• Title/Summary/Keyword: Online Information Activities

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Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

Stimulating Online Communities-of-Practice: The Influence of Sponsors in Organizations (온라인 실행공동체(Communities-of-Practice) 활성화 요인과 스폰서의 영향)

  • Koh, Joon;Om, Ki-Yong
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.183-203
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    • 2006
  • Firms are increasingly adopting online communities-of-practice (CoPs) with strong managerial support in hopes of promoting knowledge sharing and creation within the organization. Excessive managerial concern and sponsoring, however, could harm the spontaneity of CoP participants, which is one of the pivotal characteristics of virtual communities, and in the end, have negative impact on their smooth operation. In this regard, this study examines the factors which affect the stimulation of CoPs and explores the difference in their operating mechanisms under two differing organizational structural settings by the existence of a sponsor. By analyzing 133 samples of CoPs in a globally leading company, this study found that the existence of a sponsor designated by the organization, has serious influence on the working of CoPs, That is, leaders' enthusiasm and the level of off-line activities are critical factors for the stimulation of CoPs which have no sponsor, while in case of CoPs that have their sponsors, neither leaders' enthusiasm nor the level of off-line activities are significantly related to the stimulation of CoPs. At the same time, the performance of CoPs which have their sponsors was found significantly higher than that of CoPs which have no sponsor. These results indicate that firms need to pay special attention to organizational sponsorship when introducing CoPs within their organizations.

The Meaning of Resell Activities Using the Online Second-hand Platform (온라인 중고 거래 플랫폼을 활용한 리셀의 의미)

  • Juha Park;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.822-838
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    • 2023
  • Reselling, an activity of purchasing high-scarcity products and selling them back at high prices, has gained popularity among those in their 20s and 30s in recent years. This study examines the resell activity process of the MZ generation using the online second-hand platform and its inherent meaning. Interviews with 15 participants in their 20s and 30s showed that respondents have four purchase stages: being influenced by social media, collecting and comparing information using various social media, purchasing efforts, and post-purchase behavior. The research derived three inherent meanings of resell activities: (1) means of self-presentation and differentiation, (2) confirmation of investment skills and aptitude to lead fashion trends, and (3) pleasure of consumption. Respondents indicated meeting self-satisfaction through public selfies on social media. In addition, they emphasized the empirical pleasure during the buying journey by collecting product information, comparing prices, and negotiating with buyers. Our findings confirm the spread of resell activities from minority groups to enthusiastic youth. This study is significant for focusing on fashion products that attract attention in the resell market and examining the respondents' consumption experiences from various perspectives.

Emerging Gender Issues in Korean Online Media: A Temporal Semantic Network Analysis Approach

  • Lee, Young-Joo;Park, Ji-Young
    • Journal of Contemporary Eastern Asia
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    • v.18 no.2
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    • pp.118-141
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    • 2019
  • In South Korea, as awareness of gender equality increased since the 1990s, policies for gender equality and social awareness of equality have been established. Until recently, however, the gap between men and women in social and economic activities has not reached the globally desired level and led to social conflict throughout the country. In this study, we analyze the content of online news comments to understand the public perception of gender equality and the details of gender conflict and to grasp the emergence and diffusion process of emerging issues on gender equality. We collected text data from the online news that included the word 'gender equality' posted from January 2012 to June 2017 and also collected comments on each selected news item. Through text mining and the temporal semantic network analysis, we tracked the changes in discourse on gender equality and conflict. Results revealed that gender conflicts are increasing in the online media, and the focus of conflict is shifting from 'position and role inequality' to 'opportunity inequality'.

The Relationship between Contents Characteristics of On-line Review and Reference Rate (온라인 게시글의 콘텐츠 특성과 조회 수간의 관계)

  • Lee, Won-Jun
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.241-249
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    • 2010
  • Companies and consumers are highly interested in online activities such as word-of-mouth(W.O.M) as marketing paradigm moved to online context. In this study, the research identified major variables affecting product review reference rate online and analyzed the difference based on those variables. According to the results, remarkable differences were discovered in four variable such as 'brand reference', 'review symbol', 'affirmation' and 'information offering'. In addition, the researcher found 'brand reference' and 'information offering' are most important factors deciding review reference rate using regression tree analysis method. Based on the results, the practical implications and further research directions for utilizing consumer online W.O.M were discussed.

Current status of use in the LMS education (LMS 온라인 교육의 이용 현황)

  • Lee, Hyun-jung;Son, ji-youn;Kim, Han-byeol;Choi, Hun;Choi, Yoo-jung;Lee, Yong-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.609-611
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    • 2022
  • LMS is software that automatically manages educational and learning activities, and is being used in most educational institutions these days when online education is increasing due to the spread of Corona. LMS covers a wide range of methods that are so versatile that they can be used in connection with offline classes as well as online classes. Therefore, it was confirmed that the software is useful not only for educational institutions but also for office workers who want to do online work such as telecommuting during the period of social distancing. This LMS function will be of great help to the development of the education market and online classes in the future.

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An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.

An Analysis of Online Readers' Advisory Services Offered by Public Libraries (공공도서관의 온라인 독자상담 서비스에 관한 연구)

  • Yeon Ok Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.155-178
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    • 2023
  • Due to the rapid advancement of information technology and changes in the reading environment, the readers' advisory services provided by public libraries are facing challenges and opportunities. Recognizing the need for public libraries to respond and propel their services forward, this study analyzed the current status of online readers' advisory services offered by public libraries in Korea and discusses areas that require improvement. To achieve this, the study analyzed the online readers' advisory services in 50 public libraries located in Seoul and six metropolitan cities (Incheon, Daejeon, Daegu, Gwangju, Busan, and Ulsan) across seven categories. These categories encompass various aspects, such as announcing reading programs and new books, identifying and addressing reader needs, developing content by librarians, generating content by readers, providing guidance on external reading information, connecting with professional book review databases and online websites, and utilizing social media services. Through this analysis, the study identified areas for improvement to enhance online readers' advisory services in public libraries and ultimately improve reader satisfaction. It suggested enhancing activities such as librarians' book recommendations and reviews for individual readers, reader participation, and interaction.

The Effects of Emotions Elicited by Images in SNS on Online Behaviors (SNS 상 이미지에 대한 감정이 온라인 행위에 미치는 영향)

  • Kim, Jee-Sun;Kang, Hyunjeong
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.199-221
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    • 2019
  • Purpose The research investigated on what motivates the consumers to use the SNS, what qualities of images are preferred and how the pleasure and arousal derived from looking at the images have moderating effects on sharing images, following accounts, clicking profile links of accounts and accessing the link on profiles to purchase products. Design A survey was conducted by using actual images published on the Instagram profiles of an online shopping mall. Findings As a result, their emotional responses such as pleasure or arousal on the four of behavioral intentions changed the impact of SNS use motivation on the behavioral intentions. When one felt pleasure, the behavioral intentions of sharing activities and clicking links is further triggered.