• Title/Summary/Keyword: Virtual communities

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Multi-Layer Sharing Model for Efficient Collaboration in Distributed Virtual Environments (가상환경에서 효율적인 협업을 위한 다중계층 공유모델)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.388-398
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    • 2004
  • This paper focuses on the reduction method of message traffic occurred when multiple participants collaborate in the distributed virtual environment. It is referred to as filtering method of update message to minimize data traffic exchanged in the virtual environment, and it is the essential process to improve the scalability of the virtual environment. Spatial partitioning method, a popular filtering technique, divides the whole environment into smaller sub-parts in order to make it small the regions to be maintained consistently. However, it is less flexible and adaptable because the information of area of interest must be configured before simulation. In this paper, the concept of dynamic area of interest is proposed, which is highly adaptable by applying dynamic environmental elements to AOI management. It uses multiple layering and multiple consistency algorithms for dynamic management, and makes it possible to consume system resource efficiently. For performance evaluation, experiments are performed with virtual avatars, measuring message traffic. Finally, the proposed model could be applied to the AOI management systems which accommodate massive users like MMORPG, or virtual communities.

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The Influence of Users' Activities Characteristics in Virtual Communities on Technology Acceptance;Focusing on File Sharing Services of P2P Systems (사용자의 가상커뮤니티 활동성이 기술 수용에 미치는 영향;P2P시스템의 파일공유서비스를 중심으로)

  • Kim, Chang-Kyu;Kim, Sang-Hoon
    • 한국IT서비스학회:학술대회논문집
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    • 2007.05a
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    • pp.467-473
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    • 2007
  • 사용자의 가상커뮤니티 활동성이 기술 수용에 미치는 영향을 P2P시스템의 파일공유서비스를 중심으로 알아보려고 한다. P2P시스템 재사용의도가 커뮤니티 활동성과 몰입에 의해 영향을 받을 것이라는 강한 추측에도 불구하고 이를 반영한 연구는 아직 없었다. 따라서 본 연구는 사용자의 가상커뮤니티 활동성이라는 개념을 새롭게 도출하고, 사용자의 가상커뮤니티 활동성이 어떠한 경로로 P2P시스템 재사용에 영향을 주고 있는가를 실증적으로 검증하는 것을 목적으로 한다.

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A Study on Influencing Factors of Virtual Community Success (가상커뮤니티 성과의 영향요인에 관한 연구)

  • Kim, Sang-Hoon;Cho, Seung-Chul
    • The Journal of Society for e-Business Studies
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    • v.11 no.2
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    • pp.49-69
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    • 2006
  • The virtual community has been recognized as an effective marketing tool and has been an important motive of using internet to Internet users, but very few attempts have been done for the development of virtual community success. Although many studies have been made on influencing factors of virtual community success, the comprehensive studies have never been done so far. Therefore, this study focused on developing the comprehensive model and verifying empirically. This study proposed five influencing factors(Virtual Community Operational factor, Characteristics of Users, Usefulness, Trust, Commitment) that affect virtual community success and three success factors(Sense of Virtual Community, Loyalty, Purchasing Intention) by carrying out literature review extensively and suggesting the relationship among factors. The relationship among factors were empirically validated by structural equation modeling. The data used in this study were collected from 292 users of the existing virtual communities. As the result of statistical analysis. It was found that Virtual Community Operational Factor and Characteristics of Users statistically significantly influenced Virtual Community Success. Also, it was shown that the intervening effects of Usefulness, Trust and Commitment were statistically significant, but that the relationship between commitment and Loyalty was not statistically significant. Finally, it turned out that the causality among success variables of Virtual Community was supported, but that sense of Virtual Community was required to be measured by new measurements.

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A Study on Establishing Relationship between Fashion Design Process and Storytelling (패션 디자인 프로세스와 스토리텔링의 관계 정립에 관한 연구)

  • Sung, You-Jung;Kwon, Gi-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.210-218
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    • 2009
  • The Purpose of this study is to demonstrate Storytelling as an effective device for Fashion Design by establishing relationship between Fashion Design Process and Storytelling. Through researching a social background and a concept of storytelling, found that story used interactively is a powerful tool for attention, understanding and change in both individuals and communities. Analysed the elements and the structure of storytelling and Fashion Design Process, by researching preceding researches. Therefore, we proposed a new four elements -text factor, visual factor, audio factor and virtual factor- and four steps (1)exploring stories, (2)planning a story, (3)building the story, (4)do storytelling- of storytelling and four steps-(1)gathering and analysing informations, (2)building a concept, (3)planning and developing a design, (4)do evaluation and make decision- of fashion design process. Through comparative analysis, we found a closeness between two structures, a use of common factors and also found characteristics to be considered in each stage. In the first stage, we found text, visual and audio factor as common factors. In the second stage, we suggested text and visual factor as common factors and also suggested clarity, realism and probability as characteristics. In the third stage, we found text, visual and virtual factor and also found dynamism, immersion and continuity. In the last stage, we suggested text, visual, virtual and audio factor and also suggested presence and interactivity as characteristics.

