• Title/Summary/Keyword: Internet Communities

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Effect of SNS Sports Community participants' Perception of Sports Value on Perception of Fun and Sports Activities

  • Wei Zhong;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.416-426
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    • 2024
  • This study shows that, in a situation where the influence of the mobile Internet is increasing in all areas of modern society, SNS users' participation in sports has a significant impact on the development of the sports market and the public's exercise methods and sports awareness. Therefore, the purpose of this study is to determine the impact of awareness of sports values through SNS on participation in sports activities. In order to achieve this research purpose, the population of the study was adults who had experience participating in SNS sports communities. The sampling method used was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and via email. The survey tool used was a questionnaire, and it was modified and supplemented for this study based on a questionnaire that had secured reliability and validity in previous studies. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 20.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, SNS sports community participants' perception of sports value was found to partially affect their perception of fun. Second, SNS sports community participants' perception of sports value was found to partially affect sports activities. Third, SNS sports community participants' perception of the fun of sports partially influenced sports activities.

IS Continuance of Hedonic Information Systems (헤도닉 정보시스템의 지속적인 사용에 관한 연구: UCC를 중심으로)

  • Seo, Ho-Cheol;Ahn, Joong-Ho;Yang, Ji-Youn
    • Asia pacific journal of information systems
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    • v.17 no.3
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    • pp.25-53
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    • 2007
  • The Expectation Confirmation Model (ECM) of information systems investigates the continued information systems usage behavior. This paper expands the original post-adoption beliefs and searches the applications in the emerging hedonic information systems. Previous IS researches focused on the organizational environments. However as the information technology (especially internet) evolves, information systems have not only emerged for the organizations but also for the individual users, such as internet portals, internet communities, on-line games etc. These information systems so called Hedonic Information Systems aims to provide self-fulfilling value rather than instrumental value to the users. Researches in other disciplines, including marketing and consumer behavior research, illustrate that the hedonic and utilitarian perspective of goods and services have different influence on the consumer behavior. Goods and services used to be classified into either hedonic or utilitarian aspect but now they may belong to both aspects simultaneously. Moreover consumer's goals or tasks have both hedonic utilitarian aspects. When a consumer makes a decision to purchase or repurchase goods or services, he/she compares the hedonic and utilitarian perspectives of goods to find most suitable ones to satisfy their goals/tasks. Finally, consumer's behavior is determined by the trade-off between what the goods can provide to the consumers and in what extent the goods fulfill consumer's purchase behavior. Consumer also shows that the salience of hedonic perspective is relatively greater when consumer decides which of several items to give up (forfeiture choices) than the time when they decide which item to acquire (acquisition choices). Some researches in MIS discipline have found out that the information systems also have both hedonic and utilitarian perspectives. The decision process of whether to use information systems or not is similar to that of a consumer's decision of purchasing or repurchasing goods or services. However most of researches in MIS tend to focus on the extrinsic motivation variables which only cover the utilitarian perspective of information systems. It is only recent that researches start to investigate the intrinsic motivation variable - Perceived Enjoyment - for the hedonic perspective. Considering the consumer's purchasing decision process, users of information systems evaluate the systems through balancing between intrinsic (hedonic) and extrinsic (utilitarian) variables according to their main tasks or tendencies. This paper proposes a model that is based on the ECM of IS Continuance model modified from Expectation Confirmation Model to fit into the continued usage of information system. It first started from the decision process regarding hedonic and utilitarian perspectives in the consumer behavior literatures. The model deals with continued usage of information systems beyond the mere technology adoption as in most of the previous MIS researches. This research is particularly important to the hedonic information systems, because their business model depends on the frequent usages rather simple adoption at the beginning. Because the basic model only considered the extrinsic motivations (perceived usefulness) to explain the users' behavior and as the information systems can have both hedonic and utilitarian dimensions, it should consider both perspectives. Therefore, this newly proposed model considers intrinsic variable (perceived enjoyment) as well. Since the individual user can have a preference on either aspects that is between the hedonic and utilitarian perspective depending on his/her main tasks or goals, some variables (Hedonic Orientation and Utilitarian Orientation) meaning the extents of users' pursuing from the information system were additionally studied.

