• 제목/요약/키워드: SNS strategy

검색결과 220건 처리시간 0.03초

소셜 네트워크 서비스 사용자의 맥락정보 공유 기준과 전략 (Social Network Service Users' Criteria and Strategies for Context Sharing)

  • 이혜인;박혜진;배상원;김진우
    • 한국HCI학회논문지
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    • 제7권1호
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    • pp.11-17
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    • 2012
  • 사용자들은 소셜 네트워크 서비스를 통해서 자신이 속한 상황과 관련된 다양한 맥락정보를 다른 사람과 공유한다. 본 연구는 이러한 맥락정보 중 활발히 공유되지 않는 정보에 초점을 맞추고 있다. 여러 가지 소셜 네트워크 서비스 사용자에 대한 인터뷰 결과, 사용자들이 특정 맥락정보를 공유하지 않는 이유는 1) 사회적으로 바람직하지 않다고 여겨지거나 2) 공유를 위한 충분한 유인을 느끼지 못할 경우 및 3) 맥락정보의 공유가 프라이버시를 위협할 경우인 것으로 드러났다. 특히 프라이버시가 문제되는 경우 사용자는 시스템에서 제공되는 요인 외에도 독창적인 방법을 활용하여 맥락정보를 공유한다는 사실을 발견하였다. 본 연구에서는 위 결과를 Communication Privacy Management(CPM)이론에서 제시하는 세 가지 규칙을 관리의 관점에서 해석함으로써 1) 침투성(공개 정보의 양) 관리, 2) 연결(정보공개 대상)관리, 3) 소유권(공개되는 정보의 통제권) 관리로 재구성 하였고, 이외의 4) 현출성 관리라는 새로운 방식을 추가하여 이에 근거한 가이드라인을 제공하였다.

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중국의 사회 연결망 서비스 이용에 영향을 미치는 요인에 관한 연구 (A Study on the Factors Influencing the Use of Social Networking Services in China)

  • 방화룡;권순동
    • Journal of Information Technology Applications and Management
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    • 제16권2호
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    • pp.45-63
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    • 2009
  • China has the largest number of the user of web 2.0 such as messengers and blogs, as of 2008 year. Chinese Internet digital market will grow from $85 billion in 2007 to $264 billion in 2015. The importance of Chinese Internet business is increasing, because of its size and growth potential. This research is focused on following two questions. First, what are the major characteristics of social networking services in China? In order to find out the answer about this question, the case study on Tencent QQ and Sina Poco, the most representative social networking services company in China, was done. And the reason of the use of social networking services, their contents, and the attitude toward the paid service were identified. Second, what are the major factors influencing the use of social networking services in China. User participation, network effect, usefulness, and system quality were inferred as the factors influencing the use. These factors were based on motivation theory, technology acceptance model, and the related research papers. This research model was proved by data analysis using Partial Least Square. As results, the use of social networking services was influenced by usefulness, network effect, user participation, and system quality. But social influence was not significant of the use of social networking services.

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A Strategy Study on Sensitive Information Filtering for Personal Information Protect in Big Data Analyze

  • Koo, Gun-Seo
    • 한국컴퓨터정보학회논문지
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    • 제22권12호
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    • pp.101-108
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    • 2017
  • The study proposed a system that filters the data that is entered when analyzing big data such as SNS and BLOG. Personal information includes impersonal personal information, but there is also personal information that distinguishes it from personal information, such as religious institution, personal feelings, thoughts, or beliefs. Define these personally identifiable information as sensitive information. In order to prevent this, Article 23 of the Privacy Act has clauses on the collection and utilization of the information. The proposed system structure is divided into two stages, including Big Data Processing Processes and Sensitive Information Filtering Processes, and Big Data processing is analyzed and applied in Big Data collection in four stages. Big Data Processing Processes include data collection and storage, vocabulary analysis and parsing and semantics. Sensitive Information Filtering Processes includes sensitive information questionnaires, establishing sensitive information DB, qualifying information, filtering sensitive information, and reliability analysis. As a result, the number of Big Data performed in the experiment was carried out at 84.13%, until 7553 of 8978 was produced to create the Ontology Generation. There is considerable significan ce to the point that Performing a sensitive information cut phase was carried out by 98%.

모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석 (The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis)

  • 배준희;구동모
    • 한국게임학회 논문지
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    • 제16권6호
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    • pp.173-184
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    • 2016
  • 본 연구는 전통적인 양면시장인 게임산업에서 게임개발사들이 선택하는 플랫폼 전략을 모바일 게임플랫폼을 대상으로 탐색하였다. 온라인과 오프라인에 존재하는 관련 콘텐츠를 대상으로 자료를 수집하여 주제를 추출하는 콘텐츠 질적 분석을 실시하였으며 연구의 신뢰도와 타당도를 높이기 위하여 게임개발사의 임원 4명과 추가로 심층면접을 실시하였다. 연구결과는 첫째, 게임개발사의 플랫폼 선택 요인은 게임 구현능력과 기술적 안정성, 플랫폼의 마케팅능력, 그리고 수익성 창출이다. 둘째, 가치창출과 가치확보에 따라서 모바일 게임플랫폼은 SNS중심의 모바일 1세대 게임에서 마켓플레이스를 중심으로 하는 모바일 2세대 게임으로 플랫폼 주도권을 넘겨주었다.

