• Title/Summary/Keyword: Online-to-offline

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Offline Deduplication for Solid State Disk Using a Lightweight Hash Algorithm

  • Park, Eunsoo;Shin, Dongkun
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.15 no.5
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    • pp.539-545
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    • 2015
  • Deduplication technique can expand the lifespan and capacity of flash memory-based storage devices by eliminating duplicated write operations. The deduplication techniques can be classified into two approaches, i.e., online and offline approaches. We propose an offline deduplication technique that uses a lightweight hash algorithm, whereas the previous offline technique uses a high-cost hash algorithm. Therefore, the memory space for caching hash values can be reduced, and more pages can be examined for deduplication during short idle intervals. As a result, it can provide shorter write latencies compared to the online approach, and can show low garbage collection costs compared to the previous offline deduplication technique.

Do Leisure Activities Reduce the Level of Depressive Symptoms after Social Distancing Restrictions to be Lifted?: Focused on Offline Leisure Activities and Online Leisure Activities

  • Lee, Jong Man
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.225-232
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    • 2022
  • The purpose of this study was to analyze the effect of offline leisure activities and online leisure activities on depressive symptoms in the COVID-19 endemic. To do this, this study proposed a theoretical model consisting of demographic characteristics such as gender, age, academic background, and monthly income, offline leisure activity types such as socially-oriented activities, online leisure activity types such as information searching activities, entertainment activities, and the level of depressive symptoms. A survey was conducted to confirm research hypotheses, and a total of 99 questionnaires were used for statistical analysis. The major results of analysis reveal that first, monthly income is an important factor in predicting the level of depressive symptoms. Second, both offline socially-oriented activities and online entertainment activities have a negative effect on the level of depressive symptoms. This study has implications in that it identified the characteristics of leisure activities that can reduce the level of depressive symptoms.

A Study on Online Business Model : The Case of Automotive Market (자동차 판매 비즈니스 모델 연구)

  • Kim, Ock-bong;Han, Jung-hee
    • Journal of Information Technology Services
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    • v.14 no.4
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    • pp.269-281
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    • 2015
  • The objective of this study is offering new on line business model for automotive market. In order for the research aim, we conduct direct in-depth interviews with CEO, including analysis of business patterns on eight automotive firms in Gwangju city. As a result, we suggest new business model so called, Online to offline (o2o) that combines advantages in both off-line and on-line business. Techniques that o2o automotive companies may employ include in-store pick up of items purchased online, allowing customers. Purchasing the automotive is not only a car but also services including insurance, warrant services. o2o business model suggested shows the operating of the goods and service sale. When it comes to characteristics of automotive conventional sale patterns, utilization of the online-to-offline commerce has not eliminated the advantages that e-commerce companies have. That model can enhance the new values for customers as well as new market creation. Also, this new business model (o2o) can contribute the emerging industry business model installed based in particular, emergence of Iot (Internet of thing) in terms of sharing knowledge and information between enterprise and customers.

A Proposal of Fake-free Ranking Method and Its Application : O2O-based Local Information Providing Service

  • Choe, Jong-gak;Lee, Inbok;Kwon, YongJin
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.57-64
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    • 2020
  • The widespread use of smartphones with a variety of features has enabled mobile Internet-based services. One of these is online-to-offline (O2O) based services that connects online users with offline stores to add value. Applying this O2O strategy to local information retrieval induces online users to be linked to offline regions, thereby enabling the exchange of local-based information and helps create new value. This paper proposes and illustrates the implementation of O2O-based a local information providing service that utilizes photos of the local attraction. Also, we propose a fake-free ranking method to provide reliable local information to users and suggest its application of the service.

Understanding the Consumer Experience in Retailing Channel Using Critical Incident Technique (결정적 사건기법(CIT)을 이용한 소비자의 유통채널 이용경험에 대한 연구)

  • Choi, A-Young;Rha, Ong-Youn
    • Korean Journal of Human Ecology
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    • v.20 no.6
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    • pp.1185-1198
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    • 2011
  • This research explores the consumers' experience in retailing channel(offline channel and online channel) using the critical incident technique. This research aims to clarify the common incidents within retailing channels which implies decisive factors over the channels, and to clarify the contrasts between channels to compare advantages and disadvantages. Therefore, the research is designed to collect the consumers' narrative of those who have used both channels in 3 months. Classifications are conducted with other researchers majoring consumer science. The results address how impressive experiences are constructed on each channel in three dimensions: product, information search, and the purchase-service dimension. These results are able to provide implications for offline and online retailers and directions for future research.

