• Title/Summary/Keyword: 온라인 정보제공

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Big Data based Diet Analysis and Relevant Product Recommendation Online-mall API (빅 데이터 기반의 식습관 분석 및 관련 상품 추천 온라인 몰 API)

  • Jang, Soe-Un;Kim, Moon-Hyun;Na, Ji-Hyun;Hong, Jang-Eui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1129-1132
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    • 2019
  • 최근 현대인들은 식습관이 불규칙하고 서구화되면서, 건강상의 많은 문제를 겪고 있다. 이와 더불어 1인 가구의 증가와 간단한 구매 방법 등으로 인해 온라인 몰 사용자가 늘어나고 있다. 본 프로젝트는 이러한 추세를 바탕으로, 사용자가 자주 사용하는 온라인 몰에 축적된 데이터를 기반으로 사용자의 식습관을 분석한다. 뿐만 아니라, 이를 바탕으로 구매 패턴을 분석하여 사용자의 영양 상태를 개선시킬 수 있는 상품 추천 서비스를 제공한다. 사용자는 자주 사용하는 온라인 쇼핑몰에서 상품 구매를 함과 동시에 구매한 상품에 대해 시각화된 영양소 분석 결과와 구매 패턴 분석 결과를 제공받을 수 있다. 본 논문에서는 개발한 API를 통해 사용자는 부족한 영양소를 쉽게 파악하여 효율적으로 건강관리를 할 수 있게 된다. 더 나아가, 자신의 구매 패턴을 파악할 수 있게 되어 현명한 소비 습관을 만드는 데에 기여할 수 있다.

A Study on the Construction of Korean Hate Speech Corpus: Based on the Attributes of Online Toxic Comments (한국어 혐오 표현 코퍼스 구축 방법론 연구: 온라인 악성 댓글에 나타나는 특성을 중심으로)

  • Cho, Won Ik;Moon, Jihyung
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.298-303
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    • 2020
  • 온라인 공간에서 특정인, 혹은 특정 집단의 사람들을 대상으로 한 혐오 표현은 당사자에게 정신적 고통을 미칠 뿐 아니라 이를 보는 이에게도 간접적인 불쾌함을 유발한다. 이에 관한 문제의식은 사회적으로 공감대가 형성된 바 있지만, 아직 한국어에서는 많은 연구들이 혐오 표현 자체의 논의에 집중하고 있으며, 이는 실제로 관찰되는 혐오 표현들의 자동 탐지 및 예방에는 효과적인 정보를 제공하지 못하는 것이 사실이다. 이에 우리는 실제 온라인 댓글들을 탐구하여 혐오, 모욕 및 사회적 편견을 탐지할 수 있는 모델 학습에 필요한 코퍼스 구축 가이드라인을 제작하였다. 구체적인 사례를 동반한 가이드라인과 크라우드소싱을 바탕으로 약 9천 3백 문장 가량의 코퍼스를 구축하였으며, 해당 데이터에 관한 개요와 함께 우리의 접근 방식이 어떤 점에서 기존의 담론과 연관되어 있는지에 대한 분석을 제시한다.

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Component analysis and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소분석 및 개선방안 -사용자 인터페이스 디자인 요소 중심으로-)

  • Kim, Hyo-Suk;Sung, Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.199-205
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    • 2009
  • 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.

Development of an Online Research System (온라인 설문조사 시스템의 개발)

  • Lee Min-Su;Kang Dae-In;Lee Jae-Kwan;Hwang Hae-Young;Koh Jeong-Gook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.619-622
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    • 2004
  • 설문조사는 사회의 여러 분야에서 발생하는 문제들을 해결하기 위해 관련자들에게 동일한 질문을 제시하고 설문에 대한 응답을 통해 근거 자료를 수집, 분석하여 유용한 정보를 추출하는 일련의 과정이다. 온라인 설문조사 시장의 성장 추세와 장점들을 고려하여 본 논문에서는 설문 의뢰자들의 요구를 충족시키면서 설문 대상자들에게 편리한 설문응답 환경을 제공하여 설문 응답률을 향상시킬 수 있는 효율적인 온라인 설문조사 시스템을 개발하였다. 또한 구현된 온라인 설문조사 시스템에 대한 기능시험을 통해 효율적 활용 가능성도 확인하였다.

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A study on online one-person shopper shopping platform for second hand sales (중고판매를 위한 온라인 1인 제작자 쇼핑콘텐츠 플랫폼에 관한 연구)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.461-462
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    • 2019
  • IT 기술의 발전으로 온라인 서비스의 혜택과 활용이 늘어나면서 기존의 통신사나 방송사업자 및 제3의 사업자들이 다양한 미디어 콘텐츠를 온라인을 통해 제공하게 되었다. 온라인과 모바일 기술, 플랫폼 사업자의 정책, 콘텐츠 공급자의 인식, 이용자와 이용의 형태가 복합적인 변화로 나타났고, 전문 콘텐츠 제작자뿐만 아니라 1인 제작자를 지원하는 플랫폼도 등장하게 되었다. 본 연구에서는 기존의 단순 이미지 업로드 방식의 중고판매가 아닌 동영상으로 중고물품에 대한 자세한 정보를 파악할 수 있도록 중고판매를 위한 온라인 1인 쇼핑콘텐츠 영상 제작 플랫폼을 제안한다.

