• Title/Summary/Keyword: online-order

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A Study on the Behavior of the User according to the Distribution Development of Online Travel Agency

  • MIN, So-Ra;LEE, Sun-Mi
    • Journal of Distribution Science
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    • v.18 no.6
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    • pp.25-35
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    • 2020
  • Purpose:Travel agencies have use digital tools in order to shift the paradigm in how business is conducted. Online travel agencies provide the same services as a normal travel agency, including hotels, transportation, guided tours, reservations, and related services, but using an "online platform. Travelers planning a trip can use a lot of forms to collect information and have access to a larger amount of information, so the factors that influence the user's behavioral intention are very important. This research has the conducted to find what factors lead to the attitudes of consumers in using OTA using the UTAUT model. Research design, data and methodology: The object of this study were respondents of a google survey using convenient sample extraction method, chosen among consumers who gathered information, or purchased a product. A total of 217 of the 235 questionnaires Google survey answered were used in the final analysis, excluding insincere responses. Using PSS v.21 and AMOS v.21, frequency analysis, feasibility and reliability analysis, path analysis was performed. Results: UTAUT affects OTA use satisfaction and trust, and OTA satisfaction and trust affect behavior intention. Conclusions: Research was conducted using the UTAUT model to explore factors that affect the attitudes of users of online travel agencies (OTA).

A study of active college educational English (대학영어교육의 활성화 방안 연구)

  • Park, Han-Ki;Yang, Sung-Kap;Oh, Kwan-Young
    • English Language & Literature Teaching
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    • v.11 no.3
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    • pp.113-137
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    • 2005
  • The purpose of this research is to introduce a new pedagogy for developing English education in the university. It is based on the favorable results of the application of Network English, which is a method that has been used in three classes at Y University for a period of one semester. Network English is a kind of integrated teaching method of offline and online education, and can be a learner-oriented educational method. The online aspect gives learners easier access to the text, regardless of time and place. And in addition to the characteristic of online itself, the various contents in conformity with the learning ability of learners are provided in the text, in order that the learners can get and maintain a desire for study without losing their interest in English. Although the offline part is not much different from traditional classes, the offline education can complement the deficiency of the online and also offer the learners the opportunity for questions and answers. From the results of application of Network English in three classes, the students were satisfied with the method and have more interest in English, which resulted in better grades.

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A Study of Non-Disruptive Update Scheme for Online Game (온라인게임을 위한 무 정지 업데이트 기법의 연구)

  • Kang, Sang-Yong;Han, Jung-Hyun
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO (HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구)

  • Kim, Mi-Sun;Park, Jun-Hyung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.139-150
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    • 2016
  • The purpose of this paper is to study the internal side of game character for realistic characters, applying the HEXACO theory. To achieve this, we analyzed FIFA Online3 character's HEXACO based on the chaTacter features in game. The character does not have the all of the attributes of the present player. Therefore we reference the actual external evaluation keyword of players and analyzed HEXACO of actual players. The HEXACO of the character was complemented, comparing with the player's HEXACO. In order to apply to the game the character's HEXACO was simplified and divided by each position. Finally, we suggested a method of applying the character's HEXACO.

Online abnormal events detection with online support vector machine (온라인 서포트벡터기계를 이용한 온라인 비정상 사건 탐지)

  • Park, Hye-Jung
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.2
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    • pp.197-206
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    • 2011
  • The ability to detect online abnormal events in signals is essential in many real-world signal processing applications. In order to detect abnormal events, previously known algorithms require an explicit signal statistical model, and interpret abnormal events as statistical model abrupt changes. In general, maximum likelihood and Bayesian estimation theory to estimate well as detection methods have been used. However, the above-mentioned methods for robust and tractable model, it is not easy to estimate. More freedom to estimate how the model is needed. In this paper, we investigate a machine learning, descriptor-based approach that does not require a explicit descriptors statistical model, based on support vector machines are known to be robust statistical models and a sequential optimal algorithm online support vector machine is introduced.

Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

Synchronous and Asynchronous Engagement in Virtual Library Services as Learning Support Systems from the Perspectives of Post-Graduate Students: A Case Study-Graduate Students: A Case Study

  • Alenzuela, Reysa;Kamilova, Yelizaveta
    • Journal of Information Science Theory and Practice
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    • v.6 no.1
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    • pp.45-64
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    • 2018
  • The global information economy is transforming the way people connect with each other, learn new things, and contribute to the knowledge society. With the online platform, library services have also expanded beyond face to face interaction. Although studies of virtual reference services have been made in different parts of the world, a case study discussing various forms of online reference engagement in Kazakhstan has not been written. While most of the theories on connectivism emphasize the context of instruction, the researchers of this paper discussed the tenets as they relate to online engagement. Applying the theory of connectivism, this paper explores through a mixed method the use of various online platforms to enhance engagement connecting library users to information. Findings revealed that differences in patterns of interactions as to platforms, types of queries, and users reveal that students, faculty, and other members of the academic community served by the library have various preferences for communication. The case study further showed that respondents have not maximized the use of VLS but interest in using both synchronous and asynchronous services is clear. Finding connections between sources of information, creating useful information patterns, is essential in learning. Amplifying awareness on the use of VLS giving emphasis to the unique features of each service is useful in order to enable students to see how this platform facilitates learning.

Effect on Purchase Intention in Online Shopping Malls: Focusing on Value Creation Factors (온라인쇼핑몰에서 구매의도에 미치는 영향: 가치창조요소 중심으로)

  • Jwa, In-Yeol;Park, Kwang-Ho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.2
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    • pp.56-64
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    • 2022
  • Many studies have suggested that e-commerce value creation potential depends on four interdependent factors Lock-In, Complementarity, Efficiency, and Novelty. In order to survive in the recent fierce competition, companies have also secured e-Trust that strengthens long-term business relationships by reducing consumer uncertainty. This study, while analyzing the value creation factors (Lock-in, Complementarity, Efficiency, Novelty, e-Trust) of recent e-commerce (online shopping mall) companies from the point of view of purchase intention, customer value (Functional value, Emotional value, Social value) We present an academic proposition that can also examine the mediating effect of value). First, through previous studies on value-based strategy and value creation in e-commerce, various discussions on the theoretical background necessary for effective value-based strategy establishment and strategy execution of e-commerce (online shopping mall) companies were reviewed. Second, it provides academic discussion and practical implications by presenting academic propositions on the value creation factors of e-commerce (online shopping mall) companies, purchase intentions, and customer value, and confirming the basis through empirical analysis.

In Search of Demanded Mediating Role of TAM between Online Review and Behavior Intention for Promoting Golf App Distribution

  • KIM, Ji-Hye
    • Journal of Distribution Science
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    • v.20 no.8
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    • pp.105-114
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    • 2022
  • Purpose: The technology acceptance model (TAM) refers to a theory that maps the possibility or extent to which users can accept an innovative technology. The purpose of the current research is to investigate the mediating effect of TAM between online review and behavior intention for promoting golf app's distribution. Research design, data and methodology: In order to examine the relationship between app usage reviews, TAM, and behavioral intentions of golf app participants, the present author collected total 170 responses from South Korean participants based on web-based survey system. The main methodology which was selected by this study is mediation causality analysis that Baron and Kenny suggested. Results: The statistical findings definitely indicated that TAM mediating role exists between the positive emotion of golf app users regarding online reviews and positive behavior intention of golf app, which means that all three steps of mediation causality analysis were statistically significant. Conclusions: The present research concludes that the correct utilization of innovation in the design and implementation of the technology features translates into performance excellence. The model can be used to increase the online presence through innovation as a primary drive toward providing more convenience and accessibility to the users through mobile golf apps.

Post Covid-19, Directions and Challenges of Agri-food Distribution (코로나 이후(Post Covid-19) 농식품유통의 방향과 과제 - 전북지역 통합마케팅조직을 중심으로 -)

  • Back, Seoung-Woo;Kim, Su-Hyeon
    • Korean Journal of Organic Agriculture
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    • v.29 no.1
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    • pp.1-23
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    • 2021
  • The form of agri-food transaction has taken a rapid change from the existing method since Covid-19. In response to changes in the market environment such as Covid-19, the integrated marketing organization in Jeollabuk-do was diagnosed from the point of view of innovation, and the future direction was examined. In order to improve the distribution structure of the production area, an integrated marketing organization was fostered, and both quantitative and qualitative growth were brought about. However, some regions still lack willingness to participate and lack of expertise. In particular, there is no infrastructure and strategy to prepare for the increase in non-face-to-face transactions post Covid-19. Online transactions also require economies of scale, so non-face-to-face transaction capabilities must be reinforced by adding a separate organization and experts in charge of online transaction functions within the integrated marketing organization. In the future, online sales are highly likely to expand not only to transactions between producers and individual consumers (C to C), but also to mass consumer (B to B) transactions. It will be an opportunity. In addition, it is necessary to efficiently use production area distribution facilities such as sorting and packaging. Since the non-contact transaction method will increase after Corona 19, it is necessary to strengthen marketing capabilities such as expansion of utilization rate, order placement, settlement, and customer management, and reorganization of specialized organizations.