• Title/Summary/Keyword: Internet cafe

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The revitalization methods for the cyber community to consolidate the communities in apartment complexes;focused on the contents of their web sites (아파트 단지 내 공동체 강화를 위한 사이버 커뮤니티 활성화 방안;웹사이트상의 컨텐츠 현황과 이용실태를 중심으로)

  • Lee, Young-Ae;Kang, Soon-Joo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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    • pp.185-189
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    • 2006
  • attention to the elevation of the Quality of living, various ways to revitalize the community spirit are found including reforming hardhearted neighborhoods and overcoming the dreariness of city. With the development of the internet and the spread(dissemination) of "digital home", the communities in cyber space are especially active since we are living in an information-oriented society. To consolidate the communities in apartment complexes, this study tries to find revitalization methods of the cyber community by analyzing the contents of the web sites, understanding the cyber community. The cyber contents that are provided come from three main companies that develop the internet apartments. These are compared and analyzed. The related cyber communities("cafe") are also analyzed. The results are as follows. 1)Though they have some differences on details, the content provided from internet companies can be categorized as introduction to the apartment complex, personal service, community, club and internet shopping. 2)The contents on the cyber community made by the residents are mostly for clubs and chatting since they are made for communication between residents. 3)To revitalize the cyber community, the content that gets more attention from the residents needs to be subdivided into groups.

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The Online Live Broadcasting and Fandom Formation Process of the Audition-Turned-Star: Phantom Singer 3 Kang Dong-Hoon's Fan Cafe (오디션 출신 스타의 인터넷 라이브 방송과 팬덤 형성과정: 팬텀싱어3 강동훈 팬카페를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.855-869
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    • 2021
  • Since 2009, stars produced through audition programs have appeared through the process of establishing familiar ties with viewers, unlike stars created by entertainment agencies. This study is a case study that examines the characteristics, roles, and identity of internet live broadcasts (Labang) of vocalists Kang Dong-hoon and his fan cafe(fan community) who appeared in JTBC Phantom Singer 3 in 2020. As a result of the study, fans gathered around SNS even before the fan cafe was created, at their request, 'Labang' began. "Labang" is a "freely participating talk show" in which fans actively participate. This brought about the bond of fans, a sense of belonging, and the activation of fandom. Both stars and fans recognized "Live Broadcast" as "a window of communication to get to know each other," and expressed satisfaction that they could see the sincerity of familiar and unpretentious stars, not unrealistic images reproduced on TV through "immediate comment communication." "Labang" consists of a variety of contents, including stars' daily lives, music activities, broadcast appearances, and hobbies, and is showing "aesthetic differentiation" from those who do not watch "Labang" while sharing the daily lives of stars and fans with active participation.

Pursuit of Shopping Value and Risk Perception in Consumers Participating in Internet Auction (소비자의 쇼핑 가치와 위험지각 연구 - 인터넷 경매에서 경매 이용자를 중심으로 -)

  • Choi, Young-Hee;Lee, Eun-Hee
    • Journal of the Korean Home Economics Association
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    • v.45 no.5
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    • pp.95-119
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    • 2007
  • The purpose of this study was to investigate the shopping values(utilitarian and hedonic values) sought and the risks(economic, functional, socio-psychological, and privacy) perceived by consumers who participate in Internet auctions by determining the factors that affect their shopping values and risk perceptions. Empirical data were collected by an Internet survey of netizens who were interested in and had experience in Internet auctions. Questionnaires were distributed to the subjects through an Internet survey site and at an Internet auction cafe. A total of 300 questionnaires were analyzed. The results showed that consumers showed a slightly greater pursuit of a utilitarian value than a hedonic outcome in their Internet auction practices; however the outcomes pursued by consumers in their teens and twenties tended to be more hedonic than utilitarian. Consumers with a higher level of innovation, self-confidence in purchase, and need for information searching showed a greater pursuit of utilitarian and hedonic outcomes. The group of consumers with a higher expectation for legal protection pursued a more utilitarian outcome, whereas the group of consumers with higher influence from the reference group pursued a more hedonic outcome. The consumers showed that they perceived functional risk as boing most serious, followed by privacy risk, economic risk, and socio-psychological risk. Subjects with higher degrees of innovation, self-confidence in purchase and self-control perceived economic risk as critical. Functional risk was perceived to be highest in the group of consumers with self-control and a need for information searching, whereas socio-psychological risk was perceived to be highest in the group of consumers showing more self-control. Privacy risk was perceived to be highest in the group of consumers with a higher degree of innovation and lowest in both groups of higher and lower affection. Both economic and privacy risks were perceived to be lower in the group of lower pursuit of a hedonic outcome.

