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

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Analysis on colors used in website design -Mainly on banks websites- (웹 사이트 디자인의 색상 분석에 관한 연구 - 은행 사이트를 중심으로 -)

  • 김원철
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.82-93
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    • 2003
  • With the development of the Internet, the behavioral manner of offline world has been introduced into online sites. One of representative areas is the Internet banking. The number of the Internet banking users has continually increased. But researches on the characteristics of online users are not enough to prevent any mistakes in online world. They haven't studied any rules that guarantee safety in the Internet. This paper studies the design of main homepage of banks. It tries to study the web design colors in the homepages of banks and give reliable color system that can be used in homepage design

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Machine Learning Approach for Prediction of VOD Usage (머신러닝을 활용한 VOD 이용건수 예측)

  • Jeon, Jong Seok;Jang, Ha Eun;Oh, Joo Hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.507-513
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    • 2022
  • This study developed a model for predicting the number of VOD uses of IPTV, an online market in the film industry. A machine learning-based prediction model was established using the VOD usage data collected by the Korean Film Council from 2017 to 2021. Through literature research and cluster analysis, the difference between the offline market and the online market is revealed, and a new category of VOD usage is proposed. The purpose is to help IPTV companies establish marketing strategies as well as support decision-making by developing a machine learning-based VOD usage prediction model.

Automatic Client Authentication Method in All-In-One Services (올인원 서비스에서 자동적인 고객 인증 기법)

  • Kim, Namyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.1-5
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    • 2016
  • The all-in-one service, for example, mobile wallet enables users to have credit card, membership card, and coupon in one place. It has been one of important o2o services with offline payment. In order to take advantage of mobile commerce, it is necessary to authenticate clients automatically without entering their passwords. This paper proposes an automatic client authentication method in all-in-one service. At registration, clients receives and stores an authentication ticket from a company, which contains an user's identifier and password encrypted by company's symmetric key. Client can be authenticated by transferring authentication tickets to companies at service requests.

Optimal Controller Design of One Link Inverted Pendulum Using Dynamic Programming and Discrete Cosine Transform

  • Kim, Namryul;Lee, Bumjoo
    • Journal of Electrical Engineering and Technology
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    • v.13 no.5
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    • pp.2074-2079
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    • 2018
  • Global state space's optimal policy is used for offline controller in the form of table by using Dynamic Programming. If an optimal policy table has a large amount of control data, it is difficult to use the system in a low capacity system. To resolve these problem, controller using the compressed optimal policy table is proposed in this paper. A DCT is used for compression method and the cosine function is used as a basis. The size of cosine function decreased as the frequency increased. In other words, an essential information which is used for restoration is concentrated in the low frequency band and a value of small size that belong to a high frequency band could be discarded by quantization because high frequency's information doesn't have a big effect on restoration. Therefore, memory could be largely reduced by removing the information. The compressed output is stored in memory of embedded system in offline and optimal control input which correspond to state of plant is computed by interpolation with Inverse DCT in online. To verify the performance of the proposed controller, computer simulation was accomplished with a one link inverted pendulum.

Predictors of Self-control in Covid-19 non-face-to-face online learning participate (코로나19(COVID-19) 비대면 온라인 학습 참여자의 자기통제력 예측요인)

  • Kim, Ja-Sook;Park, A Young
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.453-461
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    • 2020
  • This is a study to investigate the factors affecting the Self-control in COVID-19 non-face-to-face online learning participate and to present a strategy for effective program development. The subjects of this study were 105 participants of COVID-19 non-face-to-face online learning participate in J-do area and collected data by self-reported questionnaire. Data were analyzed by t-test, ANOVA, correlation analysis and stepwise multiple regression analysis. The results of this study were the explanatory power was 50.7% with self-control, self-regulation efficacy, self-confidence. As a result of the above, in order to improve the self-control of participants in Multiple disaster situations non-face-to-face online offline learning, it is necessary to develop a fundamental and continuous educational program that improves the self-regulation efficacy and confidence of learning participants.

