• Title/Summary/Keyword: 온라인조사

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A Study on the Actual Use of Game Hack in Online Games (온라인 게임에서의 게임 핵사용 실태에 관한 연구)

  • Moon, Hyun-Hak;Lee, Dong-Min;Choi, Min-Jong;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.62-65
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    • 2017
  • 본 논문에서는 <오버워치>나 <리그 오브 레전드> 등의 이용자끼리 실력을 겨루는 형태의 경쟁적인 온라인 게임들에서 이용되어지고 있는 게임 핵의 종류와 사용 실태를 조사하고 이에 따른 개선 방안을 제시한다. 여러 가지 종류의 온라인 게임 핵에 대해서 알아보고 해당 핵이 어떤 게임에서 어떤 식으로 적용 되는지 설명하고, 유저들이 핵으로 인하여 개발사, 대회 주관사 등의 여러 기관에서 입는 피해 사례를 조사하고 이에 따른 현재 사용되고 있는 각 개발사들의 조치 방안 및 유저 커뮤니티의 의견 등을 통해 실태에 대해서 연구한다. 결론으로는 위의 조사한 자료를 바탕으로 어떻게 하면 현재 성행하고 있는 게임 핵사용을 방지하고 차단하는지에 대한 개선 방안을 제시하고 나아가 개발 및 운영 차원에서는 어떤 식으로 지원해야 하는지 등의 내용을 제시한다.

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A Study on Effects of Online Environmental Factors on Online Rumor Behavior (온라인 루머 행동에 대한 온라인 환경 요인의 영향 연구)

  • Kim, Han-Min
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.45-52
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    • 2020
  • Online rumor creates psychological stress and image loss for victims. Prior studies related to online rumor did not consider the online environmental factor, despite the fact that online rumor occurs in the online space. Therefore, this study tried to investigate the influence of online characteristics on online rumor. This study considered perceived anonymity, lack of social presence, and perceived dissemination as online characteristics. We established and demonstrated a research model in which online characteristics affect online rumor behavior through attitude toward online rumor. This study obtained the sample of 201 social network users based on the survey and verified the research model using PLS tool. The results provided that perceived anonymity and perceived dissemination influenced online rumor behavior through attitude toward online rumor. On the other hand, lack of social presence was not significant. The findings of this study provide the fact that an individual's online rumor behavior can be caused by online characteristics. This study suggests that we pay attention to the role of perceived anonymity and perceived dissemination for online rumor behavior.

A Study on Limesurvey in the Form of Open Source Online Survey System for Curriculum Organizing (학교 교육과정 편성을 위한 오픈 소스 온라인 설문조사 시스템 Limesurvey 활용 방안)

  • Han, Ki-Sun;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.91-101
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    • 2011
  • The purpose of this paper is to quickly identify school parents, teachers, students, community needs and opinions for curriculum organizing and the implementation of an online survey system for operating educational activities. Online survey system should be implemented based on Limesurvey to reduce costs and administrative costs. Limesurvery is available without the development of the separate program and offers the form of web-based template system, complete design, layout. Also, Limesurvey offers basic statistical analysis of survey data. Limesurvey can be executed by installing the program on a web hosting, typing database information. Limesurvey can be made a graph of the statistical results. Besides, Limesurvery can be stored in the form of HTML, Word, Excel, CSV Files and can be stured as basic datas for SPSS or PASW, R data, other statistical processing programs. If we could be operate Limesurvey in the form of open source-based survey program in elementary school, we could be reduced teacher's unnecessary work for statistics and overcame the problem of offline survey system.

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A Study on the Use of Cash Items in Online Game (온라인 게임에서의 캐시아이템 사용에 관한 연구)

  • Shin, Jong-Hyeon;Shin, Hyun-Ho;Im, Se-Hee;Lee, Dong-Huan;Bu, Jung-Chul;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.69-72
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    • 2017
  • 최근에 게임 산업 시장이 다소 침체기에 접어든 경향이 보이고 있으며, 현재 게임 시장의 특징은 경쟁이 매우 치열하고 시장에서의 매출을 올리기 위한 과열 경쟁으로 인해 발생되는 문제점들이 보이는 것이 사실이다. 본 논문에서는 온라인 게임에서의 문제점들을 유발시키는 캐시아이템의 관해 조사하고 분석해서 문제점을 제시한다. 유저들이 온라인 게임 캐시아이템에 불만을 가지는 요소가 무엇인지 조사와 분석을 토대로 유저들이 만족 할 수 있는 개선방안을 제시하고 설문조사를 통해 개선방안의 필요성을 제시한다. 이를 통해 현재 국내 온라인 게임 과금 시스템의 문제점과 앞으로 변화해야 할 개선방안을 제시한다.

