• 제목/요약/키워드: 정보욕구

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Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.747-759
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    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.

Analysis of Psychological Factors Inducing Cybercrime (사이버범죄를 유발하는 심리적요인 분석)

  • Lim, HeonWook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.157-163
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    • 2021
  • This study attempted to find individual reasons for inducing cybercrime. The survey was conducted targeting investigators and security experts on 11 types of cybercrime. There are 16 internal factors that cause crime and classified according to Maslow's 5 steps. As a result of the survey on a total of 176 items, the credibility of the Cronbach's Alpha coefficient was 0.925. The result of the factor analysis is as follows. Factor analysis results are maslow phase 1 physiological desire is commercial, sykes. Phase 2 safety desires are not punishable and crowd. The three-stage social desire is impulsiveness, indifference, etc. The fourth stage of respect is anonymity and honor. The desire for self-reality in stage 5 has been reduced to indesity, a loss of moderation, morality, and media effects. In conclusion, the physiological desire, the desire for respect for the crime of infringing on the information and communication network, the desire for menstruation, the desire for self-realization for the crime of using information and communication networks, the desire for self-actualization for the crime of illegal content. It was in the order of desire.

A Study of Needs and Behavior on a Virtual Community: Focused on College Student's Internet Cafe Activities (가상 커뮤니티 이용 욕구(needs)와 행위(behavior)에 관한 연구: 대학생들의 인터넷 카페 이용을 중심으로)

  • Ku, Gyo-Tae
    • Korean journal of communication and information
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    • v.30
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    • pp.7-33
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    • 2005
  • This study examined the type of needs involved in the activities of a virtual community and the impart of gender on online participants' needs and 'perceived control behavior'. In addition, the study tried to figure out how people behave on certain factors. The survey was conducted to 230 local students who have experienced online community activities. The study results showed there were three factors related to a virtual community, 'relational need', 'entertainment need', 'instrumental need'. There was, however, no significant effect between gender and the type of needs, and between gender and 'perceived behavior control'. The results also showed that 'entertainment need' is the most important factor to predict a virtual community participation. This might not Imply the improvement of information technologies helps us return to the communities in which Individuals have a close and affectionate relationship each other.

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Need based Artificial Intelligent Modeling using Analytic Hierarchy Process (계층적 분석 방법을 이용한 욕구기반 AI 모델링)

  • 권일경;이상용
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.619-621
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    • 2004
  • 인공생명은 생물 세계의 특성 일부를 가상 세계의 인공지능적인 객체에 적용하기 위한 시도로 생명이 가진 설러 행동적인 특성을 구현한, 인공적으로 만들어진 시스템을 연구하는 학문이다 이와 같이 인공생명물 통해 인간의 욕구를 게임에 적용하고 표현하기 위한 시도 및 연구가 활발히 진행되고 있다. 인간의 욕구 및 욕구에 대한 표현은 매우 다양하고 복잡하여 어느 특정한 방법으로 모델링하기란 매우 어렵다. 따라서 본 연구에서는 인간의 본성, 분석적 사고, 측정 등에 대한 기본적인 관찰을 통해서 문제를 정량적으로 해결하기 위한 유용한 모델인 AHP룰 이용하여 인간의 욕구를 모델링한다. 그리고 모델링된 인간의 욕구를 성과 민감도 분석과정을 통하여 분석하고 실제 게임에 적용가능한지 알아본다.

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Effect of audience's cognition desire and attention to TV documentary on acquirement of information and understanding (TV 다큐멘터리에 대한 수용자의 인지욕구와 주목도가 정보습득과 이해에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.241-247
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    • 2015
  • This experimental research explores effect of cognition desire as audience's factor, and attention as context factor on audience's acquirement of information and understanding. Most previous researches of media effect focuses on news contents of TV, Newpaper and Internet. However the number of researches on TV documentary which contains lots of information very limited, and It's difficult to find researches on effect of cognition desire and attention on audience. Therefore this research tries to find effect of cognition desire and attention on audience's acquirement of information and understanding through experiment of TV current documentary. For this experimental research, 2 groups of subjects composed of 135 university students were exposed to 2 different viedeo clips of TV current documantary, one with window buzz, the other without it, after designing cognition desire as internal factor of 2 groups. Questions which were designed to measure cognition desire, acquirement of information and understanding of message were asked and analysed. This research found that subjects with higher degeree of cognition desire showed higher degree of acquirement of information and understanding than subjects with lower degree of cognition desire. However the effect of attention on audience's acquirement of information and understanding could not be found.

