• Title/Summary/Keyword: 커뮤니케이션 서비스

Search Result 632, Processing Time 0.028 seconds

Factors Influencing Internet Media Credibility among College Students (대학생들의 인터넷 미디어 신뢰도에 영향을 미치는 요인 고찰 - 미디어 리터러시 역량을 중심으로)

  • Kim, Yon-Jong;Ahn, Jung-Im
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.2
    • /
    • pp.438-449
    • /
    • 2019
  • This study explored the perception of internet media credibility and influencing factors among college students who are routine users of internet-based media. Media literacy competences are of primary interest among others in that users' media literacy such as information evaluation, critical understanding of media, and information sharing are assumed to be related to media credibility. The results of analysis revealed critical understanding ability to be statistically significant and consistently influencing factor. Users with more critical view on media ownership, represented reality, commercial intention of media seemed less likely to trust internet media. Whereas media use motive for information was found to be a strong predicting factor, motive for pleasure showed no relationship with credibility. Based on the findings, suggestions for new research and limitations of the study were discussed.

A Study on Consumers' Perception of and Use Motivation of Artificial Intelligence(AI) Speaker (인공지능 스피커(AI 스피커)에 대한 사용자 인식과 이용 동기 요인 연구)

  • Lee, Heejun;Cho, Chang-Hoan;Lee, So-Yoon;Keel, Young-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.138-154
    • /
    • 2019
  • This study was conducted to identify the use motivations of AI speaker and examine the characteristics of AI speaker users. Based on the uses and gratifications theory, The study results show that the user motivations of AI speaker are four dimensional, namely escaping from daily problems and maintaining social relationships, information acquisition and learning, entertainment and relaxation and pursuit of practicability. The main AI speaker users are in their 30s, and they are innovative to actively use AI speakers for entertainment purposes such as listening to music. The four sub-dimensions differed as we compared them with user characteristics. Specifically, the motivation for escaping from daily problems and maintaining social relationships varied with gender and age. Moreover, age and informativeness were identified to have an influence on the motivations of information acquisition and learning and entertainment and relaxation. In sum, this research provides practical implications into how to strategically create contents and services for AI speakers.

An Analysis on the Effect of Website Factors on Relationship Quality and Behavioral Intention: Focusing on Internet Shopping mall of Chinese (중국의 웹사이트 요소가 관계품질과 구매 후 행동에 미치는 영향)

  • Kim, Jae-Wook;Jeon, Oi-Sul
    • International Area Studies Review
    • /
    • v.16 no.3
    • /
    • pp.159-180
    • /
    • 2012
  • The objectives of this study are to identify significant antecedents of trust and satisfaction and to examine the relationship between trust and satisfaction and interrelationship between trust, satisfaction, loyalty, relationship retention and intention of words of mouth based on buyers of Chinese internet shopping mall. The questionnaire was collected by personal interview. A total of 448 completed questionnaires were collected. Confirmatory factor analysis was conducted to test the validity of the measurement model, and the structural model also was analyzed to examine the associations hypothesized in the research model. This study uses AMOS program to investigate the research model. Results in this paper indicate that the antecedents of trust and satisfaction have three dimensions, namely communicational, traditional and relational factors. All these three functions are positively related to trust and satisfaction. Also the results show that trust and satisfaction are positively related to loyalty, relationship retention and intention of words of mouth. Finally, this study suggests the implications of these findings and offers directions for future research.

A Home Management System Using Smart Devices in an IoT Environment (IoT 환경에서의 스마트디바이스를 활용한 주택관리시스템)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.807-808
    • /
    • 2016
  • With the recent rise in nuclear families and single-member families, there is a need for the kind of home management unaffected by neither space nor time. Moreover, electronic devices in and around the home need to be managed efficiently and prevented from overheating, and there is an increasing risk of fire, theft, and leak of personal data with these devices, which is leading to an increase in the economic costs. Accordingly, there is a growing need for an efficient and secure smart home management system. This paper proposes a home management system that uses smart devices. This system has addressed the shortcomings of a conventional Internet-based home network. Furthermore, it communicates with IoT-enabled devices and features intelligent information home appliances that are isolated from personally identifiable information and which are secure against advanced persistent threats, a type of cyber-attack.

