• 제목/요약/키워드: online discussion

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MMORPG Development Company's Successful Market Entry Strategy : A Case Study of NHNgames (MMORPG 산업에서의 성공적인 시장 진입 전략 : NHNgames 사례를 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.159-168
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    • 2011
  • Online game industry has achieved remarkable development not only in Korea, but also in the world with support from huge progress in information technology. By the way, there was calm period that top tier MMORPGs had held their ranks in oligopoly situation before Aion's appearance. At that time, NHNgames succeeded to penetrate into the market and settle down as a major player. In this context, this study will identify the factors of successful market entry strategy and draw helpful ideas by analyzing case of NHNgames which succeeded to enter the market of MMORPG through the basic strategic framework of Kalyanaram and Gurumurthy. This discussion will provide several implications for the solution of online game market penetration problem which might be never ended and for the way of industry's development.

The Application of English Learning Activities based on the Technologies of Web 2.0

  • Lee, Il Seok
    • Journal of Information Technology Applications and Management
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    • v.24 no.4
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    • pp.57-69
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    • 2017
  • Due to the development of technology even in learning and education area, many studies have begun to make a new attempts to research by using SNS, breaking away from traditional learning methods. However, the limitations of these studies are restricted only to the use of wireless Internet and writing on Web sites. This study aims to conduct a research on English learning activities that utilize various technologies such as Bigdata, Facebook, Social Network Services (SNS) and English applications. In addition, this study looks into how these modern technologies can be integrated in the classrooms and which activities can be applied in the English classroom. This research is to suggest effective English learning methods through a thorough investigation on the effectivity of various technologies based on the Web 2.0 such as Flickr, blogs, MySpace, and online discussion board within the context of the English learning. To verify the effect of the study, the subjects are divided into experimental and control group. The experiment is proceeded with pre- and post-test. The experimental group is designed to verify the effects using SNS tools such as Facebook, Bigdata, and Online Massive Learning. A survey is conducted to determine the preference of utilizing social networking sites and to analyze the effects in class. The result is that the average scores for experimental group have improved more than the average of control group. The comparison of pre and post-test of the experimental group shows that the significance of the higher and median group was statistically significant at the p<0.01.

A Meta-Analysis and Review of Relationship between Trust and Risk on Online Environment in Korean Research (온라인 환경에서 신뢰와 위험 관계에 대한 문헌적 고찰 및 메타분석: 국내 연구를 대상으로)

  • Kim, Jong-Ki;Kim, Jin-Sung;Kim, Sang-Hee
    • Journal of Information Technology Services
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    • v.11 no.1
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    • pp.59-81
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    • 2012
  • Recently, in the research on online environment such as e-commerce, and internet banking, the conceptual discussion about trust and risk in an effort to explain a user's behavior is briskly underway. Most of the research on trust and risk are setting up causal relationship without clearly establishing the relationship between trust and risk. Accordingly this study conducted a meta-analysis in order to consider the relationship between trust and risk and to take a look at the difference in causal relationship. This study includes a total of 18 research papers which are setting up the causal relationship between trust and risk in online environment among the research papers published in domestic academic journals since 2000. Result of the meta-analysis, showed that the effect size was -0.367 in the path from trust to risk; -0.131 in the path from risk to trust; -0.276 in the bidirectional path between trust and risk. In addition, this study was able to confirm through literature review that there appeared a high effect of path in case where trust and risk were measured by an uni-dimensional concept than by a multi-dimensional concept.

