• Title/Summary/Keyword: SNS 플랫폼

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The Technology of Connected Car (커넥티드 카의 기술)

  • Shim, Hyun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.590-598
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    • 2016
  • It comes into the spotlight as the new Blue Ocean in which the connected car industry in which the car and mobile communication technology is convergence. All sorts of infortainments services connecting with the portable electronic device(Smart phone, tablet PC, and MP3 player) and car are rapidly grown. The Connected car emphasizes the vehicle connectivity with the concept that the car has communication with the around on a real time basis and it provides the safety and expedience to the operator and using the thing of Internet (IoT) in the car and supports the application, presently, the entertainment service including the real-time Navigation, parking assistant function, not only the remote vehicle control and management service but also Email, multimedia streaming service, SNS and with the platform. Intelligent vehicle network is studied as the kind according to MANET(Mobile Ad Hoc Network) for the safety operation of the cars of the road and improving the efficiency of the driving.

Effects of game playing for self-efficacy and social trust (게임 이용이 자기 효능감 및 사회신뢰에 미치는 영향)

  • Park, Sang-Min;Jung, Wan-Kyu;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.55-62
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    • 2017
  • The purpose of this paper is to examine the effects of using online mobile games on self-efficacy, sociality, and social trust. This paper focuses on the SNS factor (community management and communication function) that is being introduced to the game in accordance with the emergence of the mobile platform. Based on this logic, It sets hypotheses, that the game play has the effects of self-efficacy, sociality. The results are as follows. We conducted online surveys of 1,500 samples with nationwide representatives commissioned by a professional opinion survey agency. As a result, it was found that online game play not only enhances users' self-efficacy, but also directly or indirectly affects the improvement of sociality and social trust.

The analysis of technology of the connected car (커넥티드 카의 기술 분석)

  • Shim, Hyun-Bo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.211-215
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    • 2015
  • It comes into the spotlight as the new Blue Ocean in which the connected car industry in which the car and mobile communication technology is convergence. All sorts of infortainments services connecting with the portable electronic device(Smart phone, tablet PC, and MP3 player) and car are rapidly grown. The Connected car emphasizes the vehicle connectivity with the concept that the car has communication with the around on a real time basis and it provides the safety and expedience to the operator and using the thing of Internet (IoT) in the car and supports the application, presently, the entertainment service including the real-time Navigation, parking assistant function, not only the remote vehicle control and management service but also Email, multimedia streaming service, SNS and with the platform. Intelligent vehicle network is studied as the kind according to MANET(Mobile Ad Hoc Network) for the safety operation of the cars of the road and improving the efficiency of the driving. The intelligent vehicle network is comprised for the driving information offering changing rapidly of the communication(V2V: Vehicle to Vehicle) between the car and the car, communication(V2I : Vehicle to Infrastructure) between the infrastructure and the car, and V2X (Vehicle to Nomadic).

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Design and Implementation of HDFS Data Encryption Scheme Using ARIA Algorithms on Hadoop (하둡 상에서 ARIA 알고리즘을 이용한 HDFS 데이터 암호화 기법의 설계 및 구현)

  • Song, Youngho;Shin, YoungSung;Chang, Jae-Woo
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.2
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    • pp.33-40
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    • 2016
  • Due to the growth of social network systems (SNS), big data are realized and Hadoop was developed as a distributed platform for analyzing big data. Enterprises analyze data containing users' sensitive information by using Hadoop and utilize them for marketing. Therefore, researches on data encryption have been done to protect the leakage of sensitive data stored in Hadoop. However, the existing researches support only the AES encryption algorithm, the international standard of data encryption. Meanwhile, Korean government choose ARIA algorithm as a standard data encryption one. In this paper, we propose a HDFS data encryption scheme using ARIA algorithms on Hadoop. First, the proposed scheme provide a HDFS block splitting component which performs ARIA encryption and decryption under the distributed computing environment of Hadoop. Second, the proposed scheme also provide a variable-length data processing component which performs encryption and decryption by adding dummy data, in case when the last block of data does not contains 128 bit data. Finally, we show from performance analysis that our proposed scheme can be effectively used for both text string processing applications and science data analysis applications.