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A Study on the Documentation Styles of Online Resources and the Documentation Styles Suggested by Graduate Schools and Scholarly Journals in Korea (온라인 자료의 인용 및 참고문헌 수록 양식과 국내 대학 및 학술잡지에서 사용하고 있는 인용 및 참고문헌 수록 양식 조사연구)

  • 박온자
    • Journal of the Korean Society for information Management
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    • v.16 no.2
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    • pp.81-104
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    • 1999
  • Researchers commonly begin a project by studying past works in the area and deriving relevant information and ideas from their predecessors. In presenting their works researchers acknowledge their debts to preflecessors by carefully documenting each source to indicate what they borrowed. The obvious form of plagiarism is to cokx without crediting the sources. Students have to learn how to quote and how to make reference lists or works cited at the end of their reports which allow readers to locate and use the sources they used for their reports. Nowadays online information sources through the internet increase day by day, but there is no standard documentation style for citing these sources. In this paper up-to-date documentation styles recommened by APA(American Psychological Association) and MLA(Modern Language Association) are introduced. It was found that the graduate schools and the academic societies in Korea do not keep a certain documentation style consistently by checking the school catalogs and the policy statements on manuscript submisssion to the journals.

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Online Grocery Shopping: Is there a Phoenix? (미국의 온라인 식료품 쇼핑에 관한 소고)

  • Pak Myong-Sop;Pak In-Sop
    • The Journal of Fisheries Business Administration
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    • v.37 no.1 s.70
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    • pp.111-120
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    • 2006
  • 식품관련 시장조사 기관인 Food marketing Instittue에 따르면, 미국전체의 식료품체인 가운데 25%가 최소한 온라인 쇼핑을 운영하고 있다. Safeway, Albertsons 등 대형 수퍼마켓 체인들이 연이어 온라인 시장에 참가했고, Melon Seed, FreshDirect.com 등 신규업체도 참가했다. 2002년 5월 Safeway.cm을 설립한 Safeway는 동년 7월에 8번째 점포를 시애틀에 오픈하는 등, 온라인 비즈니스를 확대했다. 최근 할인매장, 드러그 스토어 둥에 일부 시장을 잠식당하고 있는 이들 전통적인 수퍼마켓 체인들은 고객의 이탈을 막기 위해 비록 소수이기는 하지만 고객의 온라인 수요에 대응할 필요성이 있다고 생각하기 때문이다. 본고의 목적은 미국의 식료품 온라인 쇼핑에서 발생하고 있는 여러 문제점을 지적하는 것이다. Webvan이 Dot Com의 실패를 예증하는데 사용되는 주요한 전자상거래 비즈니스이다. 오늘날 온라인 쇼핑 비즈니스의 도전을 보여주고 이익을 낳기 위해 취해야 할 조치를 논의하기 위해 온라인 쇼핑 밴더가 참조되고 있다. 또한 본고는 미국의 Vons.com, Peapod.com 그리고 Safeway.com과 같은 온라인 식료품 쇼핑 비즈니스에서 나타나고 있는 추세, 신규 영업자 및 잔존 영업자들의 특성과 온라인 식료품 쇼핑업자들의 성장에 필요한 요인들에 관해서도 논하였다.

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Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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A Survey Study on Online Learning Quality Satisfaction in Dental Hygiene Students (치위생(학)과 학생의 온라인 수업 질에 대한 만족도 조사 연구)

  • Shim, Hyun-Ju;Lee, Sun-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.176-189
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    • 2021
  • This study was aimed to grasp online learning quality satisfaction in Dental Hygiene students. A survey was conducted targeting finally 228 dental hygiene students at a university in Gangwon Province from February 3, 2021 to February 17. As a result of analysis, the online class satisfaction by good instruction component was lower overall than importance. The learning environment satisfaction was lower than its importance. A difference between importance and satisfaction with online learning by detailed good instruction component showed a relatively big difference in systematic class, online learning environment, ability to convey the class contents. The need for online learning content was high in teaching material and VOD. The class operation type satisfaction was high in a non-real time class. Accordingly, a continuous effort is conceivably necessary for improving quality given the teaching-design establishment of online learning.

A Study on the Learners' Class Satisfaction in Synchronous Online Classes (온라인 실시간 수업에서의 학습자의 수업 만족도 연구)

  • Han, Jinhee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.173-178
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    • 2021
  • This study aimed to understand and analyze the learners' class satisfaction and the effectiveness of synchronous online classes after COVID-19. A total of 188 learners participated in the survey conducted at the end of the Fall Semester 2020 at C University located Gyeongsangnam-do. Findings revealed that learners' satisfaction with the synchronous online classes was relatively low, and the learners had negative perception of that. Learning content have the biggest effect on the learners' class satisfaction. Next came class management and the online learning platform. Therefore, instructors need to organize learning content effectively and enhance learners' understanding considering the most influential variable, learning content so that learners are satisfied with the synchronous online classes. Also, instructors should make it possible for learners to get familiar with the online learning platform and use it without any problems through systematic and faithful class design for effective learning in unfamiliar online learning environment. In addition, instructors need to know learners' needs and difficulties and plan their synchronous online classes. This study has limitations in that it was conducted only at one college and the limited number of variables was measured.