• Title/Summary/Keyword: online communication

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Effects of Wanghong marketing in live commerce on chinese consumers' purchase intention toward fashion products - Focusing on the mediating effect of Wanghong's characteristics and consumers' co-experience - (라이브 커머스의 왕홍 마케팅이 중국 소비자의 패션상품 구매의도에 미치는 영향 - 왕홍의 특성과 소비자 공동경험의 매개효과를 중심으로 -)

  • La, Kyung Won;Oh, Kyung Wha
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.1
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    • pp.19-36
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    • 2021
  • Real-time two-way communication has become an important factor in the relationship between consumers and broadcasters in the Live Commerce environment. To clarify, the relationship of the factors, and the effect of Live Commerce's on consumer purchase intention were examined. In addition, the role of Wanghong, who broadcasts Live Commerce and Co-experience that occurs between consumer and broadcasters influences consumer purchase intention. An online survey method was conducted for 403 subjects in their 20s that were Live Commerce users in Shanghai, Beijing, and Guangzhou, China. The number of final the data used for the analysis was 274 and anlaysis was conducted using SPSS 26.0 program and a Sobel test was employed. Based on the analysis of the data, it was found that Live Commerce's characteristics consisted of interactivity, security, and Wanghong's characteristics consisted of honesty, originality, and expertise. Also, it revealed that Co-experience was consisted of responsiveness and vividness. Second, for Live Commerce's characteristics, the Wanghong's characteristics, and Co-experience had a positive effect on the consumers' purchase intention. Third, the Wanghong's characteristics and vividness, a factor of Co-experience, had significant mediating effects on the relationship between Live Commerce's characteristics and the consumers' purchase intention. Finally, responsiveness of Co-experience had a noteworthy mediating effect on the relationship between the interactivity of Live Commerce's characteristics and the consumers' purchase intention. This study confirmed the important role of Live Commerce's characteristics, the Wanghong's characteristics and Co-experience in relation to the consumers' purchase intention. In addition, the Wanghong's characteristics and Co-experience were proposed as a significant mediating factors.

Language Variation and World Englishes (언어변이와 세계영어들)

  • Kim, Yangsoon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.234-239
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    • 2021
  • The purpose of this paper is to find out the nature of language variation by exploring the ways of the progress of the language variation that produces all English-lects, i.e., the World Englishes. The study of language variation in linguistics is a hybrid enterprise, so the study of World Englishes has led to the recognition of a highly diverse set of all English-lects, encompassing regional dialects, sociolects, ethnolects and (post-)colonial dialects of World Englishes. In this paper, we propose a hybrid language variation model with three interacting factors of social distancing, on/off-contact, and linguistic diversity to examine the characteristics of language variation. In the context of World Englishes, the social distance is typically low in terms of their local location (country/speech) for local purposes. The social distance also varies based on online/offline communication modes and other social factors like gender, age and ethnic groups, resulting in all English-lects. To clarify the nature of World Englishes, the core Englishes, BrE, AmE and CanE are discussed here.

Object Detection of AGV in Manufacturing Plants using Deep Learning (딥러닝 기반 제조 공장 내 AGV 객체 인식에 대한 연구)

  • Lee, Gil-Won;Lee, Hwally;Cheong, Hee-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.1
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    • pp.36-43
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    • 2021
  • In this research, the accuracy of YOLO v3 algorithm in object detection during AGV (Automated Guided Vehicle) operation was investigated. First of all, AGV with 2D LiDAR and stereo camera was prepared. AGV was driven along the route scanned with SLAM (Simultaneous Localization and Mapping) using 2D LiDAR while front objects were detected through stereo camera. In order to evaluate the accuracy of YOLO v3 algorithm, recall, AP (Average Precision), and mAP (mean Average Precision) of the algorithm were measured with a degree of machine learning. Experimental results show that mAP, precision, and recall are improved by 10%, 6.8%, and 16.4%, respectively, when YOLO v3 is fitted with 4000 training dataset and 500 testing dataset which were collected through online search and is trained additionally with 1200 dataset collected from the stereo camera on AGV.

Item-Based Collaborative Filtering Recommendation Technique Using Product Review Sentiment Analysis (상품 리뷰 감성분석을 이용한 아이템 기반 협업 필터링 추천 기법)

  • Yun, So-Young;Yoon, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.970-977
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    • 2020
  • The collaborative filtering recommendation technique has been the most widely used since the beginning of e-commerce companies introducing the recommendation system. As the online purchase of products or contents became an ordinary thing, however, recommendation simply applying purchasers' ratings led to the problem of low accuracy in recommendation. To improve the accuracy of recommendation, in this paper suggests the method of collaborative filtering that analyses product reviews and uses them as a weighted value. The proposed method refines product reviews with text mining to extract features and conducts sentiment analysis to draw a sentiment score. In order to recommend better items to user, sentiment weight is used to calculate the predicted values. The experiment results show that higher accuracy can be gained in the proposed method than the traditional collaborative filtering.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.17 no.1
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    • pp.37-53
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    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.

