• Title/Summary/Keyword: 가상커뮤니티

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Distributed and Virtual Network Operations and Contents Management Based on Hybrid Research Networks (하이브리드 연구망 기반의 분산 가상형 네트워크 운영 및 리소스 정보 관리 기술 연구)

  • Kim, Dong-Kyun;Lee, Myung-Sun;Byeon, Ok-Hwan;Kim, Seung-Hae
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.11-21
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    • 2012
  • Hybrid network infrastructure has been deployed as the most important technology for the advanced research networking community such as Internet2, SURFnet, etc. However, further research needs to be performed in terms of feasible design and implementation of architecture for inter-domain collaborative network infrastructure, which is essential to end-to-end collaborative research based on high-end applications. In this paper, we suggest a framework for distributed and virtual network operations based on hybrid research networks and efficient cooperation between multi-domain hybrid networks, which aims to provide collaborative network environment for high-end applications. Suggested framework is designed to adopt decentralized model of multi-domain hybrid research network management. A collaborative and distributed virtual model that is characterized by cooperation among hybrid research networks that insist on maintaining their autonomy and control, can also contribute for researchers and other end-users to manage and operate their own virtual networks.

Effect of Online Social Network to build virtual Human Capital (온라인 모임이 사회적 자원 형성에 미치는 영향)

  • Yun, Ho-Seong;Park, Jung-Hee;Lee, Ki-Dong
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.71-79
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    • 2010
  • Impact of online social network to cyber community has increased much attention recently. The biggest challenge in fostering a social network is to the extent whether it helps to build human capital network or social community. We propose what critical factors influence the formation of online capital network. The study uses three independent factors as motivation, self disclosure, and interactivity and two dependent factors as knowledge sharing and strengthening relationships to create virtual capital connection. Data collected from 256 university students to test the proposed model. The results of the study shows that all hypothesis are supported except one with strengthening relationship. Implications and limitations of this research are discussed.

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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.

Inferring and Visualizing Semantic Relationships in Web-based Social Network (웹 기반 소셜 네트워크에서 시맨틱 관계 추론 및 시각화)

  • Lee, Seung-Hoon;Kim, Ji-Hyeok;Kim, Heung-Nam;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.15 no.1
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    • pp.87-102
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    • 2009
  • With the growth of Web 2.0, lots of services allow yours to post their personal information and useful knowledges on networked information spaces such as blogs and online communities etc. As the services are generalized, recent researches related to social network have gained momentum. However, most social network services do not support machine-processable semantic knowledge, so that the information cannot be shared and reused between different domains. Moreover, as explicit definitions of relationships between individual social entities do not be described, it is difficult to analyze social network for inferring unknown semantic relationships. To overcome these limitations, in this paper, we propose a social network analysis system with personal photographic data up-loaded by virtual community users. By using ontology, an informative connectivity between a face entity extracted from photo data and a person entity which already have social relationships was defined clearly and semantic social links were inferred with domain rules. Then the inferred links were provided to yours as a visualized graph. Based on the graph, more efficient social network analysis was achieved in online community.

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Design and Development of XML Document Management System for Cyber University (가상대학을 위한 XML문서관리시스템 설계)

  • Kong Beom-Yong;Hwang Byung-Kon;Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.3 no.1
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    • pp.37-46
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    • 2002
  • Nowadays, according to the change of educational environment, an alternative educational system, called cyber university system, is appeared. The appearance of the new system requires the new executive supports for administrative purposes. From this point of view, this paper tries to design and develop an XML-based document management system for the cyber university system. In order to manage and present the multimedia documents for Cyber university effectively, the proposed document management system is divided into 3 hierarchy structures: Generation of Documents, Storage of Documentation, and Search of Documentation. Based on our proposal for the system, the actual implementation is done for the demonstrative purpose. Both the construction of document manage system for the cyber university and modules for portal page are implemented using XML.

