• Title/Summary/Keyword: Social networking services(SNS)

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Factors Related to Smartphone Dependence among Adults in Their 20s (20대 성인의 스마트폰 의존 관련 요인)

  • Park, Jeong-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.195-204
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    • 2020
  • The purpose of this study was to explore factors associated with smartphone dependence among adults in their 20s. The data were derived from the 2017 Survey on Smartphone Over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. There were 3,684 participants. The data were analyzed by frequency, percentage, mean, standard deviation, independent t-test, Pearson's correlation coefficient, and weighted hierarchical multiple regression analysis. For the results, factors related with higher smartphone dependence of participants were duration (β=.18, p=.000) and frequency (β=.04, p=.000) of usage, gaming (β=.15, p=.000), watching videos (β=.09, p=.000), mobile shopping (β=.05, p=.000), working (β=.05, p=.010), e-mailing (β=.13, p=.000), and sports betting (β=.07, p=.000). Music (β=-.07, p=.000) and adult content (β=-.07, p=.000) significantly reduced their smartphone dependence. SNS (Social Networking Services) (β=.01, p=.358) and instant messengers (β=-.02, p=.330) were not factors related to smartphone dependence. However, instant messengers were the most used by participants and had a strong correlation with working (r=.55, p=.000). This study shows that smartphone usage patterns related with smartphone dependence among adults in their 20s are different from those of children and adolescents. These results could be used to more deeply understand smartphone dependence among adults in their 20s and plan early detection and prevention and care of dependence.

A Method for User Sentiment Classification using Instagram Hashtags (인스타그램 해시태그를 이용한 사용자 감정 분류 방법)

  • Nam, Minji;Lee, EunJi;Shin, Juhyun
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1391-1399
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    • 2015
  • In recent times, studies sentiment analysis are being actively conducted by implementing natural language processing technologies for analyzing subjective data such as opinions and attitudes of users expressed on the Web, blogs, and social networking services (SNSs). Conventionally, to classify the sentiments in texts, most studies determine positive/negative/neutral sentiments by assigning polarity values for sentiment vocabulary using sentiment lexicons. However, in this study, sentiments are classified based on Thayer's model, which is psychologically defined, unlike the polarity classification used in opinion mining. In this paper, as a method for classifying the sentiments, sentiment categories are proposed by extracting sentiment keywords for major sentiments by using hashtags, which are essential elements of Instagram. By applying sentiment categories to user posts, sentiments can be determined through the similarity measurement between the sentiment adjective candidates and the sentiment keywords. The test results of the proposed method show that the average accuracy rate for all the sentiment categories was 90.7%, which indicates good performance. If a sentiment classification system with a large capacity is prepared using the proposed method, then it is expected that sentiment analysis in various fields will be possible, such as for determining social phenomena through SNS.

Development of Fuzzy-based Trust Measuring Framework for Blog Contents Using Social Networking Services (소셜 네트워킹 서비스를 활용한 블로그 컨텐츠의 퍼지 기반 신뢰도 측정 방법론 개발)

  • Yang, Kun-Woo
    • Journal of Information Technology and Architecture
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    • v.11 no.1
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    • pp.33-44
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    • 2014
  • Recently, blogs have attracted much attention as personal media. The power of blogs as a way to provide valuable resources on Internet is so tremendous because of the high speed of information dissemination and the huge influence of the circulated information on Internet users even when the information itself is not true. Especially, contents on blogs that attract a lot of public attention are sometimes reproduced or magnified in an inappropriate way. In this paper, a method to measure the trust level of contents posted on personal blogs is proposed to reduce the damage of wrong information circulated along with blog networks. Trust variables such as relationship data in SNS are used to measure the comparative trust level of blog contents. The structure of the prototype system is also designed to apply this framework to blogsphere.

