• Title/Summary/Keyword: Online Network

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Analyzing Research Trends in Blockchain Studies in South Korea Using Dynamic Topic Modeling and Network Analysis (다이나믹 토픽모델링 및 네트워크 분석 기법을 통한 블록체인 관련 국내 연구 동향 분석)

  • Kim, Donghun;Oh, Chanhee;Zhu, Yongjun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.23-39
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    • 2021
  • This study aims to explore research trends in Blockchain studies in South Korea using dynamic topic modeling and network analysis. To achieve this goal, we conducted the university & institute collaboration network analysis, the keyword co-occurrence network analysis, and times series topic analysis using dynamic topic modeling. Through the university & institute collaboration network analysis, we found major universities such as Soongsil University, Soonchunhyang University, Korea University, Korea Advanced Institute of Science and Technology (KAIST) and major institutes such as Ministry of National Defense, Korea Railroad Research Institute, Samil PricewaterhouseCoopers, Electronics and Telecommunications Research Institute that led collaborative research. Next, through the analysis of the keyword co-occurrence network, we found major research keywords including virtual assets (Cryptocurrency, Bitcoin, Ethereum, Virtual currency), blockchain technology (Distributed ledger, Distributed ledger technology), finance (Smart contract), and information security (Security, privacy, Personal information). Smart contracts showed the highest scores in all network centrality measures showing its importance in the field. Finally, through the time series topic analysis, we identified five major topics including blockchain technology, blockchain ecosystem, blockchain application 1 (trade, online voting, real estate), blockchain application 2 (food, tourism, distribution, media), and blockchain application 3 (economy, finance). Changes of topics were also investigated by exploring proportions of representative keywords for each topic. The study is the first of its kind to attempt to conduct university & institute collaboration networks analysis and dynamic topic modeling-based times series topic analysis for exploring research trends in Blockchain studies in South Korea. Our results can be used by government agencies, universities, and research institutes to develop effective strategies of promoting university & institutes collaboration and interdisciplinary research in the field.

A Study on the Effect of Network Centralities on Recommendation Performance (네트워크 중심성 척도가 추천 성능에 미치는 영향에 대한 연구)

  • Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.23-46
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    • 2021
  • Collaborative filtering, which is often used in personalization recommendations, is recognized as a very useful technique to find similar customers and recommend products to them based on their purchase history. However, the traditional collaborative filtering technique has raised the question of having difficulty calculating the similarity for new customers or products due to the method of calculating similaritiesbased on direct connections and common features among customers. For this reason, a hybrid technique was designed to use content-based filtering techniques together. On the one hand, efforts have been made to solve these problems by applying the structural characteristics of social networks. This applies a method of indirectly calculating similarities through their similar customers placed between them. This means creating a customer's network based on purchasing data and calculating the similarity between the two based on the features of the network that indirectly connects the two customers within this network. Such similarity can be used as a measure to predict whether the target customer accepts recommendations. The centrality metrics of networks can be utilized for the calculation of these similarities. Different centrality metrics have important implications in that they may have different effects on recommended performance. In this study, furthermore, the effect of these centrality metrics on the performance of recommendation may vary depending on recommender algorithms. In addition, recommendation techniques using network analysis can be expected to contribute to increasing recommendation performance even if they apply not only to new customers or products but also to entire customers or products. By considering a customer's purchase of an item as a link generated between the customer and the item on the network, the prediction of user acceptance of recommendation is solved as a prediction of whether a new link will be created between them. As the classification models fit the purpose of solving the binary problem of whether the link is engaged or not, decision tree, k-nearest neighbors (KNN), logistic regression, artificial neural network, and support vector machine (SVM) are selected in the research. The data for performance evaluation used order data collected from an online shopping mall over four years and two months. Among them, the previous three years and eight months constitute social networks composed of and the experiment was conducted by organizing the data collected into the social network. The next four months' records were used to train and evaluate recommender models. Experiments with the centrality metrics applied to each model show that the recommendation acceptance rates of the centrality metrics are different for each algorithm at a meaningful level. In this work, we analyzed only four commonly used centrality metrics: degree centrality, betweenness centrality, closeness centrality, and eigenvector centrality. Eigenvector centrality records the lowest performance in all models except support vector machines. Closeness centrality and betweenness centrality show similar performance across all models. Degree centrality ranking moderate across overall models while betweenness centrality always ranking higher than degree centrality. Finally, closeness centrality is characterized by distinct differences in performance according to the model. It ranks first in logistic regression, artificial neural network, and decision tree withnumerically high performance. However, it only records very low rankings in support vector machine and K-neighborhood with low-performance levels. As the experiment results reveal, in a classification model, network centrality metrics over a subnetwork that connects the two nodes can effectively predict the connectivity between two nodes in a social network. Furthermore, each metric has a different performance depending on the classification model type. This result implies that choosing appropriate metrics for each algorithm can lead to achieving higher recommendation performance. In general, betweenness centrality can guarantee a high level of performance in any model. It would be possible to consider the introduction of proximity centrality to obtain higher performance for certain models.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

A Study of Factors Influencing the Intention to Share the Information Security Knowledge on SNS(Social Network Services) (SNS(Social Network Services) 내에서 정보보안 지식공유의도에 미치는 영향 요인)

  • Park, Taehwan;Kim, Suhwan;Jang, Jaeyoung
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.1-22
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    • 2015
  • Due to recent growth in IT industry along with the expansion of smartphone, we came to connect to the Internet wherever and whenever we are. However, this causes negative side effects, though. One of them is a rapid increase of the financial crimes such as the Phishing and the SMishing. There have been many on-going researches about crimes such as Phishing and SMishing to protect users. However, the study about sharing knowledge on SNS to prevent such a crime can be hardly found. Based on social identity theory, we conduct the research about factors on SNS users' intention to share the information security knowledge on SNS. As a result, we found that knowledge provision self-efficacy has a significant impact on self-expression. In addition, it also found out self-expression, awareness about information security and the sense of belonging have a significant impact respectively on the intention to share the information security knowledge on SNS. On the other hand, the altruism didn't have a significant impact to the intention to share information security knowledge on SNS. With this research as a starting point, it seems necessary to expand its range to all types of online community in the future for the generalization of the hypotheses.

