• 제목/요약/키워드: Media Use

검색결과 3,832건 처리시간 0.028초

Social Network Service (SNS) 지속사용에 관한 연구 : 사용자의 SNS 리터러시 조절효과를 중심으로 (A Study on Continued Use of Social Network Services : Focused on the Moderating Effect of User's SNS Literacy)

  • 박경자;유일;김재전
    • 한국정보시스템학회지:정보시스템연구
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    • 제22권1호
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    • pp.65-87
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    • 2013
  • The development and expansion of communication technology in the field of information technology (IT) have changed the method and culture of communication, mediating communication among people. In particular, since social network service (SNS) has the attributes of information delivery and processing, it has a more powerful dissipating effect and influence than other existing communication methods. The role of users in SNS is important because it has the communication structure of producer-consumer, which consists of sharing, connection and participation of users. In this line, the purpose of this study is to investigate the intention for continued use of SNS by user ability. In order to explain the motivation and behavior for continued use of SNS by users, this study employed the motivation theory and post-adaptation model. The study applied 'media literacy' to the characteristics of SNS media and environment and expanded it into the concept of 'SNS literacy' to identify the moderating effect by user ability. Referred to as 'user's ability that is required to use SNS,' the SNS literacy was verified for its moderating effect with the three sub-dimensions: 'technical accessing ability,' 'understanding ability' and 'creative ability.' The major findings of this study are as follows. First, the perceived usefulness and playfulness were found to have a significant effect on the intention for continued use of SNS, showing the same result with previous studies on technology acceptance. In other words, usefulness and playfulness are variables with an explanatory power in the SNS environment as well. Second, the conceptualization of SNS literacy with accessing ability, understanding ability and creative ability was found to be valid. Third, it was verified that there was a significant difference in the SNS literacy between perceived usefulness and continued use, indicating that users with higher ability respond sensitively to usefulness and affect continued behavior. The moderating effect of SNS literacy was also verified in the relationship between perceived playfulness and intention for continued use. The results above confirm the difference in post-adaptation behavior of individuals, and are expected to provide several implications.

유한차분법을 이용한 3차원 지진파 전파 모의 (Three-Dimensional Simulation of Seismic Wave Propagation in Elastic Media Using Finite-Difference Method)

  • 강태섭
    • 한국지진공학회:학술대회논문집
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    • 한국지진공학회 2000년도 추계 학술발표회 논문집 Proceedings of EESK Conference-Fall 2000
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    • pp.81-88
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    • 2000
  • The elastic wave equation is solved using the finite-difference method in 3D space to simulate the seismic wave propagation. It is based on the velocity-stress formulation of the equation of motion on a staggered grid. The nonreflecting boundary conditions are used to attenuate the wave field close to the numerical boundary. To satisfy the stress-free conditions at the free-surface boundary, a new formulation combining the zero-stress formalism with the vacuum one is applied. The effective media parameters are employed to satisfy the traction continuity condition across the media interface. With use of the moment-tensor components, the wide range of source mechanism parameters can be specified. The numerical experiments are carried out in order to test the applicability and accuracy of this scheme and to understand the fundamental features of the wave propagation under the generalized elastic media structure. Computational results show that the scheme is sufficiently accurate for modeling wave propagation in 3D elastic media and generates all the possible phases appropriately in under the given heterogeneous velocity structure. Also the characteristics of the ground motion in an sedimentary basin such as the amplification, trapping, and focusing of the elastic wave energy are well represented. These results demonstrate the use of this simulation method will be helpful for modeling the ground motion of seismological and engineering purpose like earthquake hazard assessment, seismic design, city planning, and etc..

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Seamless N-스크린 서비스를 위한 WiMedia D-MAC에서의 효율적인 멀티캐스트 전송 기술 (Efficient Multicast Transmission Scheme in WiMedia D-MAC for Seamless N-Screen Services)

  • 허경
    • 한국정보통신학회논문지
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    • 제19권4호
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    • pp.813-818
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    • 2015
  • 논문에서는 Seamless N-스크린 서비스를 위한 무선 통신 MAC 구조로서, WiMedia Distributed-MAC 프로토콜을 적용하고, Seamless D-MAC 프로토콜에서 P2P 스트리밍이 가능한 OSMU (One Source Multi Use) N-스크린 서비스를 제공하기 위해, Multicast-free DRP Availability IE 기술을 제안하고 성능을 분석하였다. 이를 위해 Multicast DRP Owner와 Receiver를 구분하였다. 시뮬레이션 결과를 통해 제안하는 멀티캐스트 기술은 멀티캐스트 전송 시 요구되지 않는 ACK 전송 특성을 이용하여, 무선 N-스크린 전송을 위한 멀티캐스트 및 유니캐스트 전송 DRP 예약 구간을 확장하고 수율을 향상시키는 효과를 나타내었다.

