• Title, Summary, Keyword: 소셜네트워크 인식

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The case of soul Dance(in Soul Train) on Busking (소울트레인의 소울댄스 거리공연 사례)

  • Lee, Yeong Jin
    • Proceedings of the Korea Contents Association Conference
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    • pp.333-334
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    • 2017
  • 본 연구는 거리공연 제작과정을 통해서 소울댄스의 발전 방향을 제시하는 데 있다. 실제사례를 통한 연구자의 공연 사례중 음악선정, 장소, 의상, 장비, 작품구성과 안무를 통해 준비를 하였고 결과를 제시하였다. 불특정 다수가 모여 있는 곳에 자유로운 거리 공연을 통하여 발전하는 것이 효율적이라 도출 시켰으며 소셜네트워크의 도움으로 빠르게 확산되어 확산되었다. 반면 주기적인 거리공연과 젊은인 들의 인식의 변화, 예술적 성장을 전국적으로 조사연구가 필요함을 나타났다.

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.89-100
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    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

지능형 IoT서비스를 위한 기계학습 기반 동작 인식 기술

  • Choe, Dae-Ung;Jo, Hyeon-Jung
    • The Proceeding of the Korean Institute of Electromagnetic Engineering and Science
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    • v.27 no.4
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    • pp.19-28
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    • 2016
  • 최근 RFID와 같은 무선 센싱 네트워크 기술과 객체 추적을 위한 센싱 디바이스 및 다양한 컴퓨팅 자원들이 빠르게 발전함에 따라, 기존 웹의 형태는 소셜 웹에서 유비쿼터스 컴퓨팅 웹으로 자연스럽게 진화되고 있다. 유비쿼터스 컴퓨팅 웹에서 사물인터넷(IoT)은 기존의 컴퓨터를 대체할 수 있는데, 이것은 곧 한 사람과 주변 사물들 간에 연결되는 네트워크가 확장되는 것과 동시에 네트워크 안에서 생성되는 데이터의 수가 기하급수적으로 증가되는 것을 의미한다. 따라서 보다 지능적인 IoT 서비스를 위해서는, 수많은 미가공 데이터들 사이에서 사람의 의도와 상황을 실시간으로 정확히 파악할 수 있어야 한다. 이때 사물과의 상호작용을 위한 동작 인식 기술(Gesture recognition)은 집적적인 접촉을 필요로 하지 않기 때문에, 미래의 사람-사물 간 상호작용에 응용될 수 있는 잠재력을 갖고 있다. 한편, 기계학습 분야의 최신 알고리즘들은 다양한 문제에서 사람의 인지능력을 종종 뛰어넘는 성능을 보이고 있는데, 그 중에서도 의사결정나무(Decision Tree)를 기반으로 한 Decision Forest는 분류(Classification)와 회귀(Regression)를 포함한 전 영역에 걸쳐 우월한 성능을 보이고 있다. 따라서 본 논문에서는 지능형 IoT 서비스를 위한 다양한 동작 인식 기술들을 알아보고, 동작 인식을 위한 Decision Forest의 기본 개념과 구현을 위한 학습, 테스팅에 대해 구체적으로 소개한다. 특히 대표적으로 사용되는 3가지 학습방법인 배깅(Bagging), 부스팅(Boosting) 그리고 Random Forest에 대해 소개하고, 이것들이 동작 인식을 위해 어떠한 특징을 갖는지 기존의 연구결과를 토대로 알아보았다.

A Insight Study on Keyword of 4th Industrial Revolution Utilizing Big Data (빅데이터 분석을 활용한 4차 산업혁명 키워드에 대한 통찰)

  • Nam, Soo-Tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.153-155
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    • 2017
  • 빅데이터 분석은 데이터베이스에 잘 정리된 정형 데이터뿐 아니라 인터넷, 소셜 네트워크 서비스, 모바일 환경에서 생성되는 웹 문서, 이메일, 소셜 데이터 등 비정형 데이터를 효과적으로 분석하는 기술을 말한다. 대부분의 빅데이터 분석 기술 방법들은 기존 통계학과 전산학에서 사용되던 데이터 마이닝, 기계 학습, 자연 언어 처리, 패턴 인식 등이 이에 해당된다. 글로벌 리서치 기관들은 빅데이터를 2011년 이래로 최근 가장 주목받는 신기술로 지목해오고 있다. 따라서 대부분의 산업에서 기업들은 빅데이터의 적용을 통해 가치 창출을 위한 노력을 기하고 있다. 본 연구에서는 다음 커뮤니케이션의 빅데이터 분석도구인 소셜 매트릭스를 활용하여 2017년 5월, 1개월 시점을 설정하고 "4차 산업혁명" 키워드에 대한 소비자들의 인식들을 살펴보았다. 빅데이터 분석의 결과는 다음과 같다. 첫째, 4차 산업혁명 키워드에 대한 연관 검색어 1위는 "후보"가 빈도수(7,613)인 것으로 나타났다. 둘째, 연관 검색어 2위는 "안철수"가 빈도수(7,297), 3위는 "문재인"이 빈도수(5,183)로 각각 나타났다. 다음으로 "4차 산업혁명" 키워드에 대한 검색어 긍정적 여론 빈도수 1위는 새로운(895)으로 나타났고, 부정적 여론 빈도수 1위는 위기(516)가 차지하였다. 이러한 결과 분석결과를 바탕으로 연구의 한계와 시사점을 제시하고자 한다.

