• Title/Summary/Keyword: 온라인 플랫폼 특성

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Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

Analysis of Loan Comparison Platform User's Default Risk (대출중개 플랫폼별 고객의 채무불이행 리스크 비교)

  • SeongWoo Lee;Yeonkook J. Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.119-131
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    • 2024
  • In recent years, there has been a significant growth in loan comparson services offered by fintech platforms in South Korea. However, it has been reported that loan comparison platform users tend to have a higher risk of default compared to non-users. This paper investigates the difference in platform-specific credit risk factors using survival analysis models - Kaplan-Meier curves and Accelerated Failure Time (AFT) model. Our findings show that, relative to non-users, users of loan comparison platforms are characterized by elevated default rates, a greater propensity for home ownership, lower credit scores, and shorter loan durations. Furthermore, our AFT models elucidate the variance in default risk among the various loan comparison service platforms, highlighting the imperative for customized strategies that address the unique risk profiles of customers on each platform.

A Study on Quality Evaluation for On-line Game Software (온라인게임 소프트웨어 품질평가에 관한 연구)

  • Kim In-Suk;Ahn Gye-Jung;Cho Hyun-Hoon;Hong Dae-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.323-326
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    • 2004
  • 최근 세계적으로 게임 산업은 문화콘텐츠 산업의 핵심으로 인정받고 있으며 우리 정부도 21세기 국가성장 동력의 핵심영역으로서 게임을 지목하고 있다. 그 중 2002년 아케이드 게임을 제치고 처음으로 1위로 등극한 온라인게임은 2003년에는 플랫폼 생산매출 $50\%$를 차지하며 국내 게임시장을 견인하고 있다. 그러나 게임 산업의 인기와 온라인게임의 확산에 비해 대부분의 게임제작업체들은 짧은 기간의 간단한 베타테스트에 의존하고 있어 콘텐츠의 품질평가에 대한 인식 부족과 만족스러운 테스트 결과를 얻기에는 부족함이 많다. 이러한 문제점을 해결하기 위해서는 온라인 콘텐츠의 특성을 반영한 체계적인 품질모델 및 모델에 기반을 둔 품질평가 프로세스 그리고 각 품질특성을 시험하기 위한 시험기법들이 필요하다. 본 논문에서는 ISO/IEC 9126 및 14598 기반의 온라인 게임콘텐츠 품질평가 모델 선정과 품질평가 프로세스를 제시하고자 한다.

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Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

Influence of Online Broadcasters on Conventional Offline Broadcasters and its Correspondence strategies (온라인 방송이 기존 오프라인 방송에 미치는 영향 분석 및 대응 전략)

  • Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.6-8
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    • 2018
  • 인터넷과 스트리밍 기술의 발달로 온라인 방송서비스가 출연하면서 디지털 온라인 콘텐츠 서비스 사업은 기존 오프라인 방송인 지상파 케이블 위성 IPTV 방송에 콘텐츠 제작과 수익면에서 상당한 영향을 미치고 있다. 지금까지 보편적 대중에 전달하던 일반적인 콘텐츠 제작 및 보급이 전통적 방송의 역할이었던 반면, 디지털 온라인 방송은 특정한 분야별 그룹과 연령별 그룹에 맞춤형 콘텐츠를 제작하고 이를 방송하면서 개성있는 ?춤형 방송을 진행하며 레가시 미디어(legacy media)를 위협하고 있는 것이 현실이다. 이제 기존의 방송국들은 더 이상 전통적 방송 제작의 특성을 고수하기 어렵게 되었고 새로운 미디어 세계에서 살아남기 위해 디지털 온라인과 오프라인의 경계를 허물고 융합해야 하는 것이다. 왜냐하면 기존 방송국들은 TV플랫폼만 의존하던 시청자들이 온라인 채널로 이동으로 시청률 하락과 광고 및 부가서비스 수입의 위축으로 경영의 어려움이 현실화 되고 있기 ?문이다. 본 논문은 디지털 온라인 방송환경이 기존의 오프라인 방송국에 미치는 영향을 분석하고 기존 방송국의 위기를 타개하기 위한 대응전략을 연구하였다.

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A survey on consumers' purchase status of clothing products via online platforms - Focusing on the demographic characteristics of men and women in their 10s to 50s - (소비자들의 온라인 플랫폼 의류제품 구매실태 조사 - 10대~50대 남녀의 인구통계학적 특성을 중심으로 -)

