• Title/Summary/Keyword: online work process

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Understanding Seniors' Acceptance and Usage for Online Education Program: Based on Grounded Theory (온라인 교육 수용 환경에서 시니어들의 디지털 행동 이해: 근거이론 적용)

  • Jang, Hyun Yong;Park, Sang Cheol;Koh, Joon
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.77-100
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    • 2020
  • This study conducted a qualitative study on 23 seniors over 55 years old to understand the digital behavior of seniors in the online education acceptance environment. Grounded Theory methodology was applied to the initial enrollment behavior, login behavior, and utilization behavior of online education program. Through the process of open coding, axis coding, and selective coding, the framework in the online education environment of the senior generation was finally derived. As a causal conditions for the senior generation to participate in the online education environment, goal orientation, relationship orientation, leisure orientation and external compulsory were derived, and shadow work appeared as the central phenomenon. Also, contextual conditions resulted in social change, physical and cognitive aging, and psychological atrophy. The intervening conditions included digital device acceptance, educational attitudes, environmental factors, and self-efficacy. Based on this, the action/interactions strategy formed a positive and negative attitude toward shadow work. As a result, positive response behavior, compromising behavior, and shadow work avoidance behavior were shown. It is hoped that this study will be reflected in future researches for the use of digital devices of the elderly and the expansion of online education participation and government policy.

The Acceptance Intention of Online Start-up Education Systems for Start-up Process (창업 프로세스를 지원하는 온라인 창업 교육 시스템 수용 의도 연구)

  • Kang, Soyoung;Moon, Hyun Sil;Kim, Jae Kyeong;Choi, Bhang Gil
    • Journal of Information Technology Services
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    • v.17 no.4
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    • pp.119-137
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    • 2018
  • Recently, the start-up firms have been under the spotlight because they can create many jobs and are regarded as the growth engine of a country in the fourth industrial revolution. Moreover, after the global financial debacle, many countries emphasize on an entrepreneurial spirit and venture firms. they also pay attention to the importance of educations to promote the start-up firms. In this work, based on technology acceptance model, we try to identify the main factors of accepting online start-up education system. We first defined this system as the online start-up education system which refers to a system to support learning for knowledge, experiences and overall process of start-up firms' tasks. This system also simulates tasks related with prep-entrepreneur so that can be regarded as a kind of decision support systems. As this system has some characteristics, we confirmed some factors of extended technology acceptance model. In our experiments, we find that the perceived ease of use and trust are main factors of acceptance for the online start-up education systems. These results mean that the system should be made to be easy and trustful for their users. Therefore, we expect that this work will be helpful to researchers and developers who consider start-up education systems and provide a way to activate founding start-up firms.

Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

Proposal of VR exhibition platform for artist-led art process (작가주도적 아트프로세스 VR전시플랫폼 제안)

  • Park, Young-ju;Kim, Tae-hyeong;Park, Sae-yan;Jo, Yun-seo;Choi, Na-yeon;Choi, Jong-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.263-265
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    • 2022
  • In online exhibitions, the artist's differentiated exhibition composition is important because the exhibition immersion decreases compared to offline exhibitions. Therefore, the purpose of this paper is to propose a new online exhibition platform by developing a PC APP service that exhibits the work production process led by the artist. To this end, literature surveys, visitor surveys, and in-depth interviews were conducted. Based on this, a prototype was implemented with Figma and Unity. As a result of the study, visitors answered that online exhibition planning needs to be improved, and the artist said that if the artist's autonomy is guaranteed in the composition of the exhibition hall, the understanding of the work can be improved. By applying this, a system was developed that allows artists to display their own production process data. The significance of this paper is to help visitors improve their understanding of the work and improve the delivery of the artist's work.

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A Decision Making Tool for Decentralized Autonomous Organization (탈중앙화된 자율 조직 의사결정을 위한 도구)

  • Lee, Yosep;Park, Young B.
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.2
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    • pp.1-10
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    • 2020
  • Blockchain enabled Decentralized Autonomous Organization (DAO), a new form of organization with conveying its core value - trust. Token holders who are participating DAO's governance share their thoughts, information, and ideas in online forum. But it is problem that chronological form of DAO's online forum makes token holders hard to find crucial information, meaning that many of them might not understand what is happening discussion. In this paper, we studied not only a decision making process which feature is iteration, visualization, and applicable to DAO with 6 steps in total but also a decision making tool which is based on the process of this paper. The tool has features to help participants such as voting model, visualization features which gives guidance to them for their decision during the process. Our experiment showed that the process and tool is somewhat reasonable, and the information during the process is effective for participants. This work is expected to be applied to current DAOs to make a decision among the token holders.

