• Title/Summary/Keyword: SNS 정보인식

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A Comparative Study on the Perception of Actual Utilization of Smart Devices and Development of Culinary Education Application - Focused on 4-year University Students Located in the Daejeon.Chungnam Areas - (스마트 기기 활용 실태와 조리실습교육 애플리케이션 개발에 대한 인식 비교 연구 - 대전.충남지역 4년제 대학생을 중심으로 -)

  • Kang, Keoung-Shim
    • Culinary science and hospitality research
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    • v.19 no.2
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    • pp.176-189
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    • 2013
  • This study has been conducted on 213 students in 4-year universities located in the regions of Daejeon and Chungnam in order to investigate a method to develop a smart device based culinary education application and the results and development method were as follows. First, the most often used smart device was a smart phone, which is used for over 5 hours a day and mainly used for SNS. Second, they utilized a smart device for language and major study during their spare time, wanted educational contents most and thought them useful for learning. Third, most of the students were positively aware of the necessity and learning effects of culinary education applications, and the response rate to utilize the application once a week was highest. Also, they hoped various recipes and simple cuisine and craftsman cooking. Therefore, the functions of SNS mostly often used by students should be added to promote interaction between teachers and students. And more contents should be made for students to use easily in moving or in their spare time. Furthermore, various videos of teaching and theoretical information should be included. And the applications focused on recipes and simple and craftsman cooking should be developed and uploaded on a school homepage and on popular portal sites so that students can easily utilize them.

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Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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Factors Influencing Internet Media Credibility among College Students (대학생들의 인터넷 미디어 신뢰도에 영향을 미치는 요인 고찰 - 미디어 리터러시 역량을 중심으로)

  • Kim, Yon-Jong;Ahn, Jung-Im
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.438-449
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    • 2019
  • This study explored the perception of internet media credibility and influencing factors among college students who are routine users of internet-based media. Media literacy competences are of primary interest among others in that users' media literacy such as information evaluation, critical understanding of media, and information sharing are assumed to be related to media credibility. The results of analysis revealed critical understanding ability to be statistically significant and consistently influencing factor. Users with more critical view on media ownership, represented reality, commercial intention of media seemed less likely to trust internet media. Whereas media use motive for information was found to be a strong predicting factor, motive for pleasure showed no relationship with credibility. Based on the findings, suggestions for new research and limitations of the study were discussed.

A Study on Culture art education method of lens based media literacy (문화예술 교육방법으로서 렌즈기반 미디어 리터러시에 관한 연구)

  • Ryu, ki-sang
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.427-428
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    • 2011
  • SNS(Socal Network Service)미디어로 회자되는 지금의 미디어 환경에서 소통은 미디어 접근성의 중요성과 함께 어떠한 이야기를 가지고 네트워크에 참여해야 하는가에 선택과 집중이 되고 있다. 최근의 미디어 환경은 문화예술 교육안에서도 시각정보 전달을 기반으로 하는 소통구조의 미디어와 예술, 문화, IT가 결합한 컨버전스 형태의 뉴 컬처 미디어에 대한 교육적 인식을 시작하였다. 좋은 교육은 규율과 친밀성에 기반하는데 그 두 가지 모두를 가지고 있는 렌즈기반미디어리터러시는 창의적인 자기표현과 소통이라는 관점을 가지고 문화활동가와 교육생, 교육생의 가족 등 지역사회구성원들에게 사회 참여를 확장시켜 소통의 격차를 줄이는데 일정한 역할을 할 것이다. 이렇게 형성된 모델은 개별 사용자를 넘어 미디어 생산자, 수용자, 유통자 간의 새로운 관계를 모색하는 데 기여할 것이다.

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Awareness Survey for Building MZ Generation-Friendly Information Portal: Focusing on ScienceON (MZ세대 친화적 정보 포털 구축을 위한 인식조사 - ScienceON을 중심으로 -)

  • Noh, Younghee;Wang, Dongho
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.123-138
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    • 2022
  • In order to improve ScienceON as a customized portal for MZ generation, this study investigated the characteristics of MZ generation's use of information portals and the demand for ScienceON to derive ways to improve ScienceON. To this end, a survey was conducted on Generation MZ who had experience using ScienceON, and the direction of improvement of ScienceON was derived. The ScienceON improvement plan proposed in this study is as follows. First, it is necessary to derive a plan to be familiar with the MZ generation for the MZ generation seeking familiarity and convenience. Second, it is necessary to improve the portal, such as arranging intuitive menus and providing convenient information, and various ways such as improving design and UI and reorganizing functions provided by ScienceON are needed. Third, it is necessary to promote the spread of Science ON by providing content through various platforms such as SNS and YouTube. In the future, as interest in the MZ generation continues to increase, analysis studies on the characteristics and demand of the MZ generation are expected to increase. Therefore, this study can be used as basic data for research on MZ generation, and it is expected that it can be used as a reference for the demand for information search and services of MZ generation.

