• Title/Summary/Keyword: 온라인설문조사

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An Consumer Behavior Analysis to the e-Business in China (e-비즈니스에 대한 중국의 소비자 행태 분석)

  • Kim, Sang-Wook;Lu, Jing
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.435-438
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    • 2014
  • 본 논문에서는 중국의 소비자가 e-비즈니스에 대한 행태를 설문조사를 통해 분석하고 있다. 본 연구에서는 크게 e-비즈니스에 대한 만족감, 신뢰도, 개인정보유출에 대한 태도, 그리고 온라인 소비에 대한 제약 요인 네 가지 측면에서 조사하였다. 조사결과에 의하면 중국의 소비자는 e-비즈니스 이용에 대해서는 비교적 만족하고 있으나 상대적으로 e-비즈니스에 대한 신뢰도는 만족감보다 낮게 나타나고 있다. 개인정보유출에 대해서는 비교적 긍정적이지만 남성보다는 여성이 상대적으로 소극적인 태도를 보이고 있다. 그리고 온라인 소비를 제약하는 가장 중요한 요인으로 제품의 품질에 대한 보장으로 나타났다. 이는 온라인 거래에 있어서 제품에 대한 보장이 결국은 e-비즈니스의 신뢰도를 높이는 가장 중요한 조건으로 해석할 수 있다.

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An Empirical Study on costing and Pricing in On-Line Database Service (온라인 데이터베이스 서비스의 원가계산과 가격결정에 관한 실증적 연구)

  • Lee, Yeong-Jae;Jeong, U-Seong
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.1
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    • pp.23-38
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    • 1997
  • Based on previous research for end-users information needs, this research is to investigate DB costing method for decision-making on pricing of DB service by critical factors. The first phase of the research classifies the elements of DB product cost accounting by activities of the circulation system of information in DB service. The second phase is to develop model based on results of DB product costing in the first phase of research. The third phase of research is to present the process of DB product cost accounting by applying the model to an on-line service company. Finally, the research develops the pricing decision model to determine the priority of each factor by survey from major on-line service companies in America and Japan. It is essential to research further regarding the DB product costing and pricing methods in order to determine a proper DB service charge. The right Pricing decision in the DB service charge will contribute to the growth of the DB industry.

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Design and Implementation of a Respondent-Based Real-Time Survey System Using XML (XML 기반의 응답자 주도형 실시간 설문조사 시스템의 설계 및 구현)

  • Jeon Chan-Hwan;Choi Hwang-Kyu
    • Journal of Internet Computing and Services
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    • v.7 no.2
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    • pp.53-69
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    • 2006
  • Recently as the Internet services become popular, the number of practical approaches to tackle social problems by using computers is increasing rapidly. One of the typical problems is the surveying system that handles a large amount of various data and thus requires much effort in time and manpower. As the necessity of the computerized surveying system is increased, there have been many tries to develop the surveying system based on the web or standalone software for public opinion collection, market research, and so on. In this paper, we design and implement a respondent based real-time surveying system using XML and QCL in order to efficiently process a various style of questionaries.

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An Analysis of Learner Satisfaction According to the Preferred Class Type in the Online Class (온라인 수업에서 선호수업유형에 따른 학습자 만족도 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.595-596
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    • 2020
  • 2020학년도 1학기는 외부 환경 요인으로 인해 대학교육시스템에 큰 변화가 발생한 시기라고 할 수 있다. 컴퓨터공학 분야의 대표적인 실습기반 교과목인 프로그래밍 수업에서 학습자들에게 온라인 수업이지만 대면 수업의 실재감을 제공하는 방법을 모색할 필요성이 대두되었다. 본 연구에서는 다양한 유형의 수업 방식을 온라인 수업에 활용하여 대면 수업 수준의 실재감을 학습자에게 제공하고 학습효과를 높이고자 하였다. 강의 동영상 수업과 상호작용을 포함한 실시간 수업을 혼합하여 수업한 후 설문 조사를 통해 실시간 수업을 선호하는 학습자들이 수업목표인 프로그램 개발 능력을 타 학습자들보다 잘 습득하여 수업 만족도가 높았고, 이를 통해 온라인 수업에서 실시간 수업이 능동적인 학습자들에게는 대면 수업과 동등한 수준의 학습 효과가 있었음을 조사·분석하였다.

