• Title/Summary/Keyword: SNS Service

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A Design of DBaaS-Based Collaboration System for Big Data Processing

  • Jung, Yean-Woo;Lee, Jong-Yong;Jung, Kye-Dong
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.59-65
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    • 2016
  • With the recent growth in cloud computing, big data processing and collaboration between businesses are emerging as new paradigms in the IT industry. In an environment where a large amount of data is generated in real time, such as SNS, big data processing techniques are useful in extracting the valid data. MapReduce is a good example of such a programming model used in big data extraction. With the growing collaboration between companies, problems of duplication and heterogeneity among data due to the integration of old and new information storage systems have arisen. These problems arise because of the differences in existing databases across the various companies. However, these problems can be negated by implementing the MapReduce technique. This paper proposes a collaboration system based on Database as a Service, or DBaaS, to solve problems in data integration for collaboration between companies. The proposed system can reduce the overhead in data integration, while being applied to structured and unstructured data.

The Effect of Perceived Usefulness and Attitude of Adult Learners on Learning Flow and Learning Presence (성인학습자의 지각된 유용성과 태도가 학습몰입과 학습실재감에 미치는 영향)

  • Yu, Byeong Min;Park, Hye Jin;Jin, Hyun Seung
    • Journal of Agricultural Extension & Community Development
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    • v.23 no.4
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    • pp.449-457
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    • 2016
  • The purpose of this study are to examine the educational use of the Facebook and to examine the effects of the learners perceived usefulness, attitude and self-efficacy on learning flow and learning presence at university classes using social network service. The subjects of this study are 155 university students attending a class at a 4-year university in Seoul, and certain questions verified in the existing studies were modified, complemented, and used as a tool for measurement. The details of the purpose are as follows. First, it turned out that there were significant differences in learning flow and learning presence in accordance with the levels of the usefulness that learners perceived. It can be said that the higher the perceived level of usefulness, the higher the learning flow and learning presence. Second, it turned out that there were significant differences in learning flow and learning presence in accordance with the levels of learners' perceived attitudes. We can interpret such a result as suggesting that the higher a learner's perceived attitude, the higher the learning flow and learning presence.

Design of Flipped Learning using Blog (블로그를 사용한 플립러닝 설계)

  • Kim, Boon-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.2
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    • pp.391-396
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    • 2018
  • A variety of experiments are being conducted with the advent of Learning Model for flipped-learning. In order to apply flipped-learning as a method of teaching, most of them require a pre-prepared learning video. In this case, there is the burden to create the samples of a 13 weeks, except for the mid term and the final exam in college. These systems also make it difficult to change learning content. In this paper, we suggest using blogs to improve the characteristics that existing flippling systems are less adaptable to environmental changes. A blog can be a good thing for learners who are comfortable with the Internet, In this study, we experiment with flipped-learning, which applies blog to one subject. As a result, we would like to evaluate the meaningful learning effects of this study.

The Effects of Game User's Social Capital and Self-Construal on SNG Reuse Intention and Charge Item Purchasing Intention Through Behavioral Adaptation (게임 이용자의 사회자본과 자기해석이 행동적 적응을 통해 SNG재이용의도 및 유료아이템 구매의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.135-155
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    • 2018
  • Purpose Recently, with the enhancement of mobile technologies, people have formed various relationships and spreaded networks on social network service(SNS). In addition, although people make a decision based on the thoughts and emotions about self, there is little empirical research on social relations and self-construal of users in social network game (SNG). Design/methodology/approach This study was designed to examine the structural relationships among SNG users' social capital, self-construal, behavioral adaptation, SNG reuse intention and charged item purchasing intention. Findings The results from this study are as follow. First of all, the bonding social capital did not have a significant impact on behavioral adaptation to SNG, but bridging social capital had a positive impact on behavioral adaptation. Second, independent self-construal did not have a significant impact on behavioral adaptation to SNG, but interdependent self-construal had a positive impact on behavioral adaptation. Lastly, the behavioral adaptation to SNG had a positive impact reuse intention and charged item purchasing intention. Also, SNG reuse intention had a positive impact on charged item purchasing intention.

A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users (소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로)

  • Kim, Jeongwook;Jang, Choulho
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

Problems in Emergency Disaster Broadcasting using New Media (뉴미디어를 활용한 재난방송 전달체계 개선을 위한 문제점 도출)

  • Choi, Jae Woong;Choi, Seong Jong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.152-154
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    • 2012
  • 2011년 3월 11일 일본 혼슈 센타이 부근 해역에서 발생한 규모 9.0의 지진에 의한 쓰나미로 동북부 지역에 엄청난 피해가 발생함에 따라 우리나라에서도 지진을 비롯한 각종 대규모 자연재해 대비를 위해 재난방송에 대한 체계를 전반적으로 재점검해야 한다는 의견이 나오고 있다. 지금까지 우리는 재난이 발생하면 TV나 라디오 등 전통적인 매체에 의존하고 있으며 실제 이러한 매체는 지금까지 국민들에게 신속하게 재난정보를 알리는 중요하고도 충실한 역할을 담당해 오고 있다. 그러나 지난해 일본의 쓰나미와 같이 인간의 능력으로 감당하기 힘든 대규모 재난이 발생하였을 경우 이러한 전통적인 재난 방송 매체만으론 역 부족이 될 수 있고, 실제로 일본에서 효과를 나타낸 것은 인터넷 전화(VoIP)와 SNS(Social Network Service) 등 뉴미디어로 구글, 페이스 북과 국내의 NHN, 다음 등은 실종자 정보와 피난처 정보를 제공하고 피해자의 안위를 확인할 수 있는 서비스 하는 등 필요한 정보를 실시간으로 알리는 새로운 매체로 큰 역할을 했다는 평가를 받았다. 본 논문에서는 뉴미디어를 재난방송 전달 매체로 활용하기 위해 현재 운영되고 있는 재난방송 체계 및 시스템의 조사를 통해 개선되어야 할 사항을 도출한다.

