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      • KCI등재

        정성적 연구를 통한 온라인 친사회적 행동의 동기 요인 탐색

        장윤정 ( Yoon Jung Jang ),조은영 ( Eun Young Cho ),김희웅 ( Hee Woong Kim ) 한국지식경영학회 2015 지식경영연구 Vol.16 No.1

        Cyberbullying, i.e., posting malicious comments online, has been identified as a critical issue in the online and social media context. It has become prevalent on a global scale, which happens across all ages. As a way to reduce and prevent cyberbullying, it is important to promote online prosocial behavior. In line with the concept of online prosocial behavior, we suggest posting benevolent comments against posting malicious comments as a new type of online prosocial behavior, which can combat cyberbullying and facilitate positive online culture. This study thus aims to analyze what motivates people to post benevolent comments in the online context. Based on interview methods, we extracted seven driving factors (self-presentation, pleasure, social contribution, emotional support, reputation, monetary reward, and reciprocity) and two inhibiting factors (social anxiety and effort) of posting benevolent comments online. This study has its theoretical contribution in exploring the motivation factors leading to the posting of benevolent comments by extending the concept of online prosocial behavior. It also has its practical implications by providing guidance for promoting prosocial behavior in the online context.

      • KCI등재

        채널에 따른 방송프로그램 시청지수와 온라인 이용자 반응 비교연구: 방송콘텐츠 가치정보 분석시스템(RACOI) 데이터를 중심으로

        황현정,황용석 정보통신정책학회 2019 정보통신정책연구 Vol.26 No.4

        Multi-media environments bring diversity to the viewership of broadcasting programs. Discussions regarding new indicators of viewership continue. This study examines online users' interactivity as an indicator of their active viewing behavior. An objective of the study is to identify the relationship between online users' interactivity and their program viewing patterns. The study also identifies factors influencing online users' interactivity, such as their tendency to watch videos, and leave comments and posts online. This study analyzes the official data from the 'Response About Content On the Internet' (RACOI) system. The results show that non-terrestrial channels exhibit greater online-user interactivity through comments and posts than terrestrial channels. TV viewing, as opposed to online user interactivity, tends to be higher in terrestrial channels. The count of online video views, comments and posts online is the most strongly associated with smartphone viewers. According to a hierarchical regression analysis, smartphone real-time views have a significant influence on online video views, while smartphone and PC non-real-time views have a significant impact on comments and posting online. The study confirms that online user interactivity is affected by non-real-time views on smartphones. Viewers use broadcasting programs without time and space constraints, and their comment-writing and online-posting show similar patterns. TV viewing and online user interactivity differ across channels. This means that online-user interactivity can be used as a complementary indicator of viewership ratings. 다매체 환경에서 방송프로그램을 시청하는 행위는 더욱 다양해지고 이를 반영할 수 있는 새로운 시청지표에 대한 논의가 계속되고 있다. 이 연구는 최근 시청자의 능동적이고 적극적인 시청행위를 반영하기 위한 지표로서 온라인상에서 나타나는 반응에 주목했다. 특히 온라인상에서의 이용자반응과 기존의 노출 중심의 TV시청률, PC와 스마트폰을 통한 시청의 차이를 비교하기 위하여 채널별로 나타나는 차이에 주목했다. 또한 어떤 요인이 온라인상에서의 동영상을 조회한 횟수, 댓글과 게시글을 남긴 횟수와 같은 시청자 반응에 영향을 미치는지 확인했다. 방송통신위원회의 방송콘텐츠 가치정보분석시스템(RACOI)에서 제공하는 데이터를 분석한 결과, 다음과 같은 연구결과가 도출됐다. 첫째, 온라인에서 나타나는 댓글, 게시글 수와 같은 이용자반응은 비지상파 채널이 지상파 채널보다 훨씬 높은 것으로 나타났다. 둘째, TV시청률은 온라인이용자반응과 반대로 지상파채널이 높은 경향이 강하게 나타났다. 반면 PC와 스마트폰을 통한 시청자수는 비지상파가 높게 나타나 온라인이용자반응과 동일한 양상을 보이는 것으로 나타났다. 마지막으로 온라인상에서의 이용자반응에 영향을 미치는 요인을 확인한 결과, 동영상조회수는 스마트폰 실시간 시청자수가 가장 큰 영향력을 미치고 있었으며 댓글과 게시글수는 PC와 스마트폰 비실시간 시청이 가장 큰 설명력을 차지하는 것으로 나타났다. 스마트폰을 통한 시청자수를 고려할 경우, 채널이 온라인이용자반응에 미치는 영향은 상대적으로 적은 것으로 나타났다. 이 연구는 온라인상에서의 이용자 반응이 스마트폰을 통한 비실시간 시청에 영향을 받는 것을 확인했다. 즉, 시청자가 시간과 공간의 제약 없이 방송프로그램을 이용하는 행위와 온라인상에 댓글과 게시글을 작성하는 행위는 밀접한 연관이 있다. 또한 TV시청률과 온라인이용자 반응 간의 채널별 특성이 다르다는 것을 발견해, 온라인이용자반응지수가 TV시청률과는 다르게 수용자의 능동적인 시청행위를 측정할 수 있는 지표로 활용될 수 있는 가능성을 확인했다.

