• Title/Summary/Keyword: 온라인 행동 정보

Search Result 317, Processing Time 0.03 seconds

Design of Deep Learning-based Tourism Recommendation System Based on Perceived Value and Behavior in Intelligent Cloud Environment (지능형 클라우드 환경에서 지각된 가치 및 행동의도를 적용한 딥러닝 기반의 관광추천시스템 설계)

  • Moon, Seok-Jae;Yoo, Kyoung-Mi
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.3
    • /
    • pp.473-483
    • /
    • 2020
  • This paper proposes a tourism recommendation system in intelligent cloud environment using information of tourist behavior applied with perceived value. This proposed system applied tourist information and empirical analysis information that reflected the perceptual value of tourists in their behavior to the tourism recommendation system using wide and deep learning technology. This proposal system was applied to the tourism recommendation system by collecting and analyzing various tourist information that can be collected and analyzing the values that tourists were usually aware of and the intentions of people's behavior. It provides empirical information by analyzing and mapping the association of tourism information, perceived value and behavior to tourism platforms in various fields that have been used. In addition, the tourism recommendation system using wide and deep learning technology, which can achieve both memorization and generalization in one model by learning linear model components and neural only components together, and the method of pipeline operation was presented. As a result of applying wide and deep learning model, the recommendation system presented in this paper showed that the app subscription rate on the visiting page of the tourism-related app store increased by 3.9% compared to the control group, and the other 1% group applied a model using only the same variables and only the deep side of the neural network structure, resulting in a 1% increase in subscription rate compared to the model using only the deep side. In addition, by measuring the area (AUC) below the receiver operating characteristic curve for the dataset, offline AUC was also derived that the wide-and-deep learning model was somewhat higher, but more influential in online traffic.

The Influence of Self-Leadership of Research and Development Practitioners on Innovative Behavior via Job Satisfaction : A Comparison between Manufacturing and ICT Industries (국내 기업 연구개발 종사자의 셀프리더십이 직무만족을 매개로 혁신행동에 미치는 영향 : 제조업과 정보통신업 비교)

  • Choi, Min-seog;Hwang, Chan-gyu
    • Journal of Venture Innovation
    • /
    • v.7 no.1
    • /
    • pp.91-110
    • /
    • 2024
  • In this study, we compared and analyzed the influence of self-leadership on innovative behavior and the mediating effect of job satisfaction among R&D practitioners in manufacturing and information communication technology (ICT) industries. To accomplish this, we conducted an online survey using random sampling methods and collected data from 209 respondents. We employed exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and mediation analysis using SPSS 20.0 software to analyze the data and to compare differences between the manufacturing and ICT sectors. The research findings are as follows: Firstly, both in manufacturing and ICT sectors, self-leadership showed significant positive correlations with job satisfaction and innovative behavior. Secondly, in the analysis of the impact of self-leadership on innovative behavior, in the manufacturing sector, only natural reward strategy and constructive thought strategy showed significant positive effects, while in the ICT sector, behavioral-oriented strategy, natural reward strategy, and constructive thought strategy all showed significant positive effects. Thirdly, in the analysis of the impact of self-leadership on job satisfaction, in the manufacturing sector, only natural reward strategy and constructive thought strategy showed significant positive effects, while in the ICT sector, behavioral-oriented strategy and natural reward strategy showed significant positive effects. Fourthly, in the analysis of the impact of job satisfaction on innovative behavior, significant positive effects were observed in both manufacturing and ICT sectors, with manufacturing sector having relatively greater impact than ICT sector. Lastly, the results of the analysis on the mediating effect of job satisfaction indicate that in the manufacturing sector, only a constructive thinking strategy significantly influences, showing partial mediating effects. However, in the ICT sector, no mediating effects of job satisfaction were observed for any sub-factors of self-leadership. These research findings highlight differences in the mechanisms of action of self-leadership on innovative behavior and its mediating effects between the manufacturing and ICT sectors. Furthermore, the results suggest the importance of improving organizational strategies and culture towards promoting leadership, job design, and job satisfaction, considering the characteristics of each industry and research and development organization.

