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

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A comparison of the types and characteristics of the purchase channel journey of fashion products in the MZ generation (MZ세대의 패션상품 구매채널여정 유형화와 특징 비교)

  • Lee, Jung-Woo;Kim, Mi Young
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.656-674
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    • 2022
  • The purpose of this study is to reveal and compare the differences in the types and characteristics of purchase channel journeys of MZ generation consumers. In this study a survey was conducted on the purchase channel journey of 20 women in the MZ generation using the ethnographic method of in-depth interviews and observations. As a result, three purchase channel journeys were identified: mobile, multi-channel, and offline. These were variously subdivided according to the characteristics of the MZ generations. Gen Z's journey was categorized into types: fashion platform app, Youtube, multi-channel supplement, multi-channel non-planned store visit, offline loyalty store, and impulsive offline store. Gen M's journey was categorized as: an online community bond, portal site, online loyalty store, multi-channel brand involvement, multi-channel efficiency, a multi-channel conversion, offline efficiency and offline task. The difference in mobile journey between generations was found in the time and length of the purchase. Gen M recognized both online and offline search processes to be tiring, while Gen Z enjoyed the search process using the online path. In the offline journey Gen Z began with their own intention to purchase, while Gen M sometimes recognized that purchasing fashion products necessary for work was a cumbersome task.

A Study on Effectiveness of Online Interactive Cinematherapy Course Due to COVID-19: Emotional Intelligence and Empathic Ability (COVID-19로 인한 비대면 상호작용적 영화심리치료 수업의 효과성 연구: 감성지능과 공감능력)

  • Lim, Ae-Ryon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.57-66
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    • 2021
  • The purpose of this study was to verify whether the Interactive Cinematherapy Course developed based on discussion is still effective for emotional intelligence and empathic ability, even in a college lecture environment where courses are given online due to COVID-19. The subjects were enrolled in the Interactive Cinematherapy Course and experienced either an online (N=139) or offline (N=212) course before and after COVID-19. To the offline course, students were given structural questions and conducted discussions, whereas the online course students were given feedback via e-mail to substitute discussion. The results were as follows. Compared to the offline courses, students in both online/offline courses commonly showed an increase in "Other's emotion appraisal", "Cognitive Empathy", "Perspective taking", "Fantasy", and "Emphatic Concern". The online course students showed an increase in the "Use of emotion", while offline course students showed an increase in "Self emotion appraisal". This shows that online and offline courses do not have a significant difference in effects. In qualitative research, the lecturer's communication ability and concern helped enhance the effectiveness of the Interactive Cinematherapy Course given online. This implies that communication between the lecturer and students and role of the lecturer are more important than the online environment.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

A study on the O2O Commerce Business Process with Business Model Canvas

  • PARK, Hyun-Sung
    • Journal of Distribution Science
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    • v.18 no.5
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    • pp.89-98
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    • 2020
  • Purpose: The growth of online commerce is now becoming a major threat and a new opportunity for retailers. Existing offline retailers struggle to cope with new online retailers' threats by utilizing offline infrastructure. Besides, online retailers expand their online strengths to offline sales by opening their offline stores. Many retailers are paying close attention to the O2O business and the resulting changes. Thus, this research focuses on the O2O business model and process that retailers can adopt. Research design, data and methodology: Considering the features of products that retailers sell, this paper divides O2O business process with the following criteria: delivery lead-time and delivery area. And This research uses the business model canvas to define the features of O2O commerce business process. This paper also uses nine key elements in the business model canvas for analyzing the structure of O2O commerce business. Results: This paper suggests the delivery model of retailers respond to offline customer orders and summarizes the following results. (1) Considering characteristics such as logistics process, delivery area, and product type, we define the features of O2O business models: wide-area (warehouse) based O2O business model, regional area (store) based O2O business model and time-separated O2O business model. (2) This study checks the availability of the business model through the business cases of O2O business models. (3) This study also analyzes the O2O business model of domestic retail companies by the factors defined in the business model canvas. Conclusions: Retailers can adopt the O2O business process to fit their business requirements and strategy. The online retailers who deal with normal consumer products mainly have the wide-area based O2O business model. The wide-area based O2O business model can be suitable for retailers who manage inventory centrally. The time-separated O2O business model can be a good solution for fresh food retailers to operate the logistics process efficiently. And to shorten the delivery lead-time of fresh foods, the regional area based O2O business model can be fit to the retailer that utilizes its offline logistics or sales infrastructure. It may be much more important for retailers to share the inventory information with other branches and to change the role of offline stores.

The Comparison of the learning achievement and learning satisfaction Between in the Blended Class and Online Class and Offline Class (블렌디드 학습, 온라인 학습, 오프라인 학습의 학업성취도와 학습만족도 비교)

  • Kim, Miyoung;Ahn, Kwangsik;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.106-119
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    • 2005
  • Many problems with the offline class, which is the traditional education type in corporations or universities, were indicated and people hoped that e-learning, which is web-based instruction, would solve these problems. However, e-learning also has weak points in that it should be self-paced and media-based in many ways. Therefore, when considering the good and weak points of offline classes and e-learning, blended learning seems to be necessary. Until now, blended learning has usually been used in corporations, and there have been almost no studies on the effectiveness or management of blended learning in universities. Thus, in this study, I would like to design blended classes, manage them at the level of university classes, and verify the effectiveness of blended classes, by comparing academic achievement, student participation, and student satisfaction. The subject students who signed up for Computer & Technology at C University in 2005 were divided into three study groups: offline class, online class, and blended class. The offline class was taught using the traditional class teaching method. For the online class and the blended class, multimedia contents were developed and a different LMS was used. The results of 13 weeks of teaching are as follows. For the academic achievement in the offline, online and blended classes, there was no statistically significant difference (f=2.387, p=.096). But when comparing the average achievement, the average of the blended class was higher than that of the other classes, so that it can be said that the blended class has positive effects on academic achievement. Second, when comparing the learners' participation in the online class and the blended class, the total posts were 85 and 138 respectively, which shows a considerable difference. The hit counts for each post in the online class and the blended class are 10 and 20, respectively. Moreover, the login counts for subjects are 3 in the online class and 4 in the blended class. In the questionnaire for the students' academic satisfaction in the online class and the blended class, all of the 15 items showed higher satisfaction in the blended class. Considering all these results, if adequate media are properly combined, the blended class is better than either the pure online class or the pure offline class.