The Strategies for the Development of the Security Industry Utilzing Social Network Services (경호경비산업의 발전을 위한 사회연결망서비스 활용전략)

  • Kim, Doo-Han;Kim, Eun-Jung
    • Korean Security Journal
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    • no.46
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    • pp.7-30
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    • 2016
  • This study found the strategies for activating the security industry to utilize social network services based on the platform business model. This research was utilized for in-depth interview and IPA analysis. And use it was to check the contents and strategic improvement projects that can actually materialize and direction of the strategy. First, run a priority need area is a private center of community policing related portal development and operation, universal social networking service(SNS) utilizing expanded, professional training, IT-based security content management and operation of IT infrastructure security guards and security professionals up educational content development, online security guards and security professionals-up refresher training program development. Second, the area over the inventory capabilities increase the effectiveness of the security guards was constructed open-type comprehensive public information system. Third, the area needed to be reviewed are the individual security industry experts workers operating information channels, dedicated customer service and expanding the event of a private security guard & security service providers up. Fourth, the effectiveness of the insufficient area are discuss system improvements, the sharing of community policing closed Cameras for proposals for the expanded utilization of social networking services, private development organizations Social Network Service(SNS).

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A Study on Control of Access to Internal Network Information and Authority Set Up Management for Client by Class (제한된 내부 네트워크 정보 접근제어와 계층별 클라이언트 권한설정 관리에 관한 연구)

  • Seo, Woo-Seok;Park, Jae-Pyo;Jun, Moon-Seog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.287-293
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    • 2012
  • It has been only few years that various contents information subject for information processing system has been remarkably increased in online. If we say the year 2000 is the technology based year when deluge of information and data such as real time sharing, the time since after 2000 until 2011 has been a period plentiful of application based functions and solutions. Also, as the applicable range of these information process systems extends, individual information effluence has been social issues twice in 2009 and 2010. Thus now there are continuous efforts made to develop technologies to secure and protect information. However, the range problem has been extended from the illegal access from outside to the legal access from internal user and damages by agents hidden in internal information process system and client system. Therefore, this study discusses the necessity for the studies on efficiency based information security by control of access to internal information and authority setting for administrator and internal users. Based on the result of this study, it provides data that can be used from SOHO class network to large scale for information security method.

A Study on the Improvement of Korea Network for Occupations and Workers(KNOW): Focused on the Engineering Students in College Career Courses (한국직업정보시스템(KNOW)의 개선방안에 관한 연구: 공과대학 진로교과목 수강생을 중심으로)

  • Kang, Hye-Young;Park, Ka-Yeul
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.216-238
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    • 2015
  • The purpose of this study was to identify the improvement plan of Korea Network for Occupations and Workers(KNOW) in terms of the information quality and usefulness for undergraduate students.'Homework of occupational information exploration'as research instrument was assigned to the engineering students taking career courses at KoreaTech in Chungnam province, Korea. Data was collected from two-hundred sixty six college students. The main results were as follows: The percentage of awareness of KNOW was very low(7.5%), but the mean of preference(73.5) and usefulness of career readiness(70.6) of KNOW were likely to be high. The information quality of KNOW was analysed in terms of both menu bar and evaluative components. In menu bar, the highest mean of information quality was'wage, job satisfaction, and job outlook'menu bar(71.7). On the other hand'task information on the job'had the lowest mean. In evaluative component, the highest mean of information quality was understandability(73.4), whereas the completeness was at the bottom(63.7). These results implied that the KNOW has the usefulness for engineering students to explore the occupational information and to make ready for career. Nevertheless, it is needed to publicize KNOW and to redeem menu bar and contents for the improvement of this online system.

Research Trends and Knowledge Structure of Digital Transformation in Fashion (패션 영역에서 디지털 전환 관련 연구동향 및 지식구조)

  • Choi, Yeong-Hyeon;Jeong, Jinha;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.319-329
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    • 2021
  • This study aims to investigate Korean fashion-related research trends and knowledge structures on digital transformation through information-based approaches. Accordingly, we first identified the current status of the relevant research in Korean academic literature by year and journal; subsequently, we derived key research topics through network analysis, and then analyzed major research trends and knowledge structures by time. From 2010 to 2020, we collected 159 studies published on Korean academic platforms, cleansed data through Python 3.7, and measured centrality and network implementation through NodeXL 1.0.1. The results are as follows: first, related research has been actively conducted since 2016, mainly concentrated in clothing and art areas. Second, the online platform, AR/VR, appeared as the most frequently mentioned topic, and consumer psychological analysis, marketing strategy suggestion, and case analysis were used as the main research methods. Through clustering, major research contents for each sub-major of clothing were derived. Third, major subject by period was considered, which has, over time, changed from consumer-centered research to strategy suggestion, and design development research of platforms or services. This study contributes to enhancing insight into the fashion field on digital transformation, and can be used as a basic research to design research on related topics.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

Curatorial Methods of Net Art (넷아트 큐레토리얼 방법론)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.155-160
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    • 2022
  • This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.