• Title/Summary/Keyword: 사이버 공동체

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An Analysis of Cyber Communities based on Apartment Residential Space: The Realities of Internet Home Pages of Apartment Complexes (아파트 사이버공동체의 가능성과 한계 -아파트 홈페이지의 운영 실태를 중심으로-)

  • Yim, Seok-Hoi
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.585-606
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    • 2005
  • The rapid development of Information technology and the Internet has brought about a new phase like building cyber communities in Apartment residential space. This study empirically considers the possibility and limit of cyber communities based on apartment residential space through analysing apartment Internet home pages. The analysing results show us the fact that apartment cyber communities are less satisfied than theoretical expectation. However, they have some possibilities as on-line communities. First of all, the most important factor is off-line community activities in realizing the possibility of cyber community at least in apartment residential space.

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The Study on The Cyber Communities of Migrant Workers in Korea (한국 이주 노동자의 '사이버 공동체'에 관한 연구)

  • Lee, Jeong Hyang;Kim, Yeong Kyeong
    • Journal of the Korean association of regional geographers
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    • v.19 no.2
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    • pp.324-339
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    • 2013
  • This study aims to investigate the characteristics of cyber communities composed of migrant workers from communities without propinquity in Korea. Its methods are both qualitative and quantitative. It further seeks to discover the relationship between the social capital formed and reproduced within these cyber communities and participants' cultural adaptation to Korean society. The study revealed that ethnic and non-ethnic communities differed in terms of strength of cohesion, space constraints, and links with the outside world. The former showed characteristics of a localized community type. The main motivations for migrant workers' participation in the ethnic cyber community were communication and friendship rather than cooperation and sharing among members. They usually used cyber communication media to communicate with one another. Conversely, the latter showed characteristics of an integrative type. Despite the difficulties in applying for membership and information provided in Korean, a high percentage of migrant workers participated in the community to obtain crucial information. The results did not show a significant correlation between social capital and migrant workers' traits within the cyber community, while a strong correlation emerged among four factors of social capital: faith, norms, networking, and political participation. The study showed that social capital in the cyber community was in direct proportion to an integrative type of cultural adaptation to Korean society. In particular, there was a strong connection between the cultural adaptation exhibited by members of the migrant subculture and their participation in discussions on political issues and human rights, with some migrants even functioning as agents of social change as participants in citizens' movements. The findings suggest that the cyber community facilitates the migrant subculture's communication with and integration into the indigenous Korean culture. Migrant workers' participation in the cyber community is therefore validated as an instrumental practice for members of this subculture to adapt to Korean society.

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Social Relation of Cyber Sports Supporter's Community and Social Capital (사이버 스포츠서포터스 공동체의 사회적 관계와 사회적 자본)

  • Kim, Kyong-Sik
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.386-395
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    • 2013
  • This study examined social relation of cyber sports supporter's community and social capital as time passes. This study selected spectator sports supporters of cyber sports community based on number of number and history of cyber sports supporter. This community is a representative supporter's club of spectator sports. This study utilized 1,848 members accumulated during three month. To analyze data, Netminer 4.0 and social network analysis were used. The conclusion is following: First, social relation of cyber sports supporter's community showed up dynamic change. Second, social capital of cyber sports supporter's community shows Sports events and training schedules, player transfer, manager, record, game watching and TV watching, cheering, cheering uniform and tools, players, teams and clubs, game photos and video, etc. This is the poor-get-poorer and the rich-get-richer phenomenon.

Perception of Internet Cyber Community Participants on Reconciliation of Divorced Couple (이혼 후 재결합에 대한 인터넷 사이버공동체 참여자들의 인식)

  • Lim, Choon-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.237-253
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    • 2012
  • The purpose of this study was to examine the perception of cyber community participants on reconciliation of divorced couple and find reasons for pros and cons concerning reconciliation after divorce. The data were collected through searching for website or Internet cafe related to 'reconciliation after divorce' on Internet. The contents of 7 cases for asking for advice on reuniting and opinions of cyber community participants on them were analyzed. Cyber community participants expressed their approval of divorced couple's reuniting for following reasons: 'strong motive for reunion', 'sexual relation with ex-partner', 'parental responsibility', 'regarding reconciliation as a better choice than remarriage', 'regarding as a good choice for child' etc. But cyber community members were opposed to divorced couple's reuniting for following reasons: 'doubt about real intention to reuniting', 'no self-reflection on previous marriage and ex-spouse', 'concern for recurrence of former marital conflict', 'reuniting only for child not for couple', 'no prior settlement of former marital conflict', 'no forgiveness and tolerance for ex-spouse', 'no reflection and change', 'no effort on ex-spouse's side' etc. Though these results were restrictive, this study identified issues surrounding reconciliation after divorce through asking and giving advices by anonymous members on cyberspace. These findings implied that we should take more interest in reconciliation as an realistic alternative marriage pattern after divorce and consider what is important to successful reuniting after divorce.

How Does the Internet Audience Participate in Cyber Spare and Constitute Cyber Culture? (인터넷 수용자의 참여방식과 문화적 생산 -<여인천하> 게시판 분석-)

  • Joo, Chang-Yun
    • Korean journal of communication and information
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    • v.19
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    • pp.265-294
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    • 2002
  • The purpose of this study is to explore the way in which the internet audience constitutes cyber culture by analysing a bulletin board system(BBS) on a historical drama, 'The World of Women'(SBS). Research findings show that the internee audience participates in a cyber space by five manners; personal participation(18.9%), critique of broadcaster's policy(11.3%), participation in a television drama community(42.1%), co-authorship(6.4%), evaluation and interpretation(21.3%). Through these kinds of participant activities, the internee audience tends to constitute a new cyber culture. Firstly, the audience seems to read 'The World of Women' by a specific way. It is the interest of a Um court lady that is characteristic on BBS of 'The World of Women'. Secondly, the internet audience constructs a new community of meaning by means of using emoticon(emotion and icon), deconstructing grammar, and remaking new signs. Thirdly, the internet audience argues their power over drama production, in other words, their ownership over the drama. Fouthly, the audience actively protests and criticise the policy of the broadcaster, especially charged service. Finally, the internet audience is likely to enjoy writing itself as a fun.

