• Title/Summary/Keyword: Social media content

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An Empirical Investigation into How to Use Visual Storytelling for Increasing Facebook User Engagement

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.23-38
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    • 2017
  • In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.

Content service technology for social media services (소셜미디어 서비스를 위한 콘텐츠 서비스 기술)

  • Lee, Jong-Seol;Kim, Gyeong-Won;Jang, Dal-Won;Sin, Sa-Im;Lee, Myeong-Chun;Yun, Gyeong-Ro
    • Broadcasting and Media Magazine
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    • v.22 no.4
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    • pp.26-33
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    • 2017
  • 소셜 미디어는 대중들의 관심있는 생각, 정보, 이슈들을 공유하는 공개 미디어 플랫폼이다. 이를 통해 개인의 관심있는 텍스트, 이미지, 동영상, 음악 등 다양하고 거대한 콘텐츠가 재생산되고 공유되었다. 콘텐츠의 중심이 채널기반 단향 방송 중심에서 사회 다수를 위한 양방향 소셜 환경으로 이동한 것이다. 소셜 미디어의 장점은 관심사나 관계의 내용을 공유함으로써 양방향 의사 소통이 가능하고, 상호 연관성에 따라 새롭게 정의된 의미있는 정보를 기반으로 콘텐츠를 제공하는 소셜 서비스가 가능하다는 점이다. 이에 본 논문에서는 지난 수년간 인터넷과 방송 환경에서 방송과 웹 콘텐츠를 접목시키기 위해 개발된 다양한 기술 및 서비스에 대해 살펴본다. 또한, 기존의 다양한 웹 콘텐츠를 분석하여 소셜 브로드 캐스팅 서비스의 운영을 지원하는 자동 지식 기반 구축시스템에 대해 소개한다.

Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

Automated Video Clip Creation Using Time-based Social Bookmark Clustering (소셜 북마크의 시간 정보 클러스터링을 이용한 비디오 클립 생성 자동화)

  • Han, Sung-Hee;Lee, Jae-Ho;Kang, Dae-Kap
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.144-147
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    • 2010
  • Recently the change of content consumption trend activated the social video sharing platform and the video clip itself. There have been intensive interests and efforts to automatically abstract compact and meaningful video clips. In this paper, we propose a method which use the clustering of the bookmark data created by collective intelligence instead of using the video content analysis. The partitional clustering of points in 2-dimensional space derived from the bookmark data make it possible to abstract highlights effectively. The method is enhanced by the 1-dimensional accumulated bookmark count graph. Experiments on the real data from KBS internet service show the effectiveness of the proposed method.

Exploring Student Engagement on Library Facebook Pages: A Survey of Vietnamese Academic Libraries

  • Chi, Duong Thi Phuong
    • Journal of Information Science Theory and Practice
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    • v.10 no.2
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    • pp.17-29
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    • 2022
  • Facebook is very popular among young people and especially university students. Therefore, Facebook is the most logical platform to be used by academic libraries for promotional purposes and reaching out to user communities. This study aims to measure the effectiveness of using Facebook in connecting with students in academic libraries. A questionnaire survey was conducted to collect research data from students at four Vietnamese universities. A total of 1,670 valid questionnaires were returned, and more than half of the respondents were females between the ages of 18 and 22 years. The survey results found that libraries' Facebook pages did not receive adequate attention and interaction from students. Besides that, the information needs of students and social media content in general affected student acceptance of libraries' Facebook pages. These factors are demonstrated by the great majority of students who used Facebook often for various purposes, but fewer accessed library pages and they were not actively engaged in library posts. Students were interested in the information they already tended to get from libraries and were optimistic about the quality of library posts. However, they still expected more diverse and attractive content from the libraries. The findings of this study can help libraries create a close connection with students by satisfying their needs and expectations on Facebook.

Roles of Malaysian Online Newspapers in the Construction of Public Opinion on Rare Earth Risks

  • Hasan, Nik Norma Nik;Dauda, Sharafa
    • Asian Journal for Public Opinion Research
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    • v.8 no.4
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    • pp.432-452
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    • 2020
  • This study explored the representation of risks from the controversial Lynas rare earth refining as a risk event by five Malaysian online mainstream and alternative newspapers using qualitative content analysis. The aim is to uncover the role of the news media in the social amplification and attenuation of risks within the literature evidence as those roles are still uncertain. Content analysis is used to explore the online newspapers' roles guided by the Social Amplification of Risk Framework (SARF). The representations typified environmental, financial, health, occupational, property, radioactive, and technological risks and established connections between four risk types (environmental, financial, radioactive, and health risks). Radioactive risk was repeatedly associated with other risks, suggesting that the volume and information flow focused on radioactive risk as a key ingredient for amplification. This connection shows that the nature of the relationship between risks is multidimensional, contradicting the unidirectional type found in previous studies. Alternative online newspapers amplified and attenuated more risks, thus, providing more diverse coverage than mainstream sources. Consequently, this study provides evidence that risk representation from rare earth refining in a digital news environment is multidimensional and intensified or weakened in a multi-layered pattern. The stakeholders are engaged in a contestation by positioning their narratives to oppose or support their interests, which are amplified or attenuated by the online newspapers as social amplification stations.

A Study on Social Perceptions of Public Libraries Utilizing the sentiment analysis

  • Noh, Younghee;Kim, Dongseok
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.4
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    • pp.41-65
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    • 2022
  • This study would understand the overall perception of our society about public libraries, analyzing the texts related to public libraries, utilizing the semantic connection network & sentiment analysis. For this purpose, this study collected data from the last five years with keywords, 'Library' and 'Lifelong Learning Center' from January 1, 2016 through November 30, 2020 through the blogs and cafés of major domestic portal sites. With the collected data, text mining, centrality of keywords, network structure, structural equipotentiality, and sensitivity analyses were conducted. As a result of the analysis, First, 'reading' and 'book' were identified as representative keywords that form the social perception of public libraries. Second, it turned out that there were keywords related to the use of the library and the untact service due to the recent spread of COVID-19. Third, in seeking a plan for the development of public libraries through the keywords drawn to have positive meanings, it is necessary to create continuous services that can form a new image of the library, breaking away from the existing fixed role and image of the library and increase the convenience of use. Fourth, facilities and facilities for library services were recognized from a neutral point of view. Fifth, the spread of infectious diseases, social distancing, and temporary closure and closure of libraries are negatively related to public libraries, and awareness of librarians has been identified as negative keywords.

Detecting Fake News about COVID-19 Infodemic Using Deep Learning and Content Analysis

  • Olga Chernyaeva;Taeho Hong;YongHee Kim;YoungKi Park;Gang Ren;Jisoo Ock
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.945-963
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    • 2022
  • With the widespread use of social media, online social platforms like Twitter have become a place of rapid dissemination of information-both accurate and inaccurate. After the COVID-19 outbreak, the overabundance of fake information and rumours on online social platforms about the COVID-19 pandemic has spread over society as quickly as the virus itself. As a result, fake news poses a significant threat to effective virus response by negatively affecting people's willingness to follow the proper public health guidelines and protocols, which makes it important to identify fake information from online platforms for the public interest. In this research, we introduce an approach to detect fake news using deep learning techniques, which outperform traditional machine learning techniques with a 93.1% accuracy. We then investigate the content differences between real and fake news by applying topic modeling and linguistic analysis. Our results show that topics on Politics and Government services are most common in fake news. In addition, we found that fake news has lower analytic and authenticity scores than real news. With the findings, we discuss important academic and practical implications of the study.

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.