  • Younghee Park
    • The Research Journal of the Costume Culture
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    • v.31 no.5
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    • pp.669-691
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    • 2023
  • This study aims to analyze the variations in online clothing purchasing patterns based on demographic attributes and purchasing behavior. The survey subjects comprised individuals in their 10s to 50s who had prior experience with online shopping. The survey was conducted in Gyungnam from May to June 2022. A total of 397 questionnaires were analyzed using the χ2-test statistical method. The analysis of clothing purchase type based on demographic characteristics revealed differences in terms of gender, marital status, age, monthly income, and occupation. Notably, when analyzed by demographic characteristics and clothing purchase types, monthly online purchase frequency displayed significant differences in marital status, age, and occupation. Similarly, monthly purchase amounts through online platforms exhibited significant variations based on marital status, age, monthly income, and occupation. The online fashion platforms, when examined in relation to demographic characteristics and purchase types, showed significant differences across all variables. Clothing purchases by consumers seeking individuality and differentiation exhibited significant differences in age, occupation, and purchase types. Furthermore, the reasons for choosing online platforms for clothing purchases varied significantly based on age and occupation. These findings indicate diverse purchasing behaviors on online platforms influenced by demographic characteristics. These findings can be valuable for effectively segmenting the online fashion market.

A Study on the Effect of Enabler and Inhibitor on the Resistance and Use Intention of Online Used Trading Platform: Focusing on the Dual Factory Theory (촉진과 억제 요인이 온라인 중고 거래 플랫폼에 대한 저항과 사용 의도에 미치는 영향에 관한 연구: 듀얼 팩터 이론을 중심으로)

  • Sung-Wook Shin;Geon-Cheol Shin
    • Information Systems Review
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    • v.24 no.1
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    • pp.125-155
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    • 2022
  • Platform contrasts with traditional industry in terms of innovativeness as it is rapidly developing with information technology. To redeem preceding researches which have separately focused on either platform acceptance based on technology acceptance model or resistance factors against platform's innovation, this study applied dual factor theory to check the simultaneous influence of enablers and inhibitors on resistance. This study chose purchasers of online used trading platform as a subject of study since it contrasts with other platforms in many characteristics. Based on preceding studies, the moderating effects of their past purchase numbers on the relations between resistance and use intention were also checked. The findings reveal that economic benefit as an enabler had significant negative influence on the resistance, but social influence didn't have expected influence. In case of inhibitors, both perceived complexity and perceived risk had significant positive influence on the resistance. Though resistance had significant negative influence on the use intention, its influence was moderated into the positive direction as users' purchase number increased. Lastly, resistance had mediation effect between antecedent factors (economic benefit and perceived complexity) and use intention.

A NIE Platform for Effective High-school Social Study (효과적인 고등학교 사회과 교육을 위한 온라인 NIE 플랫폼)

  • Lee, Jinhee;Jung, Guenseong;Cha, Jaehyuk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1644-1647
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    • 2015
  • 신문을 활용하는 교육 방식을 NIE(Newspaper in Education)라고 한다. 매일 새로운 정보가 실리는 신문을 활용함으로써 교육적인 효과를 볼 수 있다. 신문 활용의 교육적인 장점으로 고등학교 사회과 수업에서 신문은 읽기 형태의 교재로 쓰이고 있다. 그런데 최근 인터넷의 발전으로 NIE활동에 온라인 신문의 활용이 늘고 있다. 하지만 온라인 신문을 교육에 활용하는 데는 몇 가지 문제점이 있다. 첫째, 신문을 직접 수집하는 자체의 번거로움. 둘째, 온라인에서 제공되는 신문에는 광고와 같은 노이즈에 노출이다. 마지막으로 인터넷 특성상 신뢰성이 낮은 정보가 많다는 점이다. 이러한 문제점을 해결하기 위해 본 논문은 온라인 신문기사를 문서형태로 수집하고 제공하는 시스템을 구현했다. 수집 시스템에 의해 저장된 기사는 구성주의 학습을 위한 온라인 토론학습 활동을 위해 쓰인다. 따라서 본 연구는 고등학교 사회과 NIE활동에 양질의 기사 정보를 제공하고 편리함을 주어 학습효과를 높이기 위한 시스템의 구현을 목표로 했다.

What Do The Algorithms of The Online Video Platform Recommend: Focusing on Youtube K-pop Music Video (온라인 동영상 플랫폼의 알고리듬은 어떤 연관 비디오를 추천하는가: 유튜브의 K POP 뮤직비디오를 중심으로)

  • Lee, Yeong-Ju;Lee, Chang-Hwan
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.1-13
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    • 2020
  • In order to understand the recommendation algorithm applied to the online video platform, this study examines the relationship between the content characteristics of K-pop music videos and related videos recommended for playback on YouTube, and analyses which videos are recommended as related videos through network analysis. As a result, the more liked videos, the higher recommendation ranking and most of the videos belonging to the same channel or produced by the same agency were recommended as related videos. As a result of the network analysis of the related video, the network of K-pop music video is strongly formed, and the BTS music video is highly centralized in the network analysis of the related video. These results suggest that the network between K-pops is strong, so when you enter K-pop as a search query and watch videos, you can enjoy K-pop continuously. But when watching other genres of video, K-pop may not be recommended as a related video.