      • 온라인 불교교육에 대한 학습자 요구도 분석: FGI를 중심으로

        정지권(Ji-kwon Jeong) (사)인문학과 명상연구소 2023 명상상담과 인문교육 Vol.1 No.2

        본 연구는 학습자의 온라인 불교교육 관련 요구를 살펴보는 것이 목적이다. 이를 위하여 온라인 불교교육에 참여한 학습자 7명을 대상으로 포커스 그룹 인터뷰를 실시하고 분석하였다. 온라인 불교교육과 관련된 학습자의 요구는 ‘온라인 불교교육 이용 동기’, ‘온라인 불교교육 참여 경험’, ‘온라인 불교교육의 현장 활용가능성 증대를 위해 필요한 지원’을 중심으로 이루어졌다. ‘온라인 불교교육 이용 동기’에서 ‘불교공부에 대한 욕구’, ‘심리적 안정감 획득’, ‘도반들과의 소통’, ‘신행생활 욕구’, ‘비대면으로 인한 불교 콘텐츠 접근성 강화’가 도출되었다. ‘온라인 불교교육 참여 경험’에서 ‘온라인을 통한 다양한 수업방식’, ‘다양한 수업 콘텐츠 활용’, ‘진도위주의 수업’, ‘구체적인 수업’, ‘비대면 수업에서의 소통’이 도출되었다. ‘온라인 불교교육의 현장 활용가능성 증대를 위해 필요한 지원’에서 ‘비대면 수업을 위한 시스템 개선 필요’, ‘매력도가 높은 비대면 콘텐츠 개발’, ‘소통 가능한 소그룹 활동 수업 개발’, ‘교수자와 학습자 간 소통 강화’, ‘비대면 불교 교육과정 체계화 필요’, ‘온라인 수업 평가 필요’, ‘비대면 상담에 대한 고려 필요’가 도출되었다. 본 연구는 학습자 대상 요구분석을 실시함으로써 온라인 불교교육의 구성, 내용 및 방법에 대한 방향성 도출 및 불교 관련 연구방법의 다양화에 기여하였다는데 의의가 있다. The purpose of this study is to examine learners’ needs related to online Buddhist education. For this purpose, focus group interviews were conducted and analyzed with seven learners who participated in online Buddhist education. Learners’ needs related to online Buddhist education were centered around ‘motivation to use online Buddhist education,’ ‘experience of participating in online Buddhist education,’ and ‘support needed to increase the field usability of online Buddhist education.’ From the ‘motivation for using online Buddhist education’, ‘desire to study Buddhism’, ‘acquiring psychological stability’, ‘communication with believers’, ‘desire to live a spiritual life’, and ‘strengthening accessibility to Buddhist content through non-face-to-face’ were derived. From the ‘experience of participating in online Buddhist education’, ‘various teaching methods through online’, ‘use of various class contents’, ‘progress-oriented classes’, ‘specific classes’, and ‘communication in non-face-to-face classes’ were derived. From ‘Support needed to increase field usability of online Buddhist education’ to ‘Need to improve system for non-face-to-face classes’, ‘Development of highly attractive non-face-to-face content’, ‘Development of communicative small group activity classes’, ‘Instructors and learners’ ‘Strengthening communication among students’, ‘Need to systematize non-face-to-face Buddhist curriculum’, ‘Need to evaluate online classes’, and ‘Need to consider non-face-to-face counseling’ were identified. This study is significant in that it contributed to deriving directions for the composition, content, and methods of online Buddhist education and diversifying Buddhism-related research methods by conducting a needs analysis of learners.

