• Title/Summary/Keyword: Social Web

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An Analysis of the Contents of OASIS, the National Web Archive in Korea (웹 아카이브 OASIS 수집 콘텐츠의 분석)

  • Yoon, Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.45 no.4
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    • pp.45-65
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    • 2014
  • The purpose of this research is to examine the characteristics and current status of OASIS, a web archive, developed and operated by the National Library of Korea. From December 2013 to November 2014, an analysis of a numerical growth and subject distribution of 55,581 websites archived at OASIS shows many problems in quality, including an overwhelming proportion of 'Social Science' and its subclass 'Politics', consequential lack of balance in subject distribution, lack of authority or scholarly value of some contents, unclear application of selection criteria for personal creators/publishers, and inaccurate and overlapping statistics. Despite an impressive growth in quantity, immediate improvement of selection policies and quality control is needed.

A Study on the Factors Affecting Pre-Roll Advertising Avoidance by Online Video Content Types (온라인 동영상 콘텐츠 유형별 프리롤 광고회피에 영향을 미치는 요인에 관한 연구)

  • Yun, Yeon-Joo;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.677-687
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    • 2018
  • The purpose of this study is to investigate the causes of pre-roll ads played before watching online video contents, and to investigate the using motives by dividing them into broadcasting contents clips and web original contents. The results show that broadcast contents clips have higher use of entertainment/habitual use and social interaction, and that the use time of web content is higher when entertainment/convenience and selective use motivation are higher. Second, perceived invasion has the greatest effect on ad avoidance in broadcasting contents clip, and positive attitude toward advertisement is a significant factor in web contents. Content factors such as content preference and engagement did not affect the avoidance of pre-roll ad.

Cognitive Influences of User Interaction to the Collective Creativity in CSCW Environment : Why visible praises are even more important in Web 2.0? (CSCW 환경에서의 사용자 상호작용이 집합적 창조성에 미치는 인지적 영향에 관한 연구 : 왜 Web 2.0 환경에서 시각적인 칭찬이 왜 더 중요할까?)

  • Park, Jung-Ah;Kwon, Hee-Jung;Woo, Seo-Hye;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.340-345
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    • 2008
  • Web2.0 이라는 인터넷 환경의 변화 속에서 사용자들의 자발적인 참여를 통해 생산된 컨텐츠(UCC)가 화두가 되고 있다. 다수의 사용자 참여는 집단지성을 발휘하고 이렇게 생성된 UCC 는 새로운 가치를 창출한다는 믿음이 확산된 가운데, 사용자는 더 이상 정보수용자의 입장이 아닌 정보제공자의 입장에서 컨텐츠 생성에 대한 범위와 역할이 크게 향상되고 있다. 그렇다면 과연 무엇이 이러한 사용자 생성 컨텐츠의 창의성에 가장 큰 원동력이 될까 또한 무엇이 집단지성, 집단의 창의성을 창출하는데 가장 큰 영향을 미칠까? 본 연구는 이러한 의문에서 출발하였다. 이와 같은 연구 문제를 해결하기 위하여 피드백과 동기 그리고 창의성에 기반한 인지 평가 이론과 창의성에 관한 사회적 특성이론에 근거, 상호작용 즉 컨텐츠에 대한 피드백을 기반으로 연구모형을 세우게 되었다. 이러한 연구 모형을 설문을 통해 검증해 본 결과, 피드백이 사용자의 동기에 긍정적인 영향을 미치고, 결국 그러한 동기가 개인의 창의성 및 집단 창의성에 긍정적인 영향을 미친다는 결론을 얻을 수 있었다. 이러한 연구 결과는 이론적으로는 인지 평가 이론의 확장 적용 및 CSCW 환경에서 암묵적으로 인식된 피드백과 같은 상호작용의 중요성을 공고히 하는데 기여할 수 있으며, 실제로는 이러한 피드백 요소를 시각적으로 적절히 배치 및 노출하여 사용자의 내적 용기와 창의성을 촉진하여야 함을 밝힌다는데 의의를 가질 수 있겠다.

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Design and Implementation of web based cyber counseling system (웹기반 사이버 상담시스템의 설계 및 구현)

  • Lee Jae-Inn
    • The Journal of Information Systems
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    • v.12 no.2
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    • pp.21-39
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    • 2003
  • Many people including teachers and students' parents must assist each student who will be a hero of future to develop their potential abilities and acquire various skills. Counseling is a fundamental thing to achieve this goal. But, in reality, it is usually difficult to do counseling which makes it possible to establish desirable self-view and world view expertly and systema tically because of burdensome task of teachers, spatial and time limit and students' extracurri cular activities. Taking advantages of computer networking, this research was designed to solve various problematic situations we can usually face with in school and home, to reduce limitations among three parties: teachers, parents and students, and to keep record continuously on the process and contents of counseling. And, also, this research is focused to web-based counseling network that makes possible to build database system easily adapts to specialty of each schools. Web based counseling system will provide these advantages: 1. Through analyzing and editing which will be done by expert In of accumulated database, to realize more systematic and expert database will be possible. 2. Owing to the physical characteristic of cyber space, counseling will be done any time and anywhere the computer is. 3. Because it is possible to minimize social limitations on physical condition, communication channel and anonymity of cyber space, counseling will be relatively easy to perform. 4. The contents of counseling will be automatically recorded on the database.