Blended Instructional Practices in Higher Education Institutions

  • OH, Eunjoo
    • Educational Technology International
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    • v.8 no.1
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    • pp.101-126
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    • 2007
  • The purpose of this study was to investigate current practices in blended instruction. In particular, the study explored (1) the types of instructional delivery methods, technologies, and instructional components, (2) the reasons why faculty apply blend instruction, and (3) the advantages and challenges in delivering blended instruction. This study focused on the practices in the Universities that have the extensive doctoral research programs classified by the Carnegie Foundations. The survey was performed with the sample of faculty from 30 universities and the survey data included 133 faculties out of the total 1,000 randomly selected faculty members. Of the 133 responses, 111 (77.7%) participants had certain degree of experience, while 17 faculty (or instructors) (13.3%) did not have any practice with blended instruction. The most common instructional delivery format in the participating universities was blended instruction that added supplementary online instructional components in the class. Online Course Management Systems (CMS) and multimedia presentation tools were common technology for course delivery, and "discussion" was the most general instructional activity for the class. The participating faculty often preferred the blended format since it provides students and faculty with convenience, flexibility, active engagement, efficiency in using resource materials, and a feeling of connection between/among students and instructor. Benefits to the class were availability of more authentic experience and diverse curricular materials, and the instructional format that meets the needs of remediation and enhancement of students. This study addressed not only advantages and challenges of blended instruction, but also suggestions based on the comments by the participating faculty.

The Influence of Viewing Motivation of the Korean Wave Video Content on Viewing Attitude, National Image of Korea, and Behavioral Intention: Focused on the Chinese Online Video Platform, 'bilibili' (한류 영상 콘텐츠의 시청동기가 시청태도, 한국에 대한 국가 이미지 및 행동의도에 미치는 영향: 중국 영상 플랫폼 'bilibili'를 중심으로)

  • Wang, Yimin;Bae, So Young
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.762-772
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    • 2021
  • This study examined the influence of viewing motivation of the Korean wave video content on viewing attitude, national image of Korea, and behavioral intention among users of the Chinese online video platform, 'bilibili.' Using an online questionnaire, a total of 355 copies were collected. The data were analyzed using structural equation modeling. The findings indicate that the four items of viewing motivation (i.e., entertainment, information, relationships, and vicarious satisfaction) exerted a positive impact on the viewing attitude, while real-time discussion showed no significant impact on it. In addition, viewing attitude exerted a significant positive impact on the national image of Korea, which in turn showed positive influences on the behavioral intention (i.e., visit intention, WOM intention). This study contributed to expand the literature by discussing the Chinese major online content platform, Korean culture, and visit intention to Korea focusing on the Korea wave content. A series of theoretical and practical implications were discussed along with the directions for future research.

Prediction Model for Popularity of Online Articles based on Analysis of Hit Count (온라인 게시글의 조회수 분석을 통한 인기도 예측)

  • Kim, Su-Do;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.40-51
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    • 2012
  • Online discussion bulletin in Korea is not only a specific place where user exchange opinions but also a public sphere through which users discuss and form public opinion. Sometimes, there is a heated debate on a topic and any article becomes a political or sociological issue. In this paper, we propose how to analyze the popularity of articles by collecting the information of articles obtained from two well-known discussion forums such as AGORA and SEOPRISE. And we propose a prediction model for the article popularity by applying the characteristics of subject articles. Our experiment shown that the popularity of 87.52% articles have been saturated within a day after the submission in AGORA, but the popularity of 39% articles is growing after 4 days passed in SEOPRISE. And we observed that there is a low correlation between the period of popularity and the hit count. The steady increase of the hit count of an article does not necessarily imply the final hit count of the article at the saturation point is so high. In this paper, we newly propose a new prediction model called 'baseline'. We evaluated the predictability for popular articles using three models (SVM, similar matching and baseline). Through the results of performance evaluation, we observed that SVM model is the best in F-measure and precision, but baseline is the best in running time.

