• 제목/요약/키워드: 온라인 물리적 환경

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Effect of e-servicescape on Trust and Purchase Intentions (e-서비스스케이프가 신뢰와 구매의도에 미치는 영향)

  • Shin, Jin-Hee;Jeong, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.815-828
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    • 2013
  • Recently internet shopping malls provide newer and more varied goods and services to meet the demand of their customers. And as new companies enter the on-line shopping mall business, competition in this specific market is getting stiffer. Therefore, to keep a more sustained relationship with their customers, internet shopping malls need to satisfy their customers with their goods and services and to make them loyal customers. Unlike bricks-and-mortar stores in real life, This study also aims to propose an on-line physical environment model, and to develop the existing on-line research into a physical environment. The physical environment is measured on the four dimensions and 4 measurement units and the on-line physical environment, trust, and purchasing decisions are also explained. This study makes contributions as follows. First, online physical environments contain theoretical syntheses and operational definition. Second, this study finds that trust is an important part of an on-line transaction. Third, this study provides an insight into some of the factors preceding purchasing decisions. Lastly, this study finds that the consumer's comprehension of the on-line environment has a considerable influence on trust and purchasing decisions.

A Conceptual Design Of The Motioncode (모션코드의 개념적 설계)

  • Park, Hyung-Kun;Lee, Yill-Byung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.505-508
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    • 2011
  • 유비쿼터스 환경에서 객체들과의 데이터 통신은 매우 중요하다. 특히 서버와의 교신 없이 객체들로부터 직접 충분한 정보를 확보해야 할 때에 이는 더욱 중요하다. 온라인 기반 네트워크를 이용하는 경우, 대량의 데이터를 고속으로 전송할 수 있다는 장점이 있으나, 해당 통신을 지원할 수 있는 모듈이 각각의 객체에 설치되어 있어야 하고 온라인 상태를 유지하고 있어야 한다는 부담이 있다. 태그 인터페이스와 카메라 비전 기술을 주로 사용하는 오프라인 기반 네트워크를 이용하는 경우, 특별한 통신모듈 없이도 물리적 객체와 디지털 객체 사이에서 효과적인 데이터 전송이 가능하다는 장점이 있으나, 온라인 기반 네트워크를 이용하는 경우에 비해 극히 소량의 데이터만을 전송한다는 단점이 있다. 이 경우 전송하는 데이터 량을 늘리기 위해 우회적으로, 온라인 기반 네트워크로의 링크 정보를 전달하는 방법을 사용하고 있으나, 결국 온라인 기반 네트워크를 이용하는 경우에 발생하는 한계를 지니게 된다. 본 논문에서는 온라인 기반 네트워크를 이용할 수 없는 제한된 오프라인 환경에서, 디스플레이와 카메라만을 이용하여 기존의 오프라인 태그 인터페이스 특히 이미지 코드에서보다 자체적으로 서버와의 교신 없이 좀 더 많은 데이터를 전송하기 위한 방법으로 모션 코드를 제시한다.

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

A Physical Design Method of Storage Structures for MOLAP Systems of Data Warehouse (데이터 웨어하우스의 다차원 온라인 분석처리 시스템을 위한 저장구조의 물리적 설계기법)

  • Lee Jong-Hak
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.297-312
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    • 2005
  • Aggregation is an operation that plays a key role in multidimensional OLAP (MOLAP) systems of data warehouse. Existing aggregation operations in MOLAP have been proposed for file structures such as multidimensional arrays. These tile structures do not work well with skewed distributions. This paper presents a physical design methodology for storage structures ni MOLAP that use the multidimensional tile organizations adapting to a skewed distribution. In uniform data distribution, we first show that the performance of multidimensional analytical processing is highly affected by the similarity of the shapes between query regions and page regions in the domain space of the multidimensional file organizations. And than, in skewed distributions, we reflect the effect of data distributions on the design by using the shapes of the normalized query regions that are weighted with data density of those query regions. Finally, we demonstrate that the physical design methodology theoretically derived is indeed correct in real environments. In the two-dimensional file organizations, the results of experiments indicate that the performance of the proposed method is enhanced by more than seven times over the conventional method. We expect that the performance will be more enhanced when the dimensionality is more than two. The result confirms that the proposed physical design methodology is useful in a practical way.