New Mathematical Model for Travel Route Recommendation Service (여행경로 추천 서비스를 위한 최적화 수리모형)

  • Hwang, Intae;Kim, Heungseob
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.3
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    • pp.99-106
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    • 2017
  • With the increased interest in the quality of life of modern people, the implementation of the five-day working week, the increase in traffic convenience, and the economic and social development, domestic and international travel is becoming commonplace. Furthermore, in the past, there were many cases of purchasing packaged goods of specialized travel agencies. However, as the development of the Internet improved the accessibility of information about the travel area, the tourist is changing the trend to plan the trip such as the choice of the destination. Web services have been introduced to recommend travel destinations and travel routes according to these needs of the customers. Therefore, after reviewing some of the most popular web services today, such as Stubby planner (http://www.stubbyplanner.com) and Earthtory (http://www.earthtory.com), they were supposed to be based on traditional Traveling Salesman Problems (TSPs), and the travel routes recommended by them included some practical limitations. That is, they were not considered important issues in the actual journey, such as the use of various transportation, travel expenses, the number of days, and lodging. Moreover, although to recommend travel destinations, there have been various studies such as using IoT (Internet of Things) technology and the analysis of cyberspatial Big Data on the web and SNS (Social Networking Service), there is little research to support travel routes considering the practical constraints. Therefore, this study proposes a new mathematical model for applying to travel route recommendation service, and it is verified by numerical experiments on travel to Jeju Island and trip to Europe including Germany, France and Czech Republic. It also expects to be able to provide more useful information to tourists in their travel plans through linkage with the services for recommending tourist attractions built in the Internet environment.

ALS One-stop Support Service Development Study - Korea-Japan Case Study - (루게릭장애인 원스탑지원서비스 개발연구 - 한일사례연구 -)

  • Chong, Hee-Kyong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.443-454
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    • 2020
  • This study aims to develop one-stop support service for the ALS. To achieve the purpose, the cases of Korea and Japan were researched. The data used in the multiple-case study mainly referred to diaries, blogs, social networking sites, Youtube, and interviews of the disabled with ALS disease in Korea and Japan, and analyzed support services of both countries. The result of the study showed that, in the onset stage of ALS disease, a fellow counselor should be assigned by family member or person who experienced the disease from KALSA or other organizations to which a patient belongs. Also, it need a counseling by fellow counselor in the stage of softening disability. And after the gastrointestinal procedure, the number of home visits by visiting nurses should increase, and other services by OT and PT are required. In the stage of wearing a respirator, it needs to train and dispatch volunteers for ALS exclusive activities. And it is necessary to set up a family rest area or a respite service for the mentally and physically exhausted primary caregiver by long-term care. Most of all, these services should be one-stop support with linking step by step, not fragmentary support.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

Creating and Utilization of Virtual Human via Facial Capturing based on Photogrammetry (포토그래메트리 기반 페이셜 캡처를 통한 버추얼 휴먼 제작 및 활용)

  • Ji Yun;Haitao Jiang;Zhou Jiani;Sunghoon Cho;Tae Soo Yun
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.2
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    • pp.113-118
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    • 2024
  • Recently, advancements in artificial intelligence and computer graphics technology have led to the emergence of various virtual humans across multiple media such as movies, advertisements, broadcasts, games, and social networking services (SNS). In particular, in the advertising marketing sector centered around virtual influencers, virtual humans have already proven to be an important promotional tool for businesses in terms of time and cost efficiency. In Korea, the virtual influencer market is in its nascent stage, and both large corporations and startups are preparing to launch new services related to virtual influencers without clear boundaries. However, due to the lack of public disclosure of the development process, they face the situation of having to incur significant expenses. To address these requirements and challenges faced by businesses, this paper implements a photogrammetry-based facial capture system for creating realistic virtual humans and explores the use of these models and their application cases. The paper also examines an optimal workflow in terms of cost and quality through MetaHuman modeling based on Unreal Engine, which simplifies the complex CG work steps from facial capture to the actual animation process. Additionally, the paper introduces cases where virtual humans have been utilized in SNS marketing, such as on Instagram, and demonstrates the performance of the proposed workflow by comparing it with traditional CG work through an Unreal Engine-based workflow.

