• 제목/요약/키워드: Online Information Activities

검색결과 396건 처리시간 0.026초

Effects of Digital Shadow Work on Foreign Users' Emotions and Behaviors during the Use of Korean Online Shopping Sites

  • Pooja Khandagale;Joon Koh
    • Asia pacific journal of information systems
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    • 제33권2호
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    • pp.389-417
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    • 2023
  • Social distancing required the use of doorstep delivery for nearly all purchases during the COVID-19 pandemic. Foreign users in Korea are forced to participate in superfluous tasks, leading to an increase in their anxiety and fatigue while online shopping. This study examines how digital shadow work stemming from the language barrier can affect the emotions and behaviors of foreign shoppers that use Korean shopping sites. By interviewing 37 foreign users in Korea, this draft examined their experiences, behaviors, and emotional output, classifying them into 14 codes and seven categories. Using grounded theory, we found that online shoppers' emotions, feelings, experiences, and decision making may be changed in the stages of the pre-use, use, and post-use activities. User responses regarding shadow work and related obstacles can be seen with the continue, discontinue, and optional (occasional use) of Korean online shopping sites. Pleasure and satisfaction come from high efficiency and privileges, whereas anger and disappointment come from poor self-confidence and pessimism. Furthermore, buyer behavior and product orientation are identified as intervening conditions, while the online vs. offline shopping experiences are identified as contextual conditions. In conclusion, language barriers and other factors make online shopping difficult for foreign shoppers, which negatively affects their psychological mechanisms and buying behaviors. The implications from the study findings and future research are also discussed.

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

  • 정윤호;권혁인
    • 한국IT서비스학회지
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    • 제5권3호
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    • pp.137-150
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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.

Credibility Assessment of Online Information in Context

  • Rieh, Soo Young
    • Journal of Information Science Theory and Practice
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    • 제2권3호
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    • pp.6-17
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    • 2014
  • The purpose of this study is to examine to what extent the context in which people interact with online information affects people's credibility perceptions. In this study, credibility assessment is defined as perceptions of credibility relying on individuals' expertise and knowledge. Context has been characterized with respect to three aspects: Context as user goals and intentions, context as topicality of information, and context as information activities. The data were collected from two empirical studies. Study 1 was a diary study in which 333 residents in Michigan, U.S.A. submitted 2,471 diary entries to report their trust perceptions associated with ten different user goals and nine different intentions. Study 2 was a lab-based study in which 64 subjects participated in performing four search tasks in two different information activity conditions - information search or content creation. There are three major findings of this study: (1) Score-based trust perceptions provided limited views of people's credibility perceptions because respondents tended to score trust ratings consistently high across various user goals and intentions; (2) The topicality of information mattered more when study subjects assessed the credibility of user generated content (UGC) than with traditional media content (TMC); (3) Subjects of this study exerted more effort into making credibility judgments when they engaged in searching activities than in content creation. These findings indicate that credibility assessment can or should be seen as a process-oriented notion incorporating various information use contexts beyond simple rating-based evaluation. The theoretical contributions for information scientists and practical implications for web designers are also discussed.

NGO 단체의 온라인 활동과 기부 앱에 관한 연구 (Study of Online activities of NGOs and Donation Application)

  • 하얀
    • 한국컴퓨터정보학회논문지
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    • 제20권2호
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    • pp.181-185
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    • 2015
  • 본 연구는 기부문화에 대한 일반 대중들의 인식의 변화를 위해 누구나 손쉽게 다가갈 수 있는 게임을 제안하며, 이를 모바일 앱으로 구현하고자 한다. 본 연구에서 제안하는 앱은 NGO 단체들의 대표적인 온라인 활동 중의 하나가 될 수 있으며, 노래 게임를 이용하기 때문에 기부에 대한 부담보다는 재미를 느낄 수 있는 게임 앱이다. 본 연구를 통해 다양한 게임 형태의 기부 앱이 많이 활성화되며, NGO단체나 기업, 그리고 SNS를 통해 대중적인 기부문화 정착에 이바지 할 것으로 기대된다.

The Application of English Learning Activities based on the Technologies of Web 2.0

  • Lee, Il Seok
    • Journal of Information Technology Applications and Management
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    • 제24권4호
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    • pp.57-69
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    • 2017
  • Due to the development of technology even in learning and education area, many studies have begun to make a new attempts to research by using SNS, breaking away from traditional learning methods. However, the limitations of these studies are restricted only to the use of wireless Internet and writing on Web sites. This study aims to conduct a research on English learning activities that utilize various technologies such as Bigdata, Facebook, Social Network Services (SNS) and English applications. In addition, this study looks into how these modern technologies can be integrated in the classrooms and which activities can be applied in the English classroom. This research is to suggest effective English learning methods through a thorough investigation on the effectivity of various technologies based on the Web 2.0 such as Flickr, blogs, MySpace, and online discussion board within the context of the English learning. To verify the effect of the study, the subjects are divided into experimental and control group. The experiment is proceeded with pre- and post-test. The experimental group is designed to verify the effects using SNS tools such as Facebook, Bigdata, and Online Massive Learning. A survey is conducted to determine the preference of utilizing social networking sites and to analyze the effects in class. The result is that the average scores for experimental group have improved more than the average of control group. The comparison of pre and post-test of the experimental group shows that the significance of the higher and median group was statistically significant at the p<0.01.