      • 온라인게임 셧다운제의 위헌성과 게임 과몰입 해소 방안에 관한 고찰

        정상영(Jung, Sang-Young) 경희법학연구소 2011 KHU 글로벌 기업법무 리뷰 Vol.4 No.2

        최근 청소년들이 온라인게임에 과몰입하여 여러 가지 부정적인 결과와 때로는 극단적인 범죄까지 발생하고 있다. 청소년들을 온라인게임의 과몰입으로부터 보호하기 위하여 온라인게임 셧다운제를 도입할 것인지에 대한 찬반 논란이 과열 되가는 가운데 지난 2011. 5. 19. 청소 년보호법이 개정되어 강제적 온라인게임 셧다운제가 도입되었다. 또한 선택적 온라인게임 셧 다운제를 포함한 게임산업진흥에관한법률도 개정되었다. 그러나 청소년보호라는 정당한 입법취지에도 불구하고 강제적 온라인게임 셧다운제의 위헌성 논란은 계속되고 있다. 결론적으로 강제적 온라인게임 셧다운제는 청소년의 행복추구권, 부모의 자녀에 대한 교육·양육권 및 평등원칙을 침해하는 위헌적인 요소가 다분한 제도라고 본다. 한편으로는 강제적 온라인게임 셧다운제가 위헌이라고 하더라도 청소년을 온라인게임의 과몰입에서 보호할 필요는 분명히 존재하므로 이를 위한 대안으로서 게임산업진흥에관한법률의 선택적 온라인게임 셧다운제도에 대해 논한다. 선택적 온라인게임 셧다운제는 여전히 과도한 제한으로서 위헌이라는 논란이 있지만 결론적으로 몇 가지 보완이 이루어진다면 합헌 적인 제도로서 충분히 실효성 있는 대안이 될 수 있다고 본다. 또한 피로도 시스템, 전문상담· 치료센터의 운영, 청소년과 가정 및 게임업계의 자발적 노력 및 적극적인 교육·홍보가 대안이 될 수 있다. 이와 같은 논의를 위하여 먼저 온라인게임의 이용현황 및 산업실태를 먼저 소개한 후, 강제 적 온라인게임 셧다운제의 위헌성과 온라인게임 과몰입을 방지하기 위한 대안들을 차례대로 고찰하고자 한다. Recently, overusing online-games have a negative effect on adolescents and sometimes it may raise terrible crimes. To protect youth from overusing online-games, the compulsory online-game shutdown and selective online-game shutdown have been legalized. Although the legislation of online-game shutdown and its reasonable purpose, whether it violates the constitution is still hotly debated. In conclusion, the compulsory online-game shutdown violates the constitution for some reason. But it is required to prevent young people from overusing online-games. There are some alternatives such as the selective online-game shutdown, exhausted system(limited game playing system), professional counseling and treatment, self-awareness, family activities, and education. Although selective online-game shutdown leaves room for questions that it may violate the constitution, it would be an reasonable alternative with a few adjustments. In this paper, the investigation of the actual conditions of the game industry and game players has been accomplished first. Then the violation of the constitution of online-game shutdown and the alternatives have been carefully studied.

      • KCI등재

        비대면 상황에서의 온라인 커뮤니티 활동이 삶 만족도에 미치는 영향: 코로나19 이전(2017년)과 이후(2021년) 비교를 중심으로

        최미연,이창준 한국정보사회학회 2022 정보사회와 미디어 Vol.23 No.3

        The spread of new media rapidly shifted from face-to-face communication-oriented interactions to online-oriented non-face-to-face communication interactions, and served as a catalyst for changing the shape and direction of interpersonal relationships due to the COVID-19 pandemic. The COVID-19 pandemic has served as a motivation to create and spread new communication methods, and the increase in online activities suggests the possibility that it can affect life satisfaction through interaction through interpersonal relationship formation and continuation. As non-face-to-face dailyization occurs, the relationship between connected social capital and bound social capital may appear mixed online and offline. Therefore, it will be meaningful that online activities can play an important role in that they can have a positive effect on the formation of offline social capital as well as online by expanding the relationship from the perspective of offline communication. Accordingly, this study categorizes online activities into three activities: online community activities, Internet news and discussion board activities, online participation, and knowledge production activities. Third, by integrally analyzing the differences in online community activities before and after COVID-19, the effect of online community activities on life satisfaction is verified, and finally, the moderating effect of age in the relationship between online activities and life satisfaction is analyzed. This study aims to derive new connective implications of social capital through how individual social networks are formed online, how they can be digitized before and after the COVID-19 pandemic, and the results of this analysis. Social capital is conceptualized as a resource of a social network, and social resources form solidarity within the network. In other words, social capital is achieved by forming a personal network in the form of acquiring or lending resources of members. Social capital is viewed as a resource of a social network, and it can be said that interactions occur through the solidarity of individuals and others within the network, and values and norms between actors are established and maintained. In this study, the divided detailed categories were categorized into online community activities, online participation, and knowledge production activities. Online community activities included Internet clubs, cafes, and clubs, and online participation and knowledge production activities included Internet news and discussion bulletin board activities. Based on this, this study attempts to distinguish the types of online activities by applying three types of online community activities, Internet news and discussion board activities, online participation, and knowledge production activities to the concept of connected and connected social capital. The following research model was established from the perspective of social capital to verify the difference in online community activities between 2017 and 2021 before the COVID-19 pandemic and the factors affecting individual subjective life satisfaction. Social capital in online activities was divided into the concept of linked capital and bound capital, and the relationship between online community activities and life satisfaction was verified. Life satisfaction was verified for the sum of personal, relational, and collective life satisfaction and each detailed satisfaction. In addition, an empirical analysis was conducted on how the difference in online community activity according to age group affects life satisfaction with age as a control variable. The SPSS 23.0 program was used to verify the research hypothesis established in this study, and factor analysis using Verimax was conducted to verify frequency analysis, descriptive statistics, and validity and reliability of questionnaire. In order to compare before the COVID-19 pandemic in 2017 and after the pandemic in 2021, regression analysis and ... 본 연구는 코로나19 펜데믹 전인 2017년과 이후인 2021년의 한국미디어패널 데이터를 활용 하여 사회적 자본 관점에서 온라인 커뮤니티 활동과 삶의 만족도에 미치는 영향에 대해 연령과 시기를 비교분석하였다. 전국 조사대상자 중 만13세 이상을 대상으로 수집된 2017년(8,907 명)과 2021년(9,820명)의 응답 데이터를 분석하여 온라인 커뮤니티 활동과 사회적 자본 간의 관계를 밝히고, 각 시기, 연령 간 삶의 만족도에 어떠한 차이가 나타나는지 분석하였다. 분석 결과, 결속적 온라인 활동을 많이 할수록 삶의 만족도에 정(+)의 영향을 미치고, 연령의 조절 효과는 결속적 온라인 활동에서만 통계적으로 유의하게 삶의 만족도에 영향을 미치는 것으로 나타났다. 이전의 선행연구에서 온라인 활동과 개인의 사회적 자본에 대해 논의되어 왔지만, 본 연구를 통해 비대면 상황과 대면 상황에서 연도별로 비교함으로써 삶의 만족도와 연령 간 차이, 시기별 차이를 다루며 사회적 자본의 확장 측면에서 실증적으로 다루었다는 데에 의의가 있다. 이러한 실증적 연구를 통해 미디어 이용 변화와 커뮤니케이션 유형의 변화 등을 고찰하 여 비대면 상황에서의 사회적 상호작용이 온라인을 매개로 확산된다는 점에서 인적 네트워크 형성과 사회자본 축적의 가능성을 제시한다는 점에서 의의가 있을 것이다.

