• Title/Summary/Keyword: 소셜 분석

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A Study on the Using of Social Network Services of Libraries in Korea (국내 도서관의 소셜네트워크서비스 실태조사)

  • Byeon, Hoi-Kyun;Cho, Hyun-Yang
    • Journal of Korean Library and Information Science Society
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    