패션 브랜드의 페이스북 커뮤니케이션을 통한 프로모션 사례연구 - 공감, 참여적 요소를 중심으로 - (A Case study of Promotion through the Communication Contents of Facebook for Fashion Brands - Focused on Empathy and Participation based on the Communication Contents -)

  • 최은영
    • 복식
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    • 제62권1호
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    • pp.137-151
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    • 2012
  • The purpose of this study was to examine how recently fashion brands tried to design Facebook contents for their promotion strategies, and how to encourage customer's empathy and participation for communication content. For this study, 17 domestic and foreign fashion brand facebook contents were analyzed. The results of the study were as follows. First, fashion brands provided product information through various methods such as the Facebook fan styling pictures contest which attracted voluntary participation from fans, an emotional product introduction video with effective storytelling techniques, and pictures and videos of a new season collection that were always viewable and able to be evaluated. Secondly, Facebook contents of brand promotion that contributed to the brand image and loyalty formation were identified. Fashion brands encouraged their fans to be involved in socially-oriented marketing and brand community. Moreover, telling the story of the brand history and brand management enhanced brand involvement of fans. Finally, fashion brands communicated actively with their fans providing information that aroused their interest. They gave tips on how to improve the quality of life, provided useful applications that offered various benefits in everyday life. Based on this result, implications of Facebook contents management as a promotion strategy were further discussed.

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

  • 남아영;윤지영
    • 한국식품영양학회지
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    • 제31권1호
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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.

무선인터넷을 활용한 English Zone 영어 학습 방법 연구 (English Zone Education Methodology Utilizing the Wireless Internet)

  • 이일석
    • 디지털콘텐츠학회 논문지
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    • 제16권3호
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    • pp.407-415
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    • 2015
  • 오프라인 English Zone이란 교실 내에서 학습자가 영어로 말하고 듣고, 알고 싶은 단어나 내용을 스스로 찾고 연습하고 그 결과를 확인할 수 있도록 만든 물리적 환경을 말한다. 그러나 제한적이고 인위적 환경에 의존할 수밖에 없는 오프라인의 English Zone은 쇼핑 존, 레스토랑 존, 병원 존 등의 소규모 영어 마을처럼 인위적인 공간을 설정하여 학생들이 자발적으로 Role Play를 체험할 수 있는 환경을 제공해야 하는 극히 제한적인 운영이 될 수밖에 없다. 본 연구의 목적은 이러한 오프라인에서의 English Zone 프로그램을 활용한 학습방법이 가지고 있는 환경적인 제한성의 문제점을 분석하고 유비쿼터스 개념에 기초하여 멀티미디어 도구 활용, 무선 인터넷 활용과 SNS를 활용한 온라인 English Zone 프로그램의 활용 방안을 제시하고자 한다.

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

  • 진흠염;김민성;강대석;서우종
    • Journal of Information Technology Applications and Management
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    • 제22권4호
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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.

User Experience and the Multi-Stage Adoption of Mobile Apps

  • Kim, Ambrose;Kim, Kyoung-jae
    • Journal of Information Technology Applications and Management
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    • 제21권2호
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    • pp.49-79
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    • 2014
  • The adoption of technology has always been of interest to academicians and practitioners of the field of Management Information System. This is so because without proper and adequate adoption, technology-no matter how beneficial or advanced it may be-will be of little value to users. Numerous researches, such as the researches of the Technology Acceptance Model (TAM) or the Unified Theory of Acceptance and Use of Technology (UTAUT), had been conducted to understand the human nature in association with the adoption or rejection of technologies that have bombarded the users. The coming of smart technologies (i.e., smart phones and devices), however, seems to have fundamentally changed the environment for adoption. The ubiquity combined with mobility of technology, especially when it comes to mobile apps, seem to make the old PC era of two-stage-pre and post-adoption models obsolete. A new model of adoption that identifies the determinants of technology acceptance and continuance is needed for the smart age. To this end, this paper undertakes an empirical study, by analyzing 229 users of Social Networking Service (SNS) mobile apps, to identify the role of user experience on the multi-stage adoption of technology, and provides results that User Experience (UX) plays the crucial role of bridging the separate stages of pre and post adoption of technologies. The paper concludes by providing practical implications of the new model as it relates to mobile apps and technologies, and recommendations for further studies to get a better understanding of technology adoption in the smart age.

오피니언 마이닝을 통한 스마트 워치 출시 전후 소비자 반응 분석 (Comparing Customer Reactions Before and After of a Smart Watch Release through Opinion Mining)

  • 이종호;박희준
    • 한국빅데이터학회지
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    • 제1권1호
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    • pp.1-7
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    • 2016
  • 인터넷의 확산으로 트위터와 같은 SNS가 확산되었고, 컴퓨터 처리 능력의 발달로 빅 데이터 처리가 가능해졌다. 본 연구에서는 현재 주목 받고 있는 기술인 스마트 워치에 대해 다루고 있으며 최근 출시되었던 삼성 갤럭시 기어 S2를 대상으로 연구를 진행하고 있다. 스마트 워치의 출시 전, 후에 게시되었던 트위터 데이터를 수집하여 실제 SNS 사용자들이 신제품 출시에 어떻게 반응하고 있으며 어떠한 다른 양상을 보이는지 분석한다. 분석을 통해 기업 실무자들에게 출시 전, 출시 후 각각에 마케팅에 대응하는 방법에 관한 가이드라인을 제공하며 본 연구에서 사용된 분석 프레임워크는 다른 분야 및 제품에서도 사용 가능한 연구 가이드라인이 된다.

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