• 제목/요약/키워드: Online Information Activities

검색결과 399건 처리시간 0.034초

고객참여와 심리적 주인의식의 관계에서 온라인 플랫폼 비즈니스 생태계 유형의 조절효과: 카카오와 페이스북 생태계의 비교 (Moderating Effects of Online Platform Business Ecosystems between Customer Participation and Psychological Ownership: A Comparison of Kakao and Facebook Ecosystems)

  • 주재훈;신민석
    • 한국정보시스템학회지:정보시스템연구
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    • 제25권1호
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    • pp.75-104
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    • 2016
  • Purpose The business ecosystem perspective offers a new lens in which to view customers. Customers as the member of business ecosystems influence firms by participating in both the firm level activities and the business ecosystem level activities. For example, customers participate in the business ecosystems by forming interest groups, allowing their voice to be heard the within business ecosystems. Customers can also, turn public opinion around and foster the business ecosystems favorable to firms. On the other hand, as an extreme case of customer participation, customers can engage in community activities to boycott the purchase of products or services from certain firms or business ecosystems. Design/methodology/approach This study views content creation and feedback activities as customer participation in the firm level. On the other hand, word-of-mouth (WOM) and boycott activities are considered as customer participation in the business ecosystem level. This study presents a research model regarding the relationships among customer socialization, customer participation, and psychological ownership. The proposed model is validated through an empirical analysis on online platform business ecosystems. Findings When the two business ecosystems are compared, different results were drawn. In the Facebook ecosystem, boycott and psychological ownership did not have a significant relationship. However, in the Kakao ecosystem, the two had a significant positive relationship. The mediating effect of the business ecosystem type sheds a light on the mission, purpose, vision, and other values associated with the theory of the business on the customer-firm relationship. Further implications for theory and practice were discussed in this study.

An Exploratory Analysis of Online Discussion of Library and Information Science Professionals in India using Text Mining

  • Garg, Mohit;Kanjilal, Uma
    • Journal of Information Science Theory and Practice
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    • 제10권3호
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    • pp.40-56
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    • 2022
  • This paper aims to implement a topic modeling technique for extracting the topics of online discussions among library professionals in India. Topic modeling is the established text mining technique popularly used for modeling text data from Twitter, Facebook, Yelp, and other social media platforms. The present study modeled the online discussions of Library and Information Science (LIS) professionals posted on Lis Links. The text data of these posts was extracted using a program written in R using the package "rvest." The data was pre-processed to remove blank posts, posts having text in non-English fonts, punctuation, URLs, emails, etc. Topic modeling with the Latent Dirichlet Allocation algorithm was applied to the pre-processed corpus to identify each topic associated with the posts. The frequency analysis of the occurrence of words in the text corpus was calculated. The results found that the most frequent words included: library, information, university, librarian, book, professional, science, research, paper, question, answer, and management. This shows that the LIS professionals actively discussed exams, research, and library operations on the forum of Lis Links. The study categorized the online discussions on Lis Links into ten topics, i.e. "LIS Recruitment," "LIS Issues," "Other Discussion," "LIS Education," "LIS Research," "LIS Exams," "General Information related to Library," "LIS Admission," "Library and Professional Activities," and "Information Communication Technology (ICT)." It was found that the majority of the posts belonged to "LIS Exam," followed by "Other Discussions" and "General Information related to the Library."

온라인 커뮤니티 참여도와 공동구매의도에 영향을 미치는 요인: 한국과 중국을 중심으로 (Factors Influencing Participation of Online Community and Intention of Joint Purchasing in Korea and China)