      • KCI등재

        청소년 온라인게임 과다사용 경향성과 개인적․환경적 변인과의 관계에 대한 단기종단자료 분석

        박승민,김은하 한국청소년학회 2009 청소년학연구 Vol.16 No.1

        The purpose of this study is to investigate the effects of personal factor (self-controllability), parental factor (parental attitude to online games), and peer factor (relationships with friends) on the online-game overuse tendency of Korean adolescents using Latent Growth Modeling(LGM) analysis. Four times measurement data were collected in a year from 750 middle school and high school students about online-game addiction tendency, self-controllability, parental attitude to online game, and relations with friends. Important findings of this study were as follows. Firstly, the initial status of parental attitude to online game was not significantly related with self-controllability of their children but was significantly related with initial online game overuse tendency. The more initial parental attitude to online game was positive, the less initial online game overuse tendency was. This means that initial parental permissive attitude toward their children’s online gaming may contribute to the initial healthy online gaming of the children but not to increase their self-controllability. Secondly, the initial relations with friends were not only significantly associated with initial online game overuse tendency (intercept) and later change rate (slope) but also initial self-controllability and later change rate. The results of the present study has several implications for counselors who want to help adolescents with online game overuse and develop prevention programs for online game addiction. 본 연구의 목적은 기존 연구들에서 밝혀진 청소년 온라인게임 과다사용 관련 변인들 중 개인적 요인(자기통제력), 부모 요인(게임에 대한 부모의 태도), 친구 요인(친구관계)과 게임 과다사용 간의 인과관계를 1년여간의 지속적인 조사를 통해 확인하는 데 있다. 이를 위해 수도권 지역의 중고등학생 750명을 대상으로 1년동안 3개월 간격으로 총 4차례의 설문조사를 반복 실시하고, 수집된 자료를 잠재성장모형(latent growth modeling: LGM)을 적용하여 분석하였다. 연구결과로는 첫째, 게임에 대한 부모의 태도는 통제력과 유의미한 상관이 나타나지 않은 반면, 초기 게임에 대한 부모태도가 긍정적일 수록 초기 게임 과다사용 경향은 낮게 나타났다. 이는 자녀의 게임사용에 대한 부모의 허용적 태도가 자녀들이 처음 게임을 할 때 적절한 만큼 하도록 하는 데에는 긍정적 영향을 미칠 수 있지만, 자녀의 통제력 증진에는 영향을 미치지 못함을 의미한다. 둘째, 초기 친구관계가 좋을수록 통제력이 높을 뿐만 아니라, 이후 통제력 증가에도 영향을 미쳤고, 친구관계 점수가 증가할수록 통제력도 증가하는 것으로 나타났다. 특히 초기 친구관계는 이후 게임 과다사용 경향의 변화율과도 유의미한 상관을 보였다. 이는 게임에 대한 부모의 태도보다는 친구관계가 통제력에 직접적으로 영향을 주는 변인임을 의미하는 결과로, 원만하고 적응적인 친구관계가 적절한 자기통제에 중요한 영향변인임을 의미한다. 본 연구의 결과를 바탕으로 온라인게임중독 청소년 상담에 대한 시사점 및 후속연구에 대한 제언을 하였다.