온라인/오프라인 공간의 교차와 도시의 재매개 - 지역 교육 연수를 사례로 - (The intersection of online/offline spaces and the remediation of the city : a case study of a workshop on locality education)

  • 이희상
    • 한국지역지리학회지
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    • 제19권2호
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    • pp.362-374
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    • 2013
  • 정보통신기술은 사회적 활동과 커뮤니케이션 방식을 변화시켜왔으며, 그 과정에서 온라인 공간과 오프라인 공간은 전자가 후자를 대체하고 침식하는 이분적 공간으로 생각되어왔다. 본 연구의 목적은 국지적인 사회적 활동과 커뮤니케이션이 수행되는 도시 공간이 온라인 커뮤니케이션과 오프라인 커뮤니케이션의 교차를 통해 시공간적으로 어떻게 구성되고, 온라인 공간을 통해 어떻게 '재매개'되는지를 탐구하는 것이다. 이를 위해 2013년 1월에 영남대학교 박물관에서 실시된 '영남지역의 역사와 문화'라는 주제의 '지역 교육' 연수를 사례로 살펴본다. 본 연구는 온라인 공간을 통한 커뮤니케이션의 증대는 오프라인 공간에서 '부재적 현존'이나 '장소상실'의 확장을 야기한다는 이분법적 관점을 비판하면서, 오프라인 공간을 재매개하는 온라인공간은 오프라인 공간의 시공간적 제약을 초월하는 공간이 아니라 반대로 도시 공간과 장소의 공간적, 시간적, 물질적, 사회적, 문화적 환경을 반영하는 공간이라는 것을 주장한다.

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Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • 제7권3호
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

유보가격 보고 메커니즘을 이용한 협상거래 지원시스템 효율 증대 방안 연구 (The Study of Reserve Price Reporting Mechanisms: A New Mechanism for Negotiation Support Systems)

  • 샹웨이;권성우;리이준;유병준
    • Asia pacific journal of information systems
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    • 제17권1호
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    • pp.59-76
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    • 2007
  • Information and Communication Technologies (ICT) changed our everyday business drastically. Business routines have been transformed to online activities. New theories and models were developed for the brand new online environment. For online negotiations, however, the research on new mechanisms is not enough, especially for bilateral distributive negotiations. A reserve price reporting mechanism (RPR) together with its extended version (ERPR) is proposed in this paper. The key improvement of reserve price reporting mechanisms is to let the negotiators report their reserve price to a third-party system before they actually start the negotiation. A prototype of this RPR system is developed and a lab experiment is conducted to test the performance of the two mechanisms compared with traditional direct bargaining (TDB) mechanism. The results of the experiment support that the reserve price report mechanisms proposed are more efficient than the traditional one in several dimensions including social welfare.

Impact of Negative Word of Mouth on Firm Value

  • Jeon, Jaihyun;Kim, Byung-Do;Seok, Junhee
    • Asia Marketing Journal
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    • 제22권3호
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    • pp.1-28
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    • 2020
  • With the development of information and communication technology and spread of smart devices, online information exchange has become a daily routine. Accordingly, the management and utilization of online word of mouth (WOM) has become an important issue for companies. Numerous studies have examined the impact of online WOM on firm performance. This study analyzes the impact of negative word of mouth (NWOM) on firm value, considering the influence of corporate social responsibility (CSR) activity and research and development (R&D) investment. Using a hierarchical linear model, we find that 1) NWOM has a negative impact on firm value, 2) CSR activities do not significantly influence this impact, and 3) R&D investment reduces this negative impact. This study contributes by demonstrating the effect of NWOM on firm value, examining the influence of CSR activities and R&D investment on the impact of NWOM, and confirming that the hierarchical linear model can be applied effectively to panel data in empirical studies. As a practical implication, companies must prevent and manage NWOM, whose impact, when caused by an unavoidable incident, can be alleviated by proactively announcing that the company is striving for competitiveness, for instance, by investing in R&D.

온·오프라인 연계형 스마트 주문서비스 시스템 설계 (Design of An Order Service System that Connects Online and Offline)

  • 박선주;이동철
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권3호
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    • pp.295-312
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    • 2017
  • Purpose Consumption behaviors of consumers have changed with the widespread use of the Internet and smart phones, and accordingly online marketing activities are becoming ever more prevalent. Yet, the domestic food-service industry has yet to offer an Omni-Channel order system that encompasses a online, offline, and mobile interface. Also, a multilingual menu ordering service for foreign tourists is not yet available. Therefore, if an order service system accessible online and offline which could provide multi-language services were implemented, the satisfaction of the service provider and domestic and foreign customers would be maximized. Design/methodology/approach By designing an electronic menu based on open an OS and providing electronic menus in offline stores, we have completed the design of a linked order system which would be available everywhere (online, offline, and mobile). The CMS was developed to integrate these three mediums and the entire operator was designed to receive basic information and statistical information about the merchants, or store operators. Also, a multilingual term dictionary containing menu information for foreign tourists was made into a database so that foreign tourists who are having difficulty in communication can use it more easily. Findings We have made it possible for customers to use the order service without distinction between online, offline, and mobile platforms, and have proved that it is a more efficient and convenient service for customers as well as operators. Nevertheless, as an initial model, the implemented system has limitations on the execution of the payment support method in the electronic menu board and in the management division of the CMS. In case of commercialization, it is necessary to make an alliance of efforts to attract initial franchises. Through further supplementation, we expect the online and offline connection-types martservice system will maximize the satisfaction of both operators and customers alike.