Application of Digital Human Modeling for Design of Yacht

  • Kim, Dong-Joon;Ko, Chan Gil;Lee, Yujeong;Chang, Seong Rok
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.5
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    • pp.475-480
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    • 2013
  • Objective: In this study, virtual reality was adopted to consider ergonomic factors in yacht design. Virtual human which is the same actual human was created in virtual environment using Digital Human Modeling which has been used in the manufacturing communities to design better workplaces and maximize the safety of workers. Background: During the past 40 years yachting has expanded from being, generally speaking, a minority sport - too expensive for the large majority of people - into a major recreational activity practiced by millions all over the world. Many new yacht designs have appeared and number of professional, as well as amateur designers has increased steadily. But they had not considered ergonomic factors in yacht design. Method: Worker's posture, traffic line and workload had been analyzed in sailing yacht. After the caution level was evaluated, we pointed out clues which had high workload and interference. To reduce workload, we applied ergonomic principles for improving working conditions and environments in Digital Human Model. Results: We found the space problems and workload of postures. Conclusion: (1) Unnatural posture of crews was sustained. (2) Workload that occurs in the human body was overloaded. (3) Crew's work space was very narrow. Application: This study will be applied the new ergonomic design of yacht.

The Influence of Social Identification and Persistent Communication Activities on Interpersonal Trust in the Virtual Community (온라인 공동체에서 사회적 정체성과 지속적인커뮤니케이션 활동이 구성원 간 신뢰에 미치는 영향에 관한연구)

  • Cho, Seung-Ho
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.65-77
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    • 2011
  • The current study investigated how interpersonal trust is developed in online communities, where most of individual identities are unknown or doubtful. To better understand and theorize the underlying mechanism, a survey was conducted integrating the literature on computer-mediated communication (CMC) and extending previous research on social identify model. The findings confirmed that integrity, benevolence, and openness are essential components in the concept of trustworthiness, which is predicted by social identification and persistency of communication activities in the virtual community.

Understanding the Continuance Intention of Knowledge Contribution in Q&A Virtual Communities: Focused on Moderating Effect of Personal Involvement (Q&A 가상 커뮤니티에서 지속적인 지식 기여에 영향을 미치는 요인: 개인적 관여도의 조절효과를 중심으로)

  • Zhao, Li;Jung, Chul-Ho
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.117-132
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    • 2021
  • Based on the core value of the Q&A community, the contribution of knowledge and information has a great impact on users' community evaluation. As a small social group, the relationships and interactions among community members are quickly formed through information technology. As such, the cognitive evaluation of the relationship between community members will have an impact on the intention of information contribution. This research builds on the previous research based on the social exchange theory and establishes a dual model of swift guanxi in examining the relationship between guanxi and continuous knowledge contribution. In the current study, 305 survey questionnaires were used and 249 valid questionnaires were used for analysis. The analysis results are as follows: First, information support has a positive impact on dedication-based swift guanxi. While hypothesis between information support and constraint-based swift guanxi was not be supported. Second, emotional support has a positive impact on the formation of swift guanxi from a dual perspective. Third, the swift guanxi from the dual perspective has a positive impact on the intention of continuous knowledge contribution. Finally, although personal involvement has an adjustment effect, it is a downward adjustment effect, hypotheses are not supported. The current study offers theoretical and practical implications in field of knowledge management, specifically knowledge contribution in the virtual community.

An Empirical Study on the Relationship between Performance and Behaviors of Participants in the Knowledge Sharing Virtual Community (지식공유 가상커뮤니티에서 사용자의 성과와 행동에 관한 실증연구)

