• Title/Summary/Keyword: SNS 플랫폼

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A Study on the Activation of Crowdfunding for e-Commerce Trade Start-ups Investment (전자상거래 무역창업 투자를 위한 크라우드펀딩 활성화방안에 관한 연구)

  • Park, Jong Hyun
    • International Commerce and Information Review
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    • v.18 no.2
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    • pp.3-26
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    • 2016
  • Crowdfunding is growing up SNS spread, raising funds from numerous people which are offering necessary funding of private and enterprise using the internet-based platforms. The function of crowdfunding uses innovative financing in being business and start-ups having difficulty in financing. Crowdfunding in our domestic is concentrated on culture and arts in the early adoption phase, and is numerous projects with public features. However, the investment case of crowdfundig in e-commerce trade start-ups is rarely in spite of a increased attention for crowdfunding.. The purpose of this study examined the factors to be considered when using successfully crowdfunding on e-commerce trade start-ups. This study is understanding the legal and policy of crowdfunding market status and other countries, and suggests the activation of the direction of government policy, legal system, and participation of financing suppliers and investors as activating the law and policy system related the crowdfunding on a domestic in terms of e-commerce trade start-ups investment.

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Implementation of a pet product recommendation system using big data (빅 데이터를 활용한 애완동물 상품 추천 시스템 구현)

  • Kim, Sam-Taek
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.19-24
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    • 2020
  • Recently, due to the rapid increase of pets, there is a need for an integrated pet-related personalized product recommendation service such as feed recommendation using a health status check of pets and various collected data. This paper implements a product recommendation system that can perform various personalized services such as collection, pre-processing, analysis, and management of pet-related data using big data. First, the sensor information worn by pets, customer purchase patterns, and SNS information are collected and stored in a database, and a platform capable of customized personalized recommendation services such as feed production and pet health management is implemented using statistical analysis. The platform can provide information to customers by outputting similarity product information about the product to be analyzed and information, and finally outputting the result of recommendation analysis.

The Exploratory Study on the Impact of User's Characteristics and Use Behaviors on Personal Cloud Service Use (이용자 특성과 이용행태가 개인형 클라우드 서비스 이용에 미치는 영향에 관한 탐색적 연구)

  • Kim, Dong-Woo;Pyo, Si-Young;Joung, Won-Jo
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.3-13
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    • 2014
  • This study as an exploratory study, investigates personal cloud service use which has been developed and distributed rapidly. Focusing on the user's characteristics and use behaviors, the influences of connected uses of platform and contents are empirically figured out. The results show that the contents which need small-data capacity like pictures and musics have been used very frequently in a cloud service. Second, 'platform-connected use' has been found out as the most influential factor in cloud service. SNS, e-mail, and personal innovativeness are also proved as significant factors. As a leading study analyzing theoretically the personal cloud service, it implies that it is necessary to consider the user's characteristics and use behaviors in developing cloud service in the market and making policy for promoting relevant industry.

A Study on the Mobile Video Contents Application (모바일 어플리케이션 의 영상콘텐츠 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.311-316
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    • 2020
  • is a mobile application based SNS video platform that launched its service in China in 2016. At the beginning of the service, TikTok is a music video content platform, and later, it evolved into a social platform that provides a wide variety of contents, and the process of creating, producing, and editing videos was easily provided. Since started its service, it has analyzed various social phenomena that have appeared to young people and the types and characteristics of video content popular in this app. The demand for vertical video content in the form of short clip is on the rise rapidly, which can be expected to improve the quality of video content in accordance with the development of mobile-based imaging technology. Useful for mobile based on the creative video producers through this study data are to be used to.

A Development Method of Framework for Collecting, Extracting, and Classifying Social Contents

  • Cho, Eun-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.163-170
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    • 2021
  • As a big data is being used in various industries, big data market is expanding from hardware to infrastructure software to service software. Especially it is expanding into a huge platform market that provides applications for holistic and intuitive visualizations such as big data meaning interpretation understandability, and analysis results. Demand for big data extraction and analysis using social media such as SNS is very active not only for companies but also for individuals. However despite such high demand for the collection and analysis of social media data for user trend analysis and marketing, there is a lack of research to address the difficulty of dynamic interlocking and the complexity of building and operating software platforms due to the heterogeneity of various social media service interfaces. In this paper, we propose a method for developing a framework to operate the process from collection to extraction and classification of social media data. The proposed framework solves the problem of heterogeneous social media data collection channels through adapter patterns, and improves the accuracy of social topic extraction and classification through semantic association-based extraction techniques and topic association-based classification techniques.