Factors Influencing Chinese Online Shopping Distributions of Fresh Agricultural Products

  • WANG, Xue;ZHANG, Jun
    • Journal of Distribution Science
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    • v.18 no.10
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    • pp.53-64
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    • 2020
  • Purpose: With the emergence of high technology in China, online shopping distribution of fresh agricultural products have been developing rapidly. This study built a model to investigate how perceived quality of products and logistic services, perceived risk, and perceived cost affect intention to buy fresh agricultural products in an Internet environment. Especially, in the purchasing process, attitude may work as an important mediator. Research design, data and methodology: To achieve the objectives of this study, Chinese respondents were asked to fill in a questionnaire through the China online survey website. With 520 available data, regression analysis was used to test the hypotheses. Results: Results indicate that perceived quality of fresh agriculture products and perceived logistics service quality have a significant positive impact on attitude and purchase intention. Results also reveal that perceived risk and perceived cost affect attitude and purchase intention negatively. Finally, results imply that attitude has a positive effect on purchase intention, which is the unique mediator in the online shopping process. Conclusions: This study suggests that managers in the online shopping distributions of fresh agricultural products should improve the quality of products and logistics services along with the reduction of the perceived risk and cost to compete in the China market.

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

The factors influencing consumers' perceived complexity of online apparel mass customization service usage

  • Moon, Heekang;Lee, Hyun-Hwa;Chang, Eunyoung
    • The Research Journal of the Costume Culture
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    • v.21 no.2
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    • pp.272-286
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    • 2013
  • Mass customization is a marketing strategy to meet consumer needs for variation and uniqueness of products. Although there are quite a few studies quantitatively investigated the options provided by mass customization process, scholarly work related to mass customization has provided mixed results on consumer perception of complexity and their responses. The purpose of the study is to derive the factors that influence consumer complexity perception in online apparel mass customization process and consumers' needs to enhance mass customization services. Data were collected by conducting focus group interviews of which 29 participations in 4 groups. The results of the study suggested that consumers perceived complexity through mass customization process due to too many choice options. However, the effect of number of options on respondents' complexity perception was different depending on consumer characteristics such as consumer expertise and fashion involvement, and the characteristics of consumer preference development. Shopping context such as shopping purpose is another moderating factor. This study also suggests that a variety of marketing strategies which can enhance mass customization services affect the relationship between the number of options and consumers' complexity perception. The findings of the study provide academic and managerial implications.

On the Development of Robot based Automation System for Loading Cargo in Small and Medium Sub Terminals

  • Park, Jae Min;Lee, Sang Min;Kim, Young Min
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.90-96
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    • 2021
  • The logistics market is continuously growing due to the development of technology and the growth of the online market. In addition, the social atmosphere that emphasizes non-face-to-face due to the pandemic situation is accelerating the growth of logistics. Delivery of goods ordered online requires delivery process through courier worker. In order for the courier worker to ship the product, the work of loading the product on the truck must be preceded. The accident caused by such delivery and loading work is increasing and it is emerging as a social problem. This study proposes a robot-based automated loading system to efficiently handle the increasing volume of courier service and to construct a more efficient and safe working environment by replacing the physical labor that was overloaded to courier workers. The proposed system replaces the loading of the courier worker and proposes the optimal loading function through the automation system.

Online Product Planning in a Fashion Brand -Focused on the Brand of Women's Clothing Run by the Company's Mall- (패션브랜드의 온라인 상품기획 -자사몰 운영의 여성복 브랜드를 중심으로-)

  • Lee, Soojin;Lee, Keumhee
    • Journal of Fashion Business
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    • v.24 no.3
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    • pp.69-84
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    • 2020
  • The purpose of this study is to analyze examples of online fashion product planning of domestic fashion brands, to grasp the characteristics and step-by-step problems in product planning, and to suggest product planning methods. This study consists of a literature study and a case study. The results of th study are as follows. First, in the information analysis and product planning, product planning according to analysis and targeting of online consumers should be conducted separately from offline, and the proportion of online-only products should be expanded. Second, in the design planning and product development stages, it should be possible to secure the quantity through the pre-planning of fabrics, a to acquire the novelty of the material through the preemption of good fabrics and the pre-planning of colors to secure competitive design. Third, in the convention, a systematic review process involving company members and customer review teams should be conducted to ensure product quality and sales-ability Fourth, in the production stage, the production period must be to reduce cost. Fifth, differentiated services according to the characteristics of their products for each brand in the promotion and sales stages. Based on this analysis, a desirable approach online product planning should first run promotion phase, increasing pre-planning for the product, and organizing specialize work and manpower issues.