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Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.69-78
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    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

A Study on Information Literacy in Social Media Age: Focusing on Redefinition, Contents and Media of Information Literacy (소셜미디어 시대의 정보리터러시에 관한 소고 - 재정의, 교육내용, 교육방법을 중심으로 -)

  • Oh, Eui-Kyung
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.385-406
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    • 2013
  • This study redefines information literacy (IL) and recommends its contents and media (platforms). Redefinition of IL was based on concepts such as 'Information Literacy 2.0', 'Social Context', 'Metaliteracy', 'Transliteracy', 'Social Media Literacy' and related researches. 'Social Relationship', 'Media Convergence', 'Critical and Evaluative Insight on Information' was extracted by major contents of new IL. To determine program methods, mass media's 'ubiquity' was applied to the study. Some social statistics reports proved that ubiquity of social media is quite high. Finally, proposed empirical study of IL using social media by follow-up study.

Social Network Analysis of TV Drama via Location Knowledge-learned Deep Hypernetworks (장소 정보를 학습한 딥하이퍼넷 기반 TV드라마 소셜 네트워크 분석)

  • Nan, Chang-Jun;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.22 no.11
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    • pp.619-624
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    • 2016
  • Social-aware video displays not only the relationships between characters but also diverse information on topics such as economics, politics and culture as a story unfolds. Particularly, the speaking habits and behavioral patterns of people in different situations are very important for the analysis of social relationships. However, when dealing with this dynamic multi-modal data, it is difficult for a computer to analyze the drama data effectively. To solve this problem, previous studies employed the deep concept hierarchy (DCH) model to automatically construct and analyze social networks in a TV drama. Nevertheless, since location knowledge was not included, they can only analyze the social network as a whole in stories. In this research, we include location knowledge and analyze the social relations in different locations. We adopt data from approximately 4400 minutes of a TV drama Friends as our dataset. We process face recognition on the characters by using a convolutional- recursive neural networks model and utilize a bag of features model to classify scenes. Then, in different scenes, we establish the social network between the characters by using a deep concept hierarchy model and analyze the change in the social network while the stories unfold.

The Effects of Network between Business Founder and Investor on Enterprise performance: Focused on TIPS Support Business (창업자와 투자자간 네트워크가 기업성과에 미치는 영향: Tips 사업을 중심으로)

  • Kim, Hong kee;Kim, Chae wang
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.3
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    • pp.47-57
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    • 2018
  • The purpose of this study is to grasp the correlation between network and firm's performance by analyzing the perception and characteristics of network of business founder and investor from the perspective of the network. We selected a TIPS support program which is evaluated to be a best practice as a research target for empirical analysis. The empirical results using social network and statistical analysis, shows that the stronger the investor's network connectivity, the more likely it is that the investor's start - up succeeds in attracting subsequent investment. In addition, both the entrepreneurial team and the management think that the internal human network between the enterprise and the investor plays an important role in inducing investment or exploring the company, and recognizes that the value of the human network will have a significant influence on the enterprise value evaluation or investment decision.

The Effects of Social Media Utilization on Country Image and Purchase Intention (소셜미디어 활용수준이 국가이미지와 구매의도에 미치는 영향)

  • Park, Seong-Taek;Kim, Ki-Hong;Li, Guozhong
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.127-138
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    • 2013
  • The age of social network has arrived. Social media is the various online media for sharing of opinions and experiences and open for internet users' participation. As the new communication tools, social media has been in the limelight, threatening the traditional media as alternative media. In globalization, country image is seen as the source of competitiveness of a country. The goal of this study is to examine what impact does the utilization of social media has on country image, and we conducted our analysis in two aspects of social media utilization, usage volume and usage diversity. In addition, we examined the impact of factors that form the country image on purchase intention. The analytical results show that media usage volume positively affects country image, people image, political image and media usage diversity has significant effects on economical image, people image and political image.