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Effect of COVID-19 Stress on Online Shopping Addiction: Mediating Effects of Depression on Moderated by Gender (코로나19 스트레스가 온라인 쇼핑중독에 미치는 영향: 성별에 의해 조절된 우울의 매개효과)

  • Shin, Sun-Hwa
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.420-431
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    • 2022
  • This study aimed to identify the correlation between COVID-19 stress, depression, and online shopping addiction in adults, and to confirm the mediating effects of depression on moderated by gender. An online survey was conducted by requesting a survey organization that has panels across the country. The collected 336 data were analyzed using Process Macro for SPSS. As a result of the study, online shopping addiction increased as COVID-19 stress increased. And the mediating effect of depression was found to be significant in the effect of COVID-19 stress on online shopping addiction. Furthermore, in the effect of COVID-19 stress on online shopping addiction, the mediating effect of depression moderated by gender was found to be significant. As the COVID-19 infectious disease prolongs, it is necessary to consider gender in interventions for behavioral addiction prevention, such as online shopping, and mental health management.

eWOM효과에 영향을 미치는 요인에 관한 비교문화적 실증연구 -한국과 미국을 중심으로-

  • Park, Cheol
    • Proceedings of the Korean DIstribution Association Conference
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    • 2005.05a
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    • pp.41-58
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    • 2005
  • 본 연구는 eWOM(온라인 구전) 효과에 영향을 미치는 요인을 문화권(국가), 소비자특성(소비자 수용성), 그리고 온라인 경험 (인터넷 사용기간, 이용시간, 온라인 쇼핑횟수)로 나누어 살펴보았다. 문헌연구들을 통해 연구문제를 도출하고 이를 비교 문화적으로 실증하기 위해 총 1,176(한국 615명, 미국 561명)명의 온라인 리뷰 사용자를 대상으로 설문조사를 실시하였다. 그 결과 개인주의적인 미국보다는 집단주의적인 한국에서 eWOM의 효과는 더 큰 것으로 나타나 문화적 영향은 유의한 것으로 나타났다. 또한 소비자 수용성이라는 소비자 특성도 eWOM 효과(온라인 리뷰의 구매 직접영향정도)에 유의한 영향을 미치는 것으로 나타났다. 그리고 온라인 경험도 유의한 영향을 미쳤는데, 인터넷 사용기간 보다는 현재의 인터넷 이용시간이나 보다 관련이 있는 온라인 쇼핑횟수와 같은 변수가 eWOM 효과에 유의한 영향을 미치는 것으로 나타났다.

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Flash Web Survey System on Flash for improving User-Interface (유저 인터페이스 향상을 위한 플래시 기반의 웹 설문조사 시스템)

  • O, Hyeon-Sik;An, Seong-Ok
    • The Journal of Engineering Research
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    • v.7 no.1
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    • pp.71-78
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    • 2005
  • The nowaday Internet reached in phase that collect ideas of netizens through the Internet now regularly according as offer netizens great many information. In these circumstance, web survey system knows off-line just in on-line the value more do can. However, because participations of many people are important, web survey must be subject that can attract interest of people, and more visual function sees that can lead high hailing degree in active interest and survey more than netizen by offering new interface that provoke interest because is added than uninteresting screen. Therefore, I wish to enhance value still more by doing as can do survey interestingly using web survey system that use flash.

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An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy (온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안)

  • Kim, Sung Yul;Lee, Jong Yun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.33-42
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    • 2013
  • In this paper, through conducting a survey from 547 male and female high school students in Busan, we found their favorite computer games are about five and the highest linguistic problem in on-line computer games was vulgar languages. Most of respondents thought that the vulgar languages on the on-line games were serious and said that we have experienced the vulgar languages before high school. Therefore, in this paper, we suggest it is necessary to prepare a countermeasure system about adolescents' vulgar languages on the on-line games and for adolescents to take etiquette lessons on the on-line games from either the primary school or before then.

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