The Examination of the Variables related to the Students' e-learning Participation that Have an Effect on Learning Achievement in e-learning Environment of Cyber University (사이버대학 e-러닝환경에서 학업성취도에 영향을 미치는 학습 참여 변인 규명)

  • Kang, Min-Seok;Kim, Jin-Il;Park, Inn-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.135-143
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    • 2009
  • The purpose of this study is to examine the variables related to the students' e-learning participation that have an effect on learning achievement in e-learning environment of cyber universities. Based on the related research, the followings are derive. First, students' attendance and participation in discussion showed higher correlation with the learning achievement than other participation variables. However, the total studying time in online classes showed lower correlation with the learning achievement. Second, the variables that have an effect on the learning achievement were in the order of students' attendance, participation in discussion, access frequency to online classes, learning progress and number of data uploads. Third, by the learners' background, the difference among the variables that have an effect on learning achievement were found. Based on the results above, this study suggests considerations about participation variables to enhance the learning achievement in cyber universities.

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The Effect of Social Anonymity on Community Quality : Mediated by Self Expression, Self Control, and Community Ties (사회적 익명성이 커뮤니티 품질에 미치는 영향 : 표현욕구, 자기통제, 유대감의 매개효과를 중심으로)

  • Shin, Ji-Myoung;Kim, Kyung-Kyu;Park, Joo-Yeon
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.257-281
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    • 2011
  • The purpose of this study is to examine the effect of social anonymity on community quality and find out mediating factors that affect the relationship between social anonymity and community quality in online community sites. This study focuses on the factors such as self expression, self control, and community ties to investigate their mediating roles on the relationship between social anonymity and community quality. Also, discussion quality and information quality are used to measure online community quality. The results of this study show that social anonymity is directly related to discussion quality but not related to information quality. As for the mediating effects, self expression, self control and community ties are all shown to have strong mediating effects on the social anonymity and community quality relationship.

A Study on the Effect of Online Exhibitions in Art Museums on the Aesthetic Experience and Offline Viewing Intentions of Visitors (미술관 온라인 전시가 관람객의 미적 경험과 오프라인 관람의도에 미치는 영향)

  • Park, So Ra;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.60
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    • pp.121-153
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    • 2021
  • The purpose of this study is to empirically clarify the relationship between the aesthetic experience of visitors and the effect of online exhibitions at museums on the degree of viewing an offline exhibition. For this reason, the attributes of online exhibitions are composed of accessibility, interaction, informativeness, playfulness, etc., and the aesthetic experience is composed of four factors: emotional, communicative, cognitive, and perceptual areas. A survey was conducted to analyze the effect on viewing intention. The results of multiple regression analysis of the questionnaire results revealed that first, the online exhibition service had a partially significant positive(+) effect on the aesthetic experience. It was analyzed that informativity had the greatest effect on the emotional domain of aesthetic experience, playfulness had the greatest impact on the communication and perceptual domains, and access had the greatest impact on the cognitive domain. Second, it was found that online exhibitions had a partially significant positive (+) effect on offline exhibition viewing intention in the order of playfulness, interactivity, and informativity. Third, it was found that aesthetic experiences had a significant positive (+) effect on offline exhibition viewing intention in the order of cognitive, emotional, communication, and perception. In addition, it was confirmed that the aesthetic experience partially mediated the intention to view online and offline exhibitions. We hope that this study will serve as an opportunity to spark academic discussion along with practical implications for inducing online exhibition users to offline exhibitions.

Development of an online robot education community based on Web 2.0 (웹2.0 기반 온라인 로봇교육 커뮤니티의 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.273-280
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    • 2009
  • The internet becomes a new communication tool in the knowledge and information society and the people are expanded at the place of information interchange and exchange of view. In recent robot education institutions provide their own official homepages to introduce the robot educational resources. But because they have restrictive searching the functions and providing general robot education resources and don't offer a place that teachers can express their thoughts and share common interests with other users, online community among teachers for robot education and users couldn't have built. In this paper, we propose an Online Robot Education Community(OREC) that teachers and users in different robot education institutions can interchange or share their technical information, learn robot techniques, participate in discussion of their experiences on work, share their common interests, and be provided updated latest news in real-time.

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