• Title/Summary/Keyword: 온라인 지도

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Development of Online Testing and Customized Study System for Running Foreign Language Classes (외국어 과목 운영을 위한 온라인 평가 및 맞춤 학습 시스템의 개발)

  • Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.4
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    • pp.25-31
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    • 2006
  • With the increasing demand of foreign language education in colleges, an effective testing and study system is also needed especially for large scale classes. In this paper, 1 propose a new online system for running large scale foreign language classes which supports not only testing function but also individually customized studying and diagnosis functions. Using the proposed system enables saving of testing space and helps all students get equally good testing and study environment regardless of class size and lecturers.

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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.

Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.147-155
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    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.

The Study on types of Characters expressed to Visual Identity in On-Line Game (온라인 게임에서 시각 정체성으로 표출되는 캐릭터의 유형 연구)

  • Shin, Soon-Beom
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.10-17
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    • 2003
  • 사이버 공간에서의 가상인간인 사이버 캐릭터가 사용자자신의 자아와 정체성과 무관한 존재라고 한다면, 온라인 상에서 통용되는 또 다른 자기자신을 의미하며 자신의 정체성을 시각적으로 표현하는 캐릭터는 아바타라고 한다. 온라인에서는 자신의 아바타를 이용 가상공간 속을 살아가고 있다. 심한 중독성과 가상공간 속에서의 아이템이 현실세계로 유입 되는데 따른 문제점을 노출하고는 있지만 온라인속의 아바타는 컴퓨터와 인터넷의 발전이 가지고온 개인의 정체성이 시각화되는데 큰 역할을 하고있다. 본 논문에서는 국내 온라인 게임사이트와 인터넷 사이트에서 사용되고 있는 아바타의 유형을 분류하였으며, 현실보다 더 현실같은 공간인 가상공간에서 다양한 유형의 아바타가 사용되고 있음을 확인 하였다. 이제 더 이상 가상공간은 현실과 다른 세계가 아닌 현실의 일부분이다. 아바타는 현실의 일부분을 대신할 나이기에 보다 구체적인 디자인이 제시되어야 할 것이다.

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A Case Study on Quest Engine for Travia Online Game (트라비아 온라인 게임의 퀘스트 엔진 구축 사례)

  • Lee Wan-Bok;Roh Chang-Hyun;Sohn Hyoung-Ryul
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.9-16
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    • 2006
  • This paper introduces the case study of constructing a quest engine system in a commercial online game. The system can help several operations for quests such as modeling and execution with a dedicated script language. Since the many attributes of a quest, including the type or preconditions or execution ordering of quests, could be represented well with the script, game developers can constitute and modify a quest system very easily. Thus it is expected that the quest system introduced in this paper can be a good guideline to the developers of online RPG games.

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A Study on the Effects of Service Quality Factors of Companion Animal Online Shopping Malls on Customer Satisfaction and Loyalty (반려동물 온라인 쇼핑몰의 서비스품질이 고객만족과 충성도에 미치는 영향에 관한 연구)

  • Lee, Joo-Heon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.4
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    • pp.179-193
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    • 2021
  • As pets such as dogs and cats have been accepted as family members and companions, calling them companion animals has become more and more common. As the trend of identifying companion animals with humans and treating them as members of a family is spreading, people are more concerned about food, health, and leisure for companion animals, searching for expensive products, and accelerating the growth of related businesses. This study collected data by conducting an online questionnaire targeting customers who visited online companion animal shopping malls. Data collected only for people who have purchased companion animals at least once in online shopping malls for companion animals were used for empirical analysis. Questionnaires from 205 people were collected, but a total of 198 copies were used for the analysis, excluding the questionnaire that gave an insincere response. The results are as follows. First, through exploratory factor analysis, it was confirmed that the service quality factors of the online shopping mall for companion animals consisted of four dimensions: communication-transaction, safe security, design, and information provision. Second, it was found that communication-transactions, information provision, design, and safe security, which are the service quality factors for companion animal online shopping malls, all have a significant positive (+) effect on customer satisfaction. Third, it was confirmed that customer satisfaction in online shopping malls for companion animals had a significant positive (+) effect on loyalty. Fourth, in the relationships between service quality factors (communication transaction, safety security, design, information provision) and loyalty of companion animal online shopping mall, it was confirmed that customer satisfaction has complete mediating effects.