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Progressive Retrieval Method using Intimacy between SNS Users in Internet of Things (사물인터넷에서 소셜 네트워크 사용자 친밀도를 이용한 점진적 검색 기법)

  • Kim, Sungrim;Kwon, Joonhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.1-10
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    • 2018
  • Social network services allow you to share your thoughts and preferences more easily. They share your views with a large number of people who are friends with you without restriction of time or place. In the IoT environment, the amount of data is massively increasing as social network services spread rapidly. This change in the environment is driving the need for research into new retrieval methods that are different from conventional retrieval methods. In this paper, we propose a progressive retrieval method using the intimacy of social network users in the IoT. The first thing is to extract the user with the highest intimacy by using the property that the number of the owner of the information stored in the IoT environment is small. By accessing information in objects owned by these extracted users, the amount of information retrieved is reduced. It also improves retrieval efficiency by gradually retrieving information according to the user's level of interest. We present a new retrieval method and algorithm. The scenario also illustrates the effectiveness of the proposed method.

Effect of Promotion Type on Customer Satisfaction and Behavioral Intention in Franchise Coffee Shop (프랜차이즈 커피 전문점의 프로모션 종류가 고객 만족도와 행동의도에 미치는 영향)

  • Nam, Ayoung;Yoon, Jiyoung
    • The Korean Journal of Food And Nutrition
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    • v.31 no.1
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    • pp.173-184
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    • 2018
  • This research was conducted to examine coffee shop customers' preference and satisfaction by different types of promotion. Research samples ware adults with experience of any form of coffee shop promotion (n=209). Descriptive statistics, Chi-square, t-test and one-way ANOVA were used to analyze the relations among variables. Results showed that 'free coupon' was the most preferred ones. SNS was the most frequently used search method for coffee shop coupon promotion information. The most preferred event promotion was 'freebies', and preference levels were significantly different by age and employment status. 'Barista experience' was ranked highest in preference among cultural experience events. Drinking coffee was the most important purpose of visiting coffee shops, especially among unemployed, twenties, and women respondents. Coupon was evaluated the highest in usefulness and satisfaction among the three promotion methods. Event and cultural experience were preferred more by respondents in their twenties than those in their thirties. Results indicated that all promotion strategies are effective for increasing customer satisfaction and for inducing revisit. Findings also showed that preference for promotion was affected by customer characteristics such as age and gender. Therefore, coffee shops should consider using the most effective and attractive promotion strategy for their target market, while maintaining a consistent service quality level to fulfill customer expectation.

A Study of the Analysis and Countermeasure about the Phishing Scam (피싱에 대한 분석 및 대응방안에 대한 연구)

  • Kang, Hyun Joong
    • Convergence Security Journal
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    • v.14 no.5
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    • pp.65-74
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    • 2014
  • Phishing scans through wired telephones have been evolving into smissing and pharming. While we use wire or wireless telephones, text messages, e-mails, and online-banking conveniently, the ways of hacking and phishing attacks are getting developed and various. This paper investigates the various aspects of attacks depending on the kinds of phishing and suggests general prevention measures. In addition, the user-oriented practical preventive measures and government-driven long term measures are proposed in this paper. Technological developments, short or long term preventive measures proposed by the government, and continuous public relations could be solutions since in a short time, it could be difficult to eradicate phishing scams evolving continuously. Besides, the internet media as well as SNS are great helps in promoting the preventives against phishing and smissing. Finally this paper asserts that the newly developed service technology should be made carefully without security problems.

A Study on the Impact of the SNS-Based Virtual Brand Community Identity on Brand Loyalty (SNS에 기반한 가상 브랜드 커뮤니티의 아이덴티티가 브랜드 충성도에 미치는 영향)

  • Chen, Xinyan;Kim, Minsung;Kang, Daeseok;Suh, Woojong
    • Journal of Information Technology Applications and Management
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    • v.22 no.4
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    • pp.181-203
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    • 2015
  • Customers who show high level of brand loyalty are one of the most important corporate assets. Accordingly, customers' brand loyalty has been addressed as a critical issue for the business success. In today's business environment where business channels to customers have expanded and diversified continuously, especially the use of social network services (SNSs) have drawn a lot of attention as an effective channel to promote customers' brand loyalty. This study, thus, analyzes the impact of the virtual brand community identity on customers' brand loyalty, focusing on the role of the sense of communities as mediators. The analysis was conducted by using the data collected from 239 users of Chinese virtual brand communities. The results show that both virtual brand community identity and the sense of communities significantly influence on customers' brand loyalty. Furthermore, the results reveal that both of the community belongingness and community trust composing the sense of community partially mediate virtual brand community and brand loyalty as hypothesized. Based on the results, the strategic implications are suggested and discussed, focusing on improving the customers' brand loyalty in the context of SNSs. Our findings and discussions can help companies develop their customer strategies for utilizing the virtual communities to strengthen customers' brand loyalty.