• Title/Summary/Keyword: 온라인 지도

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A New Paradigm for Success Strategies of Industrial Clusters: Convergence of Traditional and Online Businesses (새로운 패러다임의 지역 산업클러스터 성공전략: 오프라인과 온라인의 수렴)

  • Yi, Jun-Sub
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.3
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    • pp.69-85
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    • 2007
  • This research examines strategic preference of domestic and foreign brick-and-mortar companies in an industrial cluster in S. Korea. This paper also examines the relationships between the anticipated benefit factors of introducing online business activities by brick-and-mortar companies and their competitive strategies. Six major honest factors were derived including easiness of obtaining information, online intermediary, online distribution, online communication, sharing information and knowledge. Comparing domestic and foreign companies operating in S. Korea, the analyses show that the benefit factors influence on firms' choosing one or some combination of the competitive strategies. The result also shows that there was no big difference between domestic and foreign companies in terms of strategic preference and anticipated levels of benefit factors by introducing online business activities.

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Investigation of the Relationships Among Extrinsic Motivation, Intrinsic Motivation, and Attitude toward Online Community (내재적 동기와 외재적 동기가 온라인 커뮤니티에 미치는 영향)

  • Kim Jong-Weon;Kim Eun-Jung
    • Journal of Korea Society of Industrial Information Systems
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    • v.10 no.4
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    • pp.1-15
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    • 2005
  • This study investigates the relationships between extrinsic motivation (perceived usefulness), intrinsic motivation (perceived ease of use and perceived enjoyment), and attitude toward online community. With 252 valid responses, the research hypotheses are tested using by structured equation model. The results show that perceived ease of use affects perceived usefulness and perceived enjoyment, that perceived enjoyment has a positive impact on perceived usefulness and attitude toward online community, and that perceived usefulness positively influences attitude toward online community. The study can help IS managers and professionals plan their courses of action more effectively for users' continuous visits on online community.

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Understanding Product Satisfaction in the Context of Online Trading (온라인 거래 환경에서의 상품 만족에 관한 이해)

  • Jo, Hyeon;Park, Sangsun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.436-442
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    • 2013
  • Recently, online environment is actively used so it will be needed to identify the factors influencing satisfaction for continuous success. In this paper, we explain the users' satisfaction of online purchasing IT and verify them through the empirical analysis. We select basic variables from TAM (Technology Acceptance Model) and add specific variables from former research about user's trait. We chose satisfaction, perceived easiness, perceived usefulness, regret and maximizing tendency. Data collected from 150 user who had prior experiences with online purchasing IT were empirically tested against the research model using partial least square (PLS). The results show that perceived easiness, perceived usefulness and regret are significantly related to satisfaction and maximizing tendency has positive impact on perceived easiness, perceived usefulness and regret significantly.

Dependence on Brand by Product type in Online Environment (온라인(Online) 상에서의 제품유형에 따른 소비자의 브랜드 의존성)

  • 최인혁;박주영;이철선
    • Journal of Distribution Research
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    • v.6 no.2
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    • pp.109-133
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    • 2002
  • This article examines how consumers in online environments depend on brand in making purchase decisions by product types. Previous research explains that the characteristics of online environments decrease the dependence on brand due to inexpensive search costs and affluent information quantity. But it is likely that in online environment, the dependence on brand will be differentiated by product types. We found that in search product, the availability of information decreased consumer's uncertainty, which, in turn, increased the dependence of brand. However, in experience products, the weakness of multi-sensory increased consumer's uncertainty, which resulted in the increase of the dependence of brand.

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Aria Online: On-Line Game Using Dream3D (아리아온라인: Dream 3D를 이용한 온라인게임)

  • 이헌주;김현빈
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.532-541
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    • 2004
  • Computer game has become the core part of multimedia area in our knowledge and information based society Recently, computer game has been evolving into on-line 3D games which give players more realism from the existing on-line 2D games. We are competitive in developing on-line 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited technologies. In this paper, we design and develop Aria Online, an on-line 3D prototype game using Dream3D. The on-line game supports simultaneous connections of multi -users on each game server and full flexibility on user's view.

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Legal and Ethical Insight about Witch Hunt Issues on Online News and 'Pseudo Press' (온라인 매체상의 현대식 마녀사냥 이슈와 '유사언론 행위'간 법적·윤리적 논쟁에 대한 고찰)

  • Jeung, Woon Gap
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.1-9
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    • 2018
  • Present study investigated the crash phenomenon between freedom of press and pseudo press. For that researcher gathered online witch hunt cases from 2012 to 2017 and interpret with the logical basis of argument which needs to control pseudo press activity. On the other hand, present research arranged former studies about freedom of press and right of reputation and privacy as a counterpart that can be ethical debate. Futhermore, court case about right of small independent media where has less than 5 people also gathered. By Comparison of each ethical and legal basis, this study provide the insight which can inspire to think about real right of citizen and press.

Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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A Construction Design and Simulation Model Analysis of Electronic Banking Account Ledger Calibration System (금융계정계 원장보정시스템 설계구축에 관한 연구 및 시뮬레이션 분석)

  • Song, Jai-Moon;Jung, Byeong-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.7
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    • pp.563-572
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    • 2013
  • Based on this paper, in case of the on-line account system in finance industry temporarily stops working because of the on-line data change from 00:00 to 00:30, it conducts in extra placement server and the director update is carried out via center cut or on-line server to make the service possible through customer director reproduction revision. So, from the simulation result in financial operating system, We retain the batch director & backup director securely about the important time data in each account classes on-line director without even one second interruption.

Cyberspace and survey research: The methodological implications and issues of online survey research (사이버공간과 사회조사:온라인 사회조사의 쟁점과 과제)

  • 조동기
    • Survey Research
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    • v.1 no.1
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    • pp.73-108
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    • 2000
  • This study investigates methodological implications of cyberspace and information technology for online survey research Online survey method provides useful methodological tools for collecting empirical data for the study of cyberspace, In terms of sampling frame , selection method, and questionnaire from four major types of the online survey research can be found: member survey visitor survey e-mail survey and the electronic survey. Online survey research with sample design(population specification error. sampling frame error, selection error) measurement (measurement instrument bias system-related processing error, nonrespone, and response bias) and research ethics (privacy and netiquette) pose important methodological issues for the survey. The realization of the technological possibilities of online survey will be possible only through a right consideration of these issues.

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