Analyzing Online News Media Coverage of Depression (우울증에 관한 언론 보도 분석: 온라인 뉴스 미디어를 중심으로)

  • Roh, Soojin;Yoon, Youngmin
    • Korean journal of communication and information
    • /
    • v.61
    • /
    • pp.5-27
    • /
    • 2013
  • Media coverage of depression, the mental disorder, is on the high rise following the soaring number of reported celebrity suicide. This study is an exploratory attempt to get a glance on how online news media are portraying depression. The content analysis results indicate that celebrity was the most cited source, outnumbering the others such as non-celebrity patients and experts. More than half of the sample attributed the cause of depression to socio-psychological factors. Medical consultation was the most reported means of treating depression among the sample, while over the half did not suggest any treatment methods at all. Overall, celebrity related news were less likely to talk about the cause and treatment methods. In addition, the more neuro-biological factors were designated as the main cause of depression in the articles, the more chances of treatment method of all kinds were brought up. The frame of human interest dominated a little less than half of the articles examined, and only few reported positive outcome or achievements after coping with depression.

  • PDF

A Study of Consumer Behavior on Online Shopping Discount Event - Cyber hot Days - in Korea (국내 온라인 쇼핑 할인 행사 '사이버 핫데이즈' 에서의 소비자 행동 연구)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.14 no.2
    • /
    • pp.107-115
    • /
    • 2018
  • US Retailers consider two major holiday shopping days as their most profitable-the Friday after Thanksgiving, Black Friday, and the Monday after Thanksgiving, CyberMonday. Online shopping discount events have boosted up the shopping markets resulting in pumping up National economy. For such reasons, Korea also has launched online shopping discount event, which is called 'Cyber hot days'. The primary purpose of this paper is to understand consumer behavior on Cyber hot days and suggest how retailers can harness those consumer behaviors and how government agency can support both retailers and consumers to boost up shopping markets. The results of empirical test shows that economic value, emotional value, and product variety were found to be significantly related to consumers' attitude on Cyber hot days, but convenience value, social value, and product uniqueness were not. Consumers' attitude was also found to be significantly related to the repurchase intention. It implicates that price, enjoyment, and product variety are important aspects to Korean consumers when they purchase during online shopping discount event.

The Effects of Learning Participation Motivation and Self-Efficacy for Group Work on Knowledge Sharing Behavior in Online Learning Environment (온라인 학습환경에서 학습참여동기와 협력적 자기효능감이 지식공유행동에 미치는 영향)

  • Park Hyejin;Cha, Seungbong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.19 no.3
    • /
    • pp.105-115
    • /
    • 2023
  • This study analyzed the effects of learning participation motivation and collaborative self-efficacy on knowledge sharing behavior in an online learning environment. Collaborative learning in the online learning environment took the initiative in team formation, learning topic selection, learning planning and execution, and reflection. Collaborative learning was operated as an extracurricular program, and a survey was conducted targeting students who finally completed all learning activities. The results of the study are as follows. First, goal-oriented motivation and self-Efficacy for group work, showed significant influence on knowledge sharing behavior. Second, activity-oriented motivation did not show a statistically significant effect relationship. Interpreting the analysis results, it can be judged that the higher the goal-oriented motivation and self-Efficacy for group work of students who performed collaborative learning in an online learning environment, the higher the willingness to share knowledge, skills, and information they know. This study explored the outcomes of collaborative learning conducted in an online learning environment. It is meaningful that the learner's learning participation motivation was identified and the effect of self-Efficacy for group work, which can be expressed in collaborative learning situations, on knowledge sharing behavior, which is a necessary behavior for group performance, is significant.