  • PDF

Development of e-learning support platform through real-time two-way communication (실시간 양방향 소통을 통한 이러닝 학습 지원 플랫폼의 구축)

  • Kim, Eun-Mi;Choi, Jong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.7
    • /
    • pp.249-254
    • /
    • 2019
  • The concept of 'Edu-Tech', which is rapidly reorganized around e-Learning, has been spreading along with the development of intelligent information technology according to the fourth industrial revolution such as Artificial Intelligence (AI), Internet of Things (IoT), BigData. Currently, leading companies are conducting online education services, but real-time two-way communication is difficult. In addition, in the case of off-line class, there are many students, and not only the time is limited, but also they often miss the opportunities to ask questions. In order to solve these problems, this paper develops a real - time interactive question and answer management system that can freely questions both on - line and off - line by combining the benefits of offline instant answers and the advantages of online openness. The developed system is a real-time personalized education system that enables the respondent to check the situation of the questioner in real time and provide a customized answer according to the inquirer's request. In addition, by measuring and managing the system usage time in seconds, the questioner and the respondent can efficiently utilize the system.

Big Data Analysis Using on Based Social Network Service Data (소셜네트워크서비스 기반 데이터를 이용한 빅데이터 분석)

  • Nam, Soo-Tai;Shin, Seong-Yoon;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.165-166
    • /
    • 2019
  • Big data analysis is the ability to collect, store, manage and analyze data from existing database management tools. Big data refers to large scale data that is generated in a digital environment, is large in size, has a short generation cycle, and includes not only numeric data but also text and image data. Big data is data that is difficult to manage and analyze in the conventional way. It has huge size, various types, fast generation and velocity. Therefore, companies in most industries are making efforts to create value through the application of Big data. In this study, we analyzed the meaning of keyword using Social Matrix, a big data analysis tool of Daum communications. Also, the theoretical implications are presented based on the analysis results.

  • PDF

Research on Tourist Needs Based on Food Docent-Guided Tour -focused Guangzhou Xiguan (미식 도슨트 가이드 투어를 통한 관광객 수요 분석 -광저우 시관을 중심으로)

  • Chen, Ding-Ding;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.12
    • /
    • pp.79-87
    • /
    • 2020
  • Under the background of regional cultural development and cities' diversity, various tourist destinations attract tourists' attention and visit by mining their unique folk culture. As a part of sustainable tourism, gastronomy tourism can provide residents and tourists services only by improving the residents' facilities without damaging the environment. However, the existing gastronomy tourism only makes tourists in the folk scene, and tourists can not overstep the cultural differences caused by intersubjectivity to experience the core of folk culture. This paper attempts to use the observation method, cross-subject study, and case study to study the role of food docent-guided tours in understanding folk culture. Moreover, the docent-guided tour studies how the docent can help tourists go deep into the core of folk culture better to realize the sustainable development goal of gastronomy tourism.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.519-528
    • /
    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1148-1157
    • /
    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Development of Multi-person remote collaboration system using WebRTC for fields adaptation (WebRTC를 이용한 현장 적응형 다자간 원격협업 시스템 개발)

  • Lee, Kwanhee;Kim, Ji-In;Kwon, Goo-Rak
    • Smart Media Journal
    • /
    • v.10 no.4
    • /
    • pp.9-14
    • /
    • 2021
  • In the case of the existing remote collaboration, the remote support service-oriented system is not suitable for the use of the field-oriented multi-person remote collaboration system. This paper is a remote collaboration system development for various industrial sites. We develop remote support and work management that faces the various needs of industrial sites, real-time video remote support between workers, and real-time voice work sharing between workers. In addition, The goal of the development aims to increase the usability by strengthening the security function through encryption in the video and to develop a more efficient system. Finally, the development contents are the remote management and the support software development, Android app development for worker, WebRTC-based remote collaboration system construction and development, and prototype development. These products are expected to increase demand and increase sales by installing and operating at industrial sites, and can promote manpower training, understanding trending technologies, and improving capabilities.