The Effect of Exposure to Misogynistic Words on Explicit and Implicit Attitudes toward Women (여성혐오 단어에 대한 노출이 명시적, 암묵적 여성혐오 태도에 미치는 영향)

  • Kim, Min Young;Park, Joowon;Heo, Sumin;Kwon, Ji Hye
    • Korean Journal of Culture and Social Issue
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    • v.26 no.3
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    • pp.283-301
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    • 2020
  • In Korean society, words related to misogyny are being created and spread out in the Internet communities and the Internet news posts comments. This study was conducted to investigate if exposure to misogynistic words affects misogynistic attitudes toward women. Study 1 examined the relationship between exposure of misogynistic words (the number of misogynistic words known and the level of Internet comments viewed) and explicit misogynistic attitudes. As a result, the greater the exposure of misogynistic words, the less explicit misogynistic attitudes were found among men. The result can be explained as a desensitization of stimuli caused by repetitive exposure to media. In Study 2, experiments were conducted to manipulate the exposure of misogynistic words and to identify the relationship between implicit misogynistic attitudes through implicit association tests. Results of analysis show that implicit misogyny attitude is stronger as male participants are exposed to misogynistic words. The finding of this study suggests that explicit and implicit attitudes toward misogyny can diverge. It also implies that the exposure to misogynistic words can affect men's and women's attitudes in a different manner.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A Study on Space Design and Space Uses of Community Based Small Public Libraries - Focused on the Cases of Ann Arbor District Library in the United States - (소규모 지역 공공도서관의 공간 구성과 이용 특성 연구 - 미국 앤아버 공공도서관 브랜치의 사례조사를 중심으로 -)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.217-225
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    • 2010
  • Today's public libraries in communities are on the processes of changes to integrate information and communication technology into traditional library system in order to support current users' demands for the new digital era. The purpose of this study is to examine the changing characters on space design and space uses of community based public libraries by conducting case studies of three branch libraries which were built after 2004 in Ann Arbor, Michigan in the United States. As the conclusion of this research, the findings of the case studies are utilized as basic data for planning and design guidelines for public libraries as community resources. The study summarizes the characteristics of space design and space uses in public libraries as follow; first, the floor plans of small-scale public libraries are open visually as well as spatially. The space organization of the libraries is arranged by potential noise levels, as placing noisy spaces near the entrance halls and quiet spaces at the back. Main book shelves are located in the middle of the library buildings, while seats are arranged along the window sides. By placing various kinds of furniture in open reading areas, library users can select different types of seats and tables for their comforts. Second. the survey of observation also finds that a large number of users often use library computers and personal computers to connect the internet at the libraries. These personal computer users who are new user group in community based libraries preferred to sit in casual study areas and individual tables with one or two seats only. Third, the libraries, in addition, develop and provide various programs and events for people in communities. Especially, the programs for children, the elderly and new comers from the abroad are well prepared, thus provide opportunities for them to visit the libraries in regular bases. The survey finds that family entertainment and leisure activities are the important parts of the program as well as renting music CD and movie DVD are also important reasons for people to come. Thus, the libraries prepare high quality children's space and CD shelves near the entrance hall.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

Preprocessing Technique for Malicious Comments Detection Considering the Form of Comments Used in the Online Community (온라인 커뮤니티에서 사용되는 댓글의 형태를 고려한 악플 탐지를 위한 전처리 기법)

  • Kim Hae Soo;Kim Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.3
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    • pp.103-110
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    • 2023
  • With the spread of the Internet, anonymous communities emerged along with the activation of communities for communication between people, and many users are doing harm to others, such as posting aggressive posts and leaving comments using anonymity. In the past, administrators directly checked posts and comments, then deleted and blocked them, but as the number of community users increased, they reached a level that managers could not continue to monitor. Initially, word filtering techniques were used to prevent malicious writing from being posted in a form that could not post or comment if a specific word was included, but they avoided filtering in a bypassed form, such as using similar words. As a way to solve this problem, deep learning was used to monitor posts posted by users in real-time, but recently, the community uses words that can only be understood by the community or from a human perspective, not from a general Korean word. There are various types and forms of characters, making it difficult to learn everything in the artificial intelligence model. Therefore, in this paper, we proposes a preprocessing technique in which each character of a sentence is imaged using a CNN model that learns the consonants, vowel and spacing images of Korean word and converts characters that can only be understood from a human perspective into characters predicted by the CNN model. As a result of the experiment, it was confirmed that the performance of the LSTM, BiLSTM and CNN-BiLSTM models increased by 3.2%, 3.3%, and 4.88%, respectively, through the proposed preprocessing technique.

