위한 얼굴영상정보를 이용한 개인 인증 방법에 관한 연구)

  • 김동현;권중장
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.117-120
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    • 2000
  • In this paper, we suggest an authentication system for online lecture using facial information and a face recognition algorithm base on relation of face. First, a facial area on complex background is detected using color information. Second, features are extracted with edge profile. Third, compare it with the value of original facial image in database. By experiments, we know that the proposed system is an useful method for online lecture authentication system.

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