• Title/Summary/Keyword: 이용자요소

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Can Online Community Managers Enhance User Engagement?: Evidence from Anonymous Social Media Postings (온라인 커뮤니티 이용자 참여 증진을 위한 관리자의 운영 전략: 대학별 대나무숲 분석을 중심으로)

  • Kim, Hyejeong;Hwang, Seungyeup;Kwak, Youshin;Choi, Jeonghye
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.211-228
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    • 2022
  • As social media marketing becomes prevalent, it is necessary to understand the administrative role of managers in promoting user engagement. However, little is known about how community managers enhance user engagement in social media. In this research, we study how managers can boost online user participation, including clicking likes and writing comments. Using the SUR (Seemingly Unrelated Regression) model, we find out that the active participation of managers increases user engagement of both passive (likes) and active (comments) ones. In addition, we find that the number of emotional words included in posts has a positive effect on the passive engagement whereas it negatively affects the active engagement. Lastly, the congruency between posts and comments positively affects users' passive engagement. This study contributes to prior literature related to online community management and text analyses. Furthermore, our findings offer managerial insights for practitioners and social media managers to further facilitate user engagement.

A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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A Study on Traits and Remedy of Library Anxiety among International Users in Academic Library (대학도서관 외국인 이용자의 도서관불안의 특성과 해소방안 연구)

  • Yoo, Jiyoon;Jeong, Dong Youl
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.21-42
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    • 2020
  • This study aimed to analyze library anxiety among international users in various aspects and make suggestions for alleviating library anxiety. Subjects were 'international users using the academic library' not only including international students but also including international professors and researchers to analyze library anxiety in various aspects. S university with most international users was selected for the study, and the surveys were distributed. The questionnaires completed by 369 international users were analyzed. The overall average of library anxiety among international users is 2.96, and 'knowledge of the library' appears to be the greatest source of library anxiety among international users. An analysis revealed that variables including status, nationality, library instruction, the reason for using the library, Korean proficiency, and cultural understanding contributed significantly to the library anxiety level. Based on these findings, recommendations for library service, staffing, environment, and resources were made to help alleviate library anxiety.

북미 커뮤니티가든의 공간구성 특성 고찰 - 시애틀 피패치(P-Patch)를 중심으로 -

  • Kim, Yu-Na;Choe, Jeong-Min
    • Proceedings of the Korean Institute of Landscape Architecture Conference
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    • 2017.10a
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    • pp.72-75
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    • 2017
  • 도시농업 및 커뮤니티에 대한 사회적 관심에 편승하여 근래 도시의 커뮤니티가든(Community Garden)이 주목받고 있다. 북미의 커뮤니티가든은 농작물 생산 위주의 개인텃밭을 포괄한 지역사회의 구성원과 함께 만들어가는 오픈스페이스의 형태로, 화훼 등을 포괄하는 개념으로 간주되고 있다. 본 연구에서는 커뮤니티가든의 발상지인 북미 중에서도 가장 선진적인 사례로 손꼽히고 있는 미국 워싱턴주 시애틀(Seattle)시의 피패치(P-Patch)를 대상으로, 85개의 현장 전수조사를 통하여 공간설계 및 디자인요소를 추출하여 시사점을 도출하였다. 분석결과, 첫째 시애틀 피패치의 일반적인 디자인 구성요소는 기반시설, 지원시설, 휴게시설, 특수시설, 친환경시설 등 다섯 가지 기능으로 대별할 수 있는데, 지원시설로는 공구함(Tool Shed)이나 수전시설(Spigot)이, 친환경시설로는 도마(Cutting Board)나 퇴비함(Compost Bin)이 대부분 설치되어 있다. 둘째, 피패치의 공간구성 및 디자인적 특징으로는 이용자 수요 및 입지적 특성을 반영한 유연한 정원 설계를 들 수 있다. 셋째, 피패치는 다목적형 기능을 겸비한 복합적 공공장소로서 공공의 제도적 지원과 시민운동을 연계하는 기회를 제공하고 있다. 넷째, 지속가능성을 담보하기 위해 다양한 이해관계자(이용자, 코디네이터, 운영진, 전문가, 지역주민, 자원봉사자 등)와의 파트너십 구축, 다양한 재원 조달 방안 모색, 체계적인 모니터링 시스템 구축 및 운영을 지속하고 있다.

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A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.

Design on the Standard Metadata for the E-Dissertation (전자형태 학위논문을 위한 표준 메타데이터 설계)

  • Nam Young-joon
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.263-284
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    • 2005
  • This study aims to develop a standard set for metadata to describe E-dissertation. This standard is designed for interoperability and for convenience of integrated information retrieval. This will allow one to improve existing federated searches, create united databases, and provide greater consistency for researchers searching for thesis and dissertation at different institutions. The fourteen meta elements-nine from Dublin Core and four from local need-are proposed along with newly expanded meta elements, 'thesis.degree.name', 'thesis.degree.level', 'thesis.degree.discipline' and 'thesis.degree.grantor.'

