• Title/Summary/Keyword: 온라인 설문

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Suggesting Online Whiteboard Tool Concepts for the Convergence Process of Online Collaboration (온라인 협업의 수렴과정 개선을 위한 온라인 화이트보드 툴 콘셉트 제안)

  • Wu Seok Lim;Sang Hoon Jeong
    • Smart Media Journal
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    • v.12 no.11
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    • pp.198-210
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    • 2023
  • After COVID-19, team's collaborations are conducted online using whiteboard tools as remote working increases. In order to understand the problems of the convergence process using online whiteboard tools, an observation study comparing online and offline collaboration and a focus group interview were conducted. In addition, a questionnaire was conducted to confirm the found problem, and a solution idea was proposed. through in-depth interviews, we validate the proposed ideas. The convergence process of collaboration using online whiteboard tools had problems ; "excessive amount of information", "shift of view", "role of facilitator". To solve the problems, we proposed the idea of classifying each stage of the collaboration process, providing a navigator, and facilitator request system window. This paper proposed an idea that can effectively help the convergence process directly related to decision-making during the online collaboration process through analysis of advantages and problems of online and offline collaboration.

A Study on Reputation Analysis System for Customer Feedback (고객피드백을 위한 평판분석 관리시스템에 관한 연구)

  • Kang, Min-Sik;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.715-717
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    • 2012
  • 최근 SNS나 소셜미디어등 온라인을 통해 고객들의 서비스에 대한 정성적인 평가 및 요구사항이 실시간으로 표현되고 있으므로 병원, 은행,회사 등 각 기업에서는 서비스에 대한 부정적인 여론이 확산되기 전에 능동적으로 대응할 수 있는 시스템의 필요성이 요구되고 있다. 기존의 정형화된 설문을 통한 고객 니즈 분석으로는 다양한 온라인 플렛품 상의 소비자 경험, 의견 및 감성을 분석하기가 어렵다. 따라서, 다양한 온라인 플렛폼의 등장 소비자 Life-Style의 변화 등으로 기업이 시장과 고객들의 행동패턴을 파악 및 예측하여 분석, 관리하고 대응할 수 있는 시스템이 필요하다. 본 연구에서는 기업의 마케팅, 홍보, 기획 등 B2C 서비스 기업 활동에 효율적으로 활용할 수 있는 고객 평판분석 관리 시스템을 제안한다. 특히, 제안한 시스템의 효율성 검증을 위해 실제 테스트베드 프로토타입을 개발한다.

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페이스북 사용자의 스토킹 행위 분석

  • Kim, Eunhyun;Cho, Geumhwan;Kang, Jina;Kim, Hyoungshick
    • Review of KIISC
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    • v.24 no.3
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    • pp.21-26
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    • 2014
  • 페이스북 등과 같은 소셜 네트워크 서비스 (SNS: Social Network Service)가 개인 정보 공유 및 타인과의 커뮤니케이션에 빈번하게 이용됨에 따라서, 소셜 네트워크 서비스에서 사이버 스토킹이 중요한 문제가 되고 있다. 그러나, 지금까지는 온라인 소셜 네트워크 서비스에서의 사이버 스토킹 행위를 이해하기 위한 연구가 다소 부족한 상황이다. 본 논문에서는 페이스북 사용자들의 사이버 스토킹 행위를 보다 더 잘 이해하기 위하여 온라인 설문조사를 수행하였다. 본 논문의 결과는 사이버스토킹에서 (1) 주로 대상이 되는 콘텐츠(예: 개인 사진)가 무엇인지, (2) 어떤 그룹이 주로 스토킹의 대상이 되는지를 보여준다. 본 논문은 이러한 결과 관찰을 통하여 어떻게 온라인에서 사용자 프라이버시를 보호할 수 있는지를 검토한다.

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 Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

A Study on the Analysis System of Customer Satisfaction Survey (고객만족도 설문 분석 시스템에 관한 연구)

  • Kang, Min-Shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.899-905
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    • 2014
  • In order for corporations and institutions to perform efficient management, they first have to infer what factors customers seek for, then continuously strive to provide them with better service. The most important element to provide better service is accurate feedback from customers; however, Korea lacks of standardized system for measuring customer satisfaction. This study suggests the analysis system for survey, which evaluates customer satisfaction efficiently. The system sets up measuring factor for each service quality, and makes it possible to perform methodically. Especially, the system introduces scoring scheme so that it evaluates quality of service or unit service and prioritizes factors those need to be improved. Furthermore, the survey is operated via mobile and online system, which can be analyzed in real time, and lets foreigners use in their own languages. Through applying the analysis system of customer satisfaction survey to students who participated in work-study program, it substantiates the effectiveness of this system.

