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

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Proposal of security method using financial transactions and OTP (금융거래와 LFSR를 활용한 보안 방식 제안)

  • Kim, Ki-hwan;Parkn, Seong-hwan;Yu, Seo-yeong;Lee, Hoon-jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.41-44
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    • 2019
  • Most of the financial transactions in modern society are traded online, and offline transactions can be made with cards and smart phones in addition to cash transactions. The advantage of monetary transactions on-line is that the purchasing process is simple, volume increases due to cash, and mobility degradation factors such as weight disappear. However, the online environment has no limitation on the physical distance, and there is a problem that if personal information is exposed to another person, it can be directly connected with financial loss. Of course, in most financial sectors, there is no problem because security policies are prepared for financial accidents. In this paper, we show that it is possible to prevent stealing of encrypted information and to operate with a simple structure by arbitrarily changing the fixed card number, expiration date, and CVC every time using OTP.

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Research on User Experience Under the New Retailing Mode: Using the interactive marketing mode of the Estee Lauder POP-UP store as an example (새 소매 모델 방식에서의 사용자 경험 연구: 에스티로더 팝업스토어에서 인터랙티브 마케팅을 예로 들어보자)

  • Liang, Lan;Pan, Young-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.343-353
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    • 2021
  • The beauty industry of China POP-UP store service, has entered the peak development period. This paper takes China Estee Lauder POP-UP store as an example, based on the user experience of interactive marketing mode in Beauty POP-UP store under the new retailing model. The paper aims to establish a system interaction design process integrating online and offline to help enterprises complete the sustainable development of marketing services. To achieve this goal, this study uses questionnaires to investigate the key elements of user experience, customer journey map to determine the user pain points, and completes the design of the new system process. This process can provide designers with a new perspective through experimental verification, with high timeliness and practicability. It also promotes the collaborative optimisation and upgrading of physical retail and online retail and provides theoretical support and practical basis for other enterprises.

Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.

Analysis of Metaverse Technology Trends and Case Studies of Utilization in the Jewelry Industry in the Post-COVID (포스트 코로나의 메타버스 기술 동향과 주얼리 산업의 활용 사례 분석)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.675-680
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    • 2024
  • This study aims to examine the trends in Metaverse technology following the Post-COVID era and analyze the use cases in the jewelry industry. With the endemic, the business environment for companies has shifted from online to offline, leading to a reduced public interest in the Metaverse. However, examining the global jewelry brand trends in metaverse technology reveals advancements in AR/VR technologies that enhance realism and evolve the metaverse into a space without the uncanny gap between virtual and reality. The Metaverse exhibits three main characteristics in the Post-COVID era. First, there is a transformation in the business domain, starting with digital twins. Second, it is integrating with various information and communication technologies. Third, setting a direction for Metaverse operation as an omni-channel is being emphasized. Utilizing assets learned during the COVID-19 period and continuing to learn about digital and online technologies is essential for securing market competitiveness. This paper discusses how to enhance the competitiveness of jewelry industry entities based on the trends of Metaverse technology in the Post-COVID era.

Strategy and Effect on Interdisciplinary Project-based Learning based Blended Learning (블랜디드 학습에 기반한 통합교과 프로젝트 학습 전략 및 효과)

  • Shin, Soo-Bum;Han, Hee-Jung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.4
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    • pp.25-34
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    • 2006
  • Although the e-learning system is being introduced in elementary and secondary education, incorporating it into the regular curriculum is difficult. Other problems include the lack of sessions and connection to regular courses in realistically applying project-based learning in the regular school curriculum. Therefore. this study established, applied, and analyzed the blended learning strategy to resolve such issues. Specifically, a theoretical investigation on the concept of blended learning and IT-oriented, project-based learning was conducted. The theme for learning based on integrated courses was also selected, and the 5-stage project-based teaching and learning strategy, concretized. The concretization strategy involved discussion, role division, and alternative evaluation strategy. The class progressed in formats of on-class online, on-class offline and off-class online. As a result, students experienced inconvenience since the project only lasted for a short period of time. Nonetheless, they responded positively to the effect of project-based learning in general. This study was able to suggest the possibility of applying e learning in regular school curriculum and propose the direction for digital and learner oriented teaching.

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The Role of Fashion House Museums - Focused on European Luxury Fashion Brands - (패션하우스 뮤지엄의 역할에 관한 연구 - 유럽의 럭셔리 패션브랜드를 중심으로 -)

  • Jung, Jung-hee;Yim, Eun-hyuk
    • Fashion & Textile Research Journal
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    • v.20 no.2
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    • pp.143-155
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    • 2018
  • The purpose of this study is elucidate the status and role of fashion house museums including art museums that are affiliated to luxury fashion brands. This study is significant in that it offers profound understanding of the history of luxury brands and the direction of communication these luxury brands are taking through online and offline museums. For research methods in this study, literature review and case studies were combined. Based on the luxury type classification by Sicard, the scope of research was determined to include the French classical luxury brands to modern luxury brands and contemporary luxury brands. Examining the current status of fashion house museums, it was found that Cartier Foundation for Contemporary Art is an art museum operated by the luxury fashion brand, Cartier. Other fashion house museums in operation included $Herm{\grave{e}}s$ Museum, Foundation Louis Vuitton Museum, $Crist{\acute{o}}bal$ Balenciaga Museum, Yves Saint Laurent Museum, Gucci Museum, Christian Dior Museum, Prada Foundation Museum, Ferragamo Museum, Armani Silos, and so on. As for online museums, there was Valentino Garavani Virtual Museum. These luxury fashion brands' museums serves the following roles: provides references to the fashion industry professionals and researchers; differentiates the brand as means of experience marketing; promotes the brand and enhances brand communication through exhibitions of the founder and designers; archive the brand's design and builds the brand's history as a means of storytelling marketing.