  • 박철;왕찬
    • 경영정보학연구
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    • 제15권1호
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    • pp.69-89
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    • 2013
  • 소비자들은 온라인 커뮤니티에서 정보공유 및 상호작용을 통해 자신의 경험을 자유롭게 게시하고 있으며, 이러한 메시지들은 구매에 있어서 중요한 영향력을 발휘하고 있다. 본 연구는 온라인 커뮤니티의 참여도를 유발할 수 있는 커뮤니티 특성요인과 커뮤니티에서 이루어지는 구매행동과의 관계를 알아보기 위해 실시되었다. 온라인 커뮤니티에서 구성원들이 적극적인 참여를 유발할 수 있는 커뮤니티 특성을 크게 커뮤니티 지원과 관계지원 두 차원으로 나누고, 보상, 외적 규범, 상호작용, 동류의식을 독립변수로, 참여를 매개변수로 하여 공동구매 의도에 어떠한 영향을 미치는지 알아보았다. 그리고 이를 한국과 중국에서 데이터를 수집하여 온라인 커뮤니티에서 한국과 중국 소비자들의 행동을 분석하고자 하였다. 온라인 커뮤니티 이용자 524명을 대상으로 설문조사를 실시하여 구조방정식 모델링을 사용하여 수립된 가설들을 검증하였다. 지각된 외적 규범이 높을수록 참여에 부정적인 영향을 미친것으로 되었다. 반면에 보상, 상호작용, 동류의식이 모두 참여에 긍정적인 영향을 미친 것으로 나타났다. 온라인 커뮤니티의 참여수준이 높을수록 공동구매의도에 긍정적인 영향을 미친 것으로 검증되었다. 또한 보상과 외적규범이 참여 미치는 영향이 한국에서는 유의했으나 중국에서는 유의하지 않게 나타났다. 이러한 결과들을 토대로 온라인 커뮤니티의 구축하는 데에 있어서 여러 가지 시사점을 제시하였다.

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온라인 검색(檢索)에 있어서 검색전략(檢索戰略)과 전술(戰術) (The Strategy and the Tactics for Online Searching)

  • 이혁제
    • 정보관리연구
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    • 제26권1호
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    • pp.80-98
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    • 1995
  • 검색전략(檢索戰略)은 효과적인 탐색을 수행하는 수단이다. 검색전략(檢索戰略)의 여러 연구 중에서 베이츠의 탐색전술은 자주 인용되고 소개되어 왔으나, 대부분의 연구는 피상적이었다. 본 논문에서는 베이츠의 탐색전술의 내용을 자세하게 조사하고 베이츠의 탐색전술에 기초하여 실제 온라인 탐색과정을 기술하려고 노력하였다. 사용된 전술(戰術)을 구분하기 위하여 다음의 3가지 유형의 조사가 이루어 졌다. (1) 다른 유형의 조직에 속하고, 다른 유형의 데이터베이스를 사용하는 7명의 탐색자와의 면담 (2) 온라인 탐색 레코드의 분석 (3) 1년간 신문 데이터베이스의 검색 신청서의 분석 결론적으로 베이츠 전술의 일부가 빠지고 자주 사용된 새로운 전술이 추가되었다. 다음의 5가지 요소가 온라인 검색행위(檢索行爲), 검색전략(檢索戰略), 검색전술(檢索戰術)에 영향을 미친다. (1) 탐색요구의 난이도 (2) 데이터베이스의 내용 (3) 온라인 탐색의 요금정책(검색비용의 부담자) (4) 탐색과정에서 이용자의 동석여부 (5) 탐색자의 온라인 경험 제한된 조건에서 전형적인 전술이 제안되었다. 그러나 전술의 사용유형을 일반화하기 위해서는 많은 조사연구가 필요하다.

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Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • 제20권3호
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

국내 세계기록유산의 온라인 홍보현황 분석 및 개선방안에 관한 연구: 웹사이트를 중심으로 (A Study on Improvement and Analysis of Online Public Relations on 'the Memory of the World' in South Korea: Focusing on the Websites)

  • 김은진;구정화
    • 정보관리학회지
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    • 제39권4호
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    • pp.159-189
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    • 2022
  • 본 연구는 인류의 자산이자 중요기록물인 세계기록유산의 홍보활동을 활성화하기 위한 초기 연구로, 국내 세계기록유산의 웹사이트를 통한 온라인 홍보현황을 파악하고 개선방안을 제안하였다. 세계기록유산의 홍보의 의미를 정의하고 문헌연구를 통해 현황 분석을 위한 기준을 도출하였다. 홍보활동 분석영역을 홍보내용, 홍보유형, 홍보매체으로 나누고 세부 홍보항목과 내용을 설정하였다. 도출된 분석기준을 바탕으로 국내 세계기록유산을 소장 관리하고 있으며 온라인홍보 활동을 수행하고 있는 11개 기관의 21개 웹사이트를 분석하였다. 분석 결과 내용을 바탕으로 첫째, 세계기록유산의 홍보내용에는 보존가치와 활용가치가 상호 강조되어야 하며 둘째, 이용자 세분화를 통한 홍보가 이루어져야 하며 셋째, 관련 기록유산을 통합하거나 연결하는 시스템 및 서비스 구축하여 기록유산에 대한 이용자의 접근성을 높여야 하며 끝으로, 세계기록유산 홍보 관련 지침 또는 매뉴얼을 마련해야 할 것을 개선방안으로 제언하였다.