An Analysis of Relationship between Older Adults' Online Information Activities and their Life Satisfaction (고령층의 온라인 정보활동과 삶의 만족감 관계 분석)

  • Kang, Bora;Kim, Heesop;Lee, Misook
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.2
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    • pp.159-175
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    • 2014
  • The purpose of this study is to analyze the relationships between the online information activities of older adults and their life satisfaction. Online information activities were categorized into 'information use ability', 'information use time', and 'information device use ability', and the life satisfaction included such as 'feeling of happiness', 'physical condition', and 'economical condition'. A total of valid 341 responses were examined and analyzed to test the research model using SPSS 19 and Amos. It found that the online information use ability and the online information use time had a positive effect to the information device use ability; it showed that the higher the information device use ability the higher their life satisfaction. However, the online information use ability and the online information use time had no effect to the older adults' life satisfaction in this study.

A Case Study on Teaching Mathematical Communication via Web-Based Online Discussion (웹 기반 온라인 토론을 통한 수학적 의사소통 지도에 관한 사례연구)

  • 권오남;김인숙
    • School Mathematics
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    • v.5 no.1
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    • pp.77-95
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    • 2003
  • We have web-based online discussion to implement active interaction and a variety of communicative activities. I have gathered the following research questions to study about the meaning of web-based online discussion as a mathematical communication teaching method. First, what changes are there in students mathematical communication ability in web-based online discussion\ulcorner Second, how do students evaluate the web-based online discussion experience\ulcorner In this web-based online discussion, groups of middle school first grade 34 students and each group had chatting at 8 times for 10 weeks. I analyzed what they had discussed by the prints that they had sent me by e-mail. I also surveyed what they had experienced and analyzed them. In this research, the online web based discussion has given positive influence on students' competence of speaking, writing, reading and listening which are crucial to mathematical communication. Students' mathematic thinking power improved and attitudes to mathematics have become more positive.

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Empirical Analysis Approach to Investigating how Consumer's Continuance Intention to Use Online Store is Influenced by Uncertainty, Switching Cost, Offline Trust, and Individual Negative Emotion: Emphasis on Offline-Online Multi-Channels (오프라인-온라인 멀티채널 상황에서 불확실성, 전환비용, 오프라인 신뢰 및 개인의 부정감정이 사용자 지속구매의도에 미치는 영향에 관한 실증연구)

  • Jeon, Hyeon Gyu;Lee, Kun Chang
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.428-439
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    • 2016
  • It becomes undeniable trends that offline shopping stores operate their own online shopping stores too. The multi-channel shopping stores like this allow consumers to have much choices to shop from either offline channel or online channel. This trend, however, also opens new research issues. Especially, we have found from literature survey that a new research model is necessary for more in-depth study of the consumer behavior analysis in the multi-channel trends like this, where those constructs such as offline trust, uncertainty, switching cost, and individual negative emotion are considered. It is noted, especially in the multi-channel environments, that uncertainty and switching cost need to be considered, and that individual tends to feel negative emotion much more. By relying on 406 valid questionnaires, we obtained empirical results such that switching cost and offline trust have a positive effect on continuance intention, and uncertainty tends to increase switching cost. Individual negative emotion also affects continuance intention significantly.

Real-time Online Test Experience and Fairness at a University (대학에서의 실시간 온라인 시험 경험 및 공정성)

  • Kim, Kyung Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.229-237
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    • 2020
  • This study attempted to share the results of real-time online tests in online classes conducted by 33 students in the 4th grade of the department of nursing, K University, and to suggest ways to secure fairness in real-time online tests. Real-time online testing in this study utilized zoom cloud meetings. Students were invited to participate in the meeting at the same time with a desktop or laptop, including a mobile phone, and the instructor displayed a single question in real time on the screen and collected answers using private talk. Through this method, students' monitor screen, keyboard, mouse, and posture were monitored and controlled. As a result of the survey on the real-time online test, 93.8% of students answered that they were fair and satisfied overall, and 90.6% said they were willing to recommend the online test to others. In the upcoming future, remote lectures and online tests will become more active, so efforts should be made to gradually expand to other tests by developing a fairer, more systematic and easy-to-use online testing method.