• Title/Summary/Keyword: SNS media

Search Result 516, Processing Time 0.037 seconds

Study on the Application Methods of Big Data at a Corporation -Cases of A and Y corporation Big Data System Projects- (기업의 빅데이터 적용방안 연구 -A사, Y사 빅데이터 시스템 적용 사례-)

  • Lee, Jae Sung;Hong, Sung Chan
    • Journal of Internet Computing and Services
    • /
    • v.15 no.1
    • /
    • pp.103-112
    • /
    • 2014
  • In recent years, the rapid diffusion of smart devices and growth of internet usage and social media has led to a constant production of huge amount of valuable data set that includes personal information, buying patterns, location information and other things. IT and Production Infrastructure has also started to produce its own data with the vitalization of M2M (Machine-to-Machine) and IoT (Internet of Things). This analysis study researches the applicable effects of Structured and Unstructured Big Data in various business circumstances, and purposes to find out the value creation method for a corporation through the Structured and Unstructured Big Data case studies. The result demonstrates that corporations looking for the optimized big data utilization plan could maximize their creative values by utilizing Unstructured and Structured Big Data generated interior and exterior of corporations.

Police Response Measures in accordance with Xenophobia Spread (제노포비아 확산에 따른 경찰의 대응방안)

  • Kim, Sang-Woon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.4
    • /
    • pp.408-417
    • /
    • 2016
  • This study researched about problem of Xenophobia and proposed countermeasures of the police. This study utilized previous studies and statistical of Xenophobia. Xenophobia was negative reaction about foreign stranger joined area of native people. and native hated stranger. Xenophobia has not yet big trouble in Korean society. But small trouble will prospect be big trouble. Xenophobia in Korea society was influenced by increase of migrant worker, increase of foreigner, negatude of foreigner from low income countries, native troubled immigrant, receptivity of multi-cultural. Accordingly, This Situation will be big social problem. and we need active counteract. Active counteract plan utilized police of public power. So. This study suggest plan of police. Plan of police stretch the criminal justice by Xenophobia crime, active response of media and SNS negative about foreigner, crash-prevention native, foreign crime prevention.

Factors affecting oral health care and toothbrush use in adults (성인의 구강건강관리와 칫솔 사용에 영향을 미치는 요인)

  • Lee, Kyeong-Hee;Kim, Bo-Yeon;Kim, Chan-Joo;Son, Ji-Young;Song, Yu-Jung;Choi, Yeon-Ji;Choi, Youn-Young;Jung, Eun-Seo
    • Journal of Korean society of Dental Hygiene
    • /
    • v.17 no.6
    • /
    • pp.1081-1094
    • /
    • 2017
  • Objectives: The purpose of this study is to find out how to provide the correct information about toothbrushing and to promote oral health. Methods:A survey was conducted from December 2016 with 354 subjects who are over 20 years old in South Korea to find out the influence of the using toothbrush. The results are as follows. Statistical analysis of the collected data was performed using the SPSS WIN 21.0 statistical program. Results: After reviewing the result that the using toothbrush of oral health according to the general nature, the average score of the female $3.94{\pm}0.87$ was higher than the male, the highest average score of 50-59 age was $4.10{\pm}0.83$. As for the highest average score regarding martial status, the married group's score was $3.91{\pm}0.88$. After reviewing the factors affecting the toothbrushing, the age group of 50-59 has the highest using toothbrush and the more using toothbrush in oral health, the more using toothbrush. Conclusions: Systematic dental health education program is needed to increase the correct knowledge of time to replace the toothbrush among the public. Also it is needed to increase people's toothbrushing constantly by acquiring the information through SNS, AD, and mass media.

An Analysis of Ordinary Mail Service Quality Attributes using Kano Model and Decision Tree Model (카노모형에서 의사결정나무모형을 이용한 통상우편서비스 품질속성 분석)

  • Choi, Hyeon Deok;Riew, Moon Charn
    • Journal of Korean Society for Quality Management
    • /
    • v.44 no.4
    • /
    • pp.883-895
    • /
    • 2016
  • Purpose: The demand for ordinary mail services supplied by 'Korea POST' is decreasing due to the opening of mail service market and the growth of alternative communication media such as e-mail and SNS. To overcome this situation it is urgent to introduce new services that can be able to appeal customers and to improve existing services. Methods: A field survey is conducted to corporate customers who send ordinary mails and individual customers who receive these mails, respectively. Quality attributes of ordinary mail services are classified by two-dimensional perspectives in terms of Kano model. Decision tree model is utilized for classifying the quality attributes. Comparative analyses are done whether there are perceived differences on each quality attributes between corporate customers and individual customers. Results: Quality attributes such as 'discount postal charges', 'sending small packages by simply dropping it into a mail box', 'sending a mail of any appearance', 'delivering a mail anywhere', and 'receiving a mail at a preferred time where a customer is located ' are classified differently according to some market segments, while most of the quality attributes are classified as attractive or one-dimensional. Conclusion: Decision tree model has been found to be most effective to classify quality attributes for each market segment especially when trying to classify quality attributes belonging to 'gray areas'. Based on the perceived differences on quality attributes among customers, strategic implications are suggested to obtain potential customers and to have competitive advantages.