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The Relationship between Anonymity, Personal and Group Identities, and Discussion Quality in Online Discussion Communities (온라인 토론 커뮤니티에서의 익명성과 개인 및 집단 정체성, 토론의 질 간의 영향 연구)

  • Ae Ri Lee
    • Information Systems Review
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    • v.21 no.3
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    • pp.63-86
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    • 2019
  • As the use of ICT became a part of daily social life, online community has emerged as a new type of social organization. Online community is a virtual space which enables many people to participate and contribute together to collective knowledge. Anonymity in online communities can encourage active social participation by people with various social constraints, however, anonymity can also lead to serious social pathology. As a result, it is necessary to study on what is fundamentally influencing human behavior and how people's behavior is controlled in anonymous online community. This study focuses on human identity and investigate the factors affecting human behavior control in anonymous online environment by examining various aspects of identity in online discussion community. This study empirically verifies the causal relationship between factors, including social & technical anonymities, various identity dimensions, intrinsic motivation to participate in the community, group norm conformity, and quality of discussion. It also analyzes the difference between groups by the level of anonymity, gender, age, community usage period, and discussion topic. Based on the findings, this research provides theoretical and practical implications for online community management strategies and a better culture on Internet discussion.

Game contents development base on AR-Table system (AR-Table 시스템 기반의 게임 콘텐츠 개발)

  • Kim, Byung-Chul;Lee, Hye-Sun;Kim, Jin-Gook;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.541-547
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    • 2007
  • 게임 문화는 오프라인에서 온라인으로 중심축이 급격하게 바뀌었다. 급격한 변화는 온라인 게임의 발전 불렀지만 게임 문화의 획일화를 불러 오프라인 게임 문화를 잠식하였다. 그러나 보드게임 활발한 보급은 사람들에게 과거의 추억과 사람사이의 유대감을 다시금 불러일으켰다. 그러나 지식의 부족으로 한정된 보드게임만 즐기게 되고 또한 구매하여 즐기기에는 경제적 부담이 컸기 때문에 인기가 많이 하락하고 있다. 본 논문은 이 문제를 해결하고 오프라인 게임의 장점을 살리기 위해 우리가 개발한 AR-Table System을 제안했다. 이 시스템은 오프라인 게임과 온라인 게임의 장점을 융합하고 단점을 보완하고 증강현실을 사용하여 새로운 게임 개발 환경을 제공한다. 이 시스템은 Main Table System과 Personal Display Device로 구성되어 있고, 물리적 마커를 응용한 디지털 마커를 개발하였다. 이 시스템을 설명하기 위해 보드게임 Geister를 AR Geister로 개발하였다.

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The Influence of IT based service environment and Emotional Commitment (IT 기반 서비스환경이 고객의 정서적 몰입에 미치는 영향)

  • Ryu, Jung-min;Seo, Yong-mo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.743-745
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    • 2015
  • The purpose of this study is to investigate the relationship between IT environment and commitment in online.The satisfaction of customers, who are in a servicescape, will be subject to many environmental stimulations. In particularly, the servicescapes of the store and the customer characteristics are important factors that affecting the emotional commitment of consumers. In this study, the servicescape that consumers evaluated can be divided into physical and social factors. Furthermore, how these factors can affect the emotional commitment through perceived service quality and social interaction will be studied as well. In addition, the moderating effects of the individual characteristics at the perception of servicescape, such as optimum stimulation level and social appropriateness will be studied together.

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A Study on Library Users' Intention to Use in a Hybrid Environment of Academic Library (하이브리드 대학도서관 환경에서의 도서관 이용자의 이용 의도에 관한 연구)

  • Han, Jiyeon;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.275-299
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    • 2020
  • This study investigates the factors affecting behavioral intention of professors and students at universities to use academic libraries in a hybrid library environment where a traditional physical library is combined with a digital library that is centered on online information use. The structural relationships among factors were also analyzed in this study by utilizing a combined behavioural model which was based on TPB and TAM. This study identified users' intention to use academic libraries according to changes in the use environment, and the findings of this study bring a valuable meaning to library administrators for setting up the strategic plan for the future of academic libraries. The results of this study imply that academic libraries should strategically setup an effective and efficient operating plan based on awareness, attention and cooperation, in order to survive as well as to accomplish balanced growth in rapidly changing environment.

Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.

A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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