• Title/Summary/Keyword: Casual communication

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ICPIS Construction using KP Agent (KP AGENT를 이용한 기술정보공간의 구축)

  • 박경우;배상현
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.2
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    • pp.14-21
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    • 2000
  • In the position of the users, it suggests the technology information space as a now paradigm, which supplement the function of science information DB. ICPIS which inputs described papers with keywords, offers the itemized summary of these contents, the visual indication and comparison of similar thesis. and it also supplises the abundant summary information, survey information, more than ten volumes of info communication thesis with starting the casual relation extraction for the users, playing a significant role in ICPIS is called KP, and it is package of domain knowledge that unifies the extraction and structure narration of the technology information. ICPIS extracts the technology information among the thesis that are deserved by the natual language treatment in the itemized KP described , and form the prescribed summary structure in KP.

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A Study on Routine Formulas and Downgraders of Request Act in High School English Textbooks

  • Yang, Eun-Mi
    • English Language & Literature Teaching
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    • v.11 no.2
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    • pp.111-134
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    • 2005
  • This paper examines high school English textbooks to ascertain if they appropriately reflect the kinds and frequencies of routine formulas and downgraders of request act used by English native speakers. It is important to present authentic routine formulas in textbooks for students to acquire proper, efficient and safe communication strategies to communicate with other English speakers. For the analysis, currently available 7 series of 21 high school English textbooks under the $7^{th}$ National Curriculum were selected. Each series of textbooks contains 3 school grade textbooks as High School English, High School English I, and High School English II. The results show that the high school English textbooks generally demonstrate a secund reflection of the English native speakers' use of request strategies and downgraders. That is, the textbooks were found to have presented mostly casual forms of routine formulas while they have not presented sufficient coverage of elaborated polite routine formulas for requesting which English native speakers frequently use. The presence of some kinds of the frequently used downgraders was also very small in proportion in the textbooks. More effort should be given to complement the deficiency in this area by teachers and researchers.

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Unusual Suspect of Societal Innovativeness in Online Social Innovation Community: A Network and Communication Framework

  • Lee, Jemin Justin;Cheon, Youngjoon;Han, Sangyun;Kwak, Kyu Tae
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5841-5859
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    • 2018
  • The widespread adoption of the social computing paradigm has ushered in the development of online social innovation community (OSIC) as a promising method for solving social problems. Previous studies have not explicitly considered the conceptual factors that facilitate these communities' users' innovative activities, so it is vital to conduct empirical studies to verify the effectiveness of these factors. In this paper, the primary goals are to construct a theoretical model of the social innovation and empirically verify the casual relationship between theoretical factors and societal innovativeness. A survey of 398 OSIC users was conducted to empirically validate the theoretical model. The causal relationships between network characteristics and social innovativeness were experimentally tested. The results of this study indicated that ambiguity, switching, and multiplexity are important factors that facilitate social innovativeness, which contradicts the prior assumptions about innovation performance.

A Study on Promoting Optimism Utilizing a Communication Board Game - With a focus on college students (커뮤니케이션 보드 게임을 활용한 낙관성 증진에 관한 연구 대학생 집단을 중심으로)

  • Gim, Hye-Yeong;Ryu, Seol-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.117-122
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    • 2017
  • This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.

A Design of KP AGENT for Intelligent Information Retrieval (지능형 정보검색을 위한 KP AGENT의 설계)

  • 박경우;배상현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.2
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    • pp.443-451
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    • 2000
  • Until now, there have been various kinds of science information databsae which databased the science technology information, but they do not satisfy the aspiration of the users. Therefore, in the position of the users, it suggests the technology information space as a now paradigm, which supplement the function of science information DB. ICPIS which inputs described papers with keywords, offers the itemized summary of these contents, the visual indication and comparison of similar thesis, and it also supplises the abundant summary information, survey information, more than ten volumes of info communication thesis with starting the casual relation extraction for the users, playing a significant role in ICPIS is called KP, and it is package of domain knowledge that unifies the extraction and structure narration of the technology information. ICPIS extracts the technology information among the thesis that are deserved by the natural language treatment in the itemized KP keywords described, and form the prescribed summary structure in KP.

