• Title/Summary/Keyword: 온라인 분석

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A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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Analysis for Influence of College On-line Contents (전문대학 온라인콘텐츠의 영향력분석)

  • Kim, kyung-hee;Ko, dong-won
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1097-1101
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    • 2009
  • College's existence is threatened through the decreasing of students, even though it made big growing. In these situations, College makes on-line contents for promotion and announce information of college. However, previous research has limit about statistic theory with influence of application and registration with an applicant for admission to a college. In this paper, we analyze difference of application and registration in period of application, and find the difference recognize rate with students by period of application.

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Sentiment Analysis and Star Rating Prediction Based on Big Data Analysis of Online Reviews of Foreign Tourists Visiting Korea (방한 관광객의 온라인 리뷰에 대한 빅데이터 분석 기반의 감성분석 및 평점 예측모형)

  • Hong, Taeho
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.187-201
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    • 2022
  • Online reviews written by tourists provide important information for the management and operation of the tourism industry. The star rating of online reviews is a simple quantitative evaluation of a product or service, but it is difficult to reflect the sincere attitude of tourists. There is also an issue; the star rating and review content are not matched. In this study, a star rating prediction model based on online review content was proposed to solve the discrepancy problem. We compared the differences in star ratings and sentiment by continent through sentiment analysis on tourist attractions and hotels written by foreign tourists who visited Korea. Variables were selected through TF-IDF vectorization and sentiment analysis results. Logit, artificial neural network, and SVM(Support Vector Machine) were used for the classification model, and artificial neural network and SVR(Support Vector regression) were applied for the rating prediction model. The online review rating prediction model proposed in this study could solve inconsistency problems and also could be applied even if when there is no star rating.

Analysis on Inquiries of Secondary-level Online Educational Programs in Korea (중등 온라인 교육에서의 민원에 관한 연구 - 누가 무엇을 왜 묻는가?)

  • Chang, Hyeseung Maria;Lee, Eunjoo
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.369-378
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    • 2020
  • This paper examines inquiries generated in three different online educational programs in Korea at the secondary educational level. Data covers 12,023 inquiries recorded during the first semester of 2019 and the compared groups among three programs are divided by four criteria: its type, period, inquirer, and the way of response. Statistical comparisons using Chi-square test suggest that there are significant differences in frequency rates of inquiries among three programs. First, 'Program A' has more inquiries by student themselves, mostly in the middle of the semester about the contents. Second, inquiries are more frequent for 'Program B' by the coordinating teachers about system-related or evaluation-related questions, either at the beginning or the end of the semester. Third, in the case of 'Program C', parents of health-impaired students are the main inquirers who ask admin-related questions at the beginning of the semester. With respect to the way of response to inquiries, more than 95% of inquiries are answered immediately for all three programs. These quantitative findings are also supported qualitatively, by face-to-face interviews with operators of the three programs. Results of this paper can be used for educational practitioners and experts when they design and operate the customized online educational programs with different purposes and different target-students in the future.

Trend Analysis of Users for The Effective Web Personalization (효율적 웹 개인화를 위한 웹 사용자들의 경향분석)

  • 임영문;김홍기
    • Journal of the Korea Safety Management & Science
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    • v.3 no.4
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    • pp.193-205
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    • 2001
  • 온라인 기업의 경우 쉽게 가질 수 있는 고객데이터는 고객이 자사의 홈페이지에 접속하여 남기고 간 흔적(Web Log)이나, 고객이 직접 제공하는 데이터 일 것이다. 현재 많은 온라인 기업이 가장 기본적인 분석으로 웹 로그 분석을 시행하고 있으나, 그 양이 너무 많아 수시로 처리하는데는 문제가 있기도 하지만, 가장 쉽고, 기본적인 분석임은 피할 수 없는 사실이다. 기존의 웹 로그 분석에 관한 연구들이 웹 로그 분석을 통하여 사용자패턴 분석에 그친대 비하여 본 논문은 무선 페이지를 위한 컨텐츠추출 및 기존의 데이터중심의 마케팅 전략에서 벗어나 동양적인 정서를 가미한 마케팅 전략도 함께 제시한 것에 그 의의가 있다.

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온라인 게임 결제 데이터 분석 기반의 이상거래 탐지 모델

  • Woo, Jiyoung;Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Review of KIISC
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    • v.26 no.3
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    • pp.38-44
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    • 2016
  • 소액결제에 대한 규제 완화로 이와 관련한 사기가 급증하고 있으며, 특히 소액결제가 대부분을 차지하는 온라인게임 산업은 관련 사기로 인한 피해가 증가하고 있다. 온라인 게임의 소액결제 사기는 단순히 금액에 대한 피해뿐만이 아니라 회사 브랜드에도 영향을 미치며, 나아가 고객 이탈로 이어질 수 있다. 소액결제 사기를 방지하기 위해 게임 산업에서도 이상거래 탐지 시스템이 요구되고 있다. 본 연구는 게임 사용자의 결제 패턴을 분석하여 이상거래를 탐지할 수 있는 머신러닝 기반의 이상거래 탐지 모델을 제시하며, 제안하는 모델을 글로벌 온라인 게임에 적용한 사례를 소개한다.