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Effects of Online Community Characteristics on Customer Reaction - Based on the Differences of Customer's Gender and Self-Construal Level (온라인 커뮤니티특징이 소비자 반응에 미치는 영향 - 소비자의 성별과 자기해석 수준차이를 중심으로)

  • Shin, Jong-Kuk;Moon, MinKyung;Kim, JaeHun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.261-273
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    • 2018
  • The purpose of this study is to find out how the online brand community characteristics affect customer behavior according to self-construal level and gender difference. The characteristics of online community are divided into interaction, objectivity, information provision, and activity reward. First, interactivity and activity compensation among the characteristics of online community have a positive effect on brand community commitment. On the other hand, the effect of purpose and information provision is insufficient. Second, the greater the commitment to the brand community, the higher the WOM effect is. Finally, this study shows that customers with dependent self-construal tendencies have more brand community support than customers with independent self-construal tendencies, and females show more brand community support than males. This study suggests an efficient marketing approach to companies through a brand community commitment by understanding the intrinsic motivation of consumers' self-construal level.

Impact of Information Contents on Information Service Satisfaction and Purchasing Intention at Online Purchase Sites of Movie Merchandise (온라인 구매사이트의 정보콘텐츠가 정보서비스만족도 및 구매의도에 미치는 영향: 영화상품을 중심으로)

  • Cho, Se-Hyung;Lee, Choong-Moo
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.323-335
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    • 2012
  • The purpose of this study is to clarify the impact of information contents at online purchase sites of movie merchandise. The results of this study are as follows: 1) Movie-understanding information(synopsis, actors, reviews) has a meaningful influence on information service satisfaction irrespective of consumer involvement; 2) Movie-understanding and movie-going information(time, place, price, purchasing method) are alike in having a meaningful influence on online purchasing intention. However, movie-going information has a meaningful influence in case of lower consumer involvement, while movie-understanding information has a meaningful influence in case of higher consumer involvement.; 3) Information service satisfaction gives a strong influence on online purchasing intention irrespective of the level of consumer involvement. In conclusion, there is a need to improve diversity and quality of movie-understanding information to enhance consumer satisfaction. Also, it will be necessary to improve movie-understanding and movie-going information in order to enhance online purchasing intention. These results are expected to give an insight to build a creative marketing strategy of online purchase sites of movie merchandise.

Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

Analysis of important decision factor for online platform use: an Analytical Hierarchy Process approach (온라인 플랫폼 사용에 대한 선정요인 중요도분석: AHP 기법을 중심으로)

  • Lee, DonHee
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.81-96
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    • 2021
  • This study examines the importance of factors that influence the online platform selection decision to support operational optimization strategies. For the research purpose, we first reviewed previous studies on service encounters and identified those factors that have been proven important for using online platforms. Second, this study analyzed the factors that customers perceived as important based on analytical hierarchy process (AHP) of the data we collected from 10 mobile or computer-based Internet users. The study results revealed that the important factors for the online platform selection were in the following order: product diversity (27.4%), ease of use (21.5%), brand credibility (18.1%), interactions with the service provider (17.7%), and ease of accessibility (15.3%). The study provides useful insights to online platform service providers in developing strategies for customer-focused value creation.

A Study on the Public Service of Big Data in Ocean Information -Focusing on user requirements of government services- (해양 정보 빅데이터의 대국민 서비스 제공 방안: 정부기관 서비스의 사용자 요구 사항을 중심으로)

  • Kim, Seungmin;Park, Byoung yong
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.241-255
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    • 2020
  • In Korea, utilizing and protecting the ocean from the sea on three sides can be considered the basis of national power. Recently, it has been distributed to IOT and 5G networks, and attempts to provide various information based on telecommunication infrastructure are continuing in the public and private sectors. In this study, an online survey was conducted with the aim of improving the services of marine information services (KOMC, safe and open seas) provided by the Government Agency for Oceanographic Research. Through an online survey, the survey was conducted on sites that are mainly used to survey people's need for marine information and to collect information. In addition, the survey was conducted on the UX, UI problems and improvements of KOMC, open and safe sea sites provided by the National Oceanographic Research Institute. The awareness and experience of marine information service by the Korea Oceanographic Research Institute were confirmed. Later, the previous steps of FGI also examined the usability of various users after allowing them to use the actual service. Here, the experience of collecting marine information from actual users was investigated, not just by looking at and evaluating the design of the service website and application. As a result, users presented a variety of opinions related to marine information services, including accessibility, reliability of information, providing media, and importance of information provided. The findings could be used as data to identify ocean-related data and ways to provide information required by users of various age groups and occupational groups.