      • USING CROWD SOURCING TO SOLVE THE FITTING PROBLEM IN ONLINE FASHION SALES

        Yanqing Zhang,Oskar Juhlin 글로벌지식마케팅경영학회 2015 Global Fashion Management Conference Vol.2015 No.06

        Consumers struggle to find clothes that are fit. This is a problem that has been accentuated with the increasing online sales. It is the largest contribute to sales returns and make customer return about every third item they buy (Ratcliff, 2014). If consumers select to buy online, they can no longer try them out in a fitting room. Most of fast fashion brands have opened their online shops, and many designers’ brands have also started to sell their ready-to-wear lines online. While online shopping is seen as a significant new way to reach more consumers in fashion industry, the size problem becomes more visible and is waiting to be solved. It may decrease the fashion industry’s ambition to piggyback on recent advances in e-commerce. Previous studies on clothing consumption have already touched upon the topic of size and fitting. Consumer surveys in the clothing industry indicate that in general between 35% and 50% of female consumers in the USA were not satisfied with the fitting in their clothing already ahead of the surge in online stores (Desmarteau 2000; Goldsberry et al. 1996). Alexander et al. studied the shopping behaviour of young women in south-eastern USA and found that almost 64% of the respondents frequently changed ready-to-wear clothes to achieve the desired fit (Alexander et al. 2005). Ashdown and Loker pointed out the size problem in current clothing shopping experiences and proposed a conceptual framework called “mass-customized target market sizing”, which is a size system “based on and derived from measurement data exclusively from the people who represent an apparel firm’s target market” (Ashdown and Loker 2010, p147). In this paper we study how innovative mobile technology, social media and crowd sourcing can contribute to solving the size problem. We summarize the current digital approaches that deal with the fitting issues in online clothing shopping and present a new concept, called “Figuracy”, which attempts to find consumers new fitted clothing items through matching their own clothes with anonymous persons’ virtual wardrobe. We have built a mobile application to implement the idea and have done two initial feedback studies to see the consumers’ attitudes. This concept provides new perspectives and opportunities of tackling the fitting problem in online shopping. Ready-to-wear and fast fashion brands are selling their clothes all over the world, not just to one local community. This business model of constantly new collections, draws on standardizing size series that come only in a selected number of models. This adds to the continuous size problem where the interpretation of a particular size varies in-between brands, and even within different models from a single manufacturer. Firms in the ready-to-wear apparel industry in the world use different sizing systems, like general sizes as XS, S, M, L, or more specific standards as numbered sizes from UK, US, FR systems, which can make consumers confused. These sizing systems are usually based on the ideal body types of consumers from certain geographic regions (Nordic Council of Ministers, 2009), thus, a size standard from one region may not fit all types of body within this region. What’s worse, there has been vanity sizing in clothing industry in recent several decades, which actually makes the garments of the normal sizes bigger in physical size (Dooley, 2013). This adds to the difficulty of finding well-fitting apparels. Recently, a few companies have provided a number of solutions to the fitting problem. The solutions are based on fine-grained automatic body measurements; self-generated extended body or garment measurement and body matching. First, the approach to use technology for more automatic and detailed measurements has attracted many interests. For example, it has been to generate a visual presentation of the body by using three-dimensional scan technology. Then consumers do not need to type information manually. A UK-based company, called Bodymetrics, provides the services that use three-dimensional body scanner and “On-line Virtual Try-On” technology to help find the perfect pair of jeans. Second, there are a number of services that require users to manually type the measurements of their bodies or garments that they own and fit. It can be done by users input information of their body types by answering simple questions, such as weight, height, body type, or measurements of bust, waist and hip. Some systems like Mipso, SmartFit can add more personal preferences, such as colours, cuts and budgets. Then the system runs some algorithms to determine the users’ full set of body measurements. It can also be done such as Virtusize, Truefit and Clothes Horse by measuring a garment that the user knows it fits in detail (Perez, 2012). When the personal data is added to the service, it can then match individual’s body measurements with specific brands and sizes of garments. The service recommends fitted ready-to-wear clothing from various brands in online stores, like Fashion Metric and Virtusize. The data can be used to see how fitted the clothing item in an online website is on a virtual avatar built upon the input measurements of the users, like in Virtusize and Mipso. Third, it has been suggested to use self-described body descriptions and then match consumers’ new purchases as a way to recommend clothes that are fit. For instance, Fitbay attempts to personalize clothes suggestions based on the selection of other users with similar descriptions of size and body shape (Lomas, 2014). Through the help of anonymous persons in the community, one could find fitted clothing items. We investigate a fourth approach, called “Figuracy”, where people get suggestions on the garments that are fit by crowd sourcing their existing clothing items and then matching wardrobes among members in the community. It draws on utilizing the matching of consumer-generated data, i.e. crowd sourcing as Fitbay also does. But it uses a description of existing fitting garments in people’s wardrobes in terms of brands, models and size, rather than self-description of bodies. The idea depends on that a community of people are willing to share information of their favourite and fitting clothes from their own wardrobes. The system matches the clothes from one wardrobe with that of other members in order to recommend new fitting clothes to the user. In specific, if the system finds that a user shares a single clothing item with another person in the community, it will predict that the two of them have similar body types. Then it recommends other items from the second person’s wardrobe to the first user. Therefore, the system gains data from the fitting clothes in users’ wardrobe and matches the information with the items from someone else’ wardrobe. If the approach is successful, consumers would not need to input any personal body-data