• Title/Summary/Keyword: online systems

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Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • The Journal of Korean Medicine
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    • v.43 no.4
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

Affection-enhanced Personalized Question Recommendation in Online Learning

  • Mingzi Chen;Xin Wei;Xuguang Zhang;Lei Ye
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3266-3285
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    • 2023
  • With the popularity of online learning, intelligent tutoring systems are starting to become mainstream for assisting online question practice. Surrounded by abundant learning resources, some students struggle to select the proper questions. Personalized question recommendation is crucial for supporting students in choosing the proper questions to improve their learning performance. However, traditional question recommendation methods (i.e., collaborative filtering (CF) and cognitive diagnosis model (CDM)) cannot meet students' needs well. The CDM-based question recommendation ignores students' requirements and similarities, resulting in inaccuracies in the recommendation. Even CF examines student similarities, it disregards their knowledge proficiency and struggles when generating questions of appropriate difficulty. To solve these issues, we first design an enhanced cognitive diagnosis process that integrates students' affection into traditional CDM by employing the non-compensatory bidimensional item response model (NCB-IRM) to enhance the representation of individual personality. Subsequently, we propose an affection-enhanced personalized question recommendation (AE-PQR) method for online learning. It introduces NCB-IRM to CF, considering both individual and common characteristics of students' responses to maintain rationality and accuracy for personalized question recommendation. Experimental results show that our proposed method improves the accuracy of diagnosed student cognition and the appropriateness of recommended questions.

Examining Malicious Online Comments from the Bystander Effect Perspective

  • Sodam Kim;Sumeet Gupta;So-Hyun Lee;Hee-Woong Kim
    • Asia pacific journal of information systems
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    • v.31 no.1
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    • pp.1-16
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    • 2021
  • Cyberbullying has become a social problem as malicious text messages and online comments among teenagers have increased in the late 2000s. Some serious reporting has attempted to impress on us the need to pay more attention to reducing malicious online content as a typical type of cyberbullying. Meanwhile, despite environmental changes that have made it easier to report perpetrators of such messages, it is often the case that the crime occurs in a public place and is tolerated. However, there is a growing tendency for people to exhibit the bystander effect, the problem of personal indifference to witnessing or knowing about crimes, but individuals do not offer any means of help to a victim when other people are present. This effect is rampant in the case of cybercrimes. This study aims to extract the motivations behind posting malicious comments through in-depth interviews and to suggest recommendations for relative issues by demonstrating how the bystander effect can be reduced using causal relationship diagrams of the system dynamics methodology. Hopefully, this work will contribute to a better understanding of factors that could cause a decrease in malicious online comments.

The Detection of Well-known and Unknown Brands' Products with Manipulated Reviews Using Sentiment Analysis

  • Olga Chernyaeva;Eunmi Kim;Taeho Hong
    • Asia pacific journal of information systems
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    • v.31 no.4
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    • pp.472-490
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    • 2021
  • The detection of products with manipulated reviews has received widespread research attention, given that a truthful, informative, and useful review helps to significantly lower the search effort and cost for potential customers. This study proposes a method to recognize products with manipulated online customer reviews by examining the sequence of each review's sentiment, readability, and rating scores by product on randomness, considering the example of a Russian online retail site. Additionally, this study aims to examine the association between brand awareness and existing manipulation with products' reviews. Therefore, we investigated the difference between well-known and unknown brands' products online reviews with and without manipulated reviews based on the average star rating and the extremely positive sentiment scores. Consequently, machine learning techniques for predicting products are tested with manipulated reviews to determine a more useful one. It was found that about 20% of all product reviews are manipulated. Among the products with manipulated reviews, 44% are products of well-known brands, and 56% from unknown brands, with the highest prediction performance on deep neural network.

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

  • Nam, Young-Ho
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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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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A Study on the Roles of Arbitration and Online Arbitration in International Cyber Trade (사이버무역에서 중재의 역할과 온라인중재에 관한 연구)

  • Oh Won-Suk;Yu Byoung-Yook
    • Journal of Arbitration Studies
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    • v.14 no.1
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    • pp.61-101
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    • 2004
  • Information and communications technologies are affecting an economic and social transformation of all countries. Without exception international commercial dispute resolution systems are faced with change its mechanism to online technology. Dispute parties can seek redress through arbitration other than litigation or mediation. Traditional dispute resolutions do not match the cyber trade environment which is basically pursuit the speed and efficiency in cyberspace. Arbitration other than resolution methods have been considered to be match with the online environment which is including party autonomy, speed and internationally accepted and binding awards. Traditional arbitration, however is lack of time and different physical location relating all parties. So we now think cyberspace as for the resolving place which is online arbitration. Even the parties exist in different space and time they may meet in the same time and space without moving or trips. Nowadays there are many online arbitration service provider serving the resolution of dispute arising with online transaction. In this paper we study the tendency for online arbitration, the recognize uncertain matters and avoiding programs its matters when use the online arbitration between disputing parties under cyber trade environment.

