• Title/Summary/Keyword: User Reviews

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A Study on the Choice of Main Entry in German Cataloging Rules; a comparison with the title entry in the Orient (독일목록규칙의 기본기입선정에 관한 연구)

  • Kim Tae-soo
    • Journal of the Korean Society for Library and Information Science
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    • v.21
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    • pp.61-101
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    • 1991
  • This study reviews the development and change of main entry principle in German cataloging codes, with special emphasis on RAK. With rerard to the functions of catalog, comparison between the traditional title main entry in the Orient and author main entry in the West has been made. The analysis confirms in this study that various criteria in choice of the entries in RAK have been adopted. In case of works where the persons who have played different roles in the works are named on the title page, as well as related works and works of mixed responsibility, the criteria of entry determination are complex and time consuming process and have no absolute value. And there are also various kinds of problems in corporate entries including confirmation of originator(Urheber), choice of either the territorial authority corncerned or corporate bodies as an entry depending on the nature of the publications, and a unique bibliographical situation of treaties. This means the code is absence of absolute value in selecting entries, and this results in adoption of main entry principle which has lost its significance for the purpose of cataloging. With emergence of the ISBD and actualization of automated cataloging, morever, all entries are equal as points of access. It would eliminate the need for personal judgements required in choice of main entry by the present code. In doing so, it would bring uniformity and standardization to cataloging practice. In direct approach to works, title entry is more developed finding device than author entry in cataloging theories. Thus introduction of unit card system beginning with title which is adopted in KCR3 would be desirable, the complicated rules for the choice of entry could be abandoned from cataloging codes. Most of the user studies show that catalog users have placed higher value on the title entry as a finding device and each entry is equal as access points through unit entry. This means that choice of a given entry as a main entry is unnecessary in cataloging codes. Title entry would be a rather simple standard and direct approach for works. This study proves that the traditional title entry of Korea is superior to author main entry in the Western world in cataloging theory. Thus recommendation to be made is that abandonment of author main entry from cataloging codes should be considered in the future.

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A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.31-40
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    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

Key Determinants of Dissatisfaction on COVID-19 Contact Tracing and Exposure Notification Apps (COVID-19 접촉추적과 노출알림 앱사용자의 항의 및 불만요인 탐색)

  • Leem, Byung-hak;Hong, Han-Kook
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.176-183
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    • 2021
  • Digital medical technology is very effective and at the same time faces the challenge of protecting privacy. However, for contact tracking and exposure notification apps in COVID-19 environment, there is always a trade-off between privacy measures and the effectiveness of the app's use. Today, many countries have developed and used contact tracking and exposure notification apps in various forms to prevent the spread of COVID-19, but the suspicion of digital surveillance (digital panopticon) is unavoidable. Therefore, this study aims to identify the factors of personal information infringement and dissatisfaction through text mining analysis by extracting user reviews of "Self-Quarantine Safety Protection" in Korea. As a result of the text mining analysis, we derived four groups, 'Address recognition error', 'Exit warning error', 'Access error', and 'App. program error'. Since 'Address recognition error' and 'Exit warning error' can give the app users a strong perception that they are keeping under surveillanc by the app, transparent management of personal information protection and consent procedures related to personal information collection are required. In addition, if the other two groups are not corrected immediately due to an error in an app function or a program bug, the complaints of users can be maximized and a protest against the monitor can be raised.

The Effects of Utilitarian and Hedonic Perceptions of Travel Review Website on Perceived Usefulness and Behavioral Intention (여행 리뷰 웹사이트의 기능적, 쾌락적 인식이 지각된 유용성 및 행동의도에 미치는 영향)

  • Kim, Yong-Soon
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.152-161
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    • 2019
  • The purpose of this study was to research the relationships among utilitarian perceptions, hedonic perceptions, perceived usefulness and behavioral intention. Recently, consumers rely heavily on user-generated contents of social media channels to support their purchase decisions, such as electronic word-of-mouth. Electronic word-of-mouth helps consumers to evaluate items before making purchase, to reduce purchase risks and to support their purchase decisions. This study was based on both the analysis derived from a hypothesis and literature reviews and data collected from 255 travelers who had used travel review website at least once. The results of empirical analysis showed as follows. First, Utilitarian perceptions(information quality) has a significant impact on the perceived usefulness of a travel review website. Second, Enjoyment has a significant impact on the perceived usefulness of a travel review website. Third, Curiosity fulfilment has a significant impact on the perceived usefulness of a travel review website. Finally, Perceived usefulness of a travel review website has a significant impact on behavioral intention. Based on these findings, the implications and limitations of the study were presented including some directions for future studies.