Satisfaction Analysis of Online Non-face-to-face Classes in the COVID-19 (코로나19 상황에서의 온라인 비대면 수업에 대한 만족도 분석)

  • Jang, Hyon Chol;Roh, Mi Ra;Jeon, Byung Duk
    • Journal of the Korean Society of Radiology
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    • v.15 no.4
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    • pp.519-524
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    • 2021
  • As the COVID-19 situation continued to spread to the local community along with the spread due to influx, each university had to conduct all online classes and partially online classes. The purpose of this study was to investigate the satisfaction of learners with the content and lecture contents by paying attention to online non-face-to-face classes according to the change of the class environment in the Corona 19 situation. Satisfaction survey on online non-face-to-face class major subjects was analyzed using questionnaires from June 1 to June 11, 2021, targeting 2nd and 3rd year students in the Department of Radiology at S University in Daegu. As a result of the study, satisfaction with content and class content was found to be an average of 3.78 ± 0.75 points, and learning satisfaction was found to be an average of 3.00 ± 1.14 points. In addition, when taking online non-face-to-face classes, the correlation between students' class attitude and content and class content satisfaction was the highest (r=0.555, p<0.01), and it was found that there was also a correlation between content and class content satisfaction and learning satisfaction. (r=0.331, p<0.01). I think that satisfaction with non-face-to-face online classes can be improved if the quality of content is improved during non-face-to-face online major classes as well as more active interactions between students and professors.

The Relationships of On-line Game Attributes, Customer Satisfaction, Switching Barriers and Customer Loyalty -Mediating Effects of Switching Costs and Attractiveness of Alternatives- (온라인 게임의 중요속성, 만족, 전환장벽 및 고객충성도의 관계 -전환비용과 대안의 매력도의 매개역할-)

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.235-244
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    • 2009
  • The object of this research is to analyze the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time, mediating effects of switching barriers, such as switching cost and attractiveness of alternatives on the relationships between customer satisfaction and customer loyalty are also analyzed. The results showed that the challenge, social interaction, entertainment had significant effects on customer satisfaction. Customer satisfaction also effected customer loyalty. Another important result is that switching cost and attractiveness of alternatives played an intermediating role between customer satisfaction and customer loyalty.

A Convergence of Technology and Service of MyMusicTaste : The Success Factors for Online Platform Service Innovation (MyMusicTaste의 기술과 서비스의 융합 : 온라인 플랫폼 서비스 혁신의 성공 요인)

  • Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.87-92
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    • 2014
  • It is difficult to innovate product or service alone in the fast-changing world. The convergence is new approach in order to respond to customers' desires for new products and services. The online service platform as combination of technology and services is one of growth drivers for service innovation. Thus, it is worthwhile to note that we need to investigate the success factors of online service platform. To to this, this study delves into MyMusicTaste.com of JJS media as a case of online service platform. By doing so, we can suggest a success factors for online service platforms.

On-Line/Off-Line Signature Schemes with Tight Security Reduction to the RSA Problem (RSA 문제와 동등한 안전성을 갖는 온라인/오프라인 서명 기법)

  • Choi, Kyung-yong;Park, Jong Hwan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.327-338
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    • 2018
  • On-line/off-line signature is a technique for performing heavy computations required for signature generation in the off-line stage and completing the final signature by a simple operation in the online stage. This is suitable for application environments that require immediate signing responses to multiple users. In this paper, we propose two new on-line/off-line signature schemes based on RSA problem. The first technique can generate a signature with a fixed base exponentiation when signing online, and the second technique can complete an online signature with a very simple calculation such as a hash operation. The security of both signatures is based on the RSA problem, which is proven to be tightly secure without security loss in the random oracle model.