• Title/Summary/Keyword: Content Sharing

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An Implementation of Database Security Using Steganography in the Web (웹 상에서 스테가노그라피 기법을 이용한 안전한 데이터베이스 보안 구현)

  • Moon, Bong-Keun;Ryoo, Du-Gyu;Ko, Myung-Sun;Eom, Ki-Won;Jun, Moon-Seog
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.15 no.2
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    • pp.3-11
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    • 2005
  • As the usage of Internet grows, we share many informations among the others and use more database systems for a various type of data. However, secure database system, which prevents the unauthorized users from modification, deletion, and access, is urgently required for sharing data in Internet. Conventional technologies of a data security are passive methods which depend on several steps with an access control, and these methods are vulnerable against the illegal attack because attacker can see the plain text that is private message. To prevent private data item for the special security from the malicious attack in web database, this paper is devoted to implement database system using steganography method, so we can protect the data item completely because attacker cannot know the secure message although he get the content of database.

The Effect of Social Media Influencer's Parpasocial Interaction and Relationship on Users's Brand Attitude and Purchase Intention (소셜미디어 인플루언서의 준사회적 상호작용과 관계가 이용자의 브랜드 태도와 구매 의도에 미치는 영향)

  • Lee, Eunsun
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.270-281
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    • 2021
  • The emergence of social media and technical development of smart phone allows media users to produce, share and spread a variety of contents, which results in a big change in their media usage pattern. Among those changes, the most prominent one is Youtube's powerful growth. Creators' enthusiastic content productions and users' active sharing actions are caused of the growth. Recently, creators give a powerful effect on users as social media influencer, and the practice of influencer marketing has been focused. This current study is examined the effects of parasocial interaction and relationship on brand attitude and purchase intention. Specially, parasical interaction is divided into identification, interest, and experience parasocial interaction, and the divisions of relationship are trustworthy, friendship, understanding, and commitment. As a result, interest and trustworthy are significant predictors of brand attitude. Also, experience parasocial interaction is negative and friendship is positive predictors of purchase intention. Theoretical and practical implication are discussed.

Exploratory study on the Spam Detection of the Online Social Network based on Graph Properties (그래프 속성을 이용한 온라인 소셜 네트워크 스팸 탐지 동향 분석)

  • Jeong, Sihyun;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.5
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    • pp.567-575
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    • 2020
  • As online social networks are used as a critical medium for modern people's information sharing and relationship, their users are increasing rapidly every year. This not only increases usage but also surpasses the existing media in terms of information credibility. Therefore, emerging marketing strategies are deliberately attacking social networks. As a result, public opinion, which should be formed naturally, is artificially formed by online attacks, and many people trust it. Therefore, many studies have been conducted to detect agents attacking online social networks. In this paper, we analyze the trends of researches attempting to detect such online social network attackers, focusing on researches using social network graph characteristics. While the existing content-based techniques may represent classification errors due to privacy infringement and changes in attack strategies, the graph-based method proposes a more robust detection method using attacker patterns.

Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

A Study on MZ Generation's Information Seeking Behavior of Contents Platforms: Focused on Information Users in the Field of Science, Technology, and Information (MZ세대의 콘텐츠 플랫폼 활용행태에 관한 연구 - 과학기술정보 분야의 정보이용자를 중심으로 -)

  • Yoo, Suhyeon;Kim, Hyunjung;Hyun, Mi-Hwan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.231-263
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    • 2021
  • The purpose of this study is to analyze the information behavior of so-called "MZ Generation" users who are going to be the main information users of the continuously and radically changing scientific information environment due to the advent of various types of information media and rapid increment of digital information resources. Especially, the characteristics of MZ generation is investigated through questionnaire asking questions about their use of contents platforms, and online resources for everyday life information and scholarly information, and their way of producing, responding, and sharing information contents. The results show that they use YouTube most as the contents platform, prefer Naver as their everyday life information source, and use Google as the main scholarly information source. Their main purpose of using the content platform is to search for everyday life information rather than scholarly or professional information, and they are actively producing information, mostly to keep records of their everyday lives.

