• 제목/요약/키워드: 온라인커뮤니티

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Design of the On-line Community based MRM (MRM중심의 온라인 커뮤니티 설계)

  • Mun, Young-Ju;Cho, Nam-Jun;Lee, Jong-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05c
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    • pp.1871-1874
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    • 2003
  • 정보의 폭발적인 증가와 급변하는 정보화 시대에 인터넷의 영역은 중요한 생활의 영역으로 자리잡은지 오래이다. 이런 정보화 속에서 개개인은 각자 관심분야에 몰입하게되고 이렇게 형성된 온라인 커뮤니티는 사회의 큰 이슈가 되고 있으며 온라인 플랫폼에서의 중요한 성공 요인으로 자리잡고 있다. 하지만 기존의 연구들 대부분이 커뮤니티의 구성요소인 회원에만 중심을 두어 설계 및 운영됨으로써 많은 문제점을 야기하고 있다. 이 논문에서는 회원중심의 커뮤니티 설계를 기본 전제로 함과 동시에 MRM(Media Reference Model)을 적용한 상호보완적 모형을 제시함으로써 커뮤니티 설계에 대한 방향을 제시 하고자 하는데 본 논문의 목적이 있다.

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Reciprocity Structure, Solidarity, and Exchange Benefits in Online Communities (온라인 커뮤니티 교환구조, 결속력, 교환혜택에 관한 연구)

  • Han, Eunyoung;Kim, Kyung Kyu;Lee, Ae Ri
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.448-462
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    • 2021
  • Only a few studies investigated the relationship between exchange structure and solidarity in online communities and even reported conflicting results. This study attempts to shed lights on this relationship by introducing a moderating variable, i.e., exchange benefits, based on the social exchange theory. Also, distributed knowledge is considered as a determinant of exchange structure. The results of a field study from 380 online communities show that both direct and generalized exchange structures have positive effects on community solidarity, but their effects vary depending on the level of exchange benefits. When exchange benefits are high, generalized exchange influences community solidarity more than direct exchange does, whereas at a low level of benefits there are no significant differences between the two exchange structures. Also distributed knowledge turns out to be a significant influencer of generalized exchange.

A Method for Identifying Nicknames of a User based on User Behavior Patterns in an Online Community (온라인 커뮤니티 사용자의 행동 패턴을 고려한 동일 사용자의 닉네임 식별 기법)

  • Park, Sang-Hyun;Park, Seog
    • Journal of KIISE
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    • v.45 no.2
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    • pp.165-174
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    • 2018
  • An online community is a virtual group whose members share their interests and hobbies anonymously with nicknames unlike Social Network Services. However, there are malicious user problems such as users who write offensive contents and there may exist data fragmentation problems in which the data of the same user exists in different nicknames. In addition, nicknames are frequently changed in the online community, so it is difficult to identify them. Therefore, in this paper, to remedy these problems we propose a behavior pattern feature vectors for users considering online community characteristics, propose a new implicit behavior pattern called relationship pattern, and identify the nickname of the same user based on Random Forest classifier. Also, Experimental results with the collected real world online community data demonstrate that the proposed behavior pattern and classifier can identify the same users at a meaningful level.

The Effect of Internet Community on the Neighborhood Relationship - Case study of Mokdong 'The Sharp' apartment area (온라인 커뮤니티를 매개로한 공동체가 근린관계에 미치는 영향 - 목동 'The Sharp' 공동주택 중심으로)

  • Kim, Sung-Gil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.21-26
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    • 2016
  • This study examined the effects of the online community, such as chatting, book-cafe on the neighborhood relationship. Through a case study of 'The Sharp' apartment area, the characters of neighborhood relationship between user and non-user were compared. The factors affecting the community relationships were analyzed by regression analysis. According to the results, the residents using the online community shared their emotions, thoughts and information with their neighbors so that the level of neighborhood relationship was higher. To reprove the neighborhood relationship being cut off the online community should be handled as an important factor in the planning of apartments. This study as a basic research is expected to contribute to policing against crimes and accidents in apartments.

Effects of Information Literacy and Motivation Factors on Information Representation Capability and Information Contribution (정보리터러시와 동기요인이 정보표현능력과 정보공헌에 미치는 영향)

  • Kang, Jae-Jung;Kim, Yoo-Jung
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.97-108
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    • 2017
  • Web 2.0 paradigm and technologies allow users to contribute their information voluntarily and actively to online community. This paper aims to investigate key determinants of information contribution in online communities. We come up with the research model and proposed hypotheses on the basis of intensive literature review on motivation theory, information literacy, and self expression. Using survey response date collected from those who have ever experienced in uploading or providing information on online community such as social media. A total of 262 survey responses were used to test research hypotheses. The results show that self expression motive influences on information representation capability(IRC) and information contribution. The impact of Information literacy on IRC is found to be significant, and IRC is positively related to information contribution. In addition, approval motive is proven to be key determinant of IRC and information contribution. Some practical implications of these findings are discussed.

Comparison of Online Game User Communities by using Social Network Analysis (소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교)

  • Ha, Sung-Ho;Im, Kwang-Hyuk;Pae, Hyun-U
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.178-189
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    • 2009
  • This paper investigates the influence of social networks on the satisfaction and loyalty of online game users. We gather the resulting questionnaires written by all respondents and compare social networks of users in the online game world. Social networks of online game users influence a sense of community. In consequence, the community sense influences the satisfaction and loyalty of online game users, respectively. Therefore, the companies which produce an online game and provide various services to users should consider the social networks and communities of their game users. Especially they have to try to manage the users who are the opinion leaders of the online game. If the companies make good relationships with users who are the opinion leaders of the online game, they would easily improve the loyalty of ordinary users by performing word-of-moth marketing of the users' opinions concerning about the online game.

Structural Relationship of Content Trait, Identification, Loyalty on Online Brand Community (온라인 브랜드 커뮤니티에서 콘텐츠 특성, 동일시, 충성도간의 구조적 관계)

  • Lee, Jong-Ho;Ock, Jung-Won;Yun, Dae-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.385-396
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    • 2011
  • The purpose of this study was to investigate contents identification and brand community identification on the brand community. Analysis was performed for the empirical study where important variables of this framework included attractiveness, similarity, intimacy, information quality, contents identification, and community identification, loyalty. I collected the 184 data through survey and analyzed them. The data were recorded and analyzed using the SPSS 14.0 and LSREL 8.30. The brief findings of the study were as below: Given the finding of the study, users who have contents identification directly don't affect on purchase loyalty. Therefore, company intensifies users' visiting community. Users who consistently visit community have purchase loyalty. Existing studies on online brand community is a study for the identification. This study identified the dimensions of the content attribute of the content identification and brand community identification were examined by questionnaires. Accordingly, the company operating the brand community to provide more useful suggestions.

A Computational Model of Trust and Its Applications in Internet Transactions (인터넷 거래에서 신뢰도의 계산적 모델 및 적용)

  • Noh, Sang-Uk
    • Journal of Internet Computing and Services
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    • v.8 no.4
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    • pp.137-147
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    • 2007
  • As Web-based online communities are rapidly growing, the agents in social groups need to know their measurable belief of trust for safe andsuccessful interactions. In this paper, we propose a computational model of trust resulting from available feedbacks in online communities. The notion of trust can be defined as an aggregation of consensus given a set of past interactions. The averagetrust of an agent further represents the center of gravity of the distribution of its trustworthiness and untrustworthiness. And then, we precisely describe the relationship between reputation, trust, and averagetrust through a concrete example of their computations. We apply our trust model to online internet settings in order to show how trust mechanisms are involved in a rational decision-making of the agents.

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