A study on the Perception of College students studying Early Childhood Education about Entrepreneurship Education (창업교육에 대한 유아교육과 학생들의 인식 연구)

  • Park, Ji-Eun;Ko, Yeong-geon;Cho, Jungwon;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.53-64
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    • 2020
  • For students studying early childhood education that leads the future, entrepreneurship education should be applicable to the educational field and targeting students studying early childhood education, a basic investigation on the recognition and demand for the necessity of entrepreneurship education should be preceded. Research that develop various entrepreneurial education programs is needed for early childhood education and students. Collected theoretical data through consideration of previous studies. and recognizing the necessity of entrepreneurship training, I produced an online survey for needs investigation of students studying early childhood education. I analyzed the data with 239 questionnaires collected. Research results, first, it is necessary to recognize the necessity of entrepreneurship education related to various career education in consideration of the career after graduation and a few years since they graduated. Second, it is necessary for a program that effectively and systematically develops various educational areas and contents in a mixed form of online and offline. Third, it is necessary to support customized programs in government agencies through the analysis of learner needs.

A Study of Applications of 3D Body Scanning Technology - Focused on Apparel Industry - (3차원 바디 스캐너를 활용한 가상착의에 관한 인식 조사 - 업체 실무자 및 소비자를 대상으로 -)

  • Paek, Kyung-Ja;Lee, Jeong-Ran;Kim, Mi-Sung
    • Korean Journal of Human Ecology
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    • v.18 no.3
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    • pp.719-727
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    • 2009
  • The ultimate success of commercial applications of body scan data in the apparel industry will be consumers' substantial applications such as automated custom fit, size prediction, virtual try-on, personal shopper services (Loker, S. et al., 2004). In this study, we surveyed fifty consumers and forty-seven apparel industry workers about their recognition and interest in 3D body scanning and virtual try-on. The results are as follows: 55% of the apparel industry workers has recognized 3D body scanning as a convenient technology, but do not know how to use it. To the questions regarding virtual try-on, 53% of the workers give positive answers. The consumers have a more positive view on virtual try-on than the workers do. The workers predict that the application of 3D body scan technology to the apparel industry could offer customers helpful information in their clothing selection by using virtual images of various size and style, and increase mass production of MTM(Made-To-Measure). The answers from the male consumers in their twenties indicate that virtual try-on is useful by 88% on offline shopping and by 100% on online shopping. 53% of the workers and 68% of the consumers gave answers that just by virtual try-on they could judge the quality of the apparel products and purchase them. Absolutely 3D virtual try-on is an effective tool for online shoppers. 85% of the workers anticipate applications of the 3D body scanning also in 'body measurement', 'custom pattern development' as well as 'virtual try-on' in the near future. With the positive reactions and the stimulating interests in virtual try-on, the conditions of contemporary world encourage more active researches and wide usages of the technology in apparel industry.

Data Analysis of Facebook Insights (페이스북 인사이트 데이터 분석)

  • Cha, Young Jun;Lee, Hak Jun;Jung, Yong Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.1
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    • pp.93-98
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    • 2016
  • As information technologies are rapidly developed recently, social networking services through a variety of mobile devices and smart screen is becoming popular. SNS is a social networking based services which is online forms from existed offline. SNS can also be used differently which is confused with the online community. A modelling algorithm is a variety of techniques, which are assocoation, clustering, neural networks, and decision trees, etc. By utilizing this technique, it is necessary to study to effectively using the large number of materials. In this paper, we evaluate in particular the performance of the algorithm based on the results of the clustering using Facebook Insights data for the EM algorithm to be evaluated as a good performance in clustering. Through this analysis it was based on the results of the application of the experimental data of the change and the South Australian state library according to the performance of the EM algorithm.

Exploring Factors for the Effective Operation of Hybrid Learning Integrating Face-to-Face with Online Synchronous Environment: Focusing on the Experience of Elementary School Teachers (면대면과 실시간 온라인 환경이 통합된 하이브리드 수업의 효과적 운영을 위한 요소 탐색: 초등교사의 경험을 중심으로)

  • Han, Hyeong Jong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.79-88
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    • 2022
  • The purpose of this study was to explore which factors should be considered mainly in operating hybrid learning in which offline and synchronous online environments are integrated in elementary education. Using qualitative data through interview and so on for 8 elementary school teachers with experience in operating hybrid learning, major consideration factors were identified. Before class, it is necessary to increase the level of understanding through concrete guidance or education for what the characteristics of hybrid learning are. The redesign of the environment including hardware and software technology is considered because the foundation was not established properly so that effective operation was difficult. In particular, based on the simultaneity and interactivity between the environments, activities which learners can connect and participate in the two environments should be considered. Further, design strategies to guide the operation of teaching and learning will be developed.