An Analysis of the Comparative Importance of Heuristic Attributes Affecting Users' Voluntary Payment in Online News Content (자발적 독자구독료에 영향을 미치는 온라인 뉴스 콘텐츠의 휴리스틱 속성 간 상대적 중요도 분석)

  • Lee, Hyoung-Joo;Chung, Nuree;Yang, Sung-Byung
    • Journal of Information Technology Services
    • /
    • v.16 no.4
    • /
    • pp.177-195
    • /
    • 2017
  • Traditionally, news was consumed only through printed newspapers and broadcasting media, such as radio and television. However, the Internet has enabled people to consume news content online. Since most of online news content has been provided for free, it is not easy for news providers to charge the fixed subscription fee for online news content. Therefore, as an alternative strategy, some online news providers have tried to adopt the Pay-What-You-Want (PWYW) pricing model, which allows users (readers) to pay as much as they want after consuming news content. As this pricing model shows some possibility to grow and replace the unsuccessful monetization strategy of online news content, we therefore examined the comparative importance of seven heuristic attributes (i.e., article evaluation, article share, article comment, article information design, article length, writer SNS, and writer information) affecting readers' voluntary payment behavior through a conjoint analysis with 379 news articles collected from online news Website (i.e., Ohmynews.com) where the PWYW model has been working successfully. This study found that article share and article length are the most important factors which affect online news content users' voluntary payment. Finally, two major and eight minor propositions are suggested based on the findings of the study. This study would suggest guidelines for how to create online news content which induces much more voluntary payment.

Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.14 no.2
    • /
    • pp.369-376
    • /
    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

Scenario for sudden change in North Korea! : Comparing North Korea with countries of Jasmine Revolution (북한 급변사태 시나리오 I : 재스민혁명 국가들과 북한의 비교를 중심으로)

  • Lee, Dae Sung
    • Convergence Security Journal
    • /
    • v.17 no.1
    • /
    • pp.63-68
    • /
    • 2017
  • The Jasmine Revolution started from Tunisia in January 2011 has brought many changes into countries in North Africa and Middle East. We need to study the causes of the revolution. First, the kings and dictators in those countries oppressed the opposition parties and the media aiming for long-term seizure of power. The power concentrated on specific people produced illegalities and corruption. Secondly, most of the national income of those countries belonged to kings and dictators producing problems during the distribution of the income. Especially, with the decrease of oil price in 1990s and the increase of the price of daily necessities in 2000s people lost their credits on their governments. Lastly, the number of people in those countries using the Internet has increased by 4,863% from 2000 to 2010. The expansion of social network services such as Facebook and Twitter was one of factors that made the information control by those countries difficult. We should think about the possibility of sudden change in North Korea. It is necessary to compare and analyze the political, economic and social characteristics between those countries and North Korea. It shouldn't be just a simple comparison or analysis. It should provide basic data for objective and quantified index development in relation to sudden change in North Korea.

Effects of Information Literacy and Motivation Factors on Information Representation Capability and Information Contribution (정보리터러시와 동기요인이 정보표현능력과 정보공헌에 미치는 영향)

  • Kang, Jae-Jung;Kim, Yoo-Jung
    • Journal of Digital Convergence
    • /
    • v.15 no.1
    • /
    • pp.97-108
    • /
    • 2017
  • Web 2.0 paradigm and technologies allow users to contribute their information voluntarily and actively to online community. This paper aims to investigate key determinants of information contribution in online communities. We come up with the research model and proposed hypotheses on the basis of intensive literature review on motivation theory, information literacy, and self expression. Using survey response date collected from those who have ever experienced in uploading or providing information on online community such as social media. A total of 262 survey responses were used to test research hypotheses. The results show that self expression motive influences on information representation capability(IRC) and information contribution. The impact of Information literacy on IRC is found to be significant, and IRC is positively related to information contribution. In addition, approval motive is proven to be key determinant of IRC and information contribution. Some practical implications of these findings are discussed.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.333-339
    • /
    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

Korean V-Commerce 2.0 Content and MCN Connected Strategy (국내 V커머스 2.0 콘텐츠와 MCN 연계 전략)

  • Jung, Won-sik
    • Journal of Digital Contents Society
    • /
    • v.18 no.3
    • /
    • pp.599-606
    • /
    • 2017
  • 'Video Commerce' has grown significantly, and is in the era of so-called V-commerce 2.0. Based on this background, this study focused on the link and the possibility of creating synergy between V-commerce 2.0 content and MCN, and examined the linkage strategy considering its characteristics. In conclusion, first, V-Commerce has evolved into the age of 2.0, centered on the characteristics of content that are oriented towards fun and sympathy, beyond the 1.0 era. Second, V-commerce 2.0 content has the characteristic of replacing the sharing and recommendation based on the nature of SNS networks as promotion and purchase enhancement. Therefore, competitiveness as 'content' is relatively important before 'commerce'. Third, V-commerce 2.0 and MCN industry have a strong connection with each other in terms of securing core competitiveness and creating a new profit model. In order to create the synergy between V-Commerce 2.0 and MCN, we proposed the use of big data to reinforce V-Commerce 2.0 customized content competitiveness, building of storytelling marketing and branding, and enhancement of live performance and interactive communication.