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      • KCI등재

        Unusual Suspect of Societal Innovativeness in Online Social Innovation Community: A Network and Communication Framework

        ( Jemin Justin Lee ),( Youngjoon Cheon ),( Sangyun Han ),( Kyu Tae Kwak ) 한국인터넷정보학회 2018 KSII Transactions on Internet and Information Syst Vol.12 No.12

        The widespread adoption of the social computing paradigm has ushered in the development of online social innovation community (OSIC) as a promising method for solving social problems. Previous studies have not explicitly considered the conceptual factors that facilitate these communities’ users’ innovative activities, so it is vital to conduct empirical studies to verify the effectiveness of these factors. In this paper, the primary goals are to construct a theoretical model of the social innovation and empirically verify the casual relationship between theoretical factors and societal innovativeness. A survey of 398 OSIC users was conducted to empirically validate the theoretical model. The causal relationships between network characteristics and social innovativeness were experimentally tested. The results of this study indicated that ambiguity, switching, and multiplexity are important factors that facilitate social innovativeness, which contradicts the prior assumptions about innovation performance.

      • SCIESCOPUSKCI등재

        Irrational Factors Affecting the Purchase of Online Game Items

        ( Jongwon Lee ),( Jemin Justin Lee ),( Ji Min Park ) 한국인터넷정보학회 2018 KSII Transactions on Internet and Information Syst Vol.12 No.2

        Recently, a number of studies have drawn attention to purchasing online game items. Most of the studies are based on the assumption that consumers behave rationally. Accordingly, TRA- or value-based approaches have been mainly employed to understand the online purchases of game items. However, the purchasing behavior of consumers involves not only making rational decisions, but also making irrational decisions. Hence, their purchase behavior is affected by propensities for conspicuous consumption, impulsive consumption, and habitual consumption. Playing games can be highly addictive, and players often display such addictive behaviors. Our study explored both the rational and irrational factors in purchase behavior to understand how they are associated with purchasing game items. A total of 366 pieces of data were collected from Korean online game users through a survey. Regression analyses of the collected data showed that the behavior of buying game items was influenced not only by the intention to purchase which is a rational factor in consumption, but also by such irrational factors as habit, impulse, and ostentation which should be further emphasized in future studies.

      • SCIESCOPUSKCI등재

        Estimation of the Demand Function of the Information and Communication Construction Business

        ( Jeong Ho Kwak ),( Jemin Justin Lee ),( Han-joo Lee ),( Bong Gyou Lee ) 한국인터넷정보학회 2015 KSII Transactions on Internet and Information Syst Vol.9 No.8

        The smart convergence environment, in which all industries are converged around ICT infrastructure -- with the eventual inclusion of both industry and culture -- looms. With the emergence of new convergence industries such as smart medicine, smart cities, and smart automobiles, the ICT infrastructure is recognized as the foundation of the overall economy. As such, the importance of the next generation of information and communication construction businesses, which constructs the ICT infrastructure, is highlighted under the smart convergence paradigm environment; various multilateral policies to foster the information and communication construction business -- led by the Ministry of Science, ICT, and Future Planning -- are being implemented. Like other infrastructure industries, however, the estimation of the demand function of the information and communication construction business overall is essential for effectively establishing promotional policies for information and communication construction businesses. However, there has been no study which theoretically estimates the market demand function in the information and communication construction business thus far. The pursuit of a creative economy is a national agenda, as the significance of accelerating the ICT infrastructure is emphasized. Therefore, this paper seeks to estimate quantitatively the demand function in the information and communication construction business using empirical data and a statistical model and then to present policy implications which will aid the development of the information and communication construction business.

      • KCI등재

        Understanding the Entertainment Values in the Online Educational Videos

        ( Seong Bin Jeong ),( Justin Jemin Lee ),( Kyu Tae Kwak ) 한국인터넷정보학회 2018 인터넷정보학회논문지 Vol.19 No.5

        Since the inception of the platform business in educational contents, the prominence of the online educational video has flipped the educational environment. Educational contents have been produced on the internet and allowed learners to access more flexible and student-centered. In fact, the number of people watching the educational content online, such as TED talks and YouTube, has increased during the past decade. The ways of delivering the lecture and the course information in online educational videos are totally different from the traditional lectures. In this paper, we aimed to examine and categorize the online educational videos based on the user's engagement and interest in the course contents. For the study, a negative binomial regression analysis was applied to estimate the effects of the attributes of the traditional lectures by comparatively analyzing the educational videos online. Several values are determined as engaging factors in the online educational videos; hybrid production of education and entertainment, shorter duration, and the number of presenters. From the study, we suggests how to produce engaging educational contents which will appeal the attentions from the users. Moreover, the result of the study may use as a guide to the providers making the productive educational videos.

      • IoBT 네트워크 환경에서 작전 영역의 보안 대응 체계 연구

        강해영 ( Hae-young Kang ),이제민 ( Jemin Justin Lee ),김유경 ( Yu-kyung Kim ),고명현 ( Myong-hyun Go ),이경호 ( Kyungho Lee ) 한국정보처리학회 2021 한국정보처리학회 학술대회논문집 Vol.28 No.1

        IoBT시장은 2023년까지 317억 달러로 성장할 것으로 예측되며, 센서 및 웨어러블 디바이스와 같은 IoBT 장비의 수가 급격히 늘어나고 있다. IoBT 장비들로부터 수집된 생체 정보와 같은 민감한 데이터를 효율적이고 안전하게 처리하기 위해 많은 노력이 필요하다. 하지만 초경량화, 저전력화된 IoBT 장비들은 보안적인 측면에서 취약한 상황이다. 본 논문은 Fog computing을 적용하여 전장과 지휘관 사이에서 결심 및 통제에 필요한 시각화 자료를 신속하게 제공하고 IoBT 장비의 보안 사항과 공격에 따른 완화 기법을 수행할 수 있는 새로운 네트워크 아키텍처를 제공하고자 한다.

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