Awareness and Utilization of the Internet Resources and Services for Academic Activities by the Academics of Tertiary Institutions in Adamawa State, Nigeria

  • Suleiman, Idris;Joshua, Dauda
    • International Journal of Knowledge Content Development & Technology
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    • 제9권2호
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    • pp.7-31
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    • 2019
  • This study was conducted to investigate the awareness and utilization of the Internet resources and services for academic activities by the academic staff of tertiary institutions in Adamawa State. The researchers adopted a quantitative research method using cross-sectional survey design to collect data from the respondents. Multi-stage sampling techniques were used. Three hundred and thirty-three (333) copies of the questionnaire were administered to the respondents in the eight (8) sampled institutions and two hundred and ninety-two (292) respondents representing (87.6%) were returned and found useful. The data collected were analyzed using descriptive and inferential statistics by the use of SPSS version 20.0. The findings revealed that respondents were aware of all the Internet resources, (e-books, e-journals, and online databases), but regarding the Internet services, they were mostly aware of only the e-mail. The study further found that online database and e-mail as the most Internet resources and services utilized by the respondents. There are inverse and weak relationship between awareness and utilization of the Internet resources and services by the academic staff of tertiary institutions in Adamawa State. The study recommends increase awareness and use to other Internet resources such as the e-books and e-journal and Internet services, especially Usenet, Discussion group and Telnet by the management of the institutions through training, workshops/conferences for better academic activities.

온라인 과학 탐구 학습체제의 개발 (The Development of an Online Scientific Inquiry Learning System)

  • 이봉우;손정우;정현철
    • 한국초등과학교육학회지:초등과학교육
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    • 제25권3호
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    • pp.271-280
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    • 2006
  • In this paper, an Online Scientific Inquiry Learning System was developed with the aim of improving student's scientific literacy and scientific inquiry ability. It was determined that there should be 4 distinct principles applicable to the design of the Learning system. First, it should enrich learner's motivation. Second, it should provide students with the chance for reflecting on the inquiry process. Third, it should emphasize multi-dimensional forms of interaction. Fourth, students should be able to create new information through it. The server system including the database, equation editor, reporting tool, search engine were all utilized for developing the learning system. In addition, the authors produced 24 web-based projects which were guided inquiry activities in which various inquiry abilities (reasoning, prediction, experiment design) could be developed. An Online Scientific Inquiry Learning System is not the only program which could be utilized in improving scientific inquiry abilities, but at the very least, such a system can serve as the prototype for developing an online learning system.

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교육적 가치를 높이는 디지털배지 설계와 활용 연구 (Research on the Design and Use of Digital Badges to Increase Educational Value)

  • 민연아;이지은
    • 한국IT서비스학회지
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    • 제22권6호
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    • pp.71-86
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    • 2023
  • The rapid change in industry and the technological gap give rise to social demand for upskilling and reskilling and spread of alternative education. Against this backdrop, digital certification and career management tools can be used to manage various types of learning activities comprehensively. Digital badges provide various kinds of history information related to individual learning, and the reliability and transparency of the issued information can be strengthened by applying blockchain technology. There have been various discussions about digital badges for a long time, but due to the lack of standards to support the issuance and distribution of digital badges, they have been partially used in some areas. However, interest in digital badges is increasing due to the development of related technologies, establishment of standards, paradigm changes in higher education, and government policies related to nurturing digital talent. This paper deals with the use of digital badges for efficient and transparent learning management and career management in an online learning environment. The researcher analyzes the technical characteristics and use cases of digital badges, and proposes a plan for use in online higher education based on them.

다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여 (Mapping Emerging Business Models in Massively Multiplayer Online Games)

  • 정윤호
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2006년도 추계학술대회
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    • pp.60-65
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

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