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

The Effect of Online WOM of Menu Product Consumers on Product Perception Risk and WOM Effect

  • HEO, Yeong-Wook
    • Journal of Distribution Science
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    • v.18 no.3
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    • pp.77-85
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    • 2020
  • Purpose: This study examined marketing value as online word-of-mouth media in the foodservice industry, and it did research on online word-of-mouth (e-WOM) communication marketing schemes using mass communication in the industry. The study is also intended to investigate the impact of electronic word-of-mouth (e-WOM) information and communication on product awareness risks, benefits, and word-of-mouth (WOM) impacts on restaurant consumers. Research design, data, and methodology: The analysis was conducted on a valid questionnaire of 425 menu product consumers. The survey was conducted for two months in March 2019. The collected data was analyzed using SPSS and hierarchical regression analysis was applied. Results: It did empirical research on the reciprocal casual relations to online and the existing word-of-mouth communication that have to be preceded to understand characteristics of online word-of-mouth communication for the purpose of this study. The result is summarized as follows. First, the online word-of-mouth (e-WOM) effect on product recognition risk shows the statistically significant effect of information sender characteristics, information recipient characteristics, and online word-of-mouth (e-WOM) communication on product recognition risk. Second, the influence of online word-of-mouth (e-WOM) on product risk benefits shows that the information sender characteristics, the information receiver characteristics, and online communications have a statistically significant effect on product risk benefits. Third, online word of mouth risk recognition had a statistically significant effect on word of mouth acceptance. Fourth, online risk benefit had a statistically significant positive effect on word of mouth (WOM) effect. Conclusions: The communication between online word of mouth (e-WOM) sender and recipient had a positive influence on the product evaluation and attitude change in the foodservice industry, and the word-of-mouth (WOM) effect affected financial and non-financial performance. The results mentioned above indicated that the communication between the sender of the information and the receiver of the information had a positive effect on the product evaluation and attitude change of the menu consumer, and the word-of-mouth (WOM) result affected the financial. Therefore, the online word-of-mouth (e-WOM) effect has a positive effect on the word-of-mouth (WOM) effect of menu products when performed simultaneously and positively between the information sender and the information receiver.

A PLS Path Modeling Approach on the Cause-and-Effect Relationships among BSC Critical Success Factors for IT Organizations (PLS 경로모형을 이용한 IT 조직의 BSC 성공요인간의 인과관계 분석)

  • Lee, Jung-Hoon;Shin, Taek-Soo;Lim, Jong-Ho
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.207-228
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    • 2007
  • Measuring Information Technology(IT) organizations' activities have been limited to mainly measure financial indicators for a long time. However, according to the multifarious functions of Information System, a number of researches have been done for the new trends on measurement methodologies that come with financial measurement as well as new measurement methods. Especially, the researches on IT Balanced Scorecard(BSC), concept from BSC measuring IT activities have been done as well in recent years. BSC provides more advantages than only integration of non-financial measures in a performance measurement system. The core of BSC rests on the cause-and-effect relationships between measures to allow prediction of value chain performance measures to allow prediction of value chain performance measures, communication, and realization of the corporate strategy and incentive controlled actions. More recently, BSC proponents have focused on the need to tie measures together into a causal chain of performance, and to test the validity of these hypothesized effects to guide the development of strategy. Kaplan and Norton[2001] argue that one of the primary benefits of the balanced scorecard is its use in gauging the success of strategy. Norreklit[2000] insist that the cause-and-effect chain is central to the balanced scorecard. The cause-and-effect chain is also central to the IT BSC. However, prior researches on relationship between information system and enterprise strategies as well as connection between various IT performance measurement indicators are not so much studied. Ittner et al.[2003] report that 77% of all surveyed companies with an implemented BSC place no or only little interest on soundly modeled cause-and-effect relationships despite of the importance of cause-and-effect chains as an integral part of BSC. This shortcoming can be explained with one theoretical and one practical reason[Blumenberg and Hinz, 2006]. From a theoretical point of view, causalities within the BSC method and their application are only vaguely described by Kaplan and Norton. From a practical consideration, modeling corporate causalities is a complex task due to tedious data acquisition and following reliability maintenance. However, cause-and effect relationships are an essential part of BSCs because they differentiate performance measurement systems like BSCs from simple key performance indicator(KPI) lists. KPI lists present an ad-hoc collection of measures to managers but do not allow for a comprehensive view on corporate performance. Instead, performance measurement system like BSCs tries to model the relationships of the underlying value chain in cause-and-effect relationships. Therefore, to overcome the deficiencies of causal modeling in IT BSC, sound and robust causal modeling approaches are required in theory as well as in practice for offering a solution. The propose of this study is to suggest critical success factors(CSFs) and KPIs for measuring performance for IT organizations and empirically validate the casual relationships between those CSFs. For this purpose, we define four perspectives of BSC for IT organizations according to Van Grembergen's study[2000] as follows. The Future Orientation perspective represents the human and technology resources needed by IT to deliver its services. The Operational Excellence perspective represents the IT processes employed to develop and deliver the applications. The User Orientation perspective represents the user evaluation of IT. The Business Contribution perspective captures the business value of the IT investments. Each of these perspectives has to be translated into corresponding metrics and measures that assess the current situations. This study suggests 12 CSFs for IT BSC based on the previous IT BSC's studies and COBIT 4.1. These CSFs consist of 51 KPIs. We defines the cause-and-effect relationships among BSC CSFs for IT Organizations as follows. The Future Orientation perspective will have positive effects on the Operational Excellence perspective. Then the Operational Excellence perspective will have positive effects on the User Orientation perspective. Finally, the User Orientation perspective will have positive effects on the Business Contribution perspective. This research tests the validity of these hypothesized casual effects and the sub-hypothesized causal relationships. For the purpose, we used the Partial Least Squares approach to Structural Equation Modeling(or PLS Path Modeling) for analyzing multiple IT BSC CSFs. The PLS path modeling has special abilities that make it more appropriate than other techniques, such as multiple regression and LISREL, when analyzing small sample sizes. Recently the use of PLS path modeling has been gaining interests and use among IS researchers in recent years because of its ability to model latent constructs under conditions of nonormality and with small to medium sample sizes(Chin et al., 2003). The empirical results of our study using PLS path modeling show that the casual effects in IT BSC significantly exist partially in our hypotheses.

