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

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The Effect of Classes with Enhanced Science Process Skills on Inquiry Ability and Science Attitudes of Middle School Students (과학 탐구 기능을 강화한 수업이 중학생의 탐구 능력과 과학 태도에 미치는 효과)

  • Kim, Hyunry;Son, Junho
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.1-15
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    • 2022
  • In a situation in which online classes were suddenly introduced due to COVID-19, there were many cases where learners did not properly learn science process skills that were not presented in the achievement standards for reasons such as reducing the number of class hours. It is difficult to expect positive science inquiry ability and science attitude from learners who have entered middle school without understanding the process skills. Therefore, in this study, the effect on science inquiry ability and science attitude was investigated by developing worksheets with enhanced process skills and applying it to learner-centered teaching linked online and offline. As a result, it was confirmed that there was a statistically significant positive difference between both. Based on this research, it is expected that students will pay attention to the process skills, which is the basis of science subjects, and continue to experience the process skills through learning-centered classes.

Digital transformation in terms of user experience design - Focusing on Starbucks case (사용자 경험 디자인 측면에서의 디지털 트랜스포메이션 - 스타벅스 사례를 중심으로)

  • Choi, Ye-Na;Heo, So-Yeon;Kim, Min-Gyeong;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.715-725
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    • 2022
  • With the development of digital technology related to mobile, cloud, IoT, even traditional businesses have began to develop strategies for digital transformation. This is regarded as a very important part for business sustainability. However, many of these attempts are being conducted from the management point of view, and there has been little research on user experience design for digital transformation. In this study, Starbucks, which started a offline store business and expanded its experience with online services, was selected as a representative case and user research was conducted on it. Through an usability evaluation and post-task interviews of the Starbucks mobile application users, we discovered important issues of user experience to consider when transforming and expanding services online from offline. Based on the findings, the considersations for designing online user experience were discussed and proposed. These are expected to contribute to the process of researching and implementing digital transformation.

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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k-NN Query Optimization Scheme Based on Machine Learning Using a DNN Model (DNN 모델을 이용한 기계 학습 기반 k-최근접 질의 처리 최적화 기법)

  • We, Ji-Won;Choi, Do-Jin;Lee, Hyeon-Byeong;Lim, Jong-Tae;Lim, Hun-Jin;Bok, Kyoung-Soo;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.715-725
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    • 2020
  • In this paper, we propose an optimization scheme for a k-Nearest Neighbor(k-NN) query, which finds k objects closest to the query in the high dimensional feature vectors. The k-NN query is converted and processed into a range query based on the range that is likely to contain k data. In this paper, we propose an optimization scheme using DNN model to derive an optimal range that can reduce processing cost and accelerate search speed. The entire system of the proposed scheme is composed of online and offline modules. In the online module, a query is actually processed when it is issued from a client. In the offline module, an optimal range is derived for the query by using the DNN model and is delivered to the online module. It is shown through various performance evaluations that the proposed scheme outperforms the existing schemes.

Effects of Word-of-Mouth and Assurance on Trust in the Internet Shopping Mall Environments: The Moderation Effect of Ease of Product Evaluation (인터넷 쇼핑몰에서 구전과 보증이 신뢰에 미치는 영향 : 제품평가 용이성의 조절효과를 중심으로)

  • Lee, Kyu-Ha;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.15 no.3
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    • pp.141-168
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    • 2014
  • Purchasing through Internet shopping mall has more uncertainty compared with offline shopping mall. Previous studies have presented that trust plays a role of reducing uncertainty and increasing purchasing intention. In this study, we suggest that third-party assurance and word-of-mouth contribute to the formation of trust. In addition, we also propose that ease of product evaluation plays moderating roles in the relationships between third-party assurance, word-of-mouth and trust. For this study, we collected sample data from two groups consisting of online shoppers purchasing the search goods and experience goods categorized by type of ease of product evaluation. Empirical results show that word-of-mouth and third-party assurance have different effects on trust in two groups. The third-party assurance has a stronger impact on trust in online shopping group of the search goods than in the experience goods, while word-of-mouth in the online community has a stronger impact on trust in online shopping group of the experience goods than in the search goods. We expect that this result will provide researchers and managers who are interested in trust formation factors in online shopping mall with useful theoretical and practical implications.