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Game Theoretic Analysis of the Mobile Discount Service of the Offline Retailers (오프라인 소매점의 모바일 할인 서비스에 대한 전략적 분석)

  • Cho, Hyung-Rae;Rhee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.47-55
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    • 2016
  • The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of 'touch and feel' to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer's preference for 'touch and feel' style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.

Combining deep learning-based online beamforming with spectral subtraction for speech recognition in noisy environments (잡음 환경에서의 음성인식을 위한 온라인 빔포밍과 스펙트럼 감산의 결합)

  • Yoon, Sung-Wook;Kwon, Oh-Wook
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.5
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    • pp.439-451
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    • 2021
  • We propose a deep learning-based beamformer combined with spectral subtraction for continuous speech recognition operating in noisy environments. Conventional beamforming systems were mostly evaluated by using pre-segmented audio signals which were typically generated by mixing speech and noise continuously on a computer. However, since speech utterances are sparsely uttered along the time axis in real environments, conventional beamforming systems degrade in case when noise-only signals without speech are input. To alleviate this drawback, we combine online beamforming algorithm and spectral subtraction. We construct a Continuous Speech Enhancement (CSE) evaluation set to evaluate the online beamforming algorithm in noisy environments. The evaluation set is built by mixing sparsely-occurring speech utterances of the CHiME3 evaluation set and continuously-played CHiME3 background noise and background music of MUSDB. Using a Kaldi-based toolkit and Google web speech recognizer as a speech recognition back-end, we confirm that the proposed online beamforming algorithm with spectral subtraction shows better performance than the baseline online algorithm.

Effects of Online Shopping Mall Using Value on User Attitude and Customer Loyalty: Focus on A Comparison Between A Variety Seeking (온라인 쇼핑몰 이용가치와 플로우 및 고객 충성도의 관계: 다양성 추구 성향을 중심으로)

  • Jung, Sung Gwang;Choi, Mi Ri;Choi, Young Min
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.89-102
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    • 2018
  • This study classified online shopping mall using value as utility and hedonic value based on previous studies. And we examine the effect of online shopping mall value on user attitude and customer loyalty. Meanwhile, variety seeking is a personal tendency that wants to new change over time. The purpose of this study is to investigate the difference of online shopping mall usage value(utility, hedonic), user attitude according to variety seeking. The following are main results of this study. First, utility value and hedonic value have a significant effects on user attitude. Second, user attitude of online shopping mall have a positive effect on customer loyalty. Third, The relationship that online shopping mall using value affect user attitude is differ depending on variety seeking. Based on these findings, in this study examined the significant influence of online shopping mall using value, user attitude, customer loyalty. this study suggested to marketing practitioners the need for different approach by a variety seeking.

Effects of the Direction of Online Reviews on Information Reliability and Product Attitude - Base on the Moderating Role of Shopping Experience and Product Type - (온라인 사용후기 방향성이 정보 신뢰성과 제품태도에 미치는 영향 - 쇼핑경험과 제품유형의 조절적 역할 -)

  • Moon, Jae-Hak
    • Management & Information Systems Review
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    • v.33 no.4
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    • pp.49-62
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    • 2014
  • The current study extends previous research by investigating the role of shopping experience and product type within the direction of online reviews and information reliability and product attitude. To test the hypotheses, this study conducted experimental designs. Direction of online reviews and product type were manipulated as between-subject factors. Then participants were classified into high or low group based on their shopping frequency. Dependent variable was information reliability and product attitude. The results indicate that direction of online reviews have a significant effect on both information reliability and product attitude. In addition, consumers' shopping experience also shows a moderating effect between the direction of online reviews and the dependent variables. Furthermore, product type also shows a moderating effect on the information reliability, yet not on the product attitude. The results of this study contribute to the literature as a new attempt to examine the direction of online reviews in the online shopping area. We also indicated the limitations of this study, and suggested the future research directions.

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