but only data on existing fitting clothes. The concept depends on the existence of a massive database of clothing items from individual wardrobes, i.e. a critical mass, which is also a big challenge to build. The Figuracy concept and implementation is at an early state and it has not yet the amount of content to start generating matching suggestions. Still, the concept is intriguing and the size problem is highly relevant. Thus we were interested in acquiring early users’ feedback. We have done two user studies of two variations of the concept, with a focus on one type of clothing item- the bra. Bras have high requirements on fitting (Chena et al. 2010) and it is considered specifically difficult to find garment of this type that is fit. Since the number of test persons was limited to around ten people each, the system did not generate any matching suggestions. The first test was done in November in 2013 on the app that was available in iPhone’s App-store. This version of the system reads the barcodes, which are usually attached to the price tag, to acquire a unique identifier for brand, model and size. We invited the participants to download the app and scan the barcodes of fitting bras when they try new bras in stores. We conducted phone interviews with six participants. The early feedback identified that users hesitated to add garments based on the barcodes. They did not feel comfortable with adding it in a fitting room in a shop, and they did not have any saved prize tags for the bras at home. Thus, although the barcode is theoretically and technically an easy and effective way of uploading garments, it proved to be inadequate in practice. Based on this feedback, we built a new version, which includes a manual and text-based tag function allowing users to add information about a garment, which do not require barcode reading. The second user feedback study was carried out in December in 2014. We recruited female students on the campuses of Stockholm University and Royal Institute of Technology in Stockholm, Sweden. In the end, nine participants tested the application and input data of their bras at home. After the try-out, we contacted the participants for either a phone interview or a face-to-face interview, each of which lasted between twenty and forty minutes. Each interview was recorded and transcribed. We used a method of qualitative content analysis to study the transcripts. “Qualitative”, as opposed to quantitative, indicates that the analysis goes beyond systematic data coding to identify interesting topics and allow us to contextualize the interpretation of the materials, given theoretical preconceptions (Mayring 2004). Through studying the transcripts, we find the following preliminary results. First, our participants all provided concrete examples of size problems they met in real life. Seven participants considered bras as one of the clothing items that are most difficult in this respect. Three participants stated that size should not be independent from other qualities, such as comfort and style. This implies that future design of similar systems may take into account not only sizes, but also other aspects of clothing. Second, in terms of the input function, all of them followed the instructions and managed to input information of their fitted bras from their wardrobes. Seven participants considered it easy to use while two of them thought it was a bit confusing when to add information. They got stuck at whether they should scan the barcode or just type, since the two functions were presented in one place. All of them used “type” to add items and thought the information on what they should input was acceptable. Four participants felt it complicated to take photos by themselves, so they downloaded pictures from the Internet. In addition, the participants tended to add the latest and favourite items from their wardrobes into the system. Thus these items could represent their personal tastes and styles, which will be useful to link fitting and styles in the future improvement of the application. This also points to a general problem. From an individual perspective, a single item would in the long run be enough to get matches from other people’s wardrobes, if they have added more than one item. If they also only add only a single item, the first person would not get any matches. The users must crowd source their wardrobe, and not for example their latest purchase. The user study shows that this concept might be restricted by users’ unwillingness to present data in such a way. Third, as to social interaction, eight participants at least “liked” one item from others’ wardrobe. Although none of the participants commented on other’s items, they all thought it was important to have some kind of social interactions. Four participants expected more interactions, such as reviews and discussions of certain clothing items, or following fashionable people. Most of the existing fitting systems, except Fitbay, lack the opportunities for social interaction, but Figuracy provides such a platform for users to share their interests and exchange their ideas. Two participants asked for increased opportunities to add the information on their own profile pages even though they were sharing images of their underwear. They asked for means similar to those available when building a blog space so that people in the community would get to know each other better. According to the participants, more social interactions could make them more engaged with the application. Social communities are good for those looking to learn, help and/or support like-minded individuals with common interests. Last but not the least, most of the participants were very interested in the “buy” function, which link the item to online shopping sites. But still three participants revealed their concerns and discussed the problems of it, such as how the system can guarantee the fitting of the item if they conduct a purchase through the system. In sum, the use of crowd sourcing and social interaction to fixing the size problem in online shopping gained great interests among participants. However, they also expressed their uncertainties towards how the system would work. They needed the system to make sure that it could provide fitting clothing items. They thought the biggest problem was that it was unclear what real help they could get from the application at this stage. Although the application failed to provide new recommendations based on matching, the user study allows us to see the feedback of the potential users so that we could improve the system, such as clearer interaction flows in adding items and more interesting interactions. Future research will continue the improvement of the system, start collaborations with online clothing stores and a third recruitment of users to test. On a general level, the study provides an example on how to investigate critical topics in online fashion through the so-called design research. Such research needs to be interdisciplinary and span technology and social science.