The Relationship between Anonymity, Personal and Group Identities, and Discussion Quality in Online Discussion Communities (온라인 토론 커뮤니티에서의 익명성과 개인 및 집단 정체성, 토론의 질 간의 영향 연구)

  • Ae Ri Lee
    • Information Systems Review
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    • v.21 no.3
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    • pp.63-86
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    • 2019
  • As the use of ICT became a part of daily social life, online community has emerged as a new type of social organization. Online community is a virtual space which enables many people to participate and contribute together to collective knowledge. Anonymity in online communities can encourage active social participation by people with various social constraints, however, anonymity can also lead to serious social pathology. As a result, it is necessary to study on what is fundamentally influencing human behavior and how people's behavior is controlled in anonymous online community. This study focuses on human identity and investigate the factors affecting human behavior control in anonymous online environment by examining various aspects of identity in online discussion community. This study empirically verifies the causal relationship between factors, including social & technical anonymities, various identity dimensions, intrinsic motivation to participate in the community, group norm conformity, and quality of discussion. It also analyzes the difference between groups by the level of anonymity, gender, age, community usage period, and discussion topic. Based on the findings, this research provides theoretical and practical implications for online community management strategies and a better culture on Internet discussion.

Studies on the Satisfactions of Eldery Welfare Professionals in the Northern Gyeonggi-do Area (경기북부 노인복지 전문인력에 대한 만족도 연구)

  • Choi, Byung-Bum
    • The Korean Journal of Food And Nutrition
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    • v.22 no.2
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    • pp.215-222
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    • 2009
  • The principal objective of this study was to assess the demands and satisfactions of silver welfare professionals for elderly individuals residing in the Northern Gyeonggi-do area. To this end, a survey was conducted to investigate elderly individuals and employees related with them in terms of their recognition, interest, and involvement in a labor training program. The sources of health information the subjects received included mass media(50%) and health professionals(41%), and they tended to trust the information they received from health professionals(64%) and the mass media(26%). In the case of health professionals working at silver care facilities, the sources of health information to which they had access were: mass media (51%), health professionals(20%), internet(14%), reliable health professionals(56%), mass media(22%), and books related to health(18%). Elderly subjects' reasons for satisfaction with the facilities were as follows: access to meals(32%), elderly communities(24%), and good facilities(22%), whereas the reason subjects reported dissatisfaction with social difficulties(68%), bad facilities(20%), and programs(12%). The degrees of satisfaction of the respondents with the facility's employees were reported as follows: life manager(28%), nurse(16%), and social worker(15%), whereas the subjects reported some degree of dissatisfaction with: nurses(29%), care helpers(17%), and facilities officers(13%). The priorities of the elderly welfare-related information were: disease and health(49%), daily life support(17%), nursing(11%), welfare facilities(8%), and the principal issues they reported as being relevant to elderly individuals were: palsy(16%), arthritis(14%), diabetes (12%), hypertension(10%), dementia(6%). They reported that the most important personnel for elderly in the future would be care managers(44%) and care helpers(21%). Via this developmental program of silver health care professionals, a variety of new job opportunities may be provided in the future, and a program related to the silver service industry must be established as soon as possible.

Access Control for XML Documents Using Extended RBAC (확장된 RBAC를 이용한 XML문서에 대한 접근제어)

  • Kim, Jong-Hun;Ban, Yong-Ho
    • Journal of Korea Multimedia Society
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    • v.8 no.7
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    • pp.869-881
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    • 2005
  • XML(eXtensible Markup Language) has emerged as a prevalent standard for document representation and exchange on the Internet. XML documents contain information of different sensitivity degrees, so that XML Document must selectively shared by user communities. There is thus the need for models and mechanisms enabling the specification and enforcement of access control policies for XML documents. Mechanisms are also required enabling a secure and selective dissemination of documents to users, according to the authorizations which the users have. In this paper, we give an account of access control model and mechanisms, which XML documents can be securely protected in web environments. We make RBAC Based access Control polices to the problem of secure and selective access of XML documents. The proposed model and mechanism guarantee that the secure use for XML documents through definition of authority for element, attribute, link within XML document as well as XML document.

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