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An influence of a Sense of Classroom Community and Social Presence on Learning Satisfaction in a Cyber Learning Setting (사이버학습환경에서 학급공동체의식과 사회적 실재감이 학습만족도에 미치는 영향)

  • Kim, Jeong-Kyoum;Cho, Hye-Rung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3436-3443
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    • 2012
  • The purpose of this study was to examine the impact of a sense of classroom community and social presence on learning satisfaction in a cyber learning setting. The subjects in this study were 172 sixth graders in M elementary school in the city of D, who studied in a cyber setting at home. A survey was conducted to gather data, and multiple regression analysis were carried out to determine the influence of a sense of classroom community and social presence on learning satisfaction. As a result, it is found that a sense of classroom community and social presence had a significant correlation to learning satisfaction. A sense of classroom community turned out to affect learning satisfaction. A sense of classroom community are a major variable that should seriously be taken into account in an elementary cyber learning setting in order to boost the learning satisfaction of learners. In the future, the kinds of instructional design that could foster a sense of classroom community is required when cyber learning environments are prepared.

The characteristics of social capital in UCC Community (동영상 UCC 공동체 활동 특성에 대한 연구: 사회적 자본을 중심으로)

  • Whang, Sang-Min;Ryu, Ki-Tae;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1337-1341
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    • 2009
  • 한국 사회에서 동영상 컨텐츠와 UCC는 새로운 문화 현상으로 그리고 새로운 광고 도구로써 많은 기대를 받고 있다. 이에 본 연구에서는 한국의 대표 동영상 컨텐츠 사이트인 아프리카 사용자들을 대상으로 하여, 사용 활동을 기준으로 사용자 유형을 구분하고, 각 유형별 주요 이용 특성을 탐색하고자 하였다. 동영상 이용 활동 및 동영상 컨텐츠 커뮤니티 활동에 있어서의 사회적 자본 특성 문항, 총 96문항을 도구로 하여, 총 39명의 동영상 컨텐츠 이용자 활동을 분석하였다. 분석결과 동영상 컨텐츠 이용자 행동은 '깍쟁이', '시청자', '휴머니스트'의 세가지 유형으로 구분되었다. 또한 이 세 유형은 사이버 공동체에서의 사회적 자본 특성으로 언급되는 유대감, 신뢰, 규범, 교환 및 호혜성, 혜택 등 다섯가지 사회적 자본 특성에서 서로 다른 특성을 보이는 것으로 확인되었다. 본 연구는 동영상 컨텐츠 사이트를 단순히 동영상 컨텐츠를 교환하거나 소비하는 공간이 아닌 새로운 사이버 공동체의 장으로 활용할 수 있는 단서를 제공했다는데 그 의의가 있다.

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Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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사이버 커뮤니티 활용에 관한 조사 연구

  • 김보라;정석찬
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.05a
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    • pp.288-303
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    • 2004
  • 본 연구에서는 인터넷이 등장한 이후 인터넷의 사용이 보편화되면서 사이버 커뮤니티에 대한 관심과 참여하고 있는 사람들의 숫자가 급증하였다. 그러므로 사이버 커뮤니티의 시${\cdot}$공간의 제약 초월, 인터넷 공동체, 수평적 구조, 인터넷 방송, 인터넷 비즈니스 등의 다양한 순기능과 인터넷 상의 윤리적 문제, 익명성, 비대면성 등에서 발생되는 역기능의 실태, 사이버 커뮤니티의 활용에 대해서 조사분석을 실시하였다. 이를 위하여 사이버 커뮤니티의 개념부터 사이버 커뮤니티의 특징, 사이버 커뮤니티의 순기능과 역기능을 살펴본 후, 주 대상자 20대의 대학생으로 한 설문조사를 통해 사이버 커뮤니티의 순기능과 역기능에 대한 생각에 대해 알아보았다.

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The Revitalization Schemes for Virtual Communities in Apartment Complex II -Residents' Needs of the Virtual Community Contents in Apartment Complex- (아파트 단지 내 사이버 공동체 활성화 방안 연구II -사이버 공동체 콘텐츠에 대한 거주자 요구도-)

  • Lee, Young-Ae;Kang, Soon-Joo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.04a
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    • pp.349-353
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    • 2008
  • With the development of the internet and the spread of 'digital home', the communities in cyber space have been especially revitalized since the information-oriented society. Apartment houses provided networks that are well equipped with internet websites, which build up the houses as a virtual space unit. This study attempted to conducted the questionnaire research for apartment occupants in order to investigate their recognition of and participation in the virtual community and demand for the classified contents The results are as follows. 1) First of all, some easy-access programs are necessary to be groped while aggressive promotional strategies for virtual community that create interests of residents are required to make progress to increase the participation for virtual community 2) 'Gender', 'the form of ownership' and 'level of using the Internet' show significant differences in the case of 'needs in the like-minded people's association', the participation of residents that is induced by both online and offline can cause positive effects on community activity 3) Needs in community enrichment are generally high so that various contents development related to those are necessary. 4) Effects of virtual community on the residential community are on the whole affirmative.

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