• Title/Summary/Keyword: Online Platforms

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A Comparative Study on the Mutual Influence between Institutional Mechanisms and Trust in Online Platform Environment (온라인 플랫폼 환경에서 제도적 메커니즘과 신뢰 간 상호 영향에 관한 비교 연구)

  • YoonHo Roh;Yeong-Hyeon Hwang
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.83-97
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    • 2024
  • This study was conducted to examine the effect of institutional mechanisms on customers' trust and continuous purchase intention in open market platforms, The research frame was expanded by setting institutional situations into positive and negative areas in order to examine the relationship between institutional mechanisms and trust in multiple dimensions. The results of this study confirmed that the feedback system, dispute resolution, and intermediary trust factors affect trust in positive areas, and dispute resolution, information security, and intermediary trust affect buyer trust in negative areas. For the relationship between trust and repurchase intention, it was confirmed that if the institutional situation is positive, trust leads to repurchase intention, and in negative areas, trust does not lead to repurchase intention. The results of this study show that institutional mechanisms are a key factor in building trust in online platforms according to institutional circumstances and play a role in offsetting trust in platforms in negative areas.

Which Online Shopping Platforms and Payment Options are Favored by Korean Online Seller?: Focusing on Online Shopping Platforms' and Payment Options' Characteristics (온라인 쇼핑 플랫폼 및 간편결제서비스 선택 시 판매자가 고려하는 요인에 대한 실증적 연구)

  • Lee, Hyerin;Bae, Hyunjin;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.443-454
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    • 2019
  • The purpose of this research is to verify the sellers' preference of online shopping platform and simple payment service among the Korean domestic online shopping platforms and analyze which factors they consider depending upon their preferred platform and service. The result of this study shows that the reputation, ease of payment, and ease to navigate of online shopping platform should be considered seriously in choosing the online shopping platform. Also, the usability, ease of payment and service fee of simple payment service are influencing factors to select simple payment service for sellers. Meanwhile, the result confirms that the degree of reputation, ease to navigate, service fee, and ease of payment differs on each selected online shopping platform. Also, the degree of usability and security in simple payment service is different between each chosen simple payment services.

Using Online IT-Industry Courses in Computer Sciences Specialists' Training

  • Yurchenko, Artem;Drushlyak, Marina;Sapozhnykov, Stanislav;Teplytska, Alina;Koroliova, Larysa;Semenikhina, Olena
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.97-104
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    • 2021
  • The authors provide characteristics of the open educational platforms, classification and quantitative analysis regarding the availability of IT courses, teaching language, thematic directions on the following platforms: Coursera, EdX, Udemy, MIT Open Course Ware, OpenLearn, Intuit, Prometheus, UoPeople, Open Learning Initiative, Open University of Maidan (OUM). The quantitative analysis results are structured and visualized by tables and diagrams. The authors propose to use open educational resources (teaching, learning or research materials that are in the public domain or released with an intellectual property license that allows free use, adaptation, and distribution) for organization of independent work; for organization of distance or correspondence training; for professional development of teachers; for possibility and expediency of author's methods dissemination in the development of their own courses and promoting them on open platforms. Post-project activities are considered in comparing the courses content of one thematic direction, as well as studying the experience of their attending on different platforms.

Effects of Blended Learning on Pharmacy Student Learning Satisfaction and Learning Platform Preferences in a Team-based Learning Pharmacy Experiential Course: A Pilot Study (블렌디드 러닝을 활용한 팀 기반 학습 실습 수업에서 약학대학 학생의 학습만족도와 플랫폼 선호도: 예비 연구)

  • So Won Kim;Eun Joo Choi;Yun Jeong Lee
    • Korean Journal of Clinical Pharmacy
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    • v.33 no.3
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    • pp.202-209
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    • 2023
  • Background: With the emergent transition of online learning during the COVID-19 pandemic, the need for online/offline blended learning that can effectively be utilized in a team-based learning (TBL) course has emerged. Methods: We used the online metaverse platforms, Gather and Zoom, along with face-to-face teaching methods in a team-based Introductory Pharmacy Practice Experience (IPPE) course and examined students' learning satisfaction and achievement, as well as their preferences to the learning platforms. A survey questionnaire was distributed to the students after the IPPE course completion. All data were analyzed using Excel and SPSS. Results: Students had high levels of course satisfaction (4.61±0.57 out of 5) and achievement of course learning objectives (4.49±0.70 out of 5), and these were positively correlated with self-directed learning ability. While students believed that the face-to-face platform was the most effective method for many of the class activities, they responded that Gather was the most effective platform for team presentations. The majority of students (64.3%) indicated that blended learning was the most preferred method for a TBL course. Conclusion: Students in a blended TBL IPPE course had high satisfaction and achievements with the use of various online/offline platforms, and indicated that blended learning was the most preferred learning method. In the post-COVID-19 era, it is important to utilize the blended learning approach in a TBL setting that effectively applies online/offline platforms according to the learning contents and activities to maximize students' learning satisfaction and achievement.

