• Title/Summary/Keyword: 다음 카카오

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FinTech Service in T-Commerce Global Market (T-Commerce 글로벌 시장의 핀테크(FinTech) 서비스)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.355-356
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    • 2015
  • 인터넷 뱅킹 등록 1억 명 날로 확대, '급격한 기술변화에 대처하고 미래를 선점하는 게 기업의 운명을 결정한다.'라는 말이 실감나는 핀테크혁명의 세상이다. 금융과 기술의 융합을 뜻하는 핀테크(Fin Tech)는 세계 금융의 화두가 되었다. 삼성, 엘지, 다음카카오, 구글, 애플, 아마존, 이베이 등 정보기술(IT)기업들은 결제 송금 투자 대출 등 금융서비스로 사업범위를 확장하고 있다. IT로 진화된 금융 산업이 지난 100년보다 앞으로 10년 동안 더 큰 변화를 맞을 패러다임 변환기를 맞아 미래의 금융주도권을 놓고 금융사와 IT기업 간 경쟁이 치열해질 것이다. 현재 모바일 결제가 일반화되고 있는 핀테크 서비스 현황 및 미래경쟁력에 대하여 연구한다.

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A Design and Implementation of BukitList Location Share Applications Based on Android Platform (안드로이드 플랫폼 기반의 버킷리스트 장소 공유 어플리케이션 설계 및 개발)

  • Lee, Won Joo;Seo, Jung Hwan;Cha, Dae Yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.119-120
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    • 2019
  • 본 논문에서는 안드로이드 플랫폼 기반의 사용자 버킷리스트를 등록하고 다른 사용자들과 공유할 수 있는 어플리케이션을 설계하고 구현한다. 이 어플리케이션은 사용자 정보와 사용자 버킷리스트를 SQLite 데이터 베이스에 저장하고, 버킷리스트 등록 시 업로드 하는 이미지 파일은 FireBase에 별도로 저장한다. 그리고 지오코더를 이용하여 버킷리스트 장소 이름 혹은 주소에 해당하는 위도와 경도를 데이터베이스에 저장하고 다음 지도에 마커로 표시한다. 또한 카카오톡으로 지인들과 공유하며 버킷리스트를 실천할 장소를 다른 사용자들과 공유하도록 서비스 한다.

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The Design and Implementation of the Mobile Messenger based on Voice Recognition (음성 인식 기반의 모바일 메신저 설계 및 구현)

  • Yu, Sang-Chul;Yu, Byung-Seok;Kim, Yu-Mi;Lee, Yu-Jin;Koh, Hoon;Yun, Sung-Hyun
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.1694-1697
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    • 2012
  • 음성 인식은 인간이 발성하는 음성을 컴퓨터 프로그램을 이용하여 문자 정보로 변환하는 기술이다. 음성은 사람마다 각기 다르기 때문에 인식률도 각각 차이가 나게 되어 범용 인터페이스로 사용되기에는 적합하지 않다. 하지만 최근 구글, 다음 등 대형 포털을 중심으로 서버 기반의 음성 인식 서비스가 제공되면서 사용자 인터페이스로 음성을 이용하는 것이 주요 이슈로 부각되고 있다. 카카오톡과 같은 메신저 프로그램은 네트워크를 이용하여 그룹 내의 사용자들 간에 메시지를 주고받는다. 여기에 사용되는 터치 자판은 간격이 좁아서 오타가 많이 발생하고, 긴 문장을 입력할 때 시간이 많이 걸리며, 운전 중에 사용할 경우 사고 위험이 높아지는 단점이 있다. 이러한 문제들을 해결하기 위해서는 음성 인식 인터페이스를 접목하는 것이 이상적이다. 본 논문에서는 음성 인식 기반의 스마트폰용 모바일 메신저 프로그램을 설계 및 구현하였다. 외부의 음성 인식 서버를 이용하여 음성을 인식하고, 인식된 음성을 텍스트로 변환하며, 채팅 서버를 통해 메시지를 전달한다.

Analysis of User Reviews for Webtoon Applications Using Text Mining (텍스트 마이닝을 활용한 웹툰 애플리케이션 사용자 리뷰 분석)

  • Shin, Hyorim;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.457-468
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    • 2022
  • With the rapid growth of the webtoon industry, a new model for webtoon applications has emerged. We have entered the era of webtoon application version 3.0 after ver 1.0 and ver 2.0. Despite these changes, research on user review analysis for webtoon applications is still insufficient. Therefore, this study aims to analyze user reviews for 'Kakao Webtoon (Daum Webtoon)' that presented the webtoon application 3.0 model. For analysis, 20,382 application reviews were collected and pre-processed, and TF-IDF, network analysis, topic modeling, and emotional analysis were conducted for each version. As a result, the user experience of the webtoon application for each version was analyzed and usability testing conducted.