Research on the Communication Effect of Intangible Cultural Heritage Cultural Symbols by the Game Character Design in 'King of Glory ' : Focused on the 'Guangdong Lion Dance' (<왕자영요>의 게임 캐릭터 디자인이 무형문화재 문화 기호에 미치는 파급효과에 대한 연구 -'광동 사자춤'을 중심으로-)

  • Gao, Kai;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.433-438
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    • 2021
  • The purpose of this paper is to express intangible cultural heritage through game character designs, and to inherit and spread intangible cultural heritage in a new way. This paper will analyze how the characters in the mobile game "King of Glory" creatively design the intangible cultural heritage "Guangdong Lion Dance". Extract the cultural symbols of intangible cultural heritage into the game character design, and spread the characters online and offline. Through the digital dissemination of "Guangdong Lion Dance" through the game "King of Glory", the relevant influence of intangible cultural heritage cultural symbol dissemination in current digital games is explored.

Discourse of Library Trilemma in the Context of Global Megatrend (글로벌 메가트렌드와 도서관 트릴레마 담론)

  • Yoon, Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.52 no.1
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    • pp.1-26
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    • 2021
  • In most countries, public libraries have played a role as a hub of knowledge and information, complex culture of local communities, and a third place for meeting and communication. And recent public libraries are focusing on enhancing their core competencies and expanding services using digital technologies to meet the era of digital transformation and the 4th industrial revolution. However, after the COVID-19 pandemic occurred, all public libraries are repeatedly closed, reopened, and partially closed, and all resources are devoted to providing non-contact, digital and online alternative services, and are expected to continue in the future. As a result, future public libraries are bound to face a trilemma in which digital expandability, complex cultural space, and importance as a place of knowledge and information service are conflicting. This study discoursed on the public library trilemma in the post-COVID-19 era and suggested ways to overcome it. The orientation of the future public library is the fusion and harmony of multiplicity and multipurpose, place and space, knowledge & information and complex culture, face-to-face service and remote service. The main body of a public library is not the finger (digital and non-contact), but the moon (knowledge information center).

Design and Implementation of Observation Manipulation Model for Creating Kids Contents Based on Augmented Reality (증강현실 기반의 키즈 콘텐츠 제작을 위한 관찰 조작형 모델의 설계 및 구현)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.339-345
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    • 2021
  • With the development of online education due to COVID-19, the EduTech market, which combines new technologies such as AI and AR/VR in education is rapidly growing. In addition, the children's industry is steadily growing despite the decreasing birth rate every year as more and more families with one child per household are investing in their children. However, supply of contents to EduTech market is slow compared to demands that are increasing. Therefore, the purpose of this paper is to help solve these problems by developing and supporting AR kids contents with convenience, practicality, and efficiency using AR technology. AR content for supporting vocabulary learning for infants is not just an end to watching and listening, but an observation-driven model that can manipulate content directly, which attracts children's interest and helps children learn words. This paper is intended for infants from 15 months to 36 months old when full-fledged language development occurs.

A Study on Establishment of Mid- to Long-Term Comprehensive Development Plan for the Bank of Korea Library (시대적 변화에 따른 경제·금융전문도서관 발전 방향 모색에 관한 연구 - 한국은행 도서관을 중심으로 -)

  • Noh, Younghee;Ko, Jae-Min;Chang, Inho;Ro, Ji-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.65-84
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    • 2021
  • This study aimed to analyze the overall operation status of the Bank of Korea library representing the economic library in Korea, investigate user satisfaction and demand, and to propose a direction for the development of the economic library in the future. To this end, a case study was conducted on changes in the external environment of major libraries at home and abroad, and a user survey was conducted. As a result, the future tasks include introducing smart systems, robotics some library services, non-face-to-face service response spaces that reflect the times, introducing big data analysis services, strengthening user-tailored systems, and activating SNS communication. It proposed developing specialized libraries, online reference and research support services, and providing original DBs for publications to strengthen expertise, maintaining and expanding cloud services, maintaining and expanding cooperative projects, and collecting national knowledge and information.

Global Policy Responses to the COVID-19 Pandemic: Results of the ICOH Survey

  • Rondinone, Bruna M.;Valenti, Antonio;Boccuni, Valeria;Cannone, Erika;Boccuni, Fabio;Gagliardi, Diana;Dionisi, Pierluca;Barillari, Caterina;Iavicoli, Sergio
    • Safety and Health at Work
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    • v.13 no.2
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    • pp.141-147
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    • 2022
  • Background: On the basis of its role for the development of occupational health research, information, good practices, the International Commission on Occupational Health (ICOH) launched the present survey to collect information on public health and prevention policies put in place by the governments of the countries in the world to contain the pandemic. Methods: A cross-sectional study was conducted through an online questionnaire focused on COVID-19 data, public health policies, prevention measures, support measures for economy, work, and education, personal protective equipment, intensive care units, contact tracing, return to work, and the role of ICOH against COVID-19. The questionnaire was administered to 113 ICOH National Secretaries and senior OSH experts. Collected data refer to the period ranging from the beginning of the pandemic in each country to June 30, 2020. Results: A total of 73 questionnaires from 73 countries around the world were considered valid, with a 64.6% response rate. Most of the respondents (71.2%) reported that the state of emergency was declared in their country, and 86.1% reported lockdown measures. Most of the respondents (66.7%) affirmed that the use of face masks was compulsory in their country. As for containment measures, 97.2% indicated that mass gatherings (meetings) were limited. Regarding workplace closing, the most affected sector was entertainment (90.1%). Conclusion: The results of this survey are useful to gain a global view on COVID-19 policy responses at country level.