A Study on Changes in Form and Characteristics of Digital Fashion Shows According to Changes in Digital Platforms (디지털 플랫폼의 변화에 따른 디지털 패션쇼의 형태변화와 특성 연구)

  • Ha Jin Choi;Jae Yoon Chung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.1-14
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    • 2024
  • Digital transformation has been actively evolving through the use of digital platforms. The fashion industry also utilizes digital platforms and significant changes have become particularly evident in fashion shows. Therefore it is essential to research digital fashion shows. The purpose of this study is to analyze the evolution of digital fashion shows in terms of their form and characteristics in response to changes in digital platforms. The research method consisted of literature research and case analysis. In this study, the development stages of digital platforms were divided into four stages: Internet platforms, SNS platforms, Metaverse platforms, and Artificial Intelligence platforms. Results were derived by analyzing digital fashion shows published on digital platforms at each stage. Internet digital fashion shows were used as an ancillary implement for fashion shows. SNS digital fashion shows expanded the fashion presentation method by experimenting with various fashion show formats. The Metaverse Digital Fashion Show offers a unique experience by integrating Virtual Reality and digital technology to create visual effects customized for the virtual environment. The Artificial Intelligence digital fashion show used virtual graphics created using Artificial Intelligence. Digital fashion shows will continue to evolve and become a significant digital strategy for fashion content and brands. The change in the format of digital fashion shows clearly showcases the characteristics of each stage, but the formats appear to merge during the development process.

A Study on Public Awareness of Landslide and Check Dam Using the Big Data Platform 'Hyean' (공공 빅데이터 플랫폼 '혜안'을 통한 산사태 및 사방댐 인식 분석)

  • Sohee Park;Min Jeng Kang;Song Eu
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.687-698
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    • 2022
  • Purpose: This study was conducted to understand the public awareness of landslide and check dams in 2015-2020 using the big data platform 'Hyean' and to confirm the utilization of this platform in disaster prevention areas. Method: The total amount, number of detection by period by media, and affirmative and negative trends of a search for 'landslide' and 'check dam' in 2015-2020 were analyzed using a keyword search of 'Hyean.' Result: There is significant lack of public awareness of check dam compared to landslide, and the trend is more noticeable in the conspicuous gap of data amount between the news and SNS media. The number and the timing of the search for 'landslide' coincided with the actual occurrence of landslide, while the detection of 'check dam' was less related to it. Relatively affirmative preception for the check dam is inferred, but it was difficult to confirm accurate statistical affirmative and negative trends in the disaster prevention field using 'Hyean.' Conclusion: Unlike the experts who expect positive public awareness of check dam, the statistic results show that the public awareness of the check dam as an effective countermeasure against landslide was extremely low. Active promotion of erosion control projects should be carried out first, and a balanced sample survey should accompany online and periodic field surveys. Since there is a limit to grasping the effective perception in the field of disaster prevention area using 'Hyean', it should be very cautious to establish local/governmental policies using it.

Revisiting the e-Government Maturity Model: Significance, Limitations, and Suggestions (전자정부 성숙도 모델의 재검토: 모델의 의의와 한계, 실증분석을 통한 제언)