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A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

An Architecture Modeling Language for Collaborative Networked Organizations (협업 네트워크 조직의 아키텍처 모델링 언어)

  • Kim, Duk-Hyun
    • The Journal of Society for e-Business Studies
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    • v.13 no.4
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    • pp.93-110
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    • 2008
  • Reference modeling for Collaborative Networked Organizations(CNOs) has just started, and Enterprise Architecture Modeling Languages(EAMLs) for CNOs are very few. Lack of reference models makes it difficult for people to communicate with each other and lack of EAMLs also makes it difficult to implement information systems for CNOs. We propose an EAML for CNO called CAML. It supports (1) multi-level modeling based on Model- Driven Architecture of OMG's for expressive power and efficiency of implementations, and (2) multi-focus modeling based on Zachman Framework for completeness of modeling The effectiveness of the CAML is investigated through modeling of a supply chain and execution of change impact analysis.

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The Influence of Activities in Virtual Communities on Usage of P2P Services (가상커뮤니티 활동성이 P2P서비스 이용도에 미치는 영향)

  • Kim, Chang-Kyu;Kim, Sang-Hoon
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.69-86
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    • 2007
  • As most of firms related with P2P services change their free services into fee-charging services, the problems of intellectual property rights are solved to satisfactory extent. Accordingly, P2P systems become more popular with the general public. In this respect, it is thought to be very important to research on the critical factors affecting usage of P2P systems. Although it is strongly expected that the characteristics of users activities in virtual communities affect the intention to re-use P2P systems, relatively few attention have been paid to this question. Therefore, this paper is to present empirical evidence to explain how the characteristics of users activities in virtual communities affect re-use intention of P2P services. The theoretical contribution of this study is that the characteristics of users activities in virtual communities is theoretically derived from the comprehensive literature review and the logical reasoning, and that the research model of the relationship between the users activities' characteristics in virtual community and the re-use intention of P2P services is proposed and empirically validated, which is expected to expand explaining power of the TAM(Technological Acceptance Model). Also, the practical implication is to provide the guideline to support the successful strategic planning for development and.operation of P2P services through the virtual communities.

Virtual Community Recommendation Model using Technology Acceptance Model and User's Needs Type (기술수용모형과 사용자의 욕구유형을 활용한 가상 커뮤니티 추천 모형)

  • Lee, Hyoung-Yong;Han, In-Goo;Ahn, Hyun-Chul
    • Asia pacific journal of information systems
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    • v.16 no.4
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    • pp.217-238
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    • 2006
  • In this study, we propose a virtual community recommendation model based on user behavioral models. It is designed to recommend optimal virtual communities for an active user by applying case-based reasoning (CBR) using behavioral factors suggested in the technology acceptance model (TAM) and its extensions. Also, it is designed to filter its case-base by considering the user's needs type before applying CBR. To test the usefulness of our model, we conduct two-step validation - experimental validation for the collected data, and survey validation for investigating the actual satisfaction level. Experimental results show that our model presents effective recommendation results in an efficient way. In addition, they also show that the information on the user's needs type may generate opportunities for cross-selling other commercial items.

가상 커뮤니티 공간에서 블로거를 위한 추천시스템

  • Kim, Jae-Gyeong;O, Hyeok;An, Do-Hyeon
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.415-424
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    • 2005
  • The rapid growth of blog has caused information overload where bloggers in the virtual community space are no longer able to effectively choose the blogs they are exposed to. Recommender systems have been widely advocated as a way of coping with the problem of information overload in e-business environment. Collaborative Filtering (CF) is the most successful recommendation method to date and used in many of the recommender systems. Therefore, we propose a CF-based recommender system for bloggers in the virtual community space. Our proposed methodology consists of three main phases: In the first phase, we apply the "Interest Value" to a recommender system. The Interest Value is a quantity value about user preference in virtual community, and can measure the opinion of users accurately. Next phase, we generate the neighborhood group based on the Interest Value. In the final phase, we use the Community Likeness Score (CLS) to generate the top-n recommendation list. The methodology is explained step by step with an illustrative example and is verified with real data of a blog service provider.

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