Development of a Wandering Management Guideline for Family Caregivers of Community-dwelling Elders with Dementia (재가 치매노인 가족을 위한 배회관리 지침 개발)

  • Cheon, Hong Jin;Song, Jun-Ah
    • 한국노년학
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    • v.36 no.4
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    • pp.1089-1108
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    • 2016
  • The purpose of this study was to develop a wandering management guideline for family caregivers of community-dwelling elders with dementia (EWD). In the first stage of the study, focus group and individual interviews (n=10) were performed to analyze family caregivers' experiences about wandering of the EWD under their care. In the second stage, preliminary contents for the guideline were made based on the interview results of family caregivers and reviews of literature. Final version of the guideline with 86 items was established after experts' review using the Content Validity Index analysis. In the final stage, a pilot test was conducted to evaluate the guideline using a sample of 13 family caregivers of EWD. Family caregivers were educated about how to use the guideline and asked to complete a set of questionnaire to examine their knowledge about wandering, degree of application of the guideline, and satisfaction with the guideline. Family caregivers' knowledge score was significantly improved (p=0.014) and the average scores in the process evaluation (9 items) and user satisfaction (7 items) about the guideline were 2.69-3.46 (range: 1-4), and 2.85-3.38 (range: 1-4), respectively. Further study with a large random sample is necessary to confirm the results of this study.

Proposal of Promotion Strategy of Mobile Easy Payment Service Using Topic Modeling and PEST-SWOT Analysis (모바일 간편 결제 서비스 활성화 전략 : 토픽 모델링과 PEST - SWOT 분석 방법론을 기반으로)

  • Park, Seongwoo;Kim, Sehyoung;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.365-385
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    • 2022
  • The easy payment service is a payment and remittance service that uses a simple authentication method. As online transactions have increased due to COVID-19, the use of an easy payment service is increasing. At the same time, electronic financial industries such as Naver Pay, Kakao Pay, and Toss are diversifying the competition structure of the easy payment market; meanwhile overseas fintech companies PayPal and Alibaba have a unique market share in their own countries, while competition is intensifying in the domestic easy payment market, as there is no unique market share. In this study, the participants in the easy payment market were classified as electronic financial companies, mobile phone manufacturers, and financial companies, and a SWOT analysis was conducted on the representative services in each industry. The analysis examined the user reviews of Google Play Store via a topic modeling analysis, and it employed positive topics as strengths and negative topics as weaknesses. In addition, topic modeling was conducted by dividing news articles into political, economic, social, and technology (PEST) articles to derive the opportunities and threats to easy payment services. Through this research, we intend to confirm the service capabilities of easy payment companies and propose a service activation strategy that allows gaining the upper hand in the market.

Hate Speech Detection Using Modified Principal Component Analysis and Enhanced Convolution Neural Network on Twitter Dataset