The Differences in Factors Influencing Portal News and News Site Application Usages on Smartphones: Focusing on Political Discussion Networks, News Media Use and News Genre Consumption

  • Lee, Hyunjoo;Ahn, Jungah
    • International Journal of Contents
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    • 제13권1호
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    • pp.1-8
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    • 2017
  • The study aims to reveal the differences in the factors influencing portal news and news site application usages on smartphones in regard to political discussion networks, news use across multiple media platforms and news genre consumption. The results demonstrate that those factors affected both types of application usages in a different manner when controlling for demographics. The more participants conversed politics with homogeneous networks, the more they used portal news on smartphones. Conversely, the more political discussion with heterogeneous networks, the more they used news site application on smartphones. The more frequently Internet and mobile phone were employed for news source and the more soft news genre was consumed, the more the portal news application was used. However, the more frequently traditional and social media were employed for news source and the more hard news consumed, the more news site application was used. The findings imply that portal news application users may increase their likelihood of soft news consumption using Internet and mobile phones for political discussion with close social relations, while news site application users may increase their likelihood of hard news consumption using traditional and social media for political discussion with distant social relations.

멀티 홉 N-스크린 서비스를 위한 WiMedia D-MAC에서의 효율적인 멀티 홉 자원 예약 기술 (Efficient Multi-hop Resource Reservation Scheme in WiMedia D-MAC for Multi-hop N-Screen Services)

  • 허경
    • 한국정보통신학회논문지
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    • 제19권5호
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    • pp.1091-1096
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    • 2015
  • 본 논문에서는 멀티 홉 N-스크린 서비스를 위한 무선 통신 MAC 구조로서, WiMedia Distributed-MAC 프로토콜을 적용하고, D-MAC 프로토콜에서 P2P 스트리밍이 가능한 OSMU (One Source Multi Use) 멀티 홉 N-스크린 서비스를 제공하기 위해, 종단 간 지연시간을 감소시키는 멀티 홉 자원 예약 기술을 제안하고 성능을 분석하였다. 이를 위해 새로운 MSCDRP (Multi-Stage Cooperative DRP) IE 기술을 제안하였다. 시뮬레이션 결과를 통해, 제안하는 N-스크린 멀티 홉 MSCDRP 기술은 다양한 멀티 홉 환경에서 기존 D-MAC 방식보다 향상된 지연시간 및 수율 성능을 나타내었다.

SOPPY : A sentiment detection tool for personal online retailing

  • Sidek, Nurliyana Jaafar;Song, Mi-Hwa
    • International Journal of Internet, Broadcasting and Communication
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    • 제9권3호
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    • pp.59-69
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    • 2017
  • The best 'hub' to communicate with the citizen is using social media to marketing the business. However, there has several issued and the most common issue that face in critical is a capital issue. This issue is always highlight because most of automatic sentiment detection tool for Facebook or any other social media price is expensive and they lack of technical skills in order to control the tool. Therefore, in directly they have some obstacle to get faster product's feedback from customers. Thus, the personal online retailing need to struggle to stay in market because they need to compete with successful online company such as G-market. Sentiment analysis also known as opinion mining. Aim of this research is develop the tool that allow user to automatic detect the sentiment comment on social media account. RAD model methodology is chosen since its have several phases could produce more activities and output. Soppy tool will be develop using Microsoft Visual. In order to generate an accurate sentiment detection, the functionality testing will be use to find the effectiveness of this Soppy tool. This proposed automated Soppy Tool would be able to provide a platform to measure the impact of the customer sentiment over the postings on their social media site. The results and findings from the impact measurement could then be use as a recommendation in the developing or reviewing to enhance the capability and the profit to their personal online retailing company.