  • Cho, Hurn-Jin;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.63-82
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    • 2009
  • Virtual community is a social aggregation to attain some goals in an IT-supported virtual space (Lee et al., 2002). As lots of virtual communities generate robust and reliable outputs with low control and low incentive, previous researchers was interested in the questions, "why do they participate?" or "how are they controlled?". But. as Katz (1964) said, the most important part of the high-performing organization is the behaviors of members in the organization. Therefore, this research is to examine the relationship between the performance and the behaviors of participants in the virtual community. First, we propose 6 types of behaviors related to high performance in the virtual community: 'Continuous Attendance', 'Complying with the organizational value, policies, and regulations', 'Protection', 'Suggestion for the improving', 'Self-training', and 'Favorable behavior'. The six types of behaviors are extracted from the framework of Katz (1964) and Brief and Motowidlo (1986). The reason why each behavior is positively related with high-performance is that those who continuously attend have more responsibility than temporary participants do; complying with the rules of a virtual community means that they may make more reliable outcome; 'Protection' is one of the prosocial-behaviors and those who protect the community may concern the benefit of the virtual community when they participate: those who suggest some ideas for improvement may contribute to the virtual community; 'Self-training' behavior means that participants really want to have high quality in their contribution: those who have 'Favorable attitude' consider other members in the virtual community when they participate. Then, we perform an empirical analysis with the survey from participants in the Knowledge service of Naver.com, to show those behaviors are associated with the high-performance. To make the measurement for the six behaviors, we use CVR (content validity ratio) method (Lawshe, 1975), interviewing 12 experts. The dependent variable, performance of participation, is measured by 'ratio of selected answer' given by the Naver.com. We use email survey. We sent 1200 emails to randomly selected participants in the knowledge service and received 282 responses. The results of our empirical analysis show that 4('Continuous Attendance', 'Suggestion for the improving', 'Self-training', 'Favorable attitude') are positively related to the performance, but 2('Complying with the organizational value, policies, and regulations' and 'Protection') are not significant. In line with Fitzgerald (2006), we expect that participants in the virtual community may behave similarly to employees in the off-line firms for the high performance. But 2 behaviors have different results. The reason that the 'Complying with the organizational value' behavior is not sufficiently related to performance is that the motivation of participants is more related to intrinsic pleasure or altruism than external reward. Also, the 'Protection' behavior has no significant relationship with performance, which means that the high-performing participants have little concern about the problems in the community.

A Study of Needs and Behavior on a Virtual Community: Focused on College Student's Internet Cafe Activities (가상 커뮤니티 이용 욕구(needs)와 행위(behavior)에 관한 연구: 대학생들의 인터넷 카페 이용을 중심으로)

  • Ku, Gyo-Tae
    • Korean journal of communication and information
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    • v.30
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    • pp.7-33
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    • 2005
  • This study examined the type of needs involved in the activities of a virtual community and the impart of gender on online participants' needs and 'perceived control behavior'. In addition, the study tried to figure out how people behave on certain factors. The survey was conducted to 230 local students who have experienced online community activities. The study results showed there were three factors related to a virtual community, 'relational need', 'entertainment need', 'instrumental need'. There was, however, no significant effect between gender and the type of needs, and between gender and 'perceived behavior control'. The results also showed that 'entertainment need' is the most important factor to predict a virtual community participation. This might not Imply the improvement of information technologies helps us return to the communities in which Individuals have a close and affectionate relationship each other.

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Pub/Sub-based Sensor virtualization framework for Cloud environment

  • Ullah, Mohammad Hasmat;Park, Sung-Soon;Nob, Jaechun;Kim, Gyeong Hun
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.109-119
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    • 2015
  • The interaction between wireless sensors such as Internet of Things (IoT) and Cloud is a new paradigm of communication virtualization to overcome resource and efficiency restriction. Cloud computing provides unlimited platform, resources, services and also covers almost every area of computing. On the other hand, Wireless Sensor Networks (WSN) has gained attention for their potential supports and attractive solutions such as IoT, environment monitoring, healthcare, military, critical infrastructure monitoring, home and industrial automation, transportation, business, etc. Besides, our virtual groups and social networks are in main role of information sharing. However, this sensor network lacks resource, storage capacity and computational power along with extensibility, fault-tolerance, reliability and openness. These data are not available to community groups or cloud environment for general purpose research or utilization yet. If we reduce the gap between real and virtual world by adding this WSN driven data to cloud environment and virtual communities, then it can gain a remarkable attention from all over, along with giving us the benefit in various sectors. We have proposed a Pub/Sub-based sensor virtualization framework Cloud environment. This integration provides resource, service, and storage with sensor driven data to the community. We have virtualized physical sensors as virtual sensors on cloud computing, while this middleware and virtual sensors are provisioned automatically to end users whenever they required. Our architecture provides service to end users without being concerned about its implementation details. Furthermore, we have proposed an efficient content-based event matching algorithm to analyze subscriptions and to publish proper contents in a cost-effective manner. We have evaluated our algorithm which shows better performance while comparing to that of previously proposed algorithms.