A Study on the Effects of O2O Commerce Characteristics and Consumer Characteristics on Trust, Desire and Intention to Use in China (중국 O2O 커머스 특성과 소비자 특성이 신뢰, 욕구 및 이용의도에 미치는 영향)

  • Zhang, Ping;Moon, Hee-Cheol
    • Korea Trade Review
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    • v.42 no.1
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    • pp.141-163
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    • 2017
  • The purpose of this study to analyze the relationship among three characteristics of O2O commerce and extended goal-directed behavior(EGB) model(trust, desire and intention to use). From June to July in 2015, the questionnaires were sent to Chinese customers using O2O commerce. Among 494 questionnaires gathered, 433 valid ones are analyzed using SPSS and AMOS. Among ten research hypotheses derived from prior research and the research model, eight hypotheses are tenable, while the rest hypotheses are untenable. Online features of mobility and Offline features of service quality. The Online features of mobility bring consumers convenience but also has some latent customer privacy issue. On other hand, because of the untenable hypothesis, there is inconformity between online service and offline service, and customer have distrust on the O2O commerce. To achieve continuous online consumption, offline businesses need to improve their service. The perceived quality of selling company exerts a significant effect on the customers' reliability for the brand equity of open market company and selling company, such as the brand awareness of the open market, open market image, brand awareness of selling company, and the perceived quality of selling company. Thus, selling company should improve self-brand service and quality in order to improve customers' reliability. In addition, the consumer characteristics of attitude, subjective norm, and perceived behavioral control are all tenable. These results mean that O2O commerce is a favorite way of consumption by Chinese consumers.

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The Effects of Online Real-time Constuctivist Practical Trainings in an IT Company (IT 기업의 구성주의 교수학습환경 기반 실시간 온라인 실습 교육 효과 분석)

  • Ahn, Seulki;Lee, Myunggeun
    • Journal of Engineering Education Research
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    • v.27 no.2
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    • pp.25-34
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    • 2024
  • Due to the Covid-19 pandemic, it seems to have been impossible to run offline training courses. To overcome this situation, online training courses has been emerged. Just moving the educational environment from offline to online instead of re-designing the curriculum, however, is not effective for trainees. To maximize educational effectiveness, it is necessary to re-design the curriculum based on constructivist appoach which gives trainees experience on skills and knowledge about their job. As for re-designing the curriculum into real-time online practical learning based on constructivism, learning satisfaction and work efficacy of trainees may have been increased. From these results, HRD professionals in an IT company should need to consider how to structure the curriculum when they design the real-time online practical learnings.

A Secure Yoking-Proof Protocol Providing Offline Verification (오프라인 검증을 지원하는 안전한 요킹증명 프로토콜)

  • Ham, Hyoungmin
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.113-120
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    • 2021
  • RFID (Radio Frequency Identification) yoking authentication provides methods scanning a pair of RFID tags with a reader device and verifying them to ensure the physical proximity of objects. In the first yoking proof protocols, a verifier connected to a reader device online is essential to verify the yoking proof, and this condition limits the environment in which yoking proof can be applied. To solve this limitation, several studies have been conducted on offline yoking proof protocol that does not require the online connection between a reader and a verifier. However, the offline yoking proof protocols do not guarantee the basic requirements of yoking proof, and require relatively more operations on the tag compared to the previous yoking proof protocols. This paper proposes an efficient offline yoking proof protocol that supports offline verification without the need for an online verifier. The proposed protocol provides a secure yoking proof with fewer number of operations than the existing ones, and it also can be extended to the group proof for more than a pair of tags without additional devices. The analysis in this paper shows that the proposed protocol provides offline verification securely and effectively.

A Study on the Efficiency of Online Classes -Focused on Various Teaching Methods in College- (언택트시대, 비대면 온라인 수업의 효율성 연구 -대학 수학 수업에서의 다양한 수업기법 활용을 중심으로-)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.63-73
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    • 2021
  • Sudden implementation of online classes in higher education due to Covid19 pandemic implies a lot of worries about academic performance declining. Thus, this paper analyzed a class(CalculusI) taught 100% online which was the same as the offline class before. This class tried to maintain the same quality as the offline one by utilizing various teaching strategies. The result shows the academic achievement level was similar or higher than that of offline class, and so was the students' perception and satisfaction degree. However, this was not just the outcome of online class, but it came from the professor's well-designed teaching plan and smooth operation of the class. It implicates successful teaching methodology is more important factor than such medium difference as online or offline. This study suggests the potential of online classes after the Covid19 pandemic, and expects further studies verify the result in a lot more curricula.

Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • v.15 no.12
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.