SNS and Social Journalism during the Egyptian Revolution: A Case Study of A Facebook Page, (이집트 민주화 혁명에서 SNS와 소셜 저널리즘: 페이스북의 사례분석을 중심으로)

  • Seol, Jin-Ah
    • Korean journal of communication and information
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    • v.58
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    • pp.7-30
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    • 2012
  • The advent of Social Journalism coincided with the rise of social media to create and deliver news information; as a type of civic journalism, social journalism may be characterized as a new form of information gathering and news reporting which is fed by citizens creating news information through their use social networking services (SNSs). The current study analyzed a Facebook page called, to determine how this page was utilized during the onset of the citizen movement for the Egyptian democratic revolution to produce news, to facilitate interaction among the public and to deliver the news under the form of networked journalism. Each post uploaded onto the Facebook page from January 27 till February 2, 2011 was coded in its category, content and the contextual frame of the news. The results of the study showed that during the first week, straight news rather than those with opinions was produced most frequently. The research findings of the current study suggest that in a society of political turmoil, such as in Egypt and other Arabic countries, when the institutionalized media are controlled severely by the government or other forces, SNSs can perform journalistic media roles which create and distribute news information representing facts and reality, and simultaneously facilitate the public's interactions on social and political issues.

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A Hadoop-based Multimedia Transcoding System for Processing Social Media in the PaaS Platform of SMCCSE

  • Kim, Myoungjin;Han, Seungho;Cui, Yun;Lee, Hanku;Jeong, Changsung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2827-2848
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    • 2012
  • Previously, we described a social media cloud computing service environment (SMCCSE). This SMCCSE supports the development of social networking services (SNSs) that include audio, image, and video formats. A social media cloud computing PaaS platform, a core component in a SMCCSE, processes large amounts of social media in a parallel and distributed manner for supporting a reliable SNS. Here, we propose a Hadoop-based multimedia system for image and video transcoding processing, necessary functions of our PaaS platform. Our system consists of two modules, including an image transcoding module and a video transcoding module. We also design and implement the system by using a MapReduce framework running on a Hadoop Distributed File System (HDFS) and the media processing libraries Xuggler and JAI. In this way, our system exponentially reduces the encoding time for transcoding large amounts of image and video files into specific formats depending on user-requested options (such as resolution, bit rate, and frame rate). In order to evaluate system performance, we measure the total image and video transcoding time for image and video data sets, respectively, under various experimental conditions. In addition, we compare the video transcoding performance of our cloud-based approach with that of the traditional frame-level parallel processing-based approach. Based on experiments performed on a 28-node cluster, the proposed Hadoop-based multimedia transcoding system delivers excellent speed and quality.

SmartRetweet : A Study on Method of the Efficient Propagation of Location-Based News Feed (스마트 리트윗 : 위치기반 관심정보의 효율적인 전파방법에 대한 연구)

  • Jeong, Do-Seong;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.5
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    • pp.960-966
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    • 2012
  • It is prevalent to gather the location information from GPS, WiFi and etc, and therefore LBSNS (Location-Based SNS) has increased rapidly (such as location-augmented Twitter services). The message created from LBSNS include the specific area of interests which the message is created in or mentions. It is easy to propagate the location-based information of LBSNS by adapting the retweet function which is efficient way to propagate the message in tweeter. In this paper, we have defined the smart retweet as a automatic retweet function for efficient propagating the messages which is geo-tagging the location of interests. We have designed the smart retweet system based on the tweeter system. The user could specify the area of interests and build the social networking among the users which have interested in common area. The smart retweet system have been implemented by mesh-up services based on Open-API of trweeter and google map. It is expected that the smart retweet service proposed in this paper makes easy sharing of the location-based interesting information.