• Title/Summary/Keyword: 사용자 생산 콘텐츠

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AskMyFriend : Structure and Implentation of Social Information Sharing System using Social Content Channel (AskMyFriend : 소셜 컨텐츠 채널을 이용한 소셜 정보공유 시스템의 설계 및 구현)

  • Lee, Dong-Kyun;Kwon, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.32-37
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    • 2010
  • We classify SNS into two categories and describe the merits and demerits of them. In order to combine the merits of each kind of SNS, we propose the social information sharing system for social network service using social content channel. It makes user share information faster and gather information more effectively. In this paper, we present AskMyFriend. It opens a channel aggregating users' interaction and recommends person who is most likely to know about topic of the question.

The Factors Motivating Empathic Responses of Women in their 30s and 40s: Focusing on Kakao Story (SNS에서 30/40대 여성들의 공감 표현에 영향을 미치는 요인 분석 - 카카오스토리 중심으로)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.125-136
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    • 2016
  • Recently, many people switch from an open SNS like facebook to a closed SNS like Kakaostory to expect more empathetic responses. In this study, I derive the design factors that motivate empathetic responses in SNS. In particular, I focus on Kakaostory that is popular for women in their 30s and 40s. I conduct literature review and survey and find out the design factors and identified the type of photos that induce comments and feeling icons. While writing comments is influenced by the relationship with the poster and the contents, adding a feeling icons is affected by the states of the responders. The heavy users are more affected by the contents than by relationship. The photos with more responses have better image quality and capture situation better. The photos with more comments are cuter, brighter, and more positive. The photos with feeling icons only are visually sophisticated. This results can be useful to develop a design that induce empathetic responses.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

Design and Implementation of Ecology Map System by Location Based Web Service (EcoMap : 위치기반 웹 서비스를 이용한 생태지도의 설계 및 구현)

  • Noh, Yong Deok
    • KIISE Transactions on Computing Practices
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    • v.21 no.4
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    • pp.299-307
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    • 2015
  • Currently, many kinds of World Wide Web contents are produced by an individual journalism. Users who simply obtain information by surfing the web becomes the producer, and many contents created by these users reflect on their own interesting topics and social issues. Among these issues, the environmental contents are considered in this study, which we proposed as EcoMap, a media service platform for such contents. In terms of EcoMap, a way of thinking about our own environment would be affected, and the environmental information will be produced and shared more effectively by the users on the web.

Design and Implementation of Statistics System for Traditional Korean Medicine (한방 통계 시스템의 설계 및 구현)

  • Yea, Sang-Jun;Kim, Chul;Jang, Hyun-Chul;Kim, Sang-Kyun;Kim, Jin-Hyun;Song, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.332-338
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    • 2009
  • The statistics of traditional korean medicine is essential aspects for the information based policy establishment and the evidence based traditional korean medicine research. But because the integrated statistics service of traditional korean medicine is not provided, people are hard to find out suitable statistics. Thus we analyzed the produced statistics from many ministries, classified it into 7 categories and extracted common fields from it. We designed the database schema by summary table dynamic production method from the analysis of statistics and designed the system composed of excel import, statistics analysis, chart creation and search engine. Finally we implemented the statistics system of traditional korean medicine which users are capable of modifying the statistics data freely. We hope that the implemented system will provide pliability in searching and finding statistical information.

How Does SNS Change Politics?: Focusing on Reliability of Political Information, Switching of Political Support, and Political Efficacy (SNS는 정치를 어떻게 변화시키는가?: 정치정보 신뢰, 지지의 전환 및 참여 효능감을 중심으로)

  • Song, Kyong-Jae;Yim, Jeong-Bin;Chang, Woo-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.154-167
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    • 2016
  • This study is to analyze whether the use of SNS in politics has any political effects. Most previous studies on political participation by SNS tended to just focus on the participation difference between SNS users and non-users. The test results first show that the development of ICT increases citizens' interest in political information and differentiate the methods of their political participation. Second, we identified SNS users tend to have higher reliability in political information and greater transversion effects by the use of media. Finally, the study verifies SNS is a more effective tool in collective actions such as non-customary rallies and demonstration rather than in customary political participation.

Collaborative Dispositions of Participatory Arts in Contemporary Practices -Based on Nicolas Bourriaud's Notion of Postproduction- (동시대 예술 형식의 상호성과 공유 가능성 -니콜라 부리오의 포스트프로덕션 개념을 중심으로-)

  • Baik, Youngju
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.88-101
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    • 2018
  • The collective narratives on global crisis such as the displaced, uneven distribution of resources, invasion of human rights is more than a recurring theme or polemics in the fields of contemporary arts. In the latest projects from Olafur Eliasson, Rirkrit Tiravanija and Ai WeiWei, art works are presented as performative 'platforms' for tackling these undiscriminating reality of human conditions. Here, 'the users' as driving forces of possible change, are postulated as prospective actors/players who lead and collaborate to defy the status-quo. Crossing over the on/off lines, the everyday-activities of exchanging, sharing and networking are strategically deployed and its meaning reconfigured within the context of post/production discourse. This historical, yet unsettling juncture between art and life, dystopian reality and utopian idealism has its formal-conceptual links to Russian Constructivism, Brechtian Learning-Play and Joseph Beuys' Social Sculpture. Based on Nicolas Bourriaud's notion of Postproduction, this paper aims to provide a diachronic analysis on collaborative dispositions of participatory arts practices.

The Comparative analysis of MaRMI(Magic and Robust Methodology Integrated) & RUP(Rational Unified Process) (MaRMI(Magic and Robust Methodology Integrated)와 RUP(Rational Unified Process) 개발방법론 비교 분석)

  • Kim, jae-yeol;Song, mi-young
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.607-610
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    • 2007
  • 시스템 개발방법론은 소프트웨어 생성을 위한 개발 단계를 정의하고, 활동, 산출물, 검증 절차, 각 단계의 완결 조건을 명시하는 체계적인 방법으로 정의할 수 있다. 정보시스템의 대형화, 복잡화, 분산화 추세에 따라서 표준화된 개발방법론에 대한 관심이 국내에서도 급속히 증가하고 있다. 정보기술의 발전에 따른 신기술의 계속적인 수용과 사용자 요구사항의 변화의 수용, 시스템 개발의 생산성과 품질의 보증을 위해서는 개발방법론과 개발도구의 활용이 필수적이다. 최근 많은 관심을 보이고 있는 마르미(Magic and Robust Methodology Integrated)와 RUP(Rational Unified Process)을 비교 분석하고자 한다.

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Collaborative Digital Storytelling based on Collective Intelligence through Contest (공모전을 통한 집단지성 기반의 협업적 디지털 스토리텔링)

  • You, Eun-Soon;Park, Seung-Bo;Lee, Yeon-Ho;Jo, Geun-Sik
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.120-128
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    • 2010
  • Web development and digital technology enable users not only to consume contents but also to produce and share it through using various media. Thus, since personal needs for contents are increased, the interest in environment and technology for creating digital contents is growing. Because of existing digital contents technology such as writing tool or digital storyboard have focused on the individual creation, it is hard to induce participation and collaboration of other users and sharing and reusing contents. Therefore, we suggest a new form of collaborate digital storytelling using the concept of the collective intelligence through contest. Most of all, we develop writing tool and storyboard tool in order to facilitate participants to produce online contents. Also, distinguished from previous contest, this contest considers not only content output but also collaborative process for making it.

A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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