  • SUNG, WOOKJOON
    • Informatization Policy
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    • v.30 no.3
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    • pp.3-28
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    • 2023
  • This study aims to analyze the usage behavior of e-government service users based on the e-government maturity model and provide suggestions for advancement of the e-government services. The changes in Korea's e-government services were analyzed as follows; 1) Proportion of use of e-government services in Korean public services, 2) E-government service types/stages use, 3) Service use by platform 4) User response to e-government service 5) Users' requests for future e-government service usage methods. For the analysis, this study used data from Korea's 2012-2020 e-government usage behavior survey data. As a result of the analysis, first, the proportion of e-government service has been continuously increasing, and second, the use of the e-participation stage is relatively low compared to the presenting information, interaction, and transaction stages. Third, by platform, e-government service has been expanded to various access platforms such as mobile, kiosk, and SNS centering on the web. Fourth, users' satisfaction with e-government service is very high. However, to vitalize e-government services, users requested improvements such as providing one-stop integrated services and simplifying authentication procedures. Based on the analysis results, this study 1) reflects the user's point of view in the maturity model of e-government, 2) considers access to various platforms according to the development of digital technology, 3) improves the e-government maturity model through data-based analysis such as user usage behavior suggested the need.

방송통신사업자의 스마트미디어 전략에 대한 탐색적 연구: HTML5, 클라우드 컴퓨팅 등의 기술적 배경을 근간으로

  • Song, Min-Jeong
    • Broadcasting and Media Magazine
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    • v.18 no.1
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    • pp.89-104
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    • 2013
  • 다양한 스마트기기 간 및 앱(Application) 간 연동을 통한 스마트미디어 생태계 환경에서 애플(Apple), 구글(Google), 마이크로소프트(Microsoft) 등 SW(Software) 기반 OS(Operating System) 플랫폼들은 개별 체제 강화를 더욱 견고히 하고 있다. 생태계 내 타(他) 구성원들은 이들에 의한 제약이 더욱 심해지자, 웹 문서의 표준화(HTML5)나 클라우드 컴퓨팅(Cloud computing) 같은 개방화된 기술들을 환영한다. 실제로 최근 웹 애플리케이션(Web application) 개발과 개발자들의 OS 플랫폼 이탈은 이러한 변화의 단면을 보여주기 시작했다. 본 고는 SW 중심에서 서비스 중심으로 이동 중인 플랫폼 경쟁 환경에서 네트워크를 보유 중인 방송통신사업자들의 새로운 스마트미디어 전략 방향을 제시하는데 그 목적을 둔다. 이를 위해 두 가지 기술적 배경인 HTML5와 클라우드 컴퓨팅 기술들을 살펴본 후, 그 동안 SW 중심 플랫폼 경쟁 환경에서 주도권을 빼앗겼다고 깨달은 방송통신사업자가 취해야 할, 두 가지 새로운 기술적 환경에서의 스마트미디어 전략을 제시하였다. 분석 결과, HTML5가 모바일 분야의 핵심 기술이 될 전망이지만, 단기적으로는 여전히 미성숙 문제가 제기될 것으로 보이며, 기존 경쟁력을 유지하려는 OS 사업자들의 가치사슬 통합 전략이 가시화되고 있는 환경이 목격된다. 또한, 클라우드 서비스 제공도 이미 이들 OS사업자들의 기존 생태계 유지를 위한 핵심 툴로 이미 활용되기 시작했다. 그럼에도 불구하고 HTML5와 클라우드 컴퓨팅은 방송통신사업자들에게 생태계 주도권을 탈환할 수 있는 중요한 기술로 인식되고 있다. 따라서 본 연구에서는 이를 기반으로 세 가지 이용자 경험인 '경계 없는', '동질적인', '끊김 없는' 이용자 경험(User Experience) 제공을 위해 노력하는 선도적인 사례 탐색이 시도되었으며, 이를 통해 방송통신사업자들의 미래 스마트미디어 전략 방향이 도출되었다. '경계 없는' 서비스에서는 구글, 애플 외의 멀티OS 전략과 기존 OS의 앱 서비스 대항마인 아마존(Amazon), 페이스북(Facebook) 등과의 적극적 서비스 제휴, '동질적인' 서비스에서는 클라우드 기반 주요 콘텐츠 플랫폼 제휴와 방송통신 가입자 기반의 All-IP기반으로의 확대, 마지막으로 '끊김 없는' 서비스에서는 SNS, LBS, 가상현실 등과의 매쉬업(Mash-up)과 의료, 금융 등과의 융합서비스 개발을 통한 스마트홈 전략 추진, 인증 및 결제시스템의 개방화 등이 제시되었다.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.