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Utilization of UCC in Convergence Era (컨버전스시대 UCC의 활용)

  • Lyou, Chul-Gyun;Park, Na-Young
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.89-98
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    • 2007
  • UCC(User Created Content) is attracted public attention in the era of web2.0 that users create, distribute and consume various kinds of media content through a web platform standing on participation, collaboration and openness. As most discussion about UCC is centered on making benefit using it, it is understood as 'the information commodity' which is appropriated to new media environment. But UCC have to be understood not only as the information commodity but as 'the state of media'. UCC can be classified into two types based on desire for transparency and opaqueness from the media's genealogical point of view which is the logic of 'remediation' that J.Bolter and R.Grusin suggested. In the convergence era that a lot of new media appear, for example IPTV and DMB, this study devise a method of the utilization of UCC from diverse aspects of remediation in the paradigm of convergence.

A Study on the Utilization Plan of Lexical Resources for Disaster and Safety Information Management Based on Current Status Analysis (재난안전정보 관리를 위한 어휘자원 현황분석 및 활용방안)

  • Jeong, Him-Chan;Kim, Tae-Young;Kim, Yong;Oh, Hyo-Jung
    • Journal of the Korean Society for information Management
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    • v.34 no.2
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    • pp.137-158
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    • 2017
  • Disaster has a direct influence on the lives of the people, the body, and the property. For effective and rapid disaster responses, coordination process based on sharing and utilizing disaster information is the essential requirement Disaster and safety control agencies produce and manage heterogeneous information. They also develop and use word dictionaries individually. This is a major obstacle to retrieve and access disaster and safety information in terms of practitioners. To solve this problem, standardization of lexical resources related disaster and safety is essentially required. In this paper, we conducted current status analysis about lexical resources in disaster and safety domain. Consequently, we identified the characteristics according to lexical groups. And then we proposed the utilization plan of lexical resources for disaster and safety information management.

A Study on Ontology-based Keywords Structuring for Efficient Information Retrieval (연구.학술정보 효율적 검색을 위한 온톨로지 기반의 주제 색인어 구조화 방안 연구)

  • Song, In-Seok
    • Journal of Information Management
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    • v.39 no.4
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    • pp.121-154
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    • 2008
  • In this paper, a ontology-based keyword structuring method is proposed to represent the knowledge structure of scholarly documents and to make inferences from the semantic relationships holding among them. The characteristics of thesaurus as a knowledge organization system(KOS) for subject heading is critically reviewed from the information retrieval point of view. The domain concepts are identified and classified by analysis of the information activities occurring in a general research process based on scholarly sensemaking model. The ontological structure of keyword set is defined in terms of the semantic relationship of the canonical concepts which constitute scholarly documents such as journal articles. As a result, each ontologically structured keyword set of a document represents the knowledge structure of the corresponding document as semantic index. By means of the axioms and inference rules defined for information needs, users can efficiently explore the scholarly communication network built on the semantic relationship among documents in an analytic way based on the scholarly sensemaking model in oder to efficiently retrieve the relevant information for problem solving.

The Study on Evolutionary Process of Online-Game Companies' Alliance Strategy for Product Diversification (온라인 게임 기업의 제품 다원화를 위한 제휴 전략 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.57-68
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    • 2011
  • This study approaches how newly emerged game companies has implemented strategies for product diversification according to market growth cycle(beginninggrowing-mature) by empirical case study through evolutionary theory and resource based theory approach. At the beginning, online game companies had grown with different strategies(technology based, service based) by initial condition(genre, technological level, user attribute). After market growth, for product diversification, these companies carried out path-dependent alliance strategy(complementary, competitive) depending on resource base(technology capacity, service capacity based). As online game market getting mature, these companies has adapted flexibly in responding to market growth cycle by integrated strategy(naturally selected to mobilize every possible resource capability). By analyzing the alliance strategies pattern of online game companies in newly emerged game industry according to market growth cycle through combination of resource based theory and evolutionary theory, these results suggest that new industrial, theoretical, policy model is required.