      • KCI우수등재

        우리나라 온라인 ADR제도의 활성화방안에 관한 연구

        김상찬 ( Kim Sang Chan ) 법조협회 2017 法曹 Vol.66 No.6

        온라인 ADR은 ADR에 온라인 기술을 접목시킨 것으로서, 거리ㆍ시간ㆍ비용의 문제 등을 해소할 수 있기 때문에 소규모 소비자분쟁이나 국제상거래 분쟁해결에 매우 유용하다. 그래서 미국 등 선진국은 물론, OECD, ICC, WIPO 등 국제기구도 1990년대부터 온라인 ADR에 관하여 계속 논의해 왔으며, EU의 경우 2013년 온라인 ADR에 관한 입법과 2016년 EU플렛폼 설치를 통하여 31개국 258개 ADR기관을 연계시켜 온라인 ADR서비스를 행하고 있다. UNCITRAL도 2016년 7월 ‘ODR 기술지침’을 마련하고 있는 바, 향후 온라인 ADR에 관한 국제적 기준이 될 것으로 생각된다. 우리나라에서는 아직 온라인 ADR에 관한 기본법은 없고, 전자문서 및 전자거래기본법, 전자상거래 등에서의 소비자보호에 관한 법률, 행정심판법 등 개별법에 온라인 ADR관련 규정이 산재하고 있을 뿐이며, 소비자분쟁조정위원회, 전자거래분쟁조정위원회, 콘텐츠분쟁조정위원회 등 ADR기관에서 온라인 ADR서비스를 제공하고 있지만, 국내의 ADR기관 대부분은 온라인 상담이나 접수만을 온라인으로 하는 정도의 초보적 단계에 머무르고 있다. 이 논문은 국내외의 온라인 ADR제도의 동향을 살펴본 후 이를 바탕으로 우리나라 온라인 ADR제도의 활성화방안을 다음과 같이 제시하고 있다. 첫째, UNICTRAL의 ‘ODR에 관한 기술지침’을 바탕으로 온라인 ADR에 관한 법규범을 체계화해야 한다. 둘째, 온라인 ADR기관에 대한 인증제도의 도입, 보안성, 안정성 등 기술적 문제 해결, 다양한 ADR절차 마련, 다양한 언어서비스 제공, 온라인 ADR 전문가의 양성 등을 통하여 온라인 ADR 서비스를 제공하는 ADR기관과 그 시스템의 신뢰를 제고시켜야 한다. 셋째, ‘ADR종합지원센터’를 설립하여 온라인 ADR기관의 인증, 감독, 지원업무를 수행하도록 해야 하며, 이 센터에서는 EU의 ‘ODR 플랫폼’과 같은 온라인 분쟁해결 포털을 만들고 이를 통하여 국내의 모든 개별 ADR기관들과 연결하여 당사자들이 쉽게 개별 ADR기관에 접근할 수 있고 자신의 분쟁해결에 적합한 기관을 선택할 수 있도록 해야 한다. Online ADR combines online technology with ADR, which can be used to solve small-scale consumer disputes or international commercial disputes because it can solve the problems of distance, time, and cost. Therefore, international organizations such as the OECD, ICC, WIPO as well as developed countries such as the United States have been discussing online ADR since the 1990s. In the case of EU, online ADR service is provided by linking 258 ADR institutions in 31 countries through legislation on the online ADR in 2013 and installation of EU platform in 2016. UNCITRAL is also preparing the ‘Technical Notes on Online Dispute Resolution’ in July 2016, and these Technical Notes is expected to become an international standard for online ADR in the future. There is no basic law on online ADR in Korea yet. Online ADR regulations are in place only in the electronic document and electronic transaction basic law, the consumer protection law in E-commerce, and administrative litigation law, etc. ADR services are provided by ADR institutions such as the Consumer Dispute Resolution Committee, the Electronic Transaction Dispute Resolution Committee, and the Contents Dispute Resolution Committee. However, most of the Korean ADR agencies are at the early stage of online consultation and receiving only online. This paper suggests the ways to activate online ADR system in Korea based on the trends of online ADR system at home and abroad. First, based on the Technical Notes on ODR by UNICTRAL, we must systemize the laws on online ADR. Second, the trust in ADR institutions that provide online ADR services and their systems should be strengthened by introducing certification system for online ADR institutions, solving technical problems such as security and stability, preparing various ADR procedures, providing various language services, and training online ADR experts. Third, the ADR Comprehensive Support Center should be established to carry out certification, supervision and support of online ADR institutions. This Center needs to create online dispute resolution portals such as the EU’s ODR platform, through this, it is possible to connect with all the individual ADR agencies in Korea so that the parties can easily access the individual ADR agencies and be able to choose the right institution for your dispute resolution.

