• Title/Summary/Keyword: 스마트폰 메신저

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Mobile Coupon Gift-giving Motivation Disparity Fusion Model among Groups decided by giving Frequency (모바일 쿠폰 선물증여 빈도에 따른 군집별 증여동기 차이에 관한 융합모형연구)

  • Yeo, Hyun-Jin
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.7-13
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    • 2016
  • Since a smart phone became popular that leads mobile era, we've faced diverse life style changes. Particularly, a mobile messenger which changes communication method from voice and video call to text based multi media messenger, leads new gift-giving culture called mobile voucher gift-giving. Although many researches have validated diverse models about digital voucher, this research utilize the model which divide motivation of gift-giving from three theories: gift-giving motivation theory, technology acceptance model, and consumer value theory. The purpose of this research is not only validate the model but also grouping by giving frequency of samples and validate disparity among groups. In conclusion, there are three groups founded and shows difference motivations.

SIP protocol use Black Box automatic image transmission (SIP 프로토콜을 이용한 블랙박스 자동 영상 전송 구현)

  • Kim, Myoung-hoon;Kim, Young-gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.250-253
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    • 2016
  • Car black box is saved in the video recording important to determine the cause of the accident caused a traffic accident occurred. Remote monitoring of the current black box may be monitored or transmitted to shock your smartphone as a yourself. It complements if the parties to an accident lost per injury due to an accident or mind when responding to spend the "INVITE" message using the SIP visual communication in messanger applications "Notify" to inform transferring video to a message acquaintances to check Video the accident to identify the location and check the contents and to implement and research that can respond quickly.

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Sensitivity Identification Method for New Words of Social Media based on Naive Bayes Classification (나이브 베이즈 기반 소셜 미디어 상의 신조어 감성 판별 기법)

  • Kim, Jeong In;Park, Sang Jin;Kim, Hyoung Ju;Choi, Jun Ho;Kim, Han Il;Kim, Pan Koo
    • Smart Media Journal
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    • v.9 no.1
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    • pp.51-59
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    • 2020
  • From PC communication to the development of the internet, a new term has been coined on the social media, and the social media culture has been formed due to the spread of smart phones, and the newly coined word is becoming a culture. With the advent of social networking sites and smart phones serving as a bridge, the number of data has increased in real time. The use of new words can have many advantages, including the use of short sentences to solve the problems of various letter-limited messengers and reduce data. However, new words do not have a dictionary meaning and there are limitations and degradation of algorithms such as data mining. Therefore, in this paper, the opinion of the document is confirmed by collecting data through web crawling and extracting new words contained within the text data and establishing an emotional classification. The progress of the experiment is divided into three categories. First, a word collected by collecting a new word on the social media is subjected to learned of affirmative and negative. Next, to derive and verify emotional values using standard documents, TF-IDF is used to score noun sensibilities to enter the emotional values of the data. As with the new words, the classified emotional values are applied to verify that the emotions are classified in standard language documents. Finally, a combination of the newly coined words and standard emotional values is used to perform a comparative analysis of the technology of the instrument.

The Relationships among Perceived Value, Use-Diffusion, Loyalty of Mobile Instant Messaging Service (모바일 메신저 서비스의 지각된 가치, 사용-확산 그리고 충성도 간의 관계에 대한 연구)

