• Title/Summary/Keyword: 소셜커뮤니케이션

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Instant Messenger System for Group Collaboration and Contents Sharing (그룹 내 협업 및 콘텐츠 공유를 위한 인스턴트 메신저 시스템)

  • Son, Dong-Hwan;Park, Kyoung;Bae, Seong-Jo;Choi, Hoon
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06d
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    • pp.208-211
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    • 2010
  • 소셜 네트워크 서비스에 대한 관심이 높아지고 있으며 이의 하나로 인스턴트 메신저를 이용한 통합 커뮤니케이션 서비스의 필요성이 커지고 있다. 본 논문은 이러한 요구사항 중 그룹 내 회의를 진행하는 데 필요한 정보의 생성, 전송 및 저장을 위한 기능을 XMPP 기반 인스턴트 메신저 형태로 구현하였다.

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The era of Socialmedia and the analysis on ICT subject of the Women's University (소셜미디어 시대와 여자대학교 ICT 개설교과목 분석)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.381-382
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    • 2012
  • 스마트폰은 3R(Real time, Reach, Reality)을 통해 개인 기업 사회를 변화시킬 것이다. '언제 어디서나' 인터넷으로 무한한 정보를 이용할 수 있고 메신저, 인터넷 커뮤니티 사이트 상시 접속 등을 통해 실시간 커뮤니케이션을 수행하는 '속도의 경제'가 가속화 될 것이다. 특히 ICT 기술은 여성의 사회진출과 경쟁력을 증가시켜 여성주도 시대의 도래를 앞당기는 데 기여할 것으로 전국 여자대학교의 ICT개설 교과목의 파악 및 분석을 통해 향후 여성과 고령자의 편의를 위한 ICT 교과목 개발에 일조하고자 한다.

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A Study on Health Information sharing service through SNS (소셜네트워크를 통한 건강정보 공유 서비스 연구)

  • Choi, Kyu-Nam;Whangbo, Taeg-Keun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.417-420
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    • 2013
  • 고혈압과 당뇨와 같은 만성질환은 장기적인 관리가 필요하다. 최근 주목받고 있는 폐쇄형 SNS 시스템 설계를 통해서 동일한 질병을 가지고 있는 그룹간의 커뮤니케이션을 활성화하여 자유로운 게시글을 통해서 환자 맞춤형 건강정보를 발굴하고 공유하는 시스템을 안드로이드 어플리케이션을 통해서 구현하였다. 본 서비스를 통해서 건강정보 공유 서비스 연구가 활성화될 것으로 기대한다.

A Social Media Service System of SNS Based on Smart Device (스마트 기기 기반 SNS 연동 소셜 미디어 서비스 시스템)

  • Kim, Heon-Yeong;Oh, Byoung-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.658-661
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    • 2011
  • 스마트폰 보급의 활성화와 스트리밍 기술의 발전으로 모바일 기기를 통한 실시간 스트리밍 서비스가 확대됨에 따라 사용자는 실시간 방송의 시청은 물론, SNS를 통한 방송의 참여를 원하고 있다. 본 논문에서는 이러한 사용자 요구를 만족시키기 위해 기존 어플리케이션의 자체 서비스로 인한 안정성과 편의성 문제를 해결하고, 사용자와 방송 제작자 및 사용자들간의 커뮤니케이션을 제공하는 소통의 장으로서 역할을 수행할 수 있는 방법을 제시한다.

Revitalization Plan and Value of Social Network Service in the Business Organization (기업조직 내 소셜 미디어 서비스 활용의 가치 제고 및 활성화 방안)

  • Kim, Dong-Hyun;Seo, Hyun-Shik;Kim, Hyung-Joon;Lee, Bong-Gyou
    • The KIPS Transactions:PartD
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    • v.18D no.4
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    • pp.275-286
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    • 2011
  • The purpose of this study is to find the beneficial plan for business success by the advantage of social media service in the business organization. There is few research for applying social media on a variety of fields in business organization although many companies are trying to find the way for its application. Hence, this study identifies the possibility for the utilization of social media services, and it also finds the plan for their effective application. The social relationship is created by increasing communications between users of social media service. The research model is established on the basis of the hypothesis that the social relationship affects knowledge share, pursuit of ego, social participation, amusement. To maximize the impact of results, the research was conducted on the basis of the target on two groups including the business men and non-business men who use social media services. As results of the research, the business men tend to appeal their impression based on sharing knowledge with anonymous people. Also, it is necessary to make a social participation to a management participation, and to utilize the social media in the organization by including amusement to its function. This research is expected to have significant implication to companies which wants to apply social media services in the future.