A Study on the learning behavior and the effect of on-line class using LMS data - Focusing on computer-practice classes (LMS 데이터를 활용한 온라인 러닝의 학습 행동 및 효과에 관한 연구 - 컴퓨터 실습수업을 위주로)

  • Jun Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.19 no.2
    • /
    • pp.79-87
    • /
    • 2023
  • On-line learning has been adopted as a major educational method due to the COVID-19 pandemic. Students and faculties got accustomed to on-line educational environment as they experienced it during the COVID-19 pandemic. Development of various technologies and social requirement for educational renovation lay groundwork for on-line learning as well. Therefore, on-line learning or blended learning will be likely to go on after the end of COVID-19 pandemic and it is necessary to prepare the guidelines for effective utilizing on-line learning. The primary purpose of this study is to examine the learning behaviors and the learning effects by using LMS data. Learning behaviors were measured in terms of learning time and access frequency for pre-recorded video lectures targeting computer-practice classes. The results of empirical analysis reveal that frequency was the significant predictor of course achievements but learning time was not. The findings of empirical analysis will provide insights that the effective planning and designing on-line classes based on learning behaviors are key to enhancing learning effects and learner's satisfaction.

Current Status and Prospects of Mobile Content Platforms (모바일 콘텐츠 플랫폼 현황과 전망)

  • Kim, Ji-hyun;Yu, Ji-in;Jeong, Ji-won;Han, Ye-jin;Choi, hun;Lee, Yong-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.596-598
    • /
    • 2022
  • Mobile is expanding beyond just a content consumption tool to an exclusive platform role. Mobile content refers to the services of companies using mobile devices. The advantage is that it can analyze the user's behavior in real-time, increasing satisfaction according to preference. On the other hand, the disadvantage is that minors can easily make paid payments due to a convenient online payment environment. Be careful not to be exposed to provocative media without using a content unauthorized theft platform. In addition, it is necessary to find ways to increase the net function of the mobile content platform and reduce the dysfunction.

  • PDF

Information-Seeking Pathways by Mothers in the Context of Their Children's Health (어린이 건강과 관련한 어머니들의 정보탐색 경로)

  • Lee, Hanseul
    • Journal of Korean Library and Information Science Society
    • /
    • v.52 no.3
    • /
    • pp.21-48
    • /
    • 2021
  • Today, with countless health information being accessible through online and offline, the public has been able to explore health-related information in various ways. The current study focuses on the information-seeking behavior of the mothers who actively explore information related to the health of their healthy infants (aged between 0 and 3 years). The researcher had conducted in-depth interviews of 24 American, Korean, and Korean immigrant mothers living in the United States, and then analyzed the sequential order of the information sources that they have used to search for the health-related information about their children. The current research highlights that the mothers' information-seeking pathways and searched topics tended to differ in accordance with their child(ren)'s health conditions (e.g., ill vs. healthy). For instance, regarding the information sources used, more diverse health information sources (e.g., public libraries, government health agencies, daycare teachers) were used when their child(ren) was not ill. In addition, when a child was ill, mothers were likely to focus on information about specific diseases or symptoms first, whereas when the child was healthy, they used to explore information on various health topics such as growth and development, nutrition and diets, parenting, and so on. Based on the results, implications for the information professionals are discussed when designing and providing health-related information services to mothers of healthy infants and toddlers.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
    • /
    • v.14 no.5
    • /
    • pp.101-117
    • /
    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Analysis of Message Usage Pattern and Relationship Formation Pattern of SNS Super Nodes (SNS 수퍼 노드의 메시지 사용 패턴 및 인맥 형성 패턴 분석)

  • An, Hyeong-Bae;Park, Jongmoon;Lee, Myung-Joon;Park, Yang-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.2
    • /
    • pp.332-340
    • /
    • 2013
  • As a means for users to interact online, Social Network Service focuses on facilitating the building of social relation. Also, Social Network Service(SNS) provides various functions for managing relationships and sharing information based on relationships. Analyzing behavioral characteristics and the process of relationship formation can help to identify the characteristics of the model for online human relationship. In this paper, we analyze usage pattern based on characteristics posted messages of influential users in Twitter. Also, classifying Facebook users into influential group and uninfluential group based on the number of their social relations, we analyze and compare characteristics of relationship formation patterns of the two classified groups. In addition, we present characteristics of human relation model in social network according to the pattern analysis.