  • Majed, Alowaidi
    • International Journal of Computer Science & Network Security
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    • v.23 no.1
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    • pp.112-119
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    • 2023
  • Traditionally used for networking computers and communications, the Internet has been evolving from the beginning. Internet is the backbone for many things on the web including social media. The concept of social networking which started in the early 1990s has also been growing with the internet. Social Networking Sites (SNSs) sprung and stayed back to an important element of internet usage mainly due to the services or provisions they allow on the web. Twitter and Facebook have become the primary means by which most individuals keep in touch with others and carry on substantive conversations. These sites allow the posting of photos, videos and support audio and video storage on the sites which can be shared amongst users. Although an attractive option, these provisions have also culminated in issues for these sites like posting offensive material. Though not always, users of SNSs have their share in promoting hate by their words or speeches which is difficult to be curtailed after being uploaded in the media. Hence, this article outlines a process for extracting user reviews from the Twitter corpus in order to identify instances of hate speech. Through the use of MPCA (Modified Principal Component Analysis) and ECNN, we are able to identify instances of hate speech in the text (Enhanced Convolutional Neural Network). With the use of NLP, a fully autonomous system for assessing syntax and meaning can be established (NLP). There is a strong emphasis on pre-processing, feature extraction, and classification. Cleansing the text by removing extra spaces, punctuation, and stop words is what normalization is all about. In the process of extracting features, these features that have already been processed are used. During the feature extraction process, the MPCA algorithm is used. It takes a set of related features and pulls out the ones that tell us the most about the dataset we give itThe proposed categorization method is then put forth as a means of detecting instances of hate speech or abusive language. It is argued that ECNN is superior to other methods for identifying hateful content online. It can take in massive amounts of data and quickly return accurate results, especially for larger datasets. As a result, the proposed MPCA+ECNN algorithm improves not only the F-measure values, but also the accuracy, precision, and recall.

Factors Influencing Users' Payment Decisions Regarding Knowledge Products on the Short-Form Video Platform: A Case of Knowledge-Sharing on TikTok (짧은 영상 플랫폼에서 지식상품에 대한 사용자의 구매결정에 영향을 미치는 요인: TikTok의 지식 공유 사례)

  • Huimin Shi;Joon Koh;Sangcheol Park
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.31-49
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    • 2023
  • TikTok, as a leading short video platform, has attracted many users, and the resulting attention generates immense business value as a platform to diffuse knowledge. As a qualitative and explorative approach, this study reviews the knowledge payment industry and discusses the influential factors of users' payment decisions regarding knowledge products on TikTok. By conducting in-depth interviews with ten participants and observing 95 knowledge providers' videos, we find that TikTok has significant business potential in the knowledge payment industry. By using the ATLAS. ti software to code the data collected from these interviews, this study finds that demander characteristics (personal needs), product characteristics (product quality), provider characteristics (the key opinion leader effect), and platform characteristics (platform management) are the four core categories that influence users' payment decisions regarding knowledge products on TikTok. A theoretical model consisting of the ten variables of emotional needs, professional needs, quality, price, helpfulness, value, charisma, user trust, service guarantee, and scarcity is proposed based on the grounded theory. The theoretical and practical implications of the study findings are also discussed.

Interaction Design Framework for Idea Generation of Smart Products (스마트 제품 아이디어 발상을 위한 인터랙션 디자인 프레임웍 제안)

  • Choi, Jung Min
    • Korea Science and Art Forum
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    • v.30
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    • pp.453-464
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    • 2017
  • With the development of IT technology, various smart products and services have been spread in our daily life, providing users with convenience and emotional satisfaction. Particularly, input and output technologies, sensor technologies, and intelligent system technologies have offered new opportunities for diverse interaction patterns and new user experiences. This research started from the interest in the idea generation of product designers who need to combine various technological aspects with users' needs. The goal of this research is to propose an interaction design framework which can be used in an idea generation stage. To do so, first, the concept and characteristics of smart products were studied through literature reviews, and the interaction technologies, including input/output modality and context-aware technologies, were also investigated. Then, the frameworks that have been proposed in the deisgn fields were reviewed. This paper finally proposed the interaction design framework and explained its application to the idea generation, using several case studies. The proposed framework consists of four categories: product components, context-awareness elements, information input elements, and feedback output elements. Each of these are divided into several sub-categories, focused on users' needs. Sub-categories includes some elements of interaction, and each of the elements is explained with an existing smart product/system. The paper also describes how the proposed framework would be used in the idea generation process, using some design ideation examples. In the future study, more various concept ideas will be proposed through some elaborated case studies, and the framework is expected to be verified in terms of its possibility as an idea generation tool.