Identity-Based Online/Offline Signcryption Without Random Oracles (ID기반 온라인/오프라인 사인크립션(Signcryption) 기법)

  • Park, Seung-Hwan;Kim, Ki-Tak;Koo, Woo-Kwon;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.5
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    • pp.23-36
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    • 2010
  • Signcryption is a cryptographic primitive which offers authentication and confidentiality simultaneously with a cost lower than signing and encrypting the message independently. We propose a new cryptographic notion called Identity-based online/offline signcryption. The notion of online/offline scheme can be divided into two phases, the first phase is performed offline prior to the arrival of a message to be signed or encrypted and the second phase is performed online phase after knowing the message and the public key of recipient. The Online phase does not require any heavy computations such as pairings or exponents. It is particularly suitable for power-constrained devices such as smart cards. In this paper, we propose ID-based signcryption scheme and ID-based online/offline signcryption scheme where the confidentiality and authenticity are simultaneously required to enable a secure and trustable communication environment. To our best knowledge, this is the first ID-based online/offline signcryption scheme that can be proven secure in the standard model.

A Study on IT Service Trends of O2O(Online to Offline) Business Model (O2O(Online to Offline) 비즈니즈 모델의 서비스 동향 연구)

  • Kim, Hanjun;Choi, Eunmi
    • Annual Conference of KIPS
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    • 2018.05a
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    • pp.198-201
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    • 2018
  • 사이버 공간과 물리적 공간의 서비스를 접목하는 O2O(Online to Offline) 비즈니스 모델은 산업과 일상 생활에서 다양한 서비스들을 제공하고 있다. 이러한 세계적인 트랜드인 O2O 서비스의 국내 외 동향을 살펴보고 4가지 유형별로 서비스의 특성을 살펴보고 분류하였다. 또한, 일반적인 세계 시장과는 흐름과 다소 다른 양상을 띠고 있는 국내 O2O 서비스 시장에서 활성화 되고 있는 신 비즈니스 모델인 O4O(Online for Outline)를 소개하며, O4O 서비스의 기술적인 전략인 디지털 트윈(Digital Twin)의 접목을 제안한다.

A Study on the Factors Affecting the Intention to Use O2O Services (O2O 서비스의 사용의도에 영향을 미치는 요인에 관한 연구)

  • Jeong, Yu Jin;Song, Yong Uk
    • Journal of Information Technology Services
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    • v.15 no.4
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    • pp.125-151
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    • 2016
  • In recent years, O2O (Online to Offline) services get a lot of attention to improve the trust in online shopping and minimize the inconvenience and the cost burden in offline shopping as the number of consumers, who do not show concern about the purchase platform like online or offline, increases. Even though the services have been getting the spotlight as a strong business platform for next generation commerce, there have been only a few studies on the O2O services. The purpose of this research is to investigate the factors which affect the consumer's intention to use location-based O2O services. The study is based on VAM (Value-based Adoption Model) which is able to analyze those factors from the aspects of benefit and sacrifice. We used the partial least squares (PLS) method for empirical analysis, and the result shows that contextual offers, instant connectivity, webrooming and economic efficiency, which fall under the benefit, affect perceived value positively while annoyance and face consciousness, which fall under the sacrifice, do not affect perceived value significantly. In addition, contextual offers and instant connectivity affect trust positively. Location accuracy, which falls under the benefit of location-based O2O service, do not significantly affect perceived value and trust while security risk affects trust and use intention negatively. It appears that trust affects perceived value and use intention positively.

Role of Social Media in Online Radicalization: Literature Review and Research Agenda

  • Tanu Shree;Sumeet Gupta
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.268-282
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    • 2019
  • This study attempts to synthesize the literature on radicalization and examine the role of social media in promoting radicalization. The study is based on the review of prominent studies on radicalization in both offline and online settings. The study builds upon the literature in offline settings on radicalisation and presents a research agenda for radicalization in online settings. The study also presents a model of radicalization delineating the role of social media.

Improvement of Item-Based Collaborative Filtering by Applying Each Customer's Purchase Patterns in Offline Shopping Malls (오프라인 쇼핑몰에서 고객의 과거 구매 패턴을 활용한 아이템 기반 협업필터링 성능 개선에 관한 연구)

  • Jeong, Seok Bong
    • Journal of Information Technology Applications and Management
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    • v.24 no.4
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    • pp.1-12
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    • 2017
  • Item-based collaborative filtering (IBCF) is an important technology that is widely used in recommender system of online shopping malls. It uses historical information to compute item-item similarity and make predictions. However, in offline shopping each customer's purchasing pattern can be occurred continuously and repeatedly due to time and space constraints contrast to online shopping. Those facts can make IBCF to have limitations from being applied to offline shopping malls directly. In order to improve the quality of recommendations made by IBCF in offline shopping mall, we propose an ensemble approach that considers both item-item similarity of IBCF and each customer's purchasing patterns which are modeled by item networks. Our experimental results show that this approach produces recommendation results superior to those of existing works such as pure IBCF or bestseller approaches.