• Title/Summary/Keyword: 모바일 소셜 네트워크

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A Review of Influencing Aronia Intake on Human Body in Korea (국내 아로니아 습취가 인체에 미치는 영향에 관한 문헌분석)

  • Nam, Soo-Tai;Yu, Ok-Kyeong;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.149-152
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    • 2017
  • Big data analysis is an effective analysis techniques of unstructured data such as internet, social network services, web documents generated in mobile environment, e-mail, and social data, as well as formal data well organized in the database. Thus, meta-analysis is a statistical integration method that delivers an opportunity to overview the entire result of integrating and analyzing many quantitative research results. Today, regardless of gender and age is increasing interest in whether you can lead a younger and healthier life. With this change of life which has been developed with a variety of functional health food. Aronia melanocarpa called black chokeberry is a fruit of berry plants belonging to the Rosaceae originally growing in the North America region. In the studies for factors related to quality characteristics and antioxidant activities as the extracts of Aronia in this study, which it is only targeted factors as total sugar, acidity, polyphenol, anthocyanin, antioxidant. Thus, we present the theoretical and practical implications of these results.

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The Structural Relationship among Trust in MIM, Attitude toward Emoticons, and the Intention to Purchase Emoticons in Kakao Talk (모바일 인스턴트 메신저에 대한 신뢰, 이모티콘 사용 태도와 이모티콘 구매의도 사이의 구조적 관계: 카카오톡 사례)

  • Jung, Bohee;Bae, Jungho
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.311-325
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    • 2016
  • The communication via MIM(Mobile Instant Messenger) has unique characteristics; one of them is use of emoticons. Although using emoticons in MIM is getting a lot of attention from business fields and emoticons markets in MIM is growing rapidly, there are little researches focused on emoticons in MIM in consumer behaviors and marketing area. So, the purpose of this study is to fill this theoretical and practical gap. For this purpose, we explore the effect of and trust in MIM system and attitude toward use of emoticons on purchase intention to emotions in MIM. Our study used structural equation modeling analysis; the results showed that perceived benefits and perceived risk to MIM affected trust in MIM system significantly, more specifically, while perceived benefits affected trust in MIM system positively, perceived risk affected trust in MIM system negatively. We also found that perceived usefulness of emoticon in MIM and flow experience influenced attitude toward use of emoticons positively. Lastly, trust in MIM system and attitude toward use of emoticons had positive effect on purchase intention to emoticons in MIM. The implication and limitations of this study are also discussed.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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The study on the social network service quality of companies in Mobile Environment -focusing on the difference of recognition depending on the level of commitment and loyalty- (모바일 환경에서 기업의 소셜네트워크 서비스 품질에 관한 연구 -몰입 및 충성도에 따른 집단간 인식차이를 중심으로-)

  • Kim, Sang-Hyuck;Yang, Jae-Hoon
    • International Commerce and Information Review
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    • v.14 no.3
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    • pp.539-558
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    • 2012
  • The purpose of this study is examining the differences of mobile SNS's service quality, which consists data quality and system quality, among the groups that are classified by commitment and customer loyalty. For the experimental analysis, the frequency analysis was performed for general characteristics of sample. The variables were selected by factor analysis that also prove the validity of variables. The value of Cronbach's alpha was calculated to check the reliability of variables. In addition, the group was determined by the both hierarchical and hierarchical cluster analysis, then ANOVA was performed to test the hypotheses that there are differences of mobile SNS's service quality, among the groups that are classified by commitment and customer loyalty. The results of this study support that there are differences among the groups toward mobile SNS's service quality and also shows the more commitment and loyalty group is the higher recognition of mobile SNS's service quality. Thus, the companies have to realize that mobile SNS is very important key factor to success in rapidly changing business environment. In conclusion, the companies implement different customized strategy for the different group and develop the contents and the applications to maximize the commitment and loyalty of for the mobile SNS users.

