• Title/Summary/Keyword: Social Media Impact

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A Study on Library Service in the Post-COVID Era through Issues on Media (미디어 이슈를 통해 본 포스트 코로나 시대의 도서관 서비스 연구)

  • Park, Tae-Yeon;Oh, Hyo-Jung
    • Journal of Korean Library and Information Science Society
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    • v.51 no.3
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    • pp.251-279
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    • 2020
  • This study noted the recent impact of Coronavirus Disease-19 (Corona 19) on the environment surrounding the library, and investigated the libraries' response activities. In addition, related issues on news media and social media were detected based on text mining techniques to engage environmental changes surrounding the library. Key issues were derived from 1,852 news reports on the library related to the Corona 19 situation and 227,983 tweets related to the library during the Corona 19 epidemic. Through this, implications were derived: prolonged 'Untact' situations, increased e-book lending, improved expectations for online services and librarians, and re-conceptualized library space. In addition, the direction of future services was discussed by selecting representative examples of library services provided in the non-face-to-face (untact) situation and dividing them into books, services, and spaces.

Predicting Health Communication Patterns in Follower-Influencer Networks: The Case of Taiwan Amid COVID-19

  • Chang, Angela;Jiao, Wen
    • Asian Journal for Public Opinion Research
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    • v.8 no.3
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    • pp.246-264
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    • 2020
  • As netizens increasingly utilize social media to obtain and engage with information, this study aims to determine the extent to which the follower-influencer interaction is manifested and strengthened. To analyze information related to the novel coronavirus disease (COVID-19), a total of 62,119 online posts from 11 Internet forums were examined to find a relationship between followers and influencers in Taiwan. These forums are PTT, SOGO, Ck101, Plurk, Mobile01, TalkFetnet, Gamez, PlaySport, Dcard, Eyny, and PCDVD. The variables that were the best predictors of influencer classification were strong influences, engagements, and hot values across 11 Internet forums. Learning the response to the COVID-19 pandemic is vital because public actions could have been fueled by stigmatizing terms that may harm public health and well-being. The results questioned the conventional diffusion of traditional news sources because the influencers brought widespread attention to the health threat issues in the early outbreak stages. This study enhances the understanding of forum types, follower engagement, and influencers' impact maximization in social networks. The conclusion provides insight into the relationships and information diffusion mechanisms to ensure accurate health information dissemination.

The Impact of the Great East Japan Earthquake and Fukushima Daiichi Nuclear Accident on People's Perception of Disaster Risks and Attitudes Toward Nuclear Energy Policy

  • Iwai, Noriko;Shishido, Kuniaki
    • Asian Journal for Public Opinion Research
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    • v.2 no.3
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    • pp.172-195
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    • 2015
  • Multiple nationwide opinion surveys, carried out by the government (cabinet office), major media (national newspapers and NHK), the National Institute for Environmental Studies, and the Atomic Energy Society of Japan, have revealed that the Fukushima nuclear accident has heightened people's perception of disaster risks, fear of nuclear accidents, and increased recognition of pollution issues, and has changed public opinion on nuclear energy policy. The opinion gap on nuclear energy policy between specialists and lay people has widened since the disaster. The results of the Japanese General Social Survey data show that objections to the promotion of nuclear energy are strong among females, and weaker among young males and the supporters of the LDP. These findings are similar to the data collected after the Chernobyl accident. People who live in a 70km radius of nuclear plants tend to evaluate nuclear disaster risks higher. Distance from nuclear plants and the perception of earthquake risk interactively correlate with opinions on nuclear issues. Among people whose evaluation of earthquake risk is low, those who live nearer to the plants are more likely to object to the abolishment of nuclear plants. It was also found that the nuclear disaster has changed people's behavior; they now try to save electricity. The level of commitment to energy saving is found to relate to opinions on nuclear issues.

Online Brand Community and Its Outcomes

  • Ha, Yongsoo
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.4
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    • pp.107-116
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    • 2018
  • The aim of this study is to delve deeper into the online brand community study. This study tests (a) the effects of online brand community on its outcomes, (b) the impact of value creation practice construct as a whole, (c) the effects of value creating practice construct on the two types of loyalty, loyalty toward the brand and the community. Participants of this study (N=353) are members of four types of online brand communities (e.g., business-to-consumer virtual product support community, firm-hosted online community, user-generated online community, peer-to-peer problem-solving community, and social media based brand community). Data were collected online using Amazon Mechanical Turk from April 10, 2016 to May 10, 2016. The data were analyzed through structural equations modeling using AMOS 20. The three community markers (e.g., consciousness of kind, rituals and traditions, and moral responsibility) and the four value creation practices (e.g., social networking, impression management, community engagement, and brand use) are proved to be significant indicators of online brand community and value creation practice constructs, respectively. Test results showed that strong and effective online brand communities generate value creation practices, and value creation practices enhance brand loyalty. The mediating effects of community loyalty between value creation practices and brand loyalty were revealed.

