• 제목/요약/키워드: SNS 사용

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Technique for Concurrent Processing Graph Structure and Transaction Using Topic Maps and Cassandra (토픽맵과 카산드라를 이용한 그래프 구조와 트랜잭션 동시 처리 기법)

  • Shin, Jae-Hyun
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.3
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    • pp.159-168
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    • 2012
  • Relation in the new IT environment, such as the SNS, Cloud, Web3.0, has become an important factor. And these relations generate a transaction. However, existing relational database and graph database does not processe graph structure representing the relationships and transactions. This paper, we propose the technique that can be processed concurrently graph structures and transactions in a scalable complex network system. The proposed technique simultaneously save and navigate graph structures and transactions using the Topic Maps data model. Topic Maps is one of ontology language to implement the semantic web(Web 3.0). It has been used as the navigator of the information through the association of the information resources. In this paper, the architecture of the proposed technique was implemented and design using Cassandra - one of column type NoSQL. It is to ensure that can handle up to Big Data-level data using distributed processing. Finally, the experiments showed about the process of storage and query about typical RDBMS Oracle and the proposed technique to the same data source and the same questions. It can show that is expressed by the relationship without the 'join' enough alternative to the role of the RDBMS.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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A Case Study on the Effectiveness of Major-friendly Contents in Software Education for the Non-majors (비전공자 소프트웨어 교육에서 전공맞춤형 학습 콘텐츠의 효과에 관한 사례 연구)

  • Seo, Joo-Young;Shin, Seung-Hun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.55-63
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    • 2020
  • Recently, there is a strong interest in SW basic education for non-major students in universities, but SW non-majors are having a hard time learning. This paper proposes a class operation method that utilizes customized contents reflecting the interests of non-majors, rather than using existing learning contents for SW majors. The proposed method is to improve the education effects by increasing the learning motivation of SW non-majors. The paper shows a case study of A university, which has operated non-major SW basic education for more than five years. The case study analyzed the change of class satisfaction of students of pre- and post- learning group that reformed major-friendly contents about the same curriculum. As a result, the students of social sciences are interested in learning contents using public data that can examine the social and cultural phenomena of the country, and humanities students are interested in text contents such as novels, history books, and SNS articles. In addition to the understanding of the lectures, the class satisfaction was also greatly improved, and it showed that the major-friendly contents is useful for SW basic education of non-majors.

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

Real-time Spatial Recommendation System based on Sentiment Analysis of Twitter (트위터의 감정 분석을 통한 실시간 장소 추천 시스템)

  • Oh, Pyeonghwa;Hwang, Byung-Yeon
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.15-28
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    • 2016
  • This paper proposes a system recommending spatial information what user wants with collecting and analyzing tweets around the user's location by using the GPS information acquired in mobile. This system has built an emotion dictionary and then derive the recommendation score of morphological analyzed tweets to provide not just simple information but recommendation through the emotion analysis information. The system also calculates distance between the recommended tweets and user's latitude-longitude coordinates and the results showed the close order. This paper evaluates the result of the emotion analysis in a total of 10 areas with two keyword 'Restaurants' and 'Performance.' In the result, the number of tweets containing the words positive or negative are 122 of the total 210. In addition, 65 tweets classified as positive or negative by analyzing emotions after a morphological analysis and only 46 tweets contained the meaning of the positive or negative actually. This result shows the system detected tweets containing the emotional element with recall of 38% and performed emotion analysis with precision of 71%.

The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.

Case Study of Big Data-Based Agri-food Recommendation System According to Types of Customers (빅데이터 기반 소비자 유형별 농식품 추천시스템 구축 사례)

  • Moon, Junghoon;Jang, Ikhoon;Choe, Young Chan;Kim, Jin Gyo;Bock, Gene
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.903-913
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    • 2015
  • The Korea Agency of Education, Promotion and Information Service in Food, Agriculture, Forestry and Fisheries launched a public data portal service in January 2015. The service provides customized information for consumers through an agri-food recommendation system built-in portal service. The recommendation system has fallowing characteristics. First, the system can increase recommendation accuracy by using a wide variety of agri-food related data, including SNS opinion mining, consumer's purchase data, climate data, and wholesale price data. Second, the system uses segmentation method based on consumer's lifestyle and megatrends factors to overcome the cold start problem. Third, the system recommends agri-foods to users reflecting various preference contextual factors by using recommendation algorithm, dirichlet-multinomial distribution. In addition, the system provides diverse information related to recommended agri-foods to increase interest in agri-food of service users.

The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.

A study on content strategy for long-term exposure of YouTube's 'Trending' (유튜브 '인기급상승' 장기 노출을 위한 콘텐츠 전략에 관한 연구)

  • Lee, Min-Young;Byun, Guk-Do;Choi, Sang-Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.359-372
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    • 2022
  • This study aimed to derive a YouTube content strategy that can be exposed to Trending for a long time by comparing the features of 20 channels in the short/long term using 'YouTube Trending' data in 2021. First, through Pearson's correlation analysis, we found that various factors such as 'the number of title or tag letters' related to long-term exposure, and set this as an index to compare features. As a result, 1)'video title' of about 40-45 letters without excessive special characters, 2)'video length' within 10 minutes, 3)'Video description' is effective when writing 2-3 sentences and adding SNS information or including 3 key tags. Also, it would be more effective if you set key tag pairs such as (먹방, mukbang), (역대급, 레전드) derived through text mining. Through this, the channel will spread globally, bringing various advantages, and will be used as an indicator to evaluate the globality of the channel.

Research on public sentiment of the post-corona new normal: Through social media (SNS) big data analysis (포스트 코로나 뉴노멀에 대한 대중감성 연구: 소셜미디어(SNS) 빅데이터 분석을 통해)

  • Ann, Myung-suk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.209-215
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    • 2022
  • In this study, detailed factors of public sentiment toward the 'post-corona new normal' were examined through social media big data sentiment analysis. Thus, it is to provide basic data to preemptively cope with the post-COVID-19 era. For data collection and analysis, the emotional analysis program of 'Textom', a big data analysis program, was used. The data collection period is one year from October 5, 2020 to October 5, 2021, and the collection channels are set as blogs, cafes, Twitter, and Facebook on Daum and Naver. The original data edited and refined a total of 3,770 collected texts from this channel were used for this study. The conclusion is as follows. First, there is a high level of interest and liking for the 'post-corona new normal'. In other words, it can be seen that optimism such as daily recovery, technological growth, and expectations for a new future took the lead at 77.62%. Second, negative emotions such as sadness and rejection are 22.38% of the total, but the intensity of emotions is 23.91%, which is higher than the ratio, suggesting that these negative emotions are intense. This study has a contribution to the detailed factor analysis of the public's positive and negative emotions through big data analysis on the 'post-corona new normal'.