The Effects of Digital Consumption Trust and Corporate Trust on IT Device and Service Satisfaction

  • Park, Seungbae;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.217-222
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    • 2021
  • Recently, trust in online transactions and corporate trust are most important at the corporate level as social overhead capital in commercial transactions using digital devices such as online, mobile, and SNS platforms. Therefore, this study used data from the Korea Consumer Agency's consumer policy indicators to identify the impact of digital consumption trust and corporate responsibility trust on the satisfaction of information and communication products and services. According to the analysis, trust in digital consumption conditions and responsibility of companies have a positive impact on satisfaction of information and communication devices and satisfaction of information and communication services. In addition, it was found that trust in corporate responsibility has a greater impact on satisfaction of information and communication devices and satisfaction of information and communication services than trust in digital consumption conditions. Theoretical and practical implications for these findings and suggestions for future research were presented.

Exploring News Sharers' Characteristics and Factors Affecting News Sharing Behavior (온라인 뉴스 공유자의 특성 및 뉴스 공유에 미치는 요인 탐색)

  • Hwang, HaSung;Jiang, XueJin;Zhu, LiuCun
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.105-112
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    • 2020
  • The present study aims to explore news sharers' characteristic. Specifically, it aims to look at news sharers' demographic characteristics, old media news usage and new media news usage. Besides, it also explores factors affecting news sharing behavior. The study used the second data of Korea Press Foundation. Findings from surveys suggest that first, news sharers are younger and have higher education than not news sharers. Second, news sharers use less news through old media while more news through new media. Third, political orientation, portal, SNS and online video platform new usage, messenger news reliability have positive effects on news sharing, while age and portal news reliability have negative effects on it. Based on these findings, implication, limitations, and topics for future research are discussed.

A Study on the Consumer Perception of Metaverse Before and After COVID-19 through Big Data Analysis (빅데이터 분석을 통한 코로나 이전과 이후 메타버스에 대한 소비자의 인식에 관한 연구)

  • Park, Sung-Woo;Park, Jun-Ho;Ryu, Ki-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.287-294
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    • 2022
  • The purpose of this study is to find out consumers' perceptions of "metaverse," a newly spotlighted technology, through big data analysis as a non-face-to-face society continues after the outbreak of COVID-19. This study conducted a big data analysis using text mining to analyze consumers' perceptions of metaverse before and after COVID-19. The top 30 keywords were extracted through word purification, and visualization was performed through network analysis and concor analysis between each keyword based on this. As a result of the analysis, it was confirmed that the non-face-to-face society continued and metaverse emerged as a trend. Previously, metaverse was focused on textual data such as SNS as a part of life logging, but after that, it began to pay attention to virtual reality space, creating many platforms and expanding industries. The limitation of this study is that since data was collected through the search frequency of portal sites, anonymity was guaranteed, so demographic characteristics were not reflected when data was collected.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

Word-of-Mouth Effect for Online Sales of K-Beauty Products: Centered on China SINA Weibo and Meipai (K-Beauty 구전효과가 온라인 매출액에 미치는 영향: 중국 SINA Weibo와 Meipai 중심으로)