Design and Implementation Smart Office System Based on Remote Desktop Protocol (RDP) (원격 데스크톱 프로토콜(RDP) 기반의 스마트 오피스 시스템 설계 및 구현)

  • Kim, Cheonshik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.153-159
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    • 2014
  • For smart work (smart office), RDP(Remote Desktop Protocol) connection is the most popular method. When the office workers do not have personal space, smart office is very useful. That is, they can connect personal computer using Internet at cafe or public spaces. Using the smart office, it is possible to make personal business environment to increase business efficiency. In this paper, we designed and implemented smart office using RDP (Remote Desktop Protocol). We expected that the office workers can be used smart office for business efficiency.

A Suggestion for Future Public Libraries (미래의 공공도서관을 위한 제언)

  • Kwak Chul-Wan
    • Journal of Korean Library and Information Science Society
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    • v.35 no.3
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    • pp.65-78
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    • 2004
  • The purpose of this study is to suggest for future public libraries in the knowledge information society. The development of Internet requires to change the role of information service in public libraries, and the change of social circumstance requires the role of public libraries as cultural spaces. For the future public libraries, the suggestions are that public libraries provide an instruction for users in order to got information through Internet. Next, public libraries provide comfortable safe, luxury space in order to create regional culture so that users can get experience high culture, and use the space as cultural living zone.

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Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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Diffusion and Imitation of American Trendy Casual Style in Korea - Focusing on the Styles of American Celebrities- (아메리칸 트렌디 캐주얼 스타일의 국내 확산과 모방현상 -미국 연예인들의 스타일을 중심으로-)

  • Kim, Chan-Ju;Ro, Mi-Kyung
    • Journal of the Korean Society of Costume
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    • v.59 no.2
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    • pp.128-142
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    • 2009
  • American trendy casual style can be characterized as fitted to body and rendering sexy and fashionable images and now very popular in Korea. This paper aims to identify how American trendy casual styles have been introduced and diffused among Korean young people and also compare the similarities and differences between American and Korean styles. American trendy casual style was introduced and diffused through 4 channels: people who have living experiences in America, media exposure by American films, TV dramas and fashion magazines, on-line network using internet cafe, club and blog, use of on-line shopping mall speciallized for purchasing American apparel brands. Some of American celebrities became fashion ikons and played critical roles in diffusing American trendy styles. Photos of those American celebrities and street fashion of Korean young women were collected through internet search from Sep. 2006 to Aug. 2007. 6 styles including leggings, mini skirt, short dress, skim jeans, pants with long boots, big bag and long necklace were selected as representing American trendy casual styles. Silhouettes and overall styling were very similar in all 6 items. But Differences were found in terms of rotor, amount of details, item coordination, matching shoes and overall images.

A Study on Humanity Convergence Map using space metaphor and POI (point of interest) of Big Data (빅데이터 중 POI와 공간 메타포를 활용한 인문 융합 지도 연구)

  • Lee, Won-Tae;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.43-50
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    • 2015
  • Google, Yahoo, Daum and Naver has the POI(point of interest) service. And POI on the map is expending to social commerce, SNS, social game and social shopping. At the same time the uses's position on the map is the starting point of the Humanities Story. That means our current position is the place for stories of tales, children's song, fictional characters, the film background, lyrics and the birth of great people. This study points out that service has the limited to cafe, restaurant and hospital, and suggests the Humanities fusion Map Service which is combined with the POI information.

Blog Application of Korean Traditional Costume as Culture Information Contents (한국전통복식 문화정보의 블로그 활용에 관한 연구)

  • Hwang, Mi-Sun;Lee, Eun-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.1
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    • pp.97-109
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    • 2012
  • Recently, it is concentrated world interest to Korea sensational (Hanryu) exited for not only sports but korean drama, K-pop in public culture. And G20 summit meeting and Winter Olympic open city selection. It is why practical information needs of Korean traditional cooking method and Korean culture, history and architecture and easy way to gain information. Korea has strong power for internet and nuke personal media mini home page, and cafe, blog. Blog is useful for spread information and has efficiency of speedy exchange information. In this study making blog contents of Korean traditional cultural information for not only Korean but foreigner. For method find blog has possibility of cultural information spreading tool, in literature and investigate usefulness and contents of naver blog having Korean traditional costume. In this study, it is helpful to open and construction personal blog of korean traditional costume and traditional culture contents.

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Community-Based Travel Information System Using Augmented Reality (증강현실을 이용한 커뮤니티 기반 여행 정보 시스템)

  • Kwon, Soon-Kak;Jo, Su-Hyun
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.97-105
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    • 2015
  • When people go to travel, sometimes one writes many articles about the destination. Existing travel information services such as Blog, Internet Cafe, and SNS are difficult to provide realistic information since the provided information may not be a place directly on the road. This paper presents a travel information system including recommended courses, theme courses, and travel map. In addition, the proposed system can provide the functions of writing, reading, and deleting a message note that stores the travel information based on the augmented reality if a defined marker among the community members is recognized in a smartphone App. Therefore, this paper can present an implementation method for new community system using augmented reality and image processing as well as providing the conventional travel information services, and allows the user to take advantage of the realistic and accurate information.