A Study on the Characteristics of Fashion in Wanna-Be Phenomenon (워너비 현상 (Wanna-Be Phenomenon)에 나타난 패션의 특정 연구)

  • Yum Hae-Jung;Kim Ji-Seon;Kim Eun-Jung;Park So-Hyun
    • Korean Journal of Human Ecology
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    • v.9 no.2
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    • pp.53-63
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    • 2006
  • The purpose of this study is to analyze the background and characteristics of fashion in wanna-be phenomenon. The primary source of data has been a collection of recent books, news repots, many articles from various kinds of mass media and fashion internet cite. The results of this study can be summarized as follow. First, The wanna-be phenomenon can be divided the background into three parts : change to entertainment society, increase of mass consumption, increase mutual communication with star and fan. Second, the function of fashion in wanna-be phenomenon can be divided with the following: the function of self-expression, guide book of trendy lifestyle, and play for pleasure. Third, fashion style in wanna-be phenomenon can be divided with the following : chic & gorgeous style, sexy casual & chav style, bohemian mix & match style.

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Non-ethic Behavior and the Process of Adaptation of Used Market Site: An Approach Based on Grounded Theory (아나바다 사이트 참여자의 비윤리적 행동과 반응양식 : 근거이론적 접근)

  • Nam, Su-Jung;Yoo, Hyun-Jung
    • Journal of the Korean Home Economics Association
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    • v.44 no.12
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    • pp.189-201
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    • 2006
  • The purpose of this study was to explore consumers' experiences in one used market site. For this purpose, in-depth interviews were conducted for the 8 consumers who were members of the used market site. In the study methodology, the grounded theory designed by Strauss and Corbin was utilized. From the analysis results, 23 subcategories and 11 categories were created. In the axial coding, the following paradigm model was proposed: 1) the casual conditions were "the pond of information" and "underground market," 2) the contextual conditions were "inconsistent behavior" and "error of communication", 3) the central phenomenon was "non-ethic behavior of seller/buyer, 4) the intervening conditions were "induction of intimacy", "use of patronage", and "creation of network", 5) the action/interaction strategy was "being shrewd", and 6) the consequence was "adaptation/non-adaptation". In selective coding, the core category was "to adapt of non-ethic behaviors through being shrewd." Based on the core category, the following four types of process of adaptation of the used market site were found: "A selfish addict," "An advanced utilitarian", "A hard philosopher," and "A cynical dropout".