• Title/Summary/Keyword: SNS Platform

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Culture and Content Industry: An Analysis on New Korean Wave based on Social Capital Perspective (문화와 콘텐츠 산업: 사회자본 관점에서의 신한류 현상 분석)

  • Kim, InSul;Lee, Jongseok
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.7
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    • pp.127-138
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    • 2012
  • Unlike the first generation of Korean Wave (Hallyu 1.0), which mainly refers to the exports of Korean TV dramas via broadcasting systems, the New Korean Wave (Hallyu 2.0) era has been brought by K-pop (Korean popular music) via the rapid growth of social media. The purpose of this study is to understand the impact of this significant shift in media on global fans and their way of adopting Korean cultural goods from a social capital perspective, in order to draw some implications for the current Korean content industries. Most global fans of K-pop are young and use social media to access digital content and share their opinions spontaneously. SNS providers such as YouTube and Facebook not only act as information providers to usher the fans to online music retailers; but also function as links between these fans and cultural producers by turning bonding social capital into bridging social capital. Telecommunication and advertising companies participate in this market as a third party by providing funds for supporting digital circulation and distribution. In this multi-sided market with the interdependent agents, it is extremely important to secure a platform that leads the evolution of its business ecology. Without owning the platform, there is also a very little chance to produce linking social capital as a means to maximize the impact of New Korean Wave.

Android Malware Detection Using Auto-Regressive Moving-Average Model (자기회귀 이동평균 모델을 이용한 안드로이드 악성코드 탐지 기법)

  • Kim, Hwan-Hee;Choi, Mi-Jung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.8
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    • pp.1551-1559
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    • 2015
  • Recently, the performance of smart devices is almost similar to that of the existing PCs, thus the users of smart devices can perform similar works such as messengers, SNSs(Social Network Services), smart banking, etc. originally performed in PC environment using smart devices. Although the development of smart devices has led to positive impacts, it has caused negative changes such as an increase in security threat aimed at mobile environment. Specifically, the threats of mobile devices, such as leaking private information, generating unfair billing and performing DDoS(Distributed Denial of Service) attacks has continuously increased. Over 80% of the mobile devices use android platform, thus, the number of damage caused by mobile malware in android platform is also increasing. In this paper, we propose android based malware detection mechanism using time-series analysis, which is one of statistical-based detection methods.We use auto-regressive moving-average model which is extracting accurate predictive values based on existing data among time-series model. We also use fast and exact malware detection method by extracting possible malware data through Z-Score. We validate the proposed methods through the experiment results.

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

The Analysis of Trends in Smart Phone Applications for Education and Suggestions for Improved Educational Use (스마트폰의 교육용 어플리케이션 동향분석 및 발전방향 연구)

  • Jeong, Su-Jeong;Lim, Keol;Ko, Yu-Jung;Sim, Hyun-Ae;Kim, Kyung-Yeon
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.203-216
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    • 2010
  • This study analyzed educational applications in smartphones with some criteria seeking to apply online learning characteristics to smartphones. For the analysis, 85 educational applications were selected and they were classified by types of educational contents, interactions, and the combination of the educational contents and interactions. As a result, drill-and-practice and tool types of contents ranked high, and there found to be few simulation and problem solving types. In regard to interaction types, almost all of the applications had interactions only between contents and learners, which meant little active communications when using applications. Therefore, enhanced interactions and communications among learners using the social network service platform were required in order to use educational applications in a more effective way.

User satisfaction analysis for layer-specific differences using the IoT services (IoT 서비스를 사용하는 사용자 계층별 차이에 대한 만족도 분석)

  • Park, Chong-Woon;Kwon, Chang-Hui
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.90-98
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    • 2017
  • Since 2010, SNS was holding the explosive spread of smartphones has created a place of public advertising platform, and it entered the Internet of Things (IoT) is born gradually countdown of the era came to us already. In utilizing a variety of location-based services IoT services (beacon, O2O) The focus of this paper to analyze the differences in satisfaction with the oil layer by experienced users of what is being used. We consider the type and overall utilization of the concepts typical IoT service in the current service is made to expand the contents of the paper. Hypothesis was reconstructed ease, attractiveness, a survey reliability, value four kinds of models, called Honeycomb UX, User Experience Honeycomp Peter Mobil. Company that provides the service IoT in this study are expected to be used as basic data to help provide a more accurate personalized service according to the user's satisfaction difference.