  • Liu, Meina;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.197-218
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    • 2019
  • In addition to economic growth and national income increase, China is also experiencing rapid growth in consumption of cosmetics. About 67% of the total trade volume of Chinese cosmetics is made by e-commerce and especially K-Beauty products, which are Korean cosmetics are very popular. According to previous studies, 80% of consumer goods such as cosmetics are affected by the word of mouth information, searching the product information before purchase. Mostly, consumers acquire information related to cosmetics through comments made by other consumers on SNS such as SINA Weibo and Wechat, and recently they also use information about beauty related video channels. Most of the previous online word-of-mouth researches were mainly focused on media itself such as Facebook, Twitter, and blogs. However, the informational characteristics and the expression forms are also diverse. Typical types are text, picture, and video. This study focused on these types. We analyze the unstructured data of SINA Weibo, the SNS representative platform of China, and Meipai, the video platform, and analyze the impact of K-Beauty brand sales by dividing online word-of-mouth information with quantity and direction information. We analyzed about 330,000 data from Meipai, and 110,000 data from SINA Weibo and analyzed the basic properties of cosmetics. As a result of analysis, the amount of online word-of-mouth information has a positive effect on the sales of cosmetics irrespective of the type of media. However, the online videos showed higher impacts than the pictures and texts. Therefore, it is more effective for companies to carry out advertising and promotional activities in parallel with the existing SNS as well as video related information. It is understood that it is important to generate the frequency of exposure irrespective of media type. The positiveness of the video media was significant but the positiveness of the picture and text media was not significant. Due to the nature of information types, the amount of information in video media is more than that in text-oriented media, and video-related channels are emerging all over the world. In particular, China has made a number of video platforms in recent years and has enjoyed popularity among teenagers and thirties. As a result, existing SNS users are being dispersed to video media. We also analyzed the effect of online type of information on the online cosmetics sales by dividing the product type of cosmetics into basic cosmetics and color cosmetics. As a result, basic cosmetics had a positive effect on the sales according to the number of online videos and it was affected by the negative information of the videos. In the case of basic cosmetics, effects or characteristics do not appear immediately like color cosmetics, so information such as changes after use is often transmitted over a period of time. Therefore, it is important for companies to move more quickly to issues generated from video media. Color cosmetics are largely influenced by negative oral statements and sensitive to picture and text-oriented media. Information such as picture and text has the advantage and disadvantage that the process of making it can be made easier than video. Therefore, complaints and opinions are generally expressed in SNS quickly and immediately. Finally, we analyzed how product diversity affects sales according to online word of mouth information type. As a result of the analysis, it can be confirmed that when a variety of products are introduced in a video channel, they have a positive effect on online cosmetics sales. The significance of this study in the theoretical aspect is that, as in the previous studies, online sales have basically proved that K-Beauty cosmetics are also influenced by word-of-mouth. However this study focused on media types and both media have a positive impact on sales, as in previous studies, but it has been proven that video is more informative and influencing than text, depending on media abundance. In addition, according to the existing research on information direction, it is said that the negative influence has more influence, but in the basic study, the correlation is not significant, but the effect of negation in the case of color cosmetics is large. In the case of temporal fashion products such as color cosmetics, fast oral effect is influenced. In practical terms, it is expected that it will be helpful to use advertising strategies on the sales and advertising strategy of K-Beauty cosmetics in China by distinguishing basic and color cosmetics. In addition, it can be said that it recognized the importance of a video advertising strategy such as YouTube and one-person media. The results of this study can be used as basic data for analyzing the big data in understanding the Chinese cosmetics market and establishing appropriate strategies and marketing utilization of related companies.

Design of Convergence Platform for companion animal Personalized Services (반려동물 개인화서비스를 위한 융합 플랫폼 설계)

  • Kim, Sam-Taek
    • Journal of the Korea Convergence Society
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    • v.7 no.6
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    • pp.29-34
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    • 2016
  • Nowadays, real-time devices that provide health care for a companion animal is being developed by IoT technology and its demand such as smart puppy tag is increasing. However, it is difficult for IoT devices of companion animals to process complex nature due to miniaturized hardware and constructive nature. There is a clear limit to custom advanced features like health care implementation. This paper designs an integrated platform with statistical analysis which makes it possible to customized services such as feed production, pharmaceutical production, and health care for each companion animal. Middleware that collects sensor information, customer's spending pattern and information from Social Network Service is also designed by making use of IoT devices which companion animals wear. Furthermore, the paper designed data analyzer which analyzes and refines data from collected information that can be applied to personalized services.