Applying Rescorla-Wagner Model to Multi-Agent Web Service and Performance Evaluation for Need Awaring Reminder Service (Rescorla-Wagner 모형을 활용한 다중 에이전트 웹서비스 기반 욕구인지 상기 서비스 구축 및 성능분석)

  • Kwon, Oh-Byung;Choi, Keon-Ho;Choi, Sung-Chul
    • Journal of Intelligence and Information Systems
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    • v.11 no.3
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    • pp.1-23
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    • 2005
  • Personalized reminder systems have to identify the user's current needs dynamically and proactively based on the user's current context. However, need identification methodologies and their feasible architectures for personalized reminder systems have been so far rare. Hence, this paper aims to propose a proactive need awaring mechanism by applying agent, semantic web technologies and RFID-based context subsystem for a personalized reminder system which is one of the supporting systems for a robust ubiquitous service support environment. RescorlaWagner model is adopted as an underlying need awaring theory. We have created a prototype system called NAMA(Need Aware Multi-Agent)-RFID, to demonstrate the feasibility of the methodology and of the mobile settings framework that we propose in this paper. NAMA considers the context, user profile with preferences, and information about currently available services, to discover the user's current needs and then link the user to a set of services, which are implemented as web services. Moreover, to test if the proposed system works in terms of scalability, a simulation was performed and the results are described.

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기업정보화와 조직.인력변화

  • No, Sun-Gyu
    • 정보화사회
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    • s.101
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    • pp.20-24
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    • 1996
  • 20세기말 우리 사회에 가장 큰 영향을 미친 것은 바로 컴퓨터이다. 그래서 컴퓨터가 미래를 열어준다는 말까지 생겨났다. 진공관을 이용한 최초의 컴퓨터인 에니악(ANIAC)의 탄생 이후 멀티미디어로서의 수단 뿐만 아니라 광통신이나 인공위성을 이용한 초고속정보의 교류가 일반화되는 경지까지 이르게 한 컴퓨터는 인간의 삶을 보조해주는 가장 강력한 매체로 자리매김하였으며 문화적, 정신적 욕구를 충족시켜주는 역할을 할 것으로 파악된다. 컴퓨터와 전기통신이라는 정보사회의 두 가지 사회적 기술은 C & C(Computer & Communication) 또는 컴퓨티케이션이라는 말로 일컬어지는 통신기술의 디지틀화 및 결합으로 인하여 더욱 강력한 영향력을 발휘하게 되었다. 컴퓨터가 가지고 있는 정보의 처리, 축적, 검색기능이 결합된 정보통신기술은 보다 고도화되고 다양화됨으로써 정보획득과 새로운 정보를 추출하는데 소요되는 시간과 경비를 절약하게 해주어 기업경쟁력 및 개인의 다양한 정보욕구를 충족시키는데 커다란 기여를 하고 있다.

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Development and Application in Measurement of Security Need Satisfaction From Users of Electronic Security System (기계경비시스템 이용자의 안전욕구충족 척도 개발과 적용)

  • Kim, Chan-Sun
    • Korean Security Journal
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    • no.16
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    • pp.47-64
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    • 2008
  • The purpose of this study is to develop the measurement of security needs satisfaction from users of electronic security system, to verify its validity and reliability, and by applying them, to examine the effects between the communities using this system. In 2008, the users of electronic security system in big cities in Seoul(Yong-San, Jong-Lo) and Gyung-Gi Do(Su-Won) for their convenience stores, jewelry shops, communication services, banks, government and public offices, etc. were arranged for a population and 262 of them were used for the final analysis by purposive sampling. This study yields following results. First, the validity of security need satisfaction from users of electronic security system is very high, which means the explanatory adequacy of environmental security need is the highest. Second, the reliability of security need satisfaction from users of electronic security system is very high, in which the reliability value(Cronbach's $\alpha$) of internal consistency is over .765. Third, the security need of electronic security system has the most effects on the group of bank workers. That is, through a close cooperative system between the bank and the service of electronic security system, the more keeping satisfied the environmental, bodily, physical security needs are, the less the in security of this group has. Informational security need has the most effects on convenient store group. It means the service companies of electronic security system offer more services at dawn time and make or supply all sorts of visual information system, which reduces insecurity of the convenient store group.

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