An OpenAPI based Security Framework for Privacy Protection in Social Network Service Environment (소셜 네트워크 서비스 환경에서 개인정보보호를 위한 OpenAPI기반 보안 프레임워크)

  • Yoon, Yongseok;Kim, Kangseok;Shon, Taeshik
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.6
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    • pp.1293-1300
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    • 2012
  • With the rapid evolution of mobile devices and the development of wireless networks, users of mobile social network service on smartphone have been increasing. Also the security of personal information as a result of real-time communication and information-sharing are becoming a serious social issue. In this paper, a framework that can be linked with a social network services platform is designed using OpenAPI. In addition, we propose an authentication and detection mechanism to enhance the level of personal information security. The authentication scheme is based on an user ID and password, while the detection scheme analyzes user-designated input patterns to verify in advance whether personal information protection guidelines are met, enhancing the level of personal information security in a social network service environment. The effectiveness and validity of this study were confirmed through performance evaluations at the end.

An investigation into the Online Sales Channels of Small Business Fashion Retailers on Portal Shopping and Fashion Shopping Malls (소상공인 패션판매업자의 온라인 판매채널 연구: 포털쇼핑몰과 패션쇼핑몰(종합물/전문몰)을 중심으로)

  • Son, Mi Young
    • Human Ecology Research
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    • v.59 no.4
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    • pp.449-463
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    • 2021
  • The aim of this study was to analyze the perceptions and entering status of small business online fashion retailers on portal shopping and fashion shopping malls. Case studies were conducted on a total of 10 research samples. The results were as follows: first, regarding the strategic factors of online fashion stores, 'price competitiveness' is important, especially in portal shopping and low-cost brands; 'product assortment' is important but not essential in all platforms; and 'differentiation' is important to continuously secure loyal customers in fashion shopping malls. Customer satisfaction leads to customer loyalty, and customer loyalty affects the sales conversion rate and brand growth of online sales channels. Factors that promoted sales activities in online sales channels were exposure, advertisements, SNS, events, special exhibitions, and events. Hindrance factors were low price competition, overheated competition, and the MD of sales channels. Second, the research samples used multiple online sales channels, including portal shopping malls and fashion shopping malls, in addition to their own malls. The selection factors were platform reputation and commission, branding, and customer inflow through exposure. Portal shopping malls were perceived as providing easy access, advertising/customer communication, exposure/search, price competitiveness, scalability, and intense competition, whereas fashion shopping malls were perceived as providing a brand image and concept, brand promotion, high commissions, difficult entry, and low profits. The factors for success in portal shopping malls were exposure/search, price competitiveness, and brand recognition, whereas the factors for success in fashion shopping malls were differentiation, brand, exposure/advertisement, product assortment, and MD.

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.

Social Media Bigdata Analysis Based on Information Security Keyword Using Text Mining (텍스트마이닝을 활용한 정보보호 키워드 기반 소셜미디어 빅데이터 분석)

  • Chung, JinMyeong;Park, YoungHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.5
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    • pp.37-48
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    • 2022
  • With development of Digital Technology, social issues are communicated through digital-based platform such as SNS and form public opinion. This study attempted to analyze big data from Twitter, a world-renowned social network service, and find out the public opinion. After collecting Twitter data based on 14 keywords for 1 year in 2021, analyzed the term-frequency and relationship among keyword documents with pearson correlation coefficient using Data-mining Technology. Furthermore, the 6 main topics that on the center of information security field in 2021 were derived through topic modeling using the LDA(Latent Dirichlet Allocation) technique. These results are expected to be used as basic data especially finding key agenda when establishing strategies for the next step related industries or establishing government policies.