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Sensual Aisthesis of the Communication Visualization through Twitter (트위터를 이용한 상호소통 시각화의 감각적 경험)

  • Yoo, Miohk;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.29-35
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    • 2012
  • As the distribution rate of the Smart mobile increased, the software technology and ideas for the ubiquitous systems advanced day after day to establish an environment where the public can easily access and experience such technologies. The communication between an individual and the many became more convenient through the social network services (SNS) and the individuals started to attempt to communicate in various methods. The communication methods and techniques became more diverse and the media art pieces focusing on the communications among many also became more interesting. This study attempted to create a prototype of the visual communication media art through the indirect participation of one of the widespread SNS, Twitter, for the communication and also to suggest the direct and indirect communication routes among the humans. In addition, the use of the typography in the pieces also attempted to examine a new type of work that combines the SNS and media art while delivering the text messages.

A Study of Antecedents of Continuance Intention in Mobile Social Network Service: The Role of Trust and Privacy Concerns (모바일 소셜네트워크서비스 환경에서 지속 사용 의도의 선행 요인에 관한 연구: 신뢰와 프라이버시 우려의 역할)

  • Kim, Byoungsoo
    • Knowledge Management Research
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    • v.13 no.4
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    • pp.83-100
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    • 2012
  • Given the prevalence of mobile social network services (SNS) such as Facebook and Kakaotalk, it has become important to understand user's continuance behavior in a mobile SNS environment. Although trust and privacy concerns play a key role in SNS users' decision-making processes, most studies on SNS have shed little light on the effects of trust and privacy concerns on SNS continuance intention. In this regard, this paper developed an integrated model to deeply understand the key antecedents of user's continuance intention to use mobile SNS by incorporating trust and privacy concerns into extended expectation-confirmation model. The proposed research model was tested by using survey data collected from 170 users who have experience with Kakaotalk. The findings of this study found that the proposed theoretical framework provides a statistically significant explanation of the variance in continuance intention of mobile SNS. The analysis results indicate that trust serves as the salient antecedent of continuance intention to use mobile SNS. However, it was found that privacy concerns negatively influence trust, whereas it is not significantly related to continuance intention of mobile SNS. The theoretical and practical implications of the findings were described.

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Effects of Social Factors and Game Factors on Commitment of Mobile Social Network Games(M-SNG) (사회적 요인과 게임적 요인이 모바일 소셜 네트워크 게임 몰입에 미치는 영향)

  • HAN, Ju-Young;LEE, Sae-Bom;LEE, Sang-Chul;SUH, Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.44 no.3
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    • pp.601-616
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    • 2016
  • Purpose: The purposes of this study are (1) to examine why users commit to M-SNG and (2) to understand what factors impact M-SNG users' enjoyment, motivation and commitment. Methods: We use a questionnaire survey to collect 190 data on users' perception on M-SNG. we also use a structural equation modeling method with Smart PLS 3.0 Results: Playfulness, design aesthetics, competition and social identity are found to be statistically significant factors affecting enjoyment and motivation. Also, enjoyment and motivation are found to be statistically significant factors affecting commitment. Conclusion: We suggest three points of view as game factors, socio-game factors, and social factors. Game factors are more important than other factors. Also, enjoyment is a more powerful factor than motivation in affecting user's commitment to using M-SNG.

Invstigation about Sminshing Hacking (Smishing 해킹에 대한 수사기술)

  • Moon, Soon-hol;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.293-295
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    • 2015
  • This paper proposed have been the business card information to the computer when creating business card printing agency saved to a file, there is always the risk of personal information leakage. Application file organization information into the card, the name, phone number, email address information, such as is capable of easily accessible because it is not encrypted. This paper proposed it encrypts the information entered on the Business Card application file to automate the process of the card application and simplifying the business card application process minimizes the work of staff and linked directly to the print shop how to automatically delete the print file after the completion of business card printing and research.

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The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

A Study on Smartphone Addiction and Mental Health Trend Improvement in Koreans (한국인의 스마트폰 중독과 정신건강 경향 개선에 관한 연구)

  • Choi, Do-Hyeon
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.22-27
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    • 2019
  • Along with the universalization of smartphones, smartphone addiction is becoming a physical and mental social problem. The purpose of this study was to investigate the relevance of the problems caused by addiction in 300 adolescents, adults and the elderly. The results showed that the use of SNS and messenger were most related to the negative factors such as health problems, depression, antisocial, schizophrenia, lower self-esteem, and lower social expectation. In addition, games and videos were analyzed to have relatively low negative problems. Focusing on the high addiction rate, the researcher further analyzed the preference for problem solution and discussed the improvement measures for smartphone addiction reduction.