• Title, Summary, Keyword: 소셜네트워크 인식

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A study on the Information interchange degree, Network density, Information reliability, Network sense of solidarity of According to the motive difference on Using social networks (SNS 이용동기 수준에 따른 정보교류, 네트워크 밀도, 정보신뢰성, 유대인식의 차이에 관한 연구)

  • Park, Won-Jun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.6
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    • pp.657-664
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    • 2014
  • This study is targeted at users of social networks to investigate motives, motives based on information exchange, network density, and reliability of information, recognizing network. Result motivation is a social network analysis of information-seeking motivation, social influence motivation, entertainment motivation, motivation network formation, respectively. Network density is also information seeking motivations, social influence motivation, entertainment showed differences in motivation, information about the reliability of the difference between the difference was in all the motivational factors.

A Model for Ranking Semantic Associations in a Social Network (소셜 네트워크에서 관계 랭킹 모델)

  • Oh, Sunju
    • The Journal of Society for e-Business Studies
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    • v.18 no.3
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    • pp.93-105
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    • 2013
  • Much Interest has focused on social network services such as Facebook and Twitter. Previous research conducted on social network often emphasized the architecture of the social network that is the existence of path between any objects on network and the centrality of the object in the network. However, studies on the semantic association in the network are rare. Studies on searching semantic associations between entities are necessary for future business enhancements. In this research, the ontology based social network analysis is performed. A new method to search and rank relation sequences that consist of several relations between entities is proposed. In addition, several heuristics to measure the strength of the relation sequences are proposed. To evaluate the proposed method, an experiment was performed. A group of social relationships among the university and organizations are constructed. Some social connections are searched using the proposed ranking method. The proposed method is expected to be used to search the association among entities in ontology based knowledge base.

Study on Security Threats and Countermeasures for Applying Mobile Devices in the Enterprise Social Network Service(SNS) (기업 소셜네트워크 서비스의 모바일 단말 활용을 위한 보안위협 및 대응방안 연구)

  • Choi, Min-Hee;Kim, Dong-Wook;Jung, Nam-Jun
    • Proceedings of the KIEE Conference
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    • pp.1975-1976
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    • 2011
  • 소셜네트워크의 등장은 기업 환경에도 많은 변화를 가져오고 있다. 초기의 기업 소셜네트워크서비스(SNS)는 자사 고객들과의 커뮤니케이션 채널로 활용되었지만, 최근의 기업 SNS는 자사내의 조직강화 수단으로 인식되기 시작하고 있다. 직원들의 수평적인 아이디어 뱅크와 인맥 형성(Human networks)을 위해서 많은 기업들이 SNS 활용을 시도하고 있다. 기업 SNS의 활용도가 높아지기 위해서는 Anywhere, Anytime 접근 환경이 지원되어야 한다. 기존 SNS 활용도를 폭발적으로 증가시킨 스마트폰과 같은 모바일 단말 지원도 기업 SNS에서도 이루어져야 한다. 그러나, 모바일 단말은 PC와 같은 기존 사용자 환경에 비해서 보안적으로 많은 취약점을 갖고 있다. 이 논문에서는 기업 SNS에모바일 단말 활용 시 대두될 수 있는 보안 취약성을 점검하고, 그에 대한 대응책을 제시한다.

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Posting RFM Model for Evaluating the Member Loyalty in Social Network Sites (소셜 네트워크 사이트 회원 충성도 평가를 위한 Posting RFM 모델)

  • Li, De-Kui;Ha, Byung-Kook
    • Journal of Service Research and Studies
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    • v.1 no.1
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    • pp.49-60
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    • 2011
  • Recently, with the growing of social network sites, people's choice is also getting more and more. So the notion of loyalty has become an important construct within the Social Network framework because of member is easy switching on the social networking sites. Despite the increasing importance of social network sites loyalty question, there's very little research in this area. In electronic commerce, the website loyalty development process is based on both website satisfaction and website trust toward the net-enabled business. But how to target the members with high or low loyalty in the social network sites is still a question. In this paper we propose one improved RFM model to evaluate the member loyalty to find the potential members for improving the service quality of the social network site. In addition, an empirical case study is performed to demonstrate how this procedure works. Moreover, further applications of this research are provided for improved social network sites experiences and how to use the model to practice.

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The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.

