• Title/Summary/Keyword: Social media content

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An Analysis of News Report Characteristics on Archives & Records Management for the Press in Korea: Based on 1999~2018 News Big Data (뉴스 빅데이터를 이용한 우리나라 언론의 기록관리 분야 보도 특성 분석: 1999~2018 뉴스를 중심으로)

  • Han, Seunghee
    • Journal of the Korean Society for information Management
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    • v.35 no.3
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    • pp.41-75
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    • 2018
  • The purpose of this study is to analyze the characteristics of Korean media on the topic of archives & records management based on time-series analysis. In this study, from January, 1999 to June, 2018, 4,680 news articles on archives & records management topics were extracted from BigKinds. In order to examine the characteristics of the media coverage on the archives & records management topic, this study was analyzed to the difference of the press coverage by period, subject, and type of the media. In addition, this study was conducted word-frequency based content analysis and semantic network analysis to investigate the content characteristics of media on the subject. Based on these results, this study was analyzed to the differences of media coverage by period, subject, and type of media. As a result, the news in the field of records management showed that there was a difference in the amount of news coverage and news contents by period, subject, and type of media. The amount of news coverage began to increase after the Presidential Records Management Act was enacted in 2007, and the largest amount of news was reported in 2013. Daily newspapers and financial newspapers reported the largest amount of news. As a result of analyzing news reports, during the first 10 years after 1999, news topics were formed around the issues arising from the application and diffusion process of the concept of archives & records management. However, since the enactment of the Presidential Records Management Act, archives & records management has become a major factor in political and social issues, and a large amount of political and social news has been reported.

A Study on the Collection and Application Measures for Media Platform Based Materials (매체 플랫폼 기반 자료의 수집 및 적용 방안 연구)

  • Younghee Noh;Youngmi Jung;Aekyoung Son;Inho Chang;Hyunju Cha
    • Journal of Korean Library and Information Science Society
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    • v.55 no.1
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    • pp.193-214
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    • 2024
  • This study aimed to propose a method for collecting and applying media platform based materials at the National Library of Korea. Firstly, we analyzed the current status and limitations of data collection based on domestic media platforms, including the National Library of Korea. Secondly, a literature review method was used to investigate the current status and types of digital content based on media platforms. Thirdly, we identified the types of materials based on media platforms that are not currently included in the National Central Library's online material collection guidelines through the examination of cases from major overseas libraries. Fourthly, after reviewing technical and legal elements such as the definition of collection targets and scope for each new media, and collection methods, we established collection criteria. Fifthly, based on the research results, the policies proposed in this study are as follows: 1) there is a need to establish a clear legal basis for the collection of media platform based materials; 2) the development and presentation of collection guidelines for media platform based materials is necessary; 3) the development of collection tools and infrastructure for media platform based materials is required; 4) for the collection of media platform based materials, it is necessary to obtain permission for collection from targeted social media organizations, and to cooperate in linkage with organizations that produce and service extended reality content; 5) for the service activation of media platform based materials, it is necessary to improve accessibility for the usage activation of these materials, to enhance the content extensibility and ease of use of the e-deposit system including extended reality content, and to advance and construct spaces for reproducing extended reality content.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

Research on Utilization of AI in the Media Industry: Focusing on Social Consensus of Pros and Cons in the Journalism Sector (미디어 산업 AI 활용성에 관한 고찰 : 저널리즘 분야 적용의 주요 쟁점을 중심으로)

  • Jeonghyeon Han;Hajin Yoo;Minjun Kang;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.713-722
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    • 2024
  • This study highlights the impact of Artificial Intelligence (AI) technology on journalism, discussing its utility and addressing major ethical concerns. Broadcasting companies and media institutions, such as the Bloomberg, Guardian, WSJ, WP, NYT, globally are utilizing AI for innovation in news production, data analysis, and content generation. Accordingly, the ecosystem of AI journalism will be analyzed in terms of scale, economic feasibility, diversity, and value enhancement of major media AI service types. Through the previous literature review, this study identifies key ethical and social issues in AI journalism as well. It aims to bridge societal and technological concerns by exploring mutual development directions for AI technology and the media industry. Additionally, it advocates for the necessity of integrated guidelines and advanced AI literacy through social consensus in addressing these issues.