  • Jo, Dong-Hyuk;Park, Jong-Woo;Chun, Hyun-Jae
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.193-212
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    • 2011
  • Mobile instant messaging service is surfacing to an important keyword in the mobile market together with popularization of Smart phones. Mobile instant messaging service in Korea has become popular to the degree of 87.9% usages from total Smartphone holders, and it is expected that using populations will be more enlarged afterwards if considering a fact that its populations of Smartphone is continuously being increased after exceeding 10 million persons (Trend Monitor, June 2011). In the instant messaging market where competitions have been deepened day by day, raising customer's royalties will be the key for company's business survivals and goals of corporate marketing strategies. It could be said that understanding on which factors affect to customer retentions and royalties is very important. Specially, as changing status is being progressed very quickly in case of innovative mobile services like the instant messaging service, research necessities on how many do consumers use the services after accepting them, how much do consumers use them variously, and whether does it connect to long-term relations have been increased, but studies on such matters are in insufficient situations actually. Therefore, this study examined on which effects were affected to use-diffusion and loyalty factors from perceived customer vales' factors having been occurred after accepting the mobile instant messaging service, namely 'functional value', 'monetary value', 'emotional value', and 'social value'. Also, the study looked into what kind of roles do the service usage and using variety play to service's continued using intents as a loyalty index, recommending intents to others, and brand switching intents. And then the study laid the main purpose in trying to provide implications for enhancing customer securities and royalties on the mobile instant messaging service through research's results. The research hypotheses are as follows; H1: Perceived values will affect influences to royalties. H2: Use-Diffusion will affect influences to loyalty. H3: Perceived value will affect influences to loyalty. H4: The use-diffusion will play intermediating roles between perceived values and loyalty. Total 276 cases among collected 284 ones were used for the statistical analysis by SPSS ver. 15 package. Reliability, Factor analysis, regression were done. As the result of research, 'monetary value' and 'emotional value' affected to 'usage' among perceived value factors, and 'emotional value' was appeared as affecting the largest influence. Besides, the usage affected to constant-using intents and recommending intents to others, and using varieties were displayed as affecting to recommending intents to others. On the other hand, 'Using' and 'Using diversity' were appeared as not affecting to 'brand switching intentions'. Meanwhile, as the result of recognizing about effects of perceived values on the loyalty, it was appeared such like 'continued using intents' affected to'functional value', 'monetary value', and 'social value' first, and also 'monetary value', 'emotional value', and 'social value' affected to 'recommending intents to others'. On the other hand, it was shown such like only 'social value' affected influences to 'brand switching intents', and thus contrary results with the factor 'constant-using intents' were displayed. So, it seems that there are many applications to service provides who are worrying about marketing strategies for making consumer retains (constant-using) and new consumer's inductions (brand-switching intents). Finally, as a result of looking into intermediating roles of the use-diffusion factor in relations between conceived values and royalties at hypothesis 4, 'using' and 'using diversity' were displayed as affecting significant influences all together. Regarding to research result's implications, for expanding and promoting continued uses of the mobile instant messaging service by service providers: First, encouraging recognitions on the perceived value connected to users' service usage are necessary. Second, setting up user's use-diffusion strategies are required so as to enhance the loyalty after understanding a fact that use-diffusion patterns affecting to the service's loyalty are different. Finally, methods of raising customer loyalties and making constant relationships have to be grouped by analyzing on what are the customer value's factors that can satisfy users in competitive alterations.

The Role of Motives, Flow, and Social Influence in Attitude and Purchase Intention to Emoticons (이모티콘 사용동기, 플로우, 사회적 영향력이 이모티콘 사용태도 및 구매의도에 미치는 영향)

  • Jung, Bo-Hee;Kim, Han-Ku
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.27-44
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    • 2016
  • In recent year, graphic emoticons in MIM(Mobile Instant Messenger) play an important role not as a valuable communication methods, but as main business model for MIM service providers. Although the graphic emoticons in MIM are regarded as a commercial product, there has been little systematic research reflecting consumers' perspectives. In order to fill this theoretical and practice gap, the study is designed to explore the structural relationships among emoticon use motives, attitude, and purchasing intention to emoticons in context of MIM. The results showed that emoticon use motives in MIM were composed of two main factors, perceived usefulness and perceived enjoyment. And we also verified that both perceived usefulness and perceived enjoyment positively impact flow in communication with using emoticons and social influence. Lastly, flow and social influence were positively related to attitude toward using emoticons and attitude also was related to purchase intention to emoticons in MIM, positively. However, flow and social influence did not have a positive influence on purchase intention to emoticons directly. The implications and limitations of this study are also discussed.

