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언어네트워크분석을 활용한 해외 예술경영 연구동향 연구 (A Semantic Analysis on the Research Trend of International Arts Management)

  • 심다희;박양우
    • 예술경영연구
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    • 제49호
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    • pp.5-35
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    • 2019
  • 본 논문은 해외의 예술경영 학술연구의 동향을 언어네트워크분석을 통하여 연구한 것이다. 본 연구는 예술경영 분야의 대표적 국제 전문학술지인 「International Journal of Arts Management」에 수록된 185편의 논문 초록에 게재된 357개의 주제어를 대상으로 분석을 시도하였다. 시간적 범위는 최근 연구 동향 분석을 위해 2008년부터 2017년까지로 설정하였다. 분석결과에 따르면 첫째, 빈도수가 가장 높은 주제어는 '박물관/미술관'이었다. 그리고 '공연예술'과 '예술' 또한 빈도수 20회 이상을 기록한 상위 그룹이었다. 그 뒤를 이어 '영화산업'과 '연극'에 대한 연구들이 많았다. 이런 예술 장르에 관련된 연구외에도 '소비자행동'과 '시장전략' 등 경영에 관련된 주제어들도 상위 그룹에 포함되어 있다. 둘째, 연도별 연구 동향을 보면 지난 10년 동안 매년 평균 53개의 주제어와 19개의 논문이 개재되고 있는데 국제적으로 예술경영연구가 꾸준하게 수행되고 있음을 알 수 있다. 분석대상 주제어 중 '박물관/미술관'은 빈도수가 가장 높은데, 지난 10년 간 지속적인 연구 소재가 되어져 왔고, '공연예술'도 지속적인 관심 주제어인 것을 볼 수 있다. '영화산업', '연극 그리고 '문화'는 10년 동안 간헐적인 연구 대상이었으며, '화랑'은 2011년까지 언급이 없다가 2012년부터는 꾸준히 언급되어져 왔음을 알 수 있었다. 전반적으로 해외의 예술경영연구 흐름을 살펴보면 대중문 화나 문화산업보다는 2000년대 후반에는 순수예술 쪽이 강세를 보이다가 시간이 흐를수록 주제들이 다양해지며 예술경영에 대한 연구들 또한 다양해지고 있음을 유추해 볼 수 있다. 셋째, 주제어별 연결빈도에서는 34회의 연결빈도를 보여준 '예술'과 '공연예술'이 가장 높은 연결 빈도를 기록하였다. 넷째, 주제어들 간의 밀도는 0.039로 주제어들 간 밀도 수치는 높지 않은 편이었다. 다섯째, 중심성분석에 따르면 '예술', '박물관/미술관', '공연예술', '연극' 그리고 '브랜드' 등이 중심에 위치하며 중심성이 높은 것을 보여주었다.

폭소노미 사이트를 위한 랭킹 프레임워크 설계: 시맨틱 그래프기반 접근 (A Folksonomy Ranking Framework: A Semantic Graph-based Approach)