S.O.S : Shield of Steam Protection Based on API Call Birthmark in Online Game ESD DRM (S.O.S : Shield of Steam API 콜 버스마크 기반의 온라인 게임 ESD DRM 보호)

  • Oh, Dong Bin;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1297-1307
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    • 2018
  • The rise of Online game ESD(Electronic Software Distribution) like Steam, the method of game piracy are more diversified. In Online Game ESD, Software DRM is applied to game because we have to play in offline situation, but it is easily bypassed due to low security level. In this study, we analyze crack files of pirated games to learn how to bypass Steam DRM and to establish countermeasures for based on API call birthmark. The generated birthmark showed more than 85% resilience in representing crack groups and 95% credibility in detecting cracked games. With this study, it is possible to enhance the security of the online game Electronic Software Distribution platform, and to provide a high level of game piracy protection for indie game developers, especially those who can not purchase Third Party DRM to protect their own games.

E-Business and Transaction Cost: Applications to Environment and Glocalization (e-비즈니스와 거래비용: 환경과 글로컬화에의 적용)

  • Lee, Sang-Ho;Cho, Sumi
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.109-119
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    • 2013
  • Recent lifeline with Internet and smart-phone is a new ICT-based revolution that has transformed the structure of economics and business activities in digital economy. This paper deals with some economic perspectives on the conceptual concerns on transaction costs and its applications to energy and environments, and glocalization strategies of e-business. First, we consider substantial differences between offline and online channel transactions and categorize three different aspects of transaction costs in the purchasing process in both channels. Second, we examine the impacts of e-business that affect sustainable environments and provide some considerations on energy savings, product-process design, and logistics. Finally, we present some opportunities and challenges posted by global e-business and outline the economics of networking in achieving enhanced performance and competitive advantage through glocalization strategies of e-business.

A Study on Changes in the Fashion Market Viewed from the Perspective of Big Blur (빅블러 관점으로 바라본 패션 시장의 변화에 관한 연구)

  • Park, Yonjin;Kan, Hosup
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.144-160
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    • 2020
  • Today, the development of innovative technologies is accompanied by changes in the industrial structure and the Big Blur phenomenon, where the boundaries in various fields are blurred. The purpose of this study was to view the Big Blur phenomenon as a big paradigm shift in the 21st century and derive environmental changes and characteristics of the Korean fashion market. The research method included an analysis of the fashion brands after 2015. Through this study, we intended to establish a framework for understanding the changes in the fashion market from the perspective of Big Blur and discuss the direction of brand marketing. The research results showed the hyperlinks, connectivity, openness, homeostasis, synchronicity, mobility, interactivity, and brand experience of online and offline spaces beyond the boundaries of virtual space and offline physical spaces such as online physical and spatial viewpoints. It also showed the characteristics. The characteristics from the socio-cultural point of view were characteristic of diversity, mixture, coexistence, composability, and pluralism beyond the traditional socio-cultural and regulatory scopes. Hip hop fashion, street fashion, unisex, genderless, androgynous fashion, and kid fashion are the backbone of the Big Blur and are becoming important factors in fashion. The characteristics of the market and economic viewpoint are prosumers that play roles both as producers and consumers. It shows the extensibility of consumers as producers, the cohesiveness of producers and consumers, the cooperation, and the interconnectivity.

The Effect and Its Potential Determinants of Cross-Media Advertising between Online and Offline Media (온-오프라인 교차광고의 효과와 영향요인에 관한 연구)

  • Jo, Si-Nae;Han, Kyoo-Hoon
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.105-114
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    • 2016
  • As the media environment surrounding us has changed rapidly, the influences of traditional media decrease whereas promotions using new media have been developing remarkably, Under this circumstance, cross-media advertising, which strategically integrates advertisements on multiple media, is getting attention as an effective marketing communication approach. This study investigated consumer responses to cross-media advertising using both online and offline media, focusing on the effects of product involvement, attributes of media connection, and gender. The experiment was conducted towards adult consumers aged 20 to 39. Results confirmed that the interaction effect between product involvement and attributes of media connection on brand attitude and behavioral intention was significant by a moderating role of gender. Based on the results from this study, both theoretical and practical implications were discussed, as were directions for future research.

Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.