Is BTS Different? Shared Episodes on SNS as a Good Indicator for Celebrity Endorsed Ad Effects

  • Bu, Kyunghee;Kim, Whoe Whun
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.27-45
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    • 2021
  • This study examines the effects of celebrity endorsed advertising from a new perspective of the prior research that emphasizes the matchup between the brand and the celebrity. Due to the recent sharing experiences of the celebrity and their fans on SNS, it is hypothesized that the shared stories would impact viewers' responses that are often expressed in their likes, dislikes, shares and comments on SNS. In this study, the episodic type of advertising is hypothesized to have more favorable and active responses from viewers than the typical celebrity image-focused ads would have. By crawling and analyzing viewers' responses on YouTube toward 12 BTS endorsed ads, the hypotheses are confirmed as higher ratio of likes, lower ratio of dislikes and significantly higher ratio of comments over both total views and total likes were found. For the rationale behind, total 1800 comments were categorized into 4 major content types such as attached, experiential, empathic and self-related ones that are all considered as important factors influencing the strong ad effect. The results showed that the episodic ads have marginally more emotional comments than the celeb image ads. The difference was only found in experiential and empathic responses but not in self-related responses. Contrary to the hypothesis, the comments expressing attachment were found more for the celebrity image-focused ads than the episodic ones. It does not seem to suggest that the celebrity image focused ads are better to capture viewers' attachment towards the celebrity and the ad endorsed, but that the episodic ads draw viewers into relatively deeper level of attachment such as empathy by perceiving the authenticity of the celebrity and the brand. In conclusion, the shared stories on SNS can be a factor in the match-up theory on celebrity endorsed ad effects.

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
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    • v.26 no.8
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    • pp.1148-1157
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    • 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].

The Function of the Imaginary Companion in the Picturebooks (그림책에 나타난 상상친구의 기능)

  • Park, Hyun-Kyung;Bong, Jin-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.380-390
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    • 2022
  • This research is to find out what kinds of function imaginary companions do to the characters in a picture book featuring imaginary companions. To this end, a total of 26 picture books featuring imaginary companions published in Korea were analyzed using content analysis to assess the function of imaginary companions in the relationship between the main character and imaginary companions. As a result of the study, the imaginary companions were found to play the function of playmates (77%), care givers and/or advisers (42%), companions (42%), other egos (38%), those who get wish realized (23%), those who sharing emotion (23%), and emotion controllers (19%). In the picture book, the imaginary companion was performing various functions according to the situation and needs of the characters. Mostly two to three (2~3) kinds of functions were performed in the each analyzed picture book, and as a result of analyzing trends out of 26 picture books, it showed that there are three types of trends in relationship, which was horizontal, vertical and other egos. The imginary companions depicted in the picture books were not only being who helps realize whishes, take care of main characters, and control their emotions, but also appeared to share hearts, project other ego and be a good friend with an equal level of relationship that plays together always.

The Ways of Savoring for Promoting Exercise Participation in Middle-aged Women: Focused on Savoring theory in Positive Psychology (중년여성의 운동참여 촉진을 위한 향유방식: 긍정심리학의 향유 이론을 중심으로)

  • Kwon, Oh-Jung
    • 한국체육학회지인문사회과학편
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    • v.58 no.3
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    • pp.123-141
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    • 2019
  • The purpose of this study is to explore the ways of savoring of physical activities in middle-aged women based on the savoring theory of positive psychology. The first step was to understand the background of exercise participation experience and to provide basic information about savoring method. In the second stage, we used the open questionnaire to collect the savoring methods used during the exercise, and then, in-depth interviews were used to specify the savoring method. Open questionnaires were categorized according to the similarity of content and then nominated based on the savoring method. In-depth interviews were conducted to explore the cases of each method in detail. As a result, middle-aged women were found to use the savoring methods such as sharing with others, celebrating, comparing, feeling fine, blessing, expressing with behavior in physical activity. Through in-depth interviews, each case of savoring was embodied based on the savoring theory of positive psychology. Based on the results of the study, the possibility of applying the savoring method in the field of exercise instruction of middle-aged women and possibility of developing the savoring related program were discussed.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.