      • KCI등재

        온라인 중고제품 구매에 관한 지각된 위험과 구매의도: 온/오프 중고품 구매경험의 조절효과

        한수진,강소라,Han, Su Jin,Kang, Sora 한국IT서비스학회 2022 한국IT서비스학회지 Vol.21 No.4

        In the ever-increasing online secondhand product market, the perceived risk of online used products purchase was identified as a factor influencing consumer purchase intention. The results of this study are as follows. First, the relationship between the perceived risk of online secondhand purchase and purchase intention was presented with somewhat different results for each sub-risk factor. First of all, a significant negative causal relationship between physical risk, time loss risk, psychological risk, social risk and online used product purchase intention was verified. On the other hand, financial risk and functional risk did not show a statistically significant relationship with online used products purchase intention. Second, as a result of research on the moderating effect of purchasing experience, offline purchasing experience of used products and online purchasing experience were verified differently. First of all, the moderating effect of the online purchase experience of used products was significant only in the relationship between psychological and social risks on the intention to purchase used products online. The experience of purchasing used products online is believed to reduce uncertainty about the surrounding response to purchasing used products online and weaken the intention to purchase used products online by reducing tension and concerns about purchasing them. Other risks, such as financial risk, performance risk, physical risk, time loss risk, and online purchase experience of used products, were verified to have no significant effect on online used products purchase intention. In addition, the offline purchase experience of used products did not verify a significant moderating effect on the effect of all perceived risks on online used product purchase intention.

      • KCI등재

        온라인 플립드 러닝을 적용한 한국어 수업 사례 연구― 교환 학생 대상 초급 한국어 수업을 중심으로 ―

        김현주 중앙어문학회 2023 語文論集 Vol.96 No.-

        본 연구에서는 외국인 교환 학생 대상의 초급 한국어 수업에 온라인 플립드 러닝(Online Flipped Learning)을 적용한 교육 사례를 통하여 포스트 코로나 시대의 온라인 플립드 러닝의 가능성을 확인하고, 급격하게 변화하고 있는 새로운 교육 환경에 맞는 한국어 교육 방안을 위한 시사점을 확인하고자 한다. 이를 위하여 2020학년도 2학기 16주 동안 교환 학생 대상 초급 한국어 수업에서 온라인 플립드 러닝(Online Flipped Learning)을 기반으로 하는 수업을 실시하였다. 교수자는 직접 제작한 동영상 강의를 수업 전에 학교 온라인 시스템에 탑재하였다. 학습자들은 본 수업 전에 동영상 강의를 수강하 고 본 수업에 필요한 어휘나 문법을 사전학습하였다. 본 수업은 Zoom을 활용한 실시간 온라인 수업에서 실시하였다. 수업 후에는 본 수업 내용과 관련된 과제를 수행하면서 수업 내용을 연습하고 심화 학습하는 시간을 갖도록 하였다. 수업 후 실시한 만족도 조사에서 학습자들은 실시간 온라인 수업 방식이나 수업 내용에 대해 전체적으로 긍정적인 답변을 하였다. 앞으로 완벽한 엔데믹 시대가 된다 하더라도 기존의 실험적인 교수 학습 방안이 온라인을 기반으로 수정 보완하여 활용하는 경우가 더 많아질 것이다. 이러한 새로운 교육 환경을 맞이하여 온라인 플립드 러닝을 성공적으로 수행하기 위해서는 다음과 같은 내용을 제언하고자 한다. 첫째, 온라인 수업에 맞는 다양한 한국어 교재 개발이 필요하다. 둘째, 온라인 수업에 적합한 다양한 교수 학습 방안에 대한 연구가 이루어져야 한다. 셋째, 성공적인 온라인 플립드 러닝을 위해서 교수자는 온라인 학습 공간을 적극 활용해야 한다. 본 연구는 기존의 온라인 교육과 오프라인 교육을 활용하는 플립드 러닝에서 더 나아가 온라인 기반의 플립드 러닝을 초급 한국어 수업에 적용하여 교육적 효과를 이끌어 냈으며, 이를 통하여 포스트 코로나 시대의 새로운 교육 환경에 맞는 새로운 교육 방안을 제시하였다는 점에서 의의를 찾을 수 있다. This study aims to present communication-oriented class situations through online flipped learning applied to beginner Korean language classes for exchange students and to find implications in the preparations for Korean languageeducation. Thus, online flipped earning was conducted for 16 weeks in the second semester of 2020. The instructor uploaded a self-produced video lecture to the school’s online system before class. Prior to the class, students watched the video lectures and studied vocabulary or grammar lessons necessary for this class. Zoom was used to facilitate real-time online classes. After class, they had time to practice and learn the contents of the class while performing tasks related to the contents of this class. In the satisfaction survey conducted after class, learners generally gave positive opinions about the real-time online teaching method or class content. Existing experimental teaching and learning methods will be modified and supplemented online in the future, even in the case of a perfect endemic era. To successfully perform online flipped learning in his new educational environment, I would like to suggest the following:First,developingvariousKoreantextbookssuitableforonlineclassesisnecessary. Second, research on various teaching and learning methods suitable for online classes should be conducted. Third, for successful online flipped learning, instructors should actively utilize the online learning space. This study is significant because it presented a new educational plan suitable for the new educational environment in the post-COVID19 era by applying online-based flipped learning modified and supplemented from the existing flip learning to beginner Korean classes.

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