  • 박현정;노상규
    • Asia pacific journal of information systems
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    • 제21권2호
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    • pp.89-116
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    • 2011
  • In collaborative tagging systems such as Delicious.com and Flickr.com, users assign keywords or tags to their uploaded resources, such as bookmarks and pictures, for their future use or sharing purposes. The collection of resources and tags generated by a user is called a personomy, and the collection of all personomies constitutes the folksonomy. The most significant need of the folksonomy users Is to efficiently find useful resources or experts on specific topics. An excellent ranking algorithm would assign higher ranking to more useful resources or experts. What resources are considered useful In a folksonomic system? Does a standard superior to frequency or freshness exist? The resource recommended by more users with mere expertise should be worthy of attention. This ranking paradigm can be implemented through a graph-based ranking algorithm. Two well-known representatives of such a paradigm are Page Rank by Google and HITS(Hypertext Induced Topic Selection) by Kleinberg. Both Page Rank and HITS assign a higher evaluation score to pages linked to more higher-scored pages. HITS differs from PageRank in that it utilizes two kinds of scores: authority and hub scores. The ranking objects of these pages are limited to Web pages, whereas the ranking objects of a folksonomic system are somewhat heterogeneous(i.e., users, resources, and tags). Therefore, uniform application of the voting notion of PageRank and HITS based on the links to a folksonomy would be unreasonable, In a folksonomic system, each link corresponding to a property can have an opposite direction, depending on whether the property is an active or a passive voice. The current research stems from the Idea that a graph-based ranking algorithm could be applied to the folksonomic system using the concept of mutual Interactions between entitles, rather than the voting notion of PageRank or HITS. The concept of mutual interactions, proposed for ranking the Semantic Web resources, enables the calculation of importance scores of various resources unaffected by link directions. The weights of a property representing the mutual interaction between classes are assigned depending on the relative significance of the property to the resource importance of each class. This class-oriented approach is based on the fact that, in the Semantic Web, there are many heterogeneous classes; thus, applying a different appraisal standard for each class is more reasonable. This is similar to the evaluation method of humans, where different items are assigned specific weights, which are then summed up to determine the weighted average. We can check for missing properties more easily with this approach than with other predicate-oriented approaches. A user of a tagging system usually assigns more than one tags to the same resource, and there can be more than one tags with the same subjectivity and objectivity. In the case that many users assign similar tags to the same resource, grading the users differently depending on the assignment order becomes necessary. This idea comes from the studies in psychology wherein expertise involves the ability to select the most relevant information for achieving a goal. An expert should be someone who not only has a large collection of documents annotated with a particular tag, but also tends to add documents of high quality to his/her collections. Such documents are identified by the number, as well as the expertise, of users who have the same documents in their collections. In other words, there is a relationship of mutual reinforcement between the expertise of a user and the quality of a document. In addition, there is a need to rank entities related more closely to a certain entity. Considering the property of social media that ensures the popularity of a topic is temporary, recent data should have more weight than old data. We propose a comprehensive folksonomy ranking framework in which all these considerations are dealt with and that can be easily customized to each folksonomy site for ranking purposes. To examine the validity of our ranking algorithm and show the mechanism of adjusting property, time, and expertise weights, we first use a dataset designed for analyzing the effect of each ranking factor independently. We then show the ranking results of a real folksonomy site, with the ranking factors combined. Because the ground truth of a given dataset is not known when it comes to ranking, we inject simulated data whose ranking results can be predicted into the real dataset and compare the ranking results of our algorithm with that of a previous HITS-based algorithm. Our semantic ranking algorithm based on the concept of mutual interaction seems to be preferable to the HITS-based algorithm as a flexible folksonomy ranking framework. Some concrete points of difference are as follows. First, with the time concept applied to the property weights, our algorithm shows superior performance in lowering the scores of older data and raising the scores of newer data. Second, applying the time concept to the expertise weights, as well as to the property weights, our algorithm controls the conflicting influence of expertise weights and enhances overall consistency of time-valued ranking. The expertise weights of the previous study can act as an obstacle to the time-valued ranking because the number of followers increases as time goes on. Third, many new properties and classes can be included in our framework. The previous HITS-based algorithm, based on the voting notion, loses ground in the situation where the domain consists of more than two classes, or where other important properties, such as "sent through twitter" or "registered as a friend," are added to the domain. Forth, there is a big difference in the calculation time and memory use between the two kinds of algorithms. While the matrix multiplication of two matrices, has to be executed twice for the previous HITS-based algorithm, this is unnecessary with our algorithm. In our ranking framework, various folksonomy ranking policies can be expressed with the ranking factors combined and our approach can work, even if the folksonomy site is not implemented with Semantic Web languages. Above all, the time weight proposed in this paper will be applicable to various domains, including social media, where time value is considered important.

이해상충과 애널리스트 예측 (Conflict of Interests and Analysts' Forecast)

  • 박창균;연태훈
    • KDI Journal of Economic Policy
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    • 제31권1호
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    • pp.239-276
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    • 2009
  • 본 연구에서는 주식시장에서 정보 생산자로서 중요한 기능을 수행하는 '애널리스트'의 이익 예측치 편의와 정확도가 증권사와 평가 대상 기업의 동일인 소유 여부에 의하여 영향을 받는지를 점검하였다. 소유구조에 기반한 증권사와 평가 대상 기업 간의 특수관계에 의하여 평가자의 행태가 달라지고 그로 인하여 불특정 다수의 투자자에게 부정적 영향이 초래되는 경우 적절한 규제조치가 필요할 것이라는 측면에서 제기된 문제의 실천적 의미를 찾을 수 있다. 물론 평판효과(reputation effect)가 중요한 역할을 하는 증권업과 애널리스트 시장에서 시장규율(market discipline)이 원활히 작동한다면 특수관계로 인해 왜곡된 정보를 제공할 유인이 사라질 것이며 별도의 규제가 필요하지는 않을 것이다. 분석 결과에 의하면, 특수관계가 존재할 경우 양의 예측편의가 발생하는 빈도가 높은 것은 사실이나, 예측편의의 크기를 포함한 종합적 상관관계를 고려할 경우 증권사와 평가 대상 기업 간의 특수관계가 유의한 예측편의를 발생시키는 것으로 보기는 어려우며, 정확도 또한 의미있는 차이를 보이는 것으로 결론짓기는 어려운 것으로 나타났다. 이는 적어도 현재까지는 증권사가 소유구조로 인하여 왜곡된 정보를 생산하려는 유인보다 정확한 정보를 제공한다는 평판을 지키려는 유인이 더욱 크게 작용한 결과 관측되는 현상으로 해석될 수 있다.

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Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.