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 on camping brand's BI formation and branding strategy - Focused on related word research based on big data for sensible approach & market research for cognitive approach (캠핑 브랜드의 브랜드 아이덴티티(BI) 구축 및 전략 - 감성·인지적 접근을 기반으로 한 빅 데이터 및 마켓조사를 중심으로 -)

  • Choi, Soo-Ah;Lee, Ae-Jin
    • Journal of Communication Design
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    • v.63
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    • pp.336-347
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    • 2018
  • Nowadays, in Korea, the number of campers is increased over 5 million. Many Korean camping brands have excellent qualities however, a lot of times weak brand identities to be globally known. The purpose of this study is to provide helpful sources to have strong brand identities, add more values based on related word research from big data and market research. The data is to be analysed by sensible & cognitive approaches. The keywords for the sensible research are 'camping, camp, camping brand, and camping design'. Then 17 representative oversea brands and 10 Korean brands were analysed for the market researches. From related word research from big data, we can find out the thinking process of potential consumers, how people communicates to exchange information, and what can be the sources to add brand values. Also from the market researches, we were able to find that successful brands have distinctive brand identities, stories, logos with representable colors and they continuous produce signature designs and own way of color matching.

Study on Chinese Consumers' Perceptions of Samsung Smartphones through Social Media Data Analysis (소셜 미디어 데이터 분석을 통한 중국 소비자의 삼성 스마트폰에 대한 인식 연구)

  • Cui Ran;Inyong Nam
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.311-321
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    • 2024
  • This study comprehensively analyzed the perceptions of Chinese consumers who have and have not purchased Samsung smartphones, based on data from the social media platform Weibo. Various big data analysis techniques were used, including text mining, frequency analysis, centrality analysis, semantic network analysis, and CONCOR analysis. The results indicate that positive perceptions of Samsung smartphones include aspects such as design aesthetics, camera functionality, AI features, screen quality, specifications, and performance, and their status as a premium brand. On the other hand, negative perceptions include issues with pricing, a yellow tint in photos, slow charging speeds, and safety concerns. These findings will provide a crucial basis for making significant improvements in Samsung's market strategy in China.

The Impact of Message Characteristics on Online Viral Diffusion in Online Social Media Services : The Case of Twitter (트위터 메세지 특성에 따른 온라인 구전효과에 대한 분석)

  • Nam, Young-Woo;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.75-94
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    • 2011
  • In this paper, we explore the information diffusion mechanism under social network environments by investigating the effect of message characteristics on the volume and speed of retweeting in Twitter, a popular online social media service. To this end, we select eight main keywords (i.e., '무상급식', '반값등록금', '나가수', '평창', '김연아', '박태환', '아이폰', '갤럭시') that have been popular on online social media in recent days. Each keyword represents various social aspects of Korea that recently grab people's attention such as political issues, entertainment, sports celebrities, and the latest digital products, and eventually holds distinctive message characteristics. Analyzing the frequency and velocity of retweeting for each keyword, we find that more than half of the sample messages posted on Twitter contain personal opinions for the certain keyword, but we also find that the tweets which include objective messages with hyperlink are the fastest ones when being retweeted by other followers. In overall, when being retweeted, the group of messages related to the certain keyword present distinctive diffusion patterns and speed according to message characteristics. From academic perspective, the findings in the study broaden our theoretical knowledge of information diffusion mechanism over online social media. For practitioners, the results also provide managerial implications regarding how to strategically utilize online social media for marketing communications with customers.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.