Anonymous and Non-anonymous User Behavior on Social Media: A Case Study of Jodel and Instagram

  • Kasakowskij, Regina;Friedrich, Natalie;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • 제6권3호
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    • pp.25-36
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    • 2018
  • Anonymity plays an increasingly important role on social media. This is reflected by more and more applications enabling anonymous interactions. However, do social media users behave different when they are anonymous? In our research, we investigated social media services meant for solely anonymous use (Jodel) and for widely spread non-anonymous sharing of pictures and videos (Instagram). This study examines the impact of anonymity on the behavior of users on Jodel compared to their non-anonymous use of Instagram as well as the differences between the user types: producer, consumer, and participant. Our approach is based on the uses and gratifications theory (U>) by E. Katz, specifically on the sought gratifications (motivations) of self-presentation, information, socialization, and entertainment. Since Jodel is mostly used in Germany, we developed an online survey in German. The questions addressed the three different user types and were subdivided according to the four motivation categories of the U>. In total 664 test persons completed the questionnaire. The results show that anonymity indeed influences users' usage behavior depending on user types and different U> categories.

소셜미디어 사용자의 프라이버시 패러독스 현상으로 인한 개인정보 무관심 형태에 대한 연구 (Indifference Problems of Personal Information Protection of Social Media Users due to Privacy Paradox)

  • 김연종;박상혁
    • 디지털산업정보학회논문지
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    • 제15권4호
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    • pp.213-225
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    • 2019
  • Privacy paradox is a paradoxical behavior that provides personal information even though you are concerned about privacy. Social media users are also often concerned about their personal information exposure. It is even reluctant to describe personal information in profile. However, some users describe their personal information in detail on their profile, provide it freely when others request it, or post their own personal information. The survey was conducted using Google Docs centered on Facebook users. Structural equation model analysis was used for hypothesis testing. As an independent variable, we use personal information infringement experiences. As a mediator, we use privacy indifference, privacy concern, and the relationship with the act of providing personal information. Social media users have become increasingly aware of the fact that they can not distinguish between the real world and online world by strengthening their image and enhancing their image in the process of strengthening ties, sharing lots of information and enjoying themselves through various relationships. Therefore, despite the high degree of privacy indifference and high degree of privacy concern, the phenomenon of privacy paradox is also present in social media.

A Metadata Design for Augmented Broadcasting and Testbed System Implementation

  • Choi, Bumsuk;Kim, Jeonghak;Kim, Soonchoul;Jeong, Youngho;Hong, Jin Woo;Lee, Won Don
    • ETRI Journal
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    • 제35권2호
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    • pp.292-300
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    • 2013
  • Augmented reality (AR) is a popular service in mobile devices, and many AR applications can be downloaded from app stores. As TV broadcasting has continued to integrate with the Internet, it has become an area in which the AR concept is able to reside, although in a simple form, such as an advertisement placed in the static region of a scene. There are some restrictions against TV broadcasting realizing AR since TVs are fixed devices and typically do not have GPS, geomagnetic, or acceleration sensors, which are standard equipment in mobile devices. However, the desire to experience AR on a large TV screen has triggered research and development for an ideal AR business model and service type. This paper introduces several use cases for augmented broadcasting services and also presents an augmented broadcasting metadata scheme designed for a broadcasting environment. We also verify some of the use cases and an augmented broadcasting metadata scheme in an implemented augmented broadcasting system based on a hybrid TV platform.

유니티 환경에서 리듬기반 슈팅 게임 설계 및 개발 (Design and Development Shooting Game base on Rhythm under Unity System)

  • 김민우;정상우;장철영;심규보;송특섭
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 춘계학술대회
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    • pp.797-799
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    • 2016
  • 현재까지 제작된 아케이드 슈팅 게임은 진행할수록 급격히 지루해지는 미사일 패턴과 어려워지는 난이도로 인하여 접하는 사람들에게 높은 진입 장벽으로 작용되어왔다. 이러한 단점들을 보완하여 슈팅게임에 음악적 요소와 시간 감속 기능으로 게임 플레이를 사용자에게 유리하고 유쾌한 환경으로 만들어 사용자들이 쉽게 즐길 수 있는 리듬 슈팅 게임을 개발하였다.

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