A personalized user interface design for smart TV (스마트TV를 위한 개인 맞춤형 사용자 인터페이스 설계)

  • Choi, Sung-Uk;Kim, Tae-Seok
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.106-108
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    • 2012
  • 스마트TV는 스마트폰과 달리 가족이 사용하는 디바이스로 인식되고 있다. 그러나 스마트TV도 SNS(Social Networking Service), 웹 서비스 등 가족인 아닌 개인 단위로 사용하는 앱(application)뿐만 아니라 각 개인마다 선호하는 게임을 포함한 앱(application), VOD 리스트, TV 채널 등이 다르다고 볼 수 있다. 그리하여 스마트TV에서도 개인 맞춤형 사용자 인터페이스가 필요하다. 이에 따라 본 논문에서는 스마트TV 환경에서 기존 윈도우 로그인 시스템처럼 개인만의 맞춤형 사용자 인터페이스를 제시한다. 그리하여 각각의 사용자들은 개인만의 환경에서 앱(application)을 실행하거나 TV를 볼 수 있다. 기존 연구되고 있는 채널 네비게이션 기법을 토대로 VOD list, 게임을 포함한 앱(App)을 개인 맞춤형 인터페이스로 보다 편리하게 사용할 수 있는 방법도 제시한다. 채널 네비게이션은 로그인한 각 자신만의 환경에서 사용자가 과거에 시청한 TV 채널을 조사하여 많이 시청한 TV 채널을 보여 주게 한다. 그리하여 보다 자신이 선호하는 채널을 쉽게 시청할 수 있다. 이와 더불어 VOD 리스트와 게임을 포함한 앱(application)을 과거에 시청하거나 사용했던 패턴을 분석하고 선호하는 VOD 리스트와 앱(application)을 예측하여 보여주어 개인의 맞춤형 인터페이스에서 보다 빠르게 접근이 가능하며 편리하게 사용할 수 있다.

A Study on Recognition of Robot Barista Using Social Media Text Mining (소셜미디어 텍스트마이닝을 활용한 로봇 바리스타 인식 탐색 연구)

  • Han Jangheon;An Kabsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.37-47
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    • 2024
  • The food tech market, which uses artificial intelligence robots for the restaurant industry, is gradually expanding. Among them, the robot barista, a representative food tech case for the restaurant industry, is characterized by increasing the efficiency of operators and providing things for visitors to see and enjoy through a 24-hour unmanned operation. This research was conducted through text mining analysis to examine trends related to robot baristas in the restaurant industry. The research results are as follows. First, keywords such as coffee, cafe, certification, ordering, taste, interest, people, robot cafe, coffee barista expert, free, course, unmanned, and wine sommelier were highly frequent. Second, time, variety, possibility, people, process, operation, service, and thought showed high closeness centrality. Third, as a result of CONCOR analysis, a total of 5 keyword clusters with high relevance to the restaurant industry were formed. In order to activate robot barista in the future, it is necessary to pay more attention to functional development that can strengthen its functions and features, as well as online promotion through various events and SNS in the robot barista cafe.

The Influence of Enneagram Personality Styles on Information Seeking Behaviors of Undergraduate Students of Humanities and Social Sciences Studies (에니어그램 성격 유형이 인문사회과학 대학생들의 정보추구행태에 미치는 영향 연구)

  • Kim, Hyun-Hee;Jang, Yoo-Ri
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.3
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    • pp.237-264
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    • 2014
  • This study aims to investigate the influence of personality styles on information seeking behaviors of undergraduate students. To this end, first, Korean Enneagram Personality Training Indicator (KEPTI) tool was used to measure Enneagram personality styles. Next, to measure information seeking activities, 200 of undergraduate students were recruited, and a questionnaire with 13 questions was designed. The questions included information usage motivation, how to collect and search scholarly information, challenges faced in the search process, level of satisfaction, and the use of SNS (Social Network Service). This research concluded that personality traits affected information seeking behavior and Enneagram types of each center of energy consistently did not show similar information seeking behavior.

A Study on Awareness of Nuclear Power Generation and Fukushima Contaminated Water (원자력발전과 후쿠시마 오염수에 대한 인식 연구)

  • Yeon-Hee Kang;Sung Hee Yang;Yong In Cho;Jung-Hoon Kim
    • Journal of the Korean Society of Radiology
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    • v.18 no.2
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    • pp.109-117
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    • 2024
  • In order to determine the level of awareness of nuclear power generation and Fukushima contaminated water, this study conducted an online survey targeting the general public living in the Busan area and analyzed a total of 201 questionnaires. Independent samples t-test and one-way analysis of variance were conducted to verify differences in variables according to the characteristics of the study subjects, and correlation analysis was conducted to confirm the correlation between variables. First, the results of the study showed that women had a more negative perception of nuclear power generation and Fukushima contaminated water than men. In terms of age, it was found that people in their 40s and older had a high level of negative perception. In terms of political inclination, progressive respondents showed a higher negative perception toward nuclear power generation and Fukushima contaminated water. Second, information on nuclear energy was most often collected through the Internet, broadcasting, and SNS. Third, the higher the negative perception of nuclear power generation, the more negative the results were in terms of issues of concern following the discharge of contaminated water at the Fukushima nuclear power plant. Nuclear power cannot be separated from human life. Therefore, it is believed that accurate information and a knowledge delivery system are needed to ensure correct awareness of nuclear power generation.

System implementation share of voice and sign language (지화인식 기반의 음성 및 SNS 공유 시스템 구현)

  • Kang, Jung-Hun;Yang, Dea-Sik;Oh, Min-Seok;Sir, Jung-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.644-646
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    • 2016
  • Deaf are it is difficult to communicate to represent the voice heard, so theay use mostly using the speech, sign language, writing, etc. to communicate. It is the best way to use sign language, in order to communicate deaf and normal people each other. But they must understand to use sign language. In this paper, we designed and implementated finger language translation system to support communicate between deaf and normal people. We used leap motion as input device that can track finger and hand gesture. We used raspberry pi that is low power sing board computer to process input data and translate finger language. We implemented application used Node.js and MongoDB. The client application complied with HTML5 so that can be support any smart device with web browser.

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