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A Study on Reducing Duplication Responses of Chatbot Based on Multiple Tables (다중 테이블을 활용한 챗봇의 중복 응답 감소 연구)

  • Gwon, Hyuck-Moo;Seo, Yeong-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.10
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    • pp.397-404
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    • 2018
  • Various applications are widely developed for smartphones to meet customer's needs. In many companies, messenger's typed interactive systems have been studied for business marketing, advertising and promotion to provide useful services for the customers. Such interactive systems are usually called as "Chatbot". In Chatbot, duplicated responses from Chatbot could occur frequently, and these make one lose interest. In this paper, we define a case that the response of Chatbot is duplicated according to the user's input, and propose a method to reduce duplicated responses of Chatbot. In the proposed method, we try to reduce duplication responses through a new duplication avoidance algorithm by building multiple tables in a database and by making combinations of user's input and its response in each table. In our experiments, the proposed method shows that duplicated responses are reduced by an average of 70%, compared with the existing method.

The Effect of Interpersonal Conflict, Social Stress, and Communication on Loneliness of Mobile Messenger Users (대인 갈등, 사회적 스트레스, 의사소통이 모바일 메신저 사용자의 외로움에 미치는 영향에 관한 연구)

  • Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.235-248
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    • 2021
  • The ultimate aim of this work is to explore the antecedents that affect the loneliness felt by users who actively communicate through smartphones apps. To do this, three characteristics including individual, relational, and communication characteristics that can affect loneliness and the effects of these characteristics on loneliness are empirically analyzed. The research results are as follows. First, we found that conflict resolution ability had a significant effect on interpersonal conflict and loneliness. Second, social stress was found to have a significant effect on interpersonal conflict, communication fatigue, and loneliness. Third, lack of communication was found to have a significant effect on conflict resolution ability and loneliness. Finally, we found that communication fatigue had a significant effect on loneliness. These results are interpreted that in order to reduce the loneliness, it is necessary to continuously improve the ability to wisely resolve conflicts that may arise in the relationship between oneself and others. In addition, it is necessary to reduce the fear or burden of building relationships with others.

An Analysis of College Students' Life Satisfaction and Internet Information Activities based on their Personality Types (대학생들의 성격유형에 따른 인터넷 정보활동과 삶의 만족도 분석)

  • Kim, Heesop;Seo, Jiwoong;Lee, Misook
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.299-317
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    • 2014
  • The objective of this study is to analyse the college students' Internet information activities and life satisfaction with their personality types. For this study, data were collected using self-designed questionnaire which included the items of college students' demographic information, MBTI personality types, and their information activities of the Internet. Total of 480 data were collected and 102 valid data were analysed with the multiple regression using SPSS version 18.0. It was found that extraversion, sensing, thinking, and feeling types of college students were tend to show the higher of their life satisfaction through the online game; introversion, sensing, intuition, thinking, and feeling types of college students were tend to show the lower of their life satisfaction through the internet retrieval; and extraversion, intuition, and feeling types of college students were tend to show the lower of their life satisfaction through the smart-phone messenger use.

Twitter User Information based Users Similarity Ranking System (트위터 사용자 정보 기반의 유사성 순위 시스템)

  • Yang, Xi-tong;Kim, Jae-Yoon;Kumar, Sajan;Kim, Chang-Su;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.1051-1053
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    • 2015
  • Twitter is using Tweets to post 140 characters at a time to interact with different people around the world. In addition, Twitter will also provide speed, such as instant messaging by providing the follow feature. This was used for increasing the number of users because of the tweeter, a portion of the life was due to the popularity of smart phones. However, because of the large amount of data of the tweeter has a disadvantage similar to the user information or user information is not recommended. In this paper, in order to compensate for this problem to establish a ranking filter the similarity information based on a user's system, we propose that the user or the like similar to the user information. The system proposed in this paper consists of the collected data and modules to collect data using a user account in the filtering and the like to the tweeter module. These modules use the Open API and Mahout designed and implemented.

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A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.