Content Analysis on Twitter for Identifying Scholarly Activities and Public Use in Informal Communication: With a Focus on Domestic Scholars in Social Sciences (트위터 데이터를 이용한 연구자들의 비공식 커뮤니케이션 활동 및 대중이용 내용분석: 국내 사회과학 분야 연구자들을 중심으로)

  • Shim, Jiyoung;Song, Sungjeon
    • Journal of the Korean Society for information Management
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    • v.36 no.2
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    • pp.133-152
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    • 2019
  • This study aims to identify and categorize the content and public use patterns of social scientists' informal communication activities. Using Twitter data, we identified Korean 736 social scientists who participated in communication activities with the public, and analyzed 4,548 tweets that revealed their informal communication activities. This study is meaningful in that it explored informal communication between social scientists and the public, which was not previously revealed in scholarly communication, and identified the types of informal communication activities, communication media, and collaborative sectors in detail.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Analysis of the Problem of College Entrance System in Webtoon : in , (웹툰에서 재현하는 입시문제 : <공부하기 좋은 날>, <입시명문사립 정글고등학교>를 중심으로)

Content Distribution Strategy Analysis of Regional Broadcasting Companies: Based on MBCNET (지역방송의 뉴미디어 유통전략 분석 :MBCNET 사례를 중심으로)

  • Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.636-643
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    • 2013
  • The current media and content situation is increasingly more competitive and under the radical environment changes, the social & financial position of regional broadcasting companies has been threatened. The internet & mobile based platforms and smart media, however, bring a new opportunity of content distribution. This study analyzes the current status of MBCNET which is the superstation of regional MBC stations and specialists interviews to develop the content distribution strategies of regional broadcasting companies. According to the following: finance, ratings, and new media distribution analysis, the MBCNET outcome is deemed successful based on the content library and regional power. MBCNET utilized opportunity to develop strong content resources and distribution power. In order to maintain its competitive edge, MBCNET needs to adopt the following strategies: content and platform marketing power, research & development of competitive content based on user behavior analysis, and reorganization that is able to counteract N-screen circumstances.

Modified Na$\ddot{i}$ve Bayes Classifier for Categorizing Questions in Question-Answering Community (확장된 나이브 베이즈 분류기를 활용한 질문-답변 커뮤니티의 질문 분류)

  • Yeon, Jong-Heum;Shim, Jun-Ho;Lee, Sang-Goo
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.95-99
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    • 2010
  • Social media refers to the content, which are created by users, such as blogs, social networks, and wikis. Recently, question-answering (QA) communities, in which users share information by questions and answers, are regarded as a kind of social media. Thus, QA communities have become a huge source of information for the past decade. However, it is hard for users to search the exact question-answer that is exactly matched with their needs as the number of question-answers increases in QA communities. This paper proposes an approach for classifying a question into three categories (information, opinion, and suggestion) according to the purpose of the question for more accurate information retrieval. Specifically, our approach is based on modified Na$\ddot{i}$ve Bayes classifier which uses structural characteristics of QA documents to improve the classification accuracy. Through our experiments, we achieved about 71.2% in classification accuracy.

The Effect of Social Viewing of Live Commerce on Viewing Satisfaction - Focusing on the Mediation Effect of Social Presence - (라이브 커머스의 사회적 시청이 시청 만족도에 미치는 영향 - 사회적 실재감의 매개 효과를 중심으로 -)

  • Zhao, Meng;You, Kyung Han
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1188-1202
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    • 2022
  • This study aims to investigate what communication phenomenon social viewing is associated with, and how satisfaction with using live commerce affects, taking into account that live commerce is a form of content consumption based on social viewing. In particular, social viewing is classified in this study as message production and sharing activities that influence users' satisfaction with live commerce viewing, as well as how two-dimensional social viewing behaviors are associated with users' perception of social presence. Then, the impact of these factors on improving viewing satisfaction is determined. It is also designed to investigate the moderating effect of social presence and viewing satisfaction as a function of the size of users' social networks by taking into account how social viewing affects the degree of social exchange among users. The findings of the analysis are as follows. First, social viewing behaviors. i.e., sharing and production behavior were identified as strong factors that have a direct impact on social presence and viewing satisfaction. Second, social presence plays a moderating role in the relationship between social viewing behavior and viewing satisfaction. Third, the impact of sharing behavior on social presence and viewing satisfaction was greater than the that of production behavior. Fourth, network size (number of followers and followings) had no direct effect on social reality or viewing satisfaction, but it had a moderating effect on the relationship between production behavior and social presence. Based on the findings, the implications and recommendations were discussed.