How do advertisements spread on social networks? (광고 캠페인의 소셜 네트워크 확산 구조에 대한 연구)

  • Kim, Yuna;Han, Sangpil
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.161-167
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    • 2018
  • The purpose of this study is to investigate how the advertising campaign is spreading in social networks, and how the advertising model plays an important role in advertisement diffusion. In order to grasp the diffusion patterns of advertising, a text mining and social network analysis were conducted using the beer brand 'Kloud' as a collection keyword. After analyzing the social data for two months since the on-air of 'Good Body' advertisement, which was the first ad that "Sulhyun" appeared in. After the launch of the ad, Kloud has been mainly associated with keywords such as 'yavis & trendy style', 'beer brand', 'beer matching food', 'luxury beer drinking place', 'leisure trend', and 'SNS activity', etc. In addition, "Sul Hyun" also showed that an advertising model contributes to the spread of advertisement on social media in terms of image transition as well as brand's name and unique selling point.

대용량 그래프에서의 삼각형 검색 연구: 알고리즘과 응용

  • Park, Ha-Myeong;Gang, Yu
    • Information and Communications Magazine
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    • v.31 no.11
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    • pp.58-66
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    • 2014
  • 본 고에서는 다양한 네트워크를 표현하는 그래프에서 삼각형을 검색하는 알고리즘과 그 응용을 다룬다. 삼각형은 그래프에서 서로가 연결된 세 정점의 집합을 의미한다. 삼각형 검색 문제는 폭 넓은 응용이 가능하기 때문에 데이터 마이닝, 네트워크 분석 등 다양한 분야에서 중요하고 기본적인 문제로서 인식되어왔다. 삼각형 검색 문제의 중요성이 널리 인식되면서 여러 알고리즘이 제안 되어 왔지만, 최근의 소셜 네트워크, 웹 등의 크기가 방대해 기존의 방법은 이러한 네트워크를 분석하기가 사실상 불가능하다. 최근 맵리듀스를 활용한 분산/병렬 처리를 통해 대용량 그래프에서 삼각형을 검색하는 알고리즘들이 여럿 제안되었다. 본 논문에서는 지금까지 제안된 알고리즘들을 설명하고 삼각형 검색의 응용에 대해서 소개한다.

Context Awareness Algorithm for Advanced Usability based on Ubiquitous Sensor Network (유비쿼터스 센서 네트워크 기반 사용성 향상 맥락인식 알고리즘)

  • Kim, Boon-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.5
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    • pp.739-744
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    • 2013
  • In the past several years there has been increasing the studies using ubiquitous technology as the base technology of IT-convergence. The cooltown, one of the ubiquitous projects, is based on the web technology and the mobile environment. However, in the cooltown system, users only get a pre-made web-page. In this paper, we propose the algorithm improved usability applying the context-awareness based on the sensor network. In this paper, we can provide a custom tailored service overlooked in the existing system from this.

Recommending Personalized POI Considering Time and User Activity in Location Based Social Networks (위치기반 소셜 네트워크에서 시간과 사용자 활동을 고려한 개인화된 POI 추천)

  • Lee, Kyunam;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.64-75
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    • 2018
  • With the development of location-aware technologies and the activation of smart phones, location based social networks(LBSN) have been activated to allow people to easily share their location. In particular, studies on recommending the location of user interests by using the user check-in function in LBSN have been actively conducted. In this paper, we propose a location recommendation scheme considering time and user activities in LBSN. The proposed scheme considers user preference changes over time, local experts, and user interest in rare places. In other words, it uses the check-in history over time and distinguishes the user activity area to identify local experts. It also considers a rare place to give a weight to the user preferred place. It is shown through various performance evaluations that the proposed scheme outperforms the existing schemes.

A Study on e-Sports Platform on the basis of Social Network System (SNS) (소셜 네트워크 시스템(SNS)기반 e-Sports 플랫폼 개발)

  • Kang, Byoung-Ho
    • Proceedings of the Korea Contents Association Conference
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    • pp.41-42
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    • 2012
  • e-Sports가 국내에서 활성화되기 위해서는 첫째, 온라인 게임에 대한 부정적 인식이 전환되어야 하고, 둘째, 모든 스포츠 종목이 대중화하기 위해 필수적인 미디어의 역할이 중요하다. 이 연구에서는 소셜 네트워크 시스템 기반의 e-Sports 플랫폼을 제안한다. 이 시스템은 e-Sports 선수를 적절히 매칭하여 전체 게임의 수익을 극대화하는 지능형 매칭 시스템과 1인 미디어 융합한다, 특히 한국 고유의 PC방 문화에 접목시키는 방안도 분석된다.

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