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Strategies and Effects of Questioning Methods Based on Anonymity/Openness in Remote Engineering Education (비대면 공학교육에서 공개 및 실명 여부에 따른 학습자 질문 방식의 전략과 효과에 관한 연구)

  • Hong, Sumin;Kim, Honey;Lim, Cheolil;Lim, Youngsub
    • Journal of Engineering Education Research
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    • v.25 no.3
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    • pp.26-34
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    • 2022
  • Students' questions are essential and important for learning, but previous research and experience of instructors shows that there is a lack of interaction between instructors and students in online classes. This research studies how learners can effectively ask questions in online classes at engineering colleges. Based on two axes of anonymity and openness, the four different types of questioning methods were suggested as 'onymous/public', 'onymous/private', 'anonymous/public' and 'anonymous/private.' In this study, seven communication channels were applied to check their effectiveness in an online class. The results showed that learners' satisfaction with learning outcomes increased compared to previous offline classes, while satisfaction with teaching methods was similar. Additionally, among the four types of questioning methods, the preference and effectiveness of 'anonymous/public' was highest, followed by 'onymous/private'. This study suggests several implications of educational approaches to online education in engineering colleges.

A Study on Influencing Factors of Channel Preference (스마트 환경에서 오프라인, 온라인, 옴니채널 선호도의 영향요인에 관한 한·중 비교연구)

  • Park, Jung-Ryeol;Kwon, Sun-Dong;Park, Hyun-Jung
    • Journal of Information Technology Applications and Management
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    • v.23 no.2
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    • pp.239-261
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    • 2016
  • Wide use of smart and high performing mobile device makes consumers use diverse distribution channels, composed of online and offline channel. Smart companies are trying to deploy omni channel. In order to successfully integrate these diverse channels, it is necessary to understand consumers' preference of channel choice. Thus, this study was focused on the influencing factors of channel preference such as price sensitivity, consumer innovativeness, time pressure, and need-for-touch. And this study compared these influencing factors between Korea and China, and drew meaningful message for e-commerce companies and offline distribution companies.

Enhancing Document Security with Computer Generated Hologram Encryption: Comprehensive Solution for Mobile Verification and Offline Decryption

  • Leehwan Hwang;Seunghyun Lee;Jongsung Choi
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.169-175
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    • 2024
  • In this paper, we introduce a novel approach to enhance document security by integrating Computer Generated Hologram(CGH) encryption technology with a system for document encryption, printing, and subsequent verification using a smartphone application. The proposed system enables the encryption of documents using CGH technology and their printing on the edges of the document, simplifying document verification and validation through a smartphone application. Furthermore, the system leverages high-resolution smartphone cameras to perform online verification of the original document and supports offline document decryption, ensuring tamper detection even in environments without internet connectivity. This research contributes to the development of a comprehensive and versatile solution for document security and integrity, with applications in various domains.

The Effects of Consumer Perception of Contactless Method on Shopping Switching Intention in Fashion Products Purchase-Focusing on the Experiential Value's Moderating Effects of Offline Fashion Stores- (패션제품구매에서의 콘택트리스 방식에 대한 소비자 인식이 쇼핑전환의도에 미치는 영향 -오프라인 패션매장의 경험적 가치의 조절효과를 중심으로-)

  • Jeong, Dayun
    • Journal of Fashion Business
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    • v.26 no.3
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    • pp.1-18
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    • 2022
  • The COVID-19 pandemic has not only increased customer preference for contactless methods but also created digital business opportunities in a variety of industries. Particularly in the fashion industry, contactless distribution and contactless shopping have increased significantly. This study identifies the changed consumers' perception of contactless shopping, which has been expanded due to the COVID-19 pandemic and analyzes specific factors that influence shopping switching intention to derive efficient marketing plans for post COVID-19 era. The study targeted Korean male and female consumers. The perceived value, usefulness, and alternative attractiveness of contactless shopping had a significant effect on shopping switching intention, and a moderating effect of offline fashion stores was confirmed. These results indicate that customers' experience in a fashion store influences their next online and offline shoping. This study, therefore, proposed the direction that the fashion industry should advance from a marketing perspective in the post COVID-19 era.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.