A Study on the Introduction of Information Commons to the University Libraries (대학도서관의 Information Commons(정보공유공간) 도입에 관한 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.38 no.1
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    • pp.67-87
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    • 2007
  • This study aims to suggest the ways to apply Information Commons to local university libraries, which face various changes in users and information environment, for using the libraries' space more effectively and for providing users with more satisfying services. Information Commons, which is a concept having been gradually spreading mainly in the U.S. from the early 1990's, is a service place where users can work out anything related to their studies or various lecture-related jobs because they are provided with various information and electronic resources in that one spot. Researches show that physical and human resources should be prepared before executing Information Commons to minimize the problems and to maximize the effectiveness from applying it. Physical resources are such as PC rooms, multimedia rooms, education rooms, one person or group study rooms, and cafe or lounge. Human resources are the librarians who can do reference services including giving the lectures on using library information resources and who can solve the operating problems related to IT.

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A Plan to Improve the Use of Personal Mobility by Reflecting Playground Design Elements (Playground 설계 요소를 반영한 Personal Mobility 이용 증진방안)

  • Na, Yejin;Lee, So Yeon;Lee, Do Yun;Kim, Seung Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.3
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    • pp.47-58
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    • 2021
  • Recently, personal mobility (PM)-related complaints and PM accidents have increased as the number of users soars due to growth in the domestic PM market and the emergence of a number of electric scooter-sharing services. As a result, the need for PM education and practice spaces is emerging as a way to reduce accidents caused by poor PM manipulation and operation. In this study, we analyze the relevant conflict factors in order to come up with a systematic operation and activation plan for PM, and as an alternative, we review and propose how to operate a PM playground and test zone. It is expected that basic data collection and analysis of rudimentary driver behavior through PM playground operations will improve users' operational safety, and various conflicts of interest between users and non-users will be resolved by installing facilities to secure their safety.

The Effect of Perceived Information Control on the Knowledge Sharing Intention of the Social Network Service Users (인지된 정보 통제가 소셜 네트워크 이용자의 정보 제공 의도에 미치는 영향)

  • Lee, Un-Kon;Kim, Kyong Kyu;Song, Ho Hyeon
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.107-127
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    • 2013
  • The evolution of IT facilitated the communication and knowledge sharing between the social network service (SNS) users. When the more information about SNS users had been posted in SNS site, SNS users had sometimes exposed in the risk of privacy invasion. To remedy this problem, we had introduced the information control mechanisms from the prior studies in data management to the SNS area and empirically validated the effect of these mechanisms in this research. Three information control mechanisms had been elected as access control, reference control and diffusion control. We had conducted a survey to the Facebook users which is the most famous SNS site. 459 data had been gathered and analyzed by PLS algorism. As the results, reference control and diffusion control has significantly increased the trust on SNS providers and decrease the privacy concern. This change could significantly affect on the satisfaction with the SNS site and knowledge sharing intention of SNS users. This study could introduce the new perspective about privacy protection issues in SNS area. Also, the information control mechanisms suggested in this study could contribute to make more robust privacy protection mechanisms in SNS site in practice.

항공 AIDC를 응용한 VTS 관제센터간 선박관제권 이양절차 도입

  • Yu, Jae-Man;Jeong, Gyeong-Hwa
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.06a
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    • pp.368-370
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    • 2013
  • 현재 전 세계 체약국들은 증가하는 항공수요를 충족하고 공역의 이용 효율성 및 항공기 운항의 경제성 등을 제고하기 위해 국제민간항공기구(ICAO)에서 전략적으로 개발하고 채택한 차세대항법시스템(New CNS/ATM, PBN 등)의 각종 항법 및 통신 어플리케이션 등을 도입 적용하고 있다. 이 가운데 AIDC(ATS inter-facility Data Communication)는 조종사와 관제사간 반복적으로 이루어지는 교신(Verbal Communication)사항을 포맷화한 후 데이터로 송출하여 조종사와 관제사 양측 모두의 업무로드를 감소시키며 주파수 점유 시간을 단축시켜 주파수 활용도를 크게 증가시키고 있다. 또한, 비영어권 국가와의 음성 통신시 부정확한 발음 등으로 야기 될 수 있는 인적요인(Human Factor)을 사전 제거하는 등 많은 혜택(Benefits)을 제공하고 있다. 비록 이번 연구에서 항공 AIDC의 모든 요소가 VTS에 1:1 적용 되지는 않지만 AIDC의 주요 요소(TOC, AOC 등)와 우리 해상교통 실정에 맞는 응용 요소(RTOC)를 추가하여 주파수와 관제센터는 다르지만 관제구역이 서로 인접해 있는 구역에 적용시켜 잠재적 위험요소를 사전에 예방하고, 궁극적으로 Service provider로서 이용자 중심의 VTS를 설계하고자 한다.

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