An Empirical Study on Consumer Acceptance of IPTV Service

  • Kim, Jung;Ryu, Myong-Hwan;Lee, Dong-Won
    • 한국IT서비스학회:학술대회논문집
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    • 2008.11a
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    • pp.153-156
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    • 2008
  • In recent years, IPTV attracts great attention along with the digital convergence of communication and media technologies. IPTV combines the advantages of TV and Internet and changes our lifestyle dramatically. In addition, the IPTV service is capable of becoming a new business model which has huge growth potentials in technology-converging marketplaces. This study examines critical factors on the consumer's adoption of the IPTV service. Based on the Innovation Diffusion Theory (IDT), IPTV specific attributes and personal characteristics, we derive eight key factors in the research model. compatibility, ease of use, image, diversity of contents, interactivity, monetary value, social influence, and user satisfaction. Using the partial least square (PLS) method on the data collected through a web-based survey, we test our research model with several hypotheses. From this study, we find that diversity of contents, compatibility and interactivity have a significant indirect effect on the use of IPTV service via user satisfaction, and user satisfaction and social influence also have a significant direct impact on the IPTV use. These findings not only provide practical insights on the consumer acceptance of new technology-converging services, but also help managers to plan their marketing strategies better.

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Risk Communication Networks in South Korea: The Case of the 2017 Gangneung Wildfire

  • Oh, Jeongmin;Jung, Kyujin;Song, Minsun
    • Journal of Contemporary Eastern Asia
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    • v.20 no.2
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    • pp.85-107
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    • 2021
  • Wildfires have become increasingly common and intense in South Korea because of climate change, but few have recognized the catastrophic level of the problem. Given the significant impact of wildfires, emergency management stakeholders must have effective risk communication structures for rapidly responding to such phenomena and overcoming geographical difficulties. Despite the country spending billions of dollars to build a big databased early warning system, risk communication flow during the 2017 Gangneung wildfire was ineffective, thereby causing substantial economic, social, and environmental losses. To examine the patterns of information exchange in South Korea's risk communication networks and their structural characteristics during the wildfire, we conducted semantic and network analyses of real-time data collected from social media. The results showed that the inefficient flow of risk information prevented emergency responders from adequately assessing the emergency and protecting the population. This study provides new insights into effective risk communication responses to catastrophic events and methods of research on webometric approaches to emergency management.

Research on the Influence of the Use of VR Technology in Dance Creation on the Willingness of Dance Directors to Use: Focusing on the Ease of Cognition and the Mediating Effect of Usefulness

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.117-124
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    • 2019
  • In the field of dance creation, the use of film and television skills, cyberspace, action sets, computer graphics and other technology and media technology have made the creative environment for dance art that it rapidly improves and presents a new situation. Especially in the dance creation part, VR technology can show many possibilities and can be used as a tool to fully satisfy the choreographer's intention and imagination. Therefore, this study analyzes the acceptance model of virtual reality technology in dance creative education, and we will examine the effect of social influence, shared trust, innovation, interest, and self-efficacy on perceived usefulness and perceived ease. Second, we will examine the effect of perceived usefulness and perceived ease on intention to use. The study is targeted at ordinary dance creators who currently reside in Hebei Province, China. The survey was conducted for approximately 30 days from March 16th to April 17th. The total number of valid samples collected was 377. The results of the identification of the hypotheses between variables based on the questionnaire data are as follows: Firstly, social influence, shared trust, innovation, interest, and self-efficacy have a positive impact on perceived usefulness, perceived ease. Secondly, perceived usefulness, perceived ease has a positive effect on the intention to use. In view of the above research results, the theoretical significance and limitations of this research and the future research directions are discussed in depth.

Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

Analysis of speech in game marketing video using text mining techniques (텍스트 마이닝 기법을 이용한 게임 마케팅 비디오에서의 스피치 분석)

  • Lee, Yeokyung;Kim, Jaejik
    • The Korean Journal of Applied Statistics
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    • v.35 no.1
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    • pp.147-159
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    • 2022
  • Nowadays, various social media platforms are widely spread and people closely use such platforms in daily life. By doing so, social influencers with a large number of subscribers, views, and comments have huge impact in our society. Following this trend, many companies are actively using influencers for marketing purpose to promote their products and services. In this study, we extract the speeches of influencers from videos for game marketing and analyze them using various text mining techniques. In the analysis, we distinguish game videos leading to successful marketing and failed marketing, and we explore and compare the linguistic features of the influencers for successful and failed marketings.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.