• Title/Summary/Keyword: SNS Service

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SNS에 나타나는 이미지 표현에 대한 연구 : 미투데이(me2day)와 페이스북(facebook)을 중심으로

  • Ham, Jae-Min
    • 한국만화애니메이션학회:학술대회논문집
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    • 2011.05a
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    • pp.23-30
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    • 2011
  • 지금, 세계는 바야흐로 'Social Network Service(이하 SNS)의 시대' 이다. SNS란 '일련의 관계에 의해 모인 사람들 간의 관계망을 특정 체계를 통해 대중에게 제공하는 것' 이라고 할 수 있다. 과거 향우회, 동문회처럼 오프라인에서 존재했던 이러한 관계망이 온라인으로 도입된 것이 현재 SNS라고 일컫는 서비스이다. SNS가 큰 인기를 끌고 정보 사회가 발전함에 따라 SNS의 서비스와 형태도 점차 다양해져 왔다. 특히나 그림 영상 등의 시각적인 요소를 사용한 의사소통과 정보의 공유가 과거 그 어떤 매체보다도 손쉽고 빠르게 이루어지고 있다. 인간의 거의 모든 문화 사회적 활동에 컴퓨터가 기반이 됨으로써, 우리는 점차 텍스트, 사진, 영화, 음악, 가상환경 등과 같은 문화 데이터와 더욱 밀접한 관계에 놓이게 되었으며 이것은 SNS에서도 예외가 아니다. 우리는 더 이상 컴퓨터를 마주하는 것이 아니라 디지털 형식으로 기호화된 문화와 마주하고 있으며, 그 중심에는 시각적인 요소들, 즉 '이미지'가 있다. 이러한 점에 착안하여 본 연구는 'SNS'와 그 이미지들의 특성에 대한 이해를 선행한 뒤, 최근 국내에서 가장 활발한 성장세를 나타내고 있는 SNS인 미투데이 페이스북 이상의 두 서비스의 사례를 분석할 것이다. SNS의 이미지의 정체성, 이미지 표현의 특징과 양상이 어떠한지를 분석하고 SNS에서 사용되는 이미지와 그 의미를 보다 심층적인 관점에서 이해해 보는 것은 SNS를 중심으로 형성되어 있는 관련 업계와 학계에 유의미한 내용을 제공할 것으로 기대된다.

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A Study of Correlation Analysis between Increase / Decrease Rate of Tweets Before and After Opening and a Box Office Gross (개봉 전후 트윗 개수의 증감률과 영화 매출간의 상관관계)

  • Park, Ji-Yun;Yoo, In-Hyeok;Kang, Sung-Woo
    • Journal of the Korea Safety Management & Science
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    • v.19 no.4
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    • pp.169-182
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    • 2017
  • Predicting a box office gross in the film industry is an important goal. Many works have analyzed the elements of a film making. Previous studies have suggested several methods for predicting box office such as a model for distinguishing people's reactions by using a sentiment analysis, a study on the period of influence of word-of-mouth effect through SNS. These works discover that a word of mouth (WOM) effect through SNS influences customers' choice of movies. Therefore, this study analyzes correlations between a box office gross and a ratio of people reaction to a certain movie by extracting their feedback on the film from before and after of the film opening. In this work, people's reactions to the movie are categorized into positive, neutral, and negative opinions by employing sentiment analysis. In order to proceed the research analyses in this work, North American tweets are collected between March 2011 and August 2012. There is no correlation for each analysis that has been conducted in this work, hereby rate of tweets before and after opening of movies does not have relationship between a box office gross.

2-factor authentication using Keygen and Local-Storage in HTML5 on multiple devices (다중 디바이스에서 HTML5의 keygen과 Local-storage 기반의 2-factor 인증)

  • Lee, Gyu-Seok;Choi, Jin-Young
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.853-856
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    • 2012
  • 모바일 디바이스의 대중화와 SNS(Social Networking Service)의 발전은 각 개인이 데이터와 정보를 생성하는 Web 2.0 의 페러다임을 앞당겼으며 최근 SNS 서비스를 통하여 새로운 형태의 커뮤니케이션 형태가 생성되었다. 이러한 커뮤니케이션 도구를 이용하는 유저는 대부분 ID 와 Password를 기반으로 사용자를 인증하여 서비스를 제공받는다. 이와 같은 서비스에서는 각 사용자의 정보자체보다 사용자의 사회적 위치와 사용자간의 관계를 이용한 보안사고가 우려된다. 근래의 ID/Password로 인증하는 방식의 웹서비스 또는 정보서비스들은 대부분 개인 PC, 스마트폰, 업무 PC 등에서 접근하는 추세이며, 임의적 장소에서 임의의 기기로 해당 서비스에 접근하는 양상은 과거에 비하여 감소하는 추세다. 이 같은 추세에 따라, 주로 사용하는 기기에 HTML5의 keygen과 Web-Storage 기능을 사용하여 암호화된 Key를 생성하고 저장하여 ID 와 Password가 노출되어도 해당 기기가 아니면 인증되지 않는 시스템을 구현 할 수 있으며 타 기기의 경우 일회성을 갖는 인증 방식을 사용하여, 기존 보다 안전한 인증 시스템을 적은 비용으로 구축 할 수 있다.

Suggest Schema for Machine Socialization of Technical Development (Machine Socialization 기술개발을 위한 스키마 제안)

  • Park, Sung-hyun;Kim, Yong-Un;Yoo, Sang-keun;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.865-867
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    • 2014
  • IoT is a kind of business means to maintain the scenario in aware of the situation with the user's through collaboration for M2M have intelligence to each appliance is of machine socializations. The existing IoT Progress from one situation one control of through a simple sensor data, mean from machine socialization is regulate and control on overall the flow of machine manager to solved a scenarios as the situation. In this paper, suggest schema for to apply the M2M of SNS of existing H2H, suggest is schema in information each appliance in solve scenario for machine manager.