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The Role of Narrative Transportation in Web Series as Branded Entertainment

  • SULESTARINI, Yusarifah;WULANDARI, Nuri;NASUTION, Reza A.
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.439-447
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    • 2020
  • The dynamics of communications powered by the Internet, specifically from the increased use of social media, has led marketers to find creative channels to engage with the customers. One of the recent channels, "branded entertainment", is becoming familiar as an advertising strategy in which the content presented is a marketing tool for the advertising of certain brands. The current study examined the case of a branded-entertainment channel and the mechanism of the advertising instrument that leads to purchase intention. The specific purpose of this research is to investigate whether there is evidence of the role of narrative transportation and the fantasy proneness leading towards purchase of the brand advertised. To arrive at the conclusion, the study using web series sponsored by an artificial sweetener brand and employs a quantitative survey to question the audience. The findings contribute toward the understanding of how consumers respond to branded entertainment via video-sharing platforms. It is indicated that the stories presented in the web series can stimulate the audience to fantasize. Thus, the advertising message conveyed through narrative persuasion can form a favorable attitude toward the brand, which leads to intention to purchase. Practical elements are identified along with limitations and future research suggestions.

Harmful Document Classification Using the Harmful Word Filtering and SVM (유해어 필터링과 SVM을 이용한 유해 문서 분류 시스템)

  • Lee, Won-Hee;Chung, Sung-Jong;An, Dong-Un
    • The KIPS Transactions:PartB
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    • v.16B no.1
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    • pp.85-92
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    • 2009
  • As World Wide Web is more popularized nowadays, the environment is flooded with the information through the web pages. However, despite such convenience of web, it is also creating many problems due to uncontrolled flood of information. The pornographic, violent and other harmful information freely available to the youth, who must be protected by the society, or other users who lack the power of judgment or self-control is creating serious social problems. To resolve those harmful words, various methods proposed and studied. This paper proposes and implements the protecting system that it protects internet youth user from harmful contents. To classify effective harmful/harmless contents, this system uses two step classification systems that is harmful word filtering and SVM learning based filtering. We achieved result that the average precision of 92.1%.

A Construction of Web-based Decision Making Support System for Artificial Ground Greening (인공지반녹화의 웹 지원 의사결정지원시스템 구축)

  • Lee, Dong-Kun;Park, Chan;Kim, Jae-Uk;Yoon, So-Won;Jang, Seong-Wan;Shin, Sang-Hee
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.1
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    • pp.62-71
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    • 2008
  • Recently, the expansion of housing developments has reduced green areas in cities. The reduction of green areas caused many negative effects on human beings. For functional improvement of ecosystem, government focuses on artificial ground greening because it gives improving microclimate and saving energy consumption. This research aims to develop the system to support decision making of greening for artificial ground greening. This system consist of rooftop greening, wall greening, and street greening system which can suggest proper type of greening and calculate the effect of the greening considering the proponents inputs. It presents social, economic, and ecological value such as cost, energy saving, and temperature reduction. As it is web-based system users can easily access with internet. This system provides automatic selection modes.As a result, with this developed web-based system, decision makers can evaluate the effect of artificial ground green easily and the support to such movement will increase.

NoSQL-based Sensor Web System for Fine Particles Analysis Services (미세먼지 분석 서비스를 위한 NoSQL 기반 센서 웹 시스템)

  • Kim, Jeong-Joon;Kwak, Kwang-Jin;Park, Jeong-Min
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.119-125
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    • 2019
  • Recently, it has become a social problem due to fine particles. There are more people wearing masks, weather alerts and disaster notices. Research and policy are actively underway. Meteorologically, the biggest damage caused by fine particles is the inversion layer phenomenon. In this study, we designed a system to warn fine Particles by analyzing inversion layer and wind direction. This weather information system proposes a system that can efficiently perform scalability and parallel processing by using OGC sensor web enablement system and NoSQL storage for sensor control and data exchange.

An Empirical Study on the Factors Affecting the Intention to Use M2E Services

  • Sang Hoon Lee;Min-Ju Kim;Su-Yeon Kim
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.792-811
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    • 2023
  • Recently, Web 3.0 services such as virtual currency, block chain, and NFT are attracting public attention. Users who depended on platforms are moving away from being dependent on service providers and moving to Web 3.0 services. Representative services of Web 3.0 include P2E (Play to Earn) and M2E (Move to Earn). In the case of P2E, various studies have been conducted as it is widely covered in the press and media, but research on M2E is relatively lacking. This study attempts to identify the intention to use M2E by using the expanded technology acceptance model. External factors were selected based on M2E's own characteristics and personal characteristics, a research model was designed, and the proposed hypotheses were verified through factor analysis and goodness of model fit. As a result of the study, it was confirmed that profitability, innovativeness, and self-expression had a positive effect on perceived characteristics, and that perceived usefulness, perceived enjoyment, and social influence had a positive effect on intention to use. Through the research results, practical implications for efficient service operation that meets the needs of users are presented to M2E platform providers.

A Study on Middle-aged women playing internet web-board games (고스톱 치는 아줌마들: 중년 기혼 여성들의 웹보드 게임 경험에 관한 연구)

  • Yoon, Tae-Jin;Jang, Min-Gi
    • Korean journal of communication and information
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    • v.62
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    • pp.51-73
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    • 2013
  • This study is an attempt to find out the meaning of game to middle-aged women who enjoy internet web board game as part of the leisure. In order to discover the perceptions and emotions of middle-aged women regarding game, in-depth interviews with the five women of 48 to 63-year-old were conducted. The results are: First, the web board games to middle-aged women is an opposition of labor, but at the same time a part of day-long procedure of labor. Second, most middle-aged women are not in an autonomous environment where they can pursue active hobbies. Third, middle-aged women do not tolerate sacrificing money or housework on game because the web board games are regarded as a worthless activity. Finally, middle-aged women do not transform the existing social relationships into online relationships, nor form new social relationships through internet. Based on these results, we could draw a rough picture overviewing the gaming experience of middle-aged women, which has been more or less ignored in academic field. game experiences; middle-aged women; web board game; leisure/labor; game culture;

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