(A) study on location correction method of indoor/outdoor 3D model through data integration of BIM and GIS (BIM과 GIS 데이터 융합을 통한 실내외 3차원 모델 위치보정 방안 연구)

  • Kim, Ji-Eun;Hong, Chang-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.56-62
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    • 2017
  • As the need for 3D spatial information increases, many local governments and related industries are establishing map-based 3D spatial information services and offering them to users. In these services, positional accuracy is one of the most important factors determining their applicability to specific tasks. This study studied the location correction method between indoor and outdoor 3D spatial information through the construction of modeling data on a BIM/GIS platform. First, we selected the sites and processed the BIM/GIS data construction with 3 steps. When connecting the BIM model including indoor spatial data and 3D texturing model based on ortho images, mismatches occurred, so we proposed a location correction method. Using the conversion algorithm, the relative coordinate-based BIM data were converted to the absolute positions and then relocated by means of the texturing data on the BIM/GIS platform.

Customer Participation into Business Ecosystems and Psychological Ownership: DaumKakao and Facebook Ecosystems (비즈니스 생태계의 고객참여와 심리적 오너십: 다음카카오와 페이스북의 생태계)

  • Joo, Jae-hun;Shin, M. Minsuk
    • The Journal of Information Systems
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    • v.24 no.3
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    • pp.47-74
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    • 2015
  • Purpose By participating in the business ecosystems, customers make both positive and negative impacts in the ecosystem. In particular, users of platform businesses participate in the business ecosystem as partial employees who voluntarily create and manage content. According to the organizational behavior literature, employees' psychological ownership toward the organization has an influence on the organizational competitiveness. Thus, with an assumption that customers gain psychological ownership toward the business that they participate in, it is important to analyze the process and the factors that influence their psychological ownership. This study proposes a research model that describes the process: customers undertake customer socialization, which then lead them to participate in the business-level and the business ecosystem-level activities. Through the participation, customers gain psychological ownership toward the business. Design/methodology/approach Based on a structural equation model, this study analyzes the data regarding the factors in the research model. Data was collected by surveying college students who represent themselves as Facebook and DaumKakao users. By analyzing the collected data, the relationships are validated between customer socialization and customer participations (i.e., both business-level and business ecosystem-level participation), and between the participations and customers' psychological ownership. Findings Based on the validation, this study confirms the importance of managing customers' psychological ownership and offers customers' participation by their socialization as a solution for increasing customers' psychological ownership. Also, this study proposes the business ecosystem research model as the general research framework for future research and expands the scope of strategic management from the individual level strategy to the business ecosystem wide perspective.

A Study on the Determinant Factors of the Social Capital Construction through Social Media: Focused on college students (소셜미디어를 통한 사회자본 형성 결정요인에 관한 연구: 대학생을 중심으로)

  • Lee, Byung-Hye
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.97-107
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    • 2016
  • The purpose of this study was to investigate the determinant factors of the social capital construction through socal media focused on social media use, motives, trust. Total of 261, college students participated in this study. The data were analyzed by the exploratory factor analysis, confirmatory factor analysis, correlation analysis, reliability analysis and path analysis based on structural equation model analysis using IBM SPSS 21 and IBM AMOS 21 program. Results show that social media use, motives(employment/reminiscences) and social media trust influenced positively on bridging social capital. Second, motives of use(information/exchange) and social media trust influenced positively on bonding social capital. Finally, social media use, specifically, social media trust generally promotes participatory social capital.

Association between Smart Phone Use and Smart Phone Addiction in Dental Hygiene College (치위생과 학생의 스마트폰 사용과 스마트폰 중독에 관한 연구)

  • Oh, Hye-young;Kim, Jin;Kim, Chang-hee
    • Journal of dental hygiene science
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    • v.15 no.6
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    • pp.761-767
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    • 2015
  • A survey was conducted to investigate the association between smart phone use and smart phone addiction in 515 dental hygiene college students. Statistical analyses were conducted using the PASW 18.0 program for Windows. Statistical significance was accepted when p<0.05. The association level was confirmed high in the cases of wide network of friends, and in the provincial areas. The independent parameters that negatively affected smart phone addiction were the wide network of friends, long duration of smart phone use, study attitude, and poor adaptability to campus life.

Studies on Korean Digital Fantasy Film -Genealogy, Case, and Social Meaning (한국 디지털 판타지 영화 연구 -계보, 표본, 그리고 사회적 의미)

  • Kim, Chung-Kang
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.41-76
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    • 2020
  • Recently, the cinema industry faced a crisis on the rise of various media platforms such as Netflix, Amazon Prime, IPTV, and Kakao Page. The rate of film release in the theater has become ever shorter, and the secondary consumption of film through IPTV, tablet, PC, or mobile has seen a drastic increase. In the midst of this new media-geography, the most significant change in recent years would be the rise of the 'fantasy film' genre. This paper explores the conditions and characteristics of fantasy films in the way in which the genre has been constituted, and delves into particular aspects that its contents contain. This is an attempt to understand the sociology of the birth of a new genre. In this process, this paper will ask two frequently raised questions in regard to this genre. The first is to ask whether we can discern fantasy from reality, and the second is to examine whether the fantasy genre implicates certain social subversion. These two questions aim to discover how fantasy forms a relationship with reality and what this means. To do so, this paper will trace the genealogy of the fantasy film genre in Korea and analyze recent big hits such as the series as the model case of digital fantasy film. Through this exploration, this paper will be able to provide a new sociology of the fantasy film production and consumption in the 21st century Korea.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.