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Exploring the Job Crafting Experience of Millennial Safety Workers: Focusing on S Energy Company (밀레니얼세대 안전직 근로자의 잡 크래프팅 경험 탐구: S에너지를 중심으로)

  • Song, Seong-Suk
    • Journal of the Korea Safety Management & Science
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    • v.23 no.4
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    • pp.11-21
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    • 2021
  • In order to explore the job crafting experience of millennial safety workers, this study conducted a qualitative case research with five safety workers of S Energy from March 26 to September 27, 2021 . As a result of the analysis, task crafting showed 'matching one's strong suit with a given task', 'expanding work knowledge using social network service (SNS)', and 'making changes in job performance methods for preemptive safety management activities'. Also, Cognitive crafting showed 'recognition of social vocation as a safety job', 'recognition of a role to grow as a safety management expert', and 'cognitive changes from means of organizational adaptation to enjoyment and energy of life'. At the same time, in relation crafting, 'establishment of amicable relationships through SNS in non-face-to-face and rapid communicating situations', 'safety management made through with mutual cooperations between business people', and 'reborn as a mutual safety net in business relationships' appeared. These can be used as basic data to accumulate the theoretical basis for job crafting research of millennial safety workers and to improve their job satisfaction. A follow-up study was proposed for safety workers with occupations of various kinds.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

When in danger, who will help you? Two types of trust in technical coping on online platforms

  • Lee, Saerom
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.69-94
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    • 2023
  • Purpose Social networking service (SNS) platforms employ distinct networking strategies to meet the varying needs of their users, resulting in divergent sets of technological functionalities offered by each platform. Consequently, unique features on various SNSs give rise to distinct social issues. Moreover, the available technical coping mechanisms for users vary significantly across platforms. Design/methodology/approach Therefore, this study analyzes the factors affecting technical coping intention based on technical functions of SNSs for users exposed to cybercrime, such as sexual harassment. We divide coping intention into active and passive coping intention. Furthermore, this research focuses on trust as an antecedent of coping intention and verifies how human and system-like trust affects two coping intentions in different directions. Findings Findings reveal that system-like trust significantly affects both active and passive coping intention as a belief in whether the technology will work properly. However, in the case of human-like trust, trust in the platform provider was found to negatively affect passive coping, which is considered unsocialized behavior on SNS platforms. Therefore, both human-like and system-like trust for the platform must be appropriately applied to cope with the problem while activating the platform.

Gift-giving Behaviors via SNS Mobile App: An Exploratory Study of Fashion Products

  • Ji Yoon Kim;Jiyeon Lee;Kyu-Hye Lee
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.110-123
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    • 2023
  • As social distancing strengthened after the COVID-19 incident, people looked for things they could do alone. Additionally, as people have more financial resources, they purchase products they had previously considered purchasing, and the phenomenon of giving gifts to oneself has also appeared. Accordingly, this study analyzed fashion product reviews of KakaoTalk Gift, the service to exchange gift via SNS mobile app, to discover the phenomenon of self-gifting and the differences from interpersonal-gifting. For post-hoc data, in collected 18,354 pieces after excluding unnecessary data using a Python-based web crawling technique. The self-gifting behavior of KakaoTalk Gift different from the previous study for self-gift. Regardless of the gift-giving contexts, it determines that most self-gift products are material items. There are differences in product types and price levels when choosing gifts for others and oneself. As a self-gift, people typically buy luxury jewelry and branded bags/wallets to wear and show off. As interpersonal, among fashion products, people usually buy beauty products that reflect less personal tastes. When gift-giving to others, people buy products to appropriate prices to reduce the burden on both. When gift-giving to oneself, people buy wanted products regardless of the price. This study is significant because it suggests a new direction in self-gift research by limited online places to give gifts.

The Analysis for Key Factors of Social Network in aspect of Technology and Service (소셜네트워크의 핵심요인 분석 : 기술과 서비스 측면을 중심으로)

  • Byoun, Tae-Woon;Song, Seung-Keun
    • Management & Information Systems Review
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    • v.29 no.4
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    • pp.89-108
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    • 2010
  • Social Network Service(SNS) indicates the service to promote mutual friendship built in online focused on social relation between people. While a demand and concern of the service gets higher now more than ever, there are a lack of the approach in aspect of both technology and service still. 'Facebook' is the most famous in the world and the biggest in user number among various social network service. We investigate the key factors of 'Facebook' based on the side of approach both technology and service. We observe the behavior of users who have rich experience on using the social network service to find it. The result of this study reveals that an asynchronous method related to the technology drive to improve a sociality in social media. Furthermore, we find that openness connected with the technology force to intent the closed attribute in service through user observation. It is the unique qualities social media holds. The successful social network service can be expected if social media are developed to concern these factors.

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Smartphone Users Characteristics According to Differences between Operating Systems (운영체제 차이에 따른 스마트폰 사용자 성향)

  • Um, Myoung-Yong
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.93-99
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    • 2014
  • This study aims to explore and analyze smartphone users' characteristics from the two perspectives (purchase vs. use characteristics) on the two operating systems (iOS and Android). The results of the study on purchase characteristics show that smartphones choice priority and the gender ratio are found to be significantly different between the two operating system users. However, the replacement cycle is not statistically different from iOS and Android users. The results of study on use characteristics show that the number of the applications and the registered SNS(social network service), the average monthly smartphone bill, and satisfaction are significantly different between iOS and Android users. However, the average Internet usage time is not different between the two operating system users. The findings provide useful implications for operating developers, smartphone manufacturers, and application developers.