A Study on the Transition of Characters in Korean On-line Games (한국 온라인게임 캐릭터의 변천과정에 관한 분석)

  • Kim Moon-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • For Korean game development technology, recently acknowledged as world-class, being aware of the importance of characters in the games, this paper will intend to contribute to the improvement of game character development quality by analysis of Korean on-line game transition focusing on the expressive quality of characters.

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Business Intelligence Action Plan Strategy Method Based on Customer Interaction Map (Customer Interaction Map을 근간한 BI 실행 접근 전략 방법)

  • Cho, Young-Suk
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.481-486
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    • 2009
  • 현재 우리나라의 온라인 관련 산업 즉 온라인 쇼핑, 인터넷 게임 등 온라인에서 고객을 접하는 산업의 경우 CRM의 붐이 일던 시절에 CRM을 도입하고 분석하고 있으나 그 실효성에 대한 문제가 발생하고 있으며 실제 실행 전략적 측면에서 접근 하지 못하여 투자 대비 효과가 미비하다는 판단을 하고 있습니다. 특히 게임사의 경우 다양한 고객 접근 채널을 중심으로 다각적 분석이 요구 됨에 있어 그 근간을 설정하지 못하고 고객에 대한 정확한 정의 또한 내리지 못하고 있는 현실에서 CIM 기반 BI 실행 접근 전략 방법을 통하여 온라인 게임 산업의 발전을 도모하고 중장기적 매출 증대를 위한 고객 관리 실행 전략을 소개하고자 합니다.

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A Study on the Planning of School Space for Online Education (온라인 교육을 위한 학교 공간조성 방안 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Kim, Seung-Joong
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.21 no.3
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    • pp.14-25
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    • 2022
  • This study focuses on the "online education space" in which the need is expected to increase in the school field in the future. As a way to create an online education space that can provide quality online education while sufficiently guaranteeing students' right to online learning, the basic direction, attributes of space, and types of spaces were presented. To this end, the literature reviewing the concept and characteristics of online education and the characteristics and main functions of the online education space was investigated and analyzed. In addition, to supplement the limitations of the literature review, domestic and overseas online education operation and space creation cases were investigated and analyzed. Also, the perception of and demand for online education of teachers who operate online education in the actual education field were investigated. As a result, ① basic principles and directions of online education space creation, ② attributes of online education space (convergence, convenience, de-place), and ③ 33 spaces (see Table 8) required for online education were presented.

The Satisfaction Factors Affect the Recommendation Intention and Rewatching Intention of Watching Musicals through Online Platforms : Focus on the Moderating Effects of Audience's Degree of Involvement to Musicals (온라인 플랫폼 뮤지컬 관람 방식의 추천 의도 및 재관람 의도에 영향을 미치는 만족 요인 : 뮤지컬 관여도의 조절 효과를 중심으로)

  • Yoon, Hyeong-Yeol
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.131-143
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    • 2021
  • In this study, the factors influencing the satisfaction of the online platform musical viewing method were investigated, and the effect of the satisfaction factors on the recommendation intention and rewatching intention of the online platform viewing method for musicals was investigated. In addition, the effect of the survey subjects' degree of involvement to musicals between the satisfaction of the online platform-based musical viewing method and recommendation intention, and rewatching intention was investigated. Satisfaction factors of online platform musicals, which are independent variables, were classified into image quality, convenience, economy, and interactivity, and dependent variables were classified into recommendation intention and rewatching intention of online platform musicals, and moderator variable was set to degree of involvement to musicals, and a total of 20 hypotheses were established. An online survey was conducted on 1,454 audiences who had experience watching musicals through the online platform from August 28 to September 7, 2021, and a total of 1,418 answers were used as valid samples. As a result of the analysis, the factors that make up the satisfaction of online platform musicals appeared in the order of convenience, video quality, economics, and interactivity. It was found that the satisfaction level of watching online platform musicals had a positive effect on the intention to recommend and rewatching online platform musicals in the path of all satisfaction factors. It was found that the moderating effect of the audience's involvement in musicals between online platform musical viewing satisfaction and recommendation intention and rewatching intention had a significant effect only between image quality and recommendation intention. It shows that audiences with high involvement in musicals have intention to recommend only when they are satisfied with the video quality of online platform musicals. Particularly important point is that the convenience factor was found to have the greatest influence on the satisfaction of online platform musical viewing method, but the image quality factor was found to have the greatest influence on the recommendation intention and rewatching intention of online platform musicals.