Application of Online Platform for Village Community (마을공동체를 위한 온라인 플랫폼의 활용 연구)

  • Lee, Joo Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.181-188
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    • 2020
  • Many areas are on the verge of disappearing soon due to low birth rates and an increasing number of elderly people. To overcome this crisis, efforts must be made to escape the destruction of the area through the village community. This study was conducted to find out the use of online platforms for village communities and through literature research, current status surveys, and surveys, we wanted to find out how online platforms are being utilized. The study results are summarized as follows. First, urban renewal support projects are currently being conducted under the government-led initiative to revitalize the village community, and online platforms are being used mainly by local governments' urban renewal support centers. Second, if you look at the frequency of online platform usage by ordinary people, you are using Naver the most in all age groups, and next, you are using the website. People in their 20s and 30s use Instagram more than Facebook, while those in their 40s and 50s use Facebook more than Instagram. In utilizing the online platform for the village community, the status and frequency of use of the online platform should be taken into account comprehensively.

The Conformity Effect in Online Product Rating: The Pattern Recognition Approach

  • Kim, Hyung Jun;Kim, Songmi;Kim, Wonjoon
    • International Journal of Contents
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    • v.13 no.4
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    • pp.80-87
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    • 2017
  • Since the advent of the Internet, and the development of smart devices, people have begun to spend more time in online platforms; this phenomenon has created a large number of online Words of Mouth (WOM) daily. Under these changes, one of the important aspects to consider is the conformity effect in online WOM; that is, whether an individual's own opinion would be influenced by the majority opinion of other people. This study, therefore, investigates whether there is the conformity effect in online product ratings for Amazon.com using the method called Markov Chain analysis. Markov Chain analysis considers the stochastic process that satisfies the Markov property, and we assume that the generation of online product ratings follows the process. Under the assumption that people are usually independent when they express their opinion in online platforms, we analyze the interdependency among rating sequences, and we find weak evidence that there exists the conformity effect in online product rating. This suggests that people who leave online product ratings consider others' opinions.

Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.55-60
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    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

A Study on the Experience of ICT Startups with an Online Export and Trade Consultation Platform in the COVID-19 Situation (코로나 19 상황에서 ICT 스타트업의 비대면 수출 및 무역 상담 플랫폼 경험 사례에 관한 연구)

  • Jong-hyun Lee;Ji-song Kim;Seung-yong Shin
    • Korea Trade Review
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    • v.48 no.4
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    • pp.321-342
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    • 2023
  • This study aims to derive policy implications by analyzing the experiences of Korean ICT startups that participated in the government's online export and trade consultation platform, designed to support ICT startups' overseas expansion during the COVID-19 pandemic. The research methodology involved the analysis of semi-structured, in-depth interviews with six startups who participated in an online export and trade consultation platform, using Giorgi's phenomenological methodology. The analysis resulted in the identification of ten subcategories, including two subcategories for each of the five categories. These categories and subcategories offer a comprehensive understanding of the experiences of ICT startups in navigating the online export and trade counseling platforms. The findings suggest that online export and trade consultation platforms for ICT startups offer efficiency benefits by reducing time and space constraints, but they also reveal limitations in terms of practical business continuity. This study holds academic and practical significance by providing insights into how ICT startups navigate online export and trade counseling platforms during the pandemic.

Online Music Distribution Strategy to Develop the future Hallyu Music Industry

  • Woo-Jun JANG;Min-Ho CHANG
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.115-122
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    • 2024
  • Purpose: The main aim of this study is to analyze and suggest new online music distribution models targeted to facilitate the development of the Korean Wave (Hallyu) music market in all locations of the world. This study is conducted through a close analysis of the prevailing distribution models, the unique challenges of the K-pop market, and the trends in new technologies. Research design, data and methodology: To address the issue of how the online music distribution market could be domesticated for the Korean music industry, a systematic review of the previous studies was conducted. The use of the PRISMA approach was followed so that an accurate and transparent method for choosing the studies is ensured. Results: According to the investigation of literature analysis, the online distribution strategy may consist of four key plannings as follows, 1. Leveraging Social Media and User-Generated Content Platforms, 2. Embracing Immersive and Interactive Experiences, 3. Fostering Direct-to-Fan Connections and Monetization, 4. Harnessing Artificial Intelligence and Big Data Analytics. Conclusions: Finally, collaboration and strategic partnerships will be vital. The Korean music companies should seek to cooperate with the technology companies, social media platforms, and the global music streaming services so that they can grow their market, acquire new technologies, and to better their online distribution strategies.