Exploring Strategy of Health Contents for Smart Media : Utilizing Information and Data (스마트 미디어 환경에 적합한 헬스 콘텐츠 전략 탐색 : 정보와 데이터 활용을 중심으로)

  • Yoon, Hongsuk;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.85-96
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    • 2015
  • With the emergence of smart media and devices which are able to continuous data monitor, the usage patterns of access and acquire health information are changed. Health contents should be provided to promote intrinsic motivation considering the way of cognizing and processing data in human information interaction. For this, planning for prevention centered health contents is required to utilize personal information and medical big data for engagement with the contents. Therefore, this paper reviews previous studies of health communication dealing with users' information literacy like e-health literacy. In addition, the paper classifies ways of communication when mediate IT as immediacy, interaction and data capturing. In conclusion, strategies of health contents for promoting users' intrinsic motivation are explored and its implications are discussed.

Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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An Exploratory Study on the Developmental Process of Internet Portals: Perspectives on Commercialization (인터넷 포털 기업의 발전과정에 관한 탐색적 연구: 수익화 관점에서)

  • Jung, Kyung-Ae;Park, Seung-Bong;Han, Jae-Min
    • Information Systems Review
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    • v.6 no.2
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    • pp.95-111
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    • 2004
  • Internet portal is an entryway, the first page encountered before the user entered target sites. Despite tremendous interest in the proliferation of internet portals, there is little, if any, research that demonstrates developmental process of internet portals. This developmental process is important to the generation of critical mass for e-business. The objective of this research is to discuss the process and evolution of internet portals via qualitative research. In doing so, we present $2{\times}2$ matrix as determinant with analyzing how it impacts developmental process of internet portals and perform case study to demonstrate them. The result shows that First, all internet portals are have tried to link 4C and commercialization through developmental process. Second, community service is one of the most important ways to realize commercialization in electronic market.

Place-shifting of TV Content by the Use of Slingbox and the Copyright (슬링박스를 이용한 TV프로그램의 장소이동 시청의 저작권법상의 성격)

  • Cho, Youn-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.158-167
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    • 2013
  • This research examines the legal liability of place-shifting of TV contents by the use of the Slingbox. The place-shifting of TV contents is fair use because it is a non-commercial private use based on the relevant case law regarding time-shifting and device-shifting such as Sony, RIAA and Napster. But the sharing of place-shifting function is likely to be liable for copyright infringement. And place-shifting may not be fair use based on the cases which denied fair use of time-shifting and space-shifting because the consumers' convenience for the use of the copyrighted work is against the purpose of legislation of copyright law. Place-shifting is unlikely to have a significant effect on the potential market for TV contents because it presents lucrative new platforms to disseminate TV contents to computers and mobile devices. However it is likely to have negative effect because various devices can be the follow-up marketplaces of the copyright holders of TV contents. This study proposes the "innovative medium defense," a new doctrine to analyze liability of innovative media.

A Study on Improvement Plan and Case Study on Implementation of Image Record DB in a Provincial Office (광역자치단체의 영상기록물 DB 구축 사례분석 및 개선방안 연구)

  • Kim, Yong;Choi, Ji-Hyun;Suh, Jin-Won;Kang, Hye-Young
    • Journal of Korean Society of Archives and Records Management
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    • v.9 no.1
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    • pp.197-219
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    • 2009
  • Photographic records are very useful and meaningful in the point of view that users can understand those things easily. However, there are few case of digitalizing photographic records, compared to printed records because of high cost and management limitation. The purpose of this study is to provide improvement plan and consideration for digitalizing analog photographic records. To achieve the goals, this study analyzes management status of photographic records in 16 provincial offices. Also, this study performs a case study on digitalization of analog photographic records and implementation of DB relating digitalized photographic records in J provincial office. Based on the results, this study proposes how to digitalize analog photographic records, and manage of digitalized photographic records.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.