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

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A Study on the Influence Factors of the Continuance Intention of Foodservice O2O Platform : IS Success Model and Post Acceptance Model (외식 O2O 플랫폼의 지속사용의도 영향 요인 연구 : 정보시스템성공모델과 후기수용모델)

  • Park Jaeyun;Seo Jungwoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.159-174
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    • 2024
  • Recently, as demand for delivery services has increased rapidly due to COVID-19, the food service O2O(Online to Offline) platform has also grown significantly. This study aimed to verify the influencing factors on continuance use intention of O2O platform using the Information Service Success Model and Post Acceptance Model. An online survey was conducted on 379 consumers who used the food service O2O platform in the past six months, and the collected survey was analyzed using SPSS 26.0 and AMOS 24.0. As a result of the verification, in the influence relationship between the Information Service Success Model and Post Acceptance Model, system quality was found to have an effect on perceived usefulness, but information quality and service quality were rejected for perceived usefulness and were partially adopted, The rest were all found to have a significant effect. In the moderating effect according to the amount used, the intention to continue using was stronger when the group who spent more than 30,000 won was satisfied. These results support previous research on O2O platforms and provide academic implications as well as practical implications for practitioners in the food service industry.

Effects of Online Social Relationship on Depression among Older Adults in South Korea (노인의 온라인 사회관계가 우울에 미치는 영향)

  • Yoon, Hyunsook;Lee, Othelia;Beum, Kyoungah;Gim, Yeongja
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.623-637
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    • 2016
  • This study examined the importance of social capital in facilitating older adults' learning and adaptation of information technology as well as alleviating depressive symptoms. At two senior community centers in South Korea, 144 adults aged 60 and older were recruited to participate in 12 week-long technology classes to learn computers, smart phone, and internet skills. At the baseline interviews were conducted to assess their health status, depression, and online social relationships. Online and offline social capital (bonding vs. bridging) was assessed (Williams, 2006). Four-step Hierarchical Linear Regression analysis was conducted to examine the effects of online social relationship on depression. Findings suggested that depressive symptoms were associated with being widowed, being unemployed, and perceiving poor health status. Adding social capital variables in the final step, older adults who perceived less stressors, greater level of subjective health and high online bonding capitals had less depressive symptoms. Only online social bonding was significant in alleviating depression. This final model explained 48% of the variance. Computer/Internet training for older adults need to consider the significant role bonding social capital can play. The findings of this pilot study provided a preliminary base of knowledge about acceptable community-based interventions for older adults.

The Study of a Population and Generation Parameter's Characteristics on PID Gain Tuning with GA in Wide Solution Area (넓은 해영역에서의 GA를 이용한 PID 제어기 게인 조정에 따른 개체수와 세대수 파라미터의 특징에 관한 연구)

  • Jeong, Hwang Hun
    • Journal of Power System Engineering
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    • v.21 no.3
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    • pp.60-65
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    • 2017
  • A GA is one of the best method to find optimal value in searching area. A GA is driven by probabilistic selection that based on the survival of the fittest. So this algorithm need a huge solving time even if it can be used lots of optimizing problem such as structural design, machine learning, system's identification and so on. This GA's characteristic constrain the program to drive offline. Some studies try to use this algorithm on online or reduce the GA's running time with parallel GA or micro GA. Unfortunately these studies still didn't reduce amount of fitness solving. If the chromosome was imported to the system, it affected system's stability. And when the control system uses online GA, it also doesn't have enough learning time. In this study, try to find stability criterion to reduce the chromosome's affection and find the characteristic of the number of population and generation when GA was driven into the wide searching area.

How to Develop Future Internet Medical Care?: A Case Study of China

  • SHEN, Sha-Sha;XIAO, Shu-Feng
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.4
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    • pp.65-74
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    • 2022
  • Purpose - With the increasing medical demands of the public, the development of future Internet medical care has come to represent a major problem. Therefore, the purpose of this study is to discuss future development strategies for Interne medical care while taking China's Internet hospitals as an example case. Research design, data, and methodology - This study conducted a case study of China's Internet hospitals to summarize the fundamental problems faced by Internet hospitals and propose future development strategies to overcome these problems for Internet medical care. Result - Although Internet hospitals have been regarded as the ultimate product of Internet medical care, from the perspective of the government, medical institutions, platforms builders and maintainers, and patients, they still face some basic issues. Conclusion - This study concludes that the government and medical institutions play an important role in the future development of Internet medical care and suggests that the government should make overall plans for the policies and standards and should play the main role in enhancing the public trust in Internet medical care, while medical institutions should take steps such as seizing policy opportunities, driving online and offline collaborations, and constructing suitable evaluation systems to promote the development of Internet medical care.

The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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The Effect of Social Network Service on Social Capital (소셜 네트워크 서비스가 사회적 자본에 미치는 영향)

  • Kim, Jong-Ki;Kim, Jin-Sung;Lei, Zheng-Jie
    • The Journal of Information Systems
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    • v.21 no.3
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    • pp.163-186
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    • 2012
  • With the development of Internet and transition to information society, social capital is expanding to online from the traditional offline context. Especially with the widespread of social network service(SNS) the number of SNS users is increasing sharply and the importance of online social capital has been more and more significant. Most studies on social capital focused on organizational aspects but few studies have payed attention to personal aspect. Empirical studies on the relation between SNS and social capital were seldom conducted in previous studies. Based on the theory of social capital this study targets on the relationship formed through SNS and analyzes on how the relationship affects the perceived social capital. In this study 'self-presentation', 'playfulness' and 'critical mass' are posited as the antecedent factors of 'SNS usage'. This study proposes a research model to examine the effect of 'SNS usage' on 'relationship reinforcement', 'relationship building' and 'perceived social capital'. According to the results of empirical analysis, 'self-presentation', 'playfulness' and 'critical mass' can generate significant positive influence on 'SNS usage'. It also confirms not only the effect of 'relationship reinforcement' and 'relationship building' formed through SNS on 'perceived social capital' but also relationship between the social capital formation and SNS usage. The outcome obtained in this study can be applied in developing SNS services.

A Validation Study of Evaluation on Blended Learning in the post-Corona era: A Case Study Engineering College Students (포스트 코로나 시대의 블렌디드 수업 평가준거 타당성 연구: 공학계열 대학을 중심으로)

  • Bae, Yun-hee;Won, Yongho
    • Journal of Engineering Education Research
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    • v.25 no.5
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    • pp.75-84
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    • 2022
  • In the post-Corona era, blended learning will be one of the most important instructional strategies for successful education. The purpose of this study is to examine reliability and validity of the instrument developed in the instructional aspect so that a successful blended learning can take place. This instrument consists of 31 items to evaluate class operation, online learning environment, online contents, offline class, interaction and overall satisfaction. For this study, a survey was conducted in LMS and the responses of 164 students were used for analysis. Confirmatory factor analysis was used to evaluate validation of this instrument and this analysis was run in R studio. As a result of CFA, the standardized factor loadings of all items were 0.930~0.754 and the reliability and validity of all constructs were adequate. The results of this instrument enable universities to manage the quality of their classes and instructors can use them as self-checklist to improve future classes in terms of instructional points. Finally, this instrument can be used in a variety of learner-centered learning environments.

The Study on the Political Participation of the Youth through the Internet: Focusing on the Political Efficacy and Political Trust (대학생의 인터넷 정치참여에 관한 연구: 정치효능감과 정치신뢰감을 중심으로)

  • Ha, Jong-Won
    • Korean journal of communication and information
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    • v.32
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    • pp.369-405
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    • 2006
  • The purpose of this paper is to examine the usefulness of the concept of political efficacy and political trust as a way of explaining the development of political participation in the young people under the new age of the Internet. From the survey in which 221 university students participated, there were several findings: first, overall political efficacy has a predominant effect on political participation in both offline and online; second, political trust has little impact on the political participation of the youth; third, there showed up two interaction effects between political efficacy and political trust for the online conventional and unconventional participation in politics. It is found that in high efficacy group people with low trust are most likely to participate, while in medium efficacy group people with high trust are most likely to participate. In low efficacy group, however, political trust didn't make any difference in political participation. There are more factors that may predict political participation, such as political interest, political knowledge, political ideology, and demographic variables. For future studies, it is necessary to examine the effect of political efficacy and political trust in combination with these other variables to explain political participation by offline and online.

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Exploring the Impact of Switching Barriers on e-Loyalty

  • Han, Hyun-Soo;Park, Woo-Sung;Joung, Seok-In
    • Journal of Information Technology Applications and Management
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    • v.17 no.3
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    • pp.121-134
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    • 2010
  • Past studies in e-commerce loyalty were mostly focused on the effects of customer satisfaction and trust on loyalty toward online vendors. Few studies investigated the impacts of switching barriers, whilst they are widely proven to affect customer loyalty in offline commerce. Even in a handful of studies that did deal with switching barriers, their treatment of the subject remained at best superficial. This may have to do with the fact that switching costs in e-commerce could be comparatively negligible, as switching to another online vendor often involves one simple mouse click. In this study, we investigated the impact of switching barriers on loyalty under the e-commerce context. Furthermore, the extent of switching barriers which could be affected by those positive factors (most constructs were adopted from IDT) was also examined. The statistical testing results revealed that combined model which includes both the positive factors and the switching barriers explains the loyalty formation process more strongly ($R^2$ = 0.543) than each separated models ($R^2$ = 0.468 for positive factor only model, and $R^2$ = 0.365 for switching barrier only model). While only the two switching barriers such as convenience and emotional were shown to be statistically significant, we found that trust strongly influences customer's emotional barrier, let alone direct impact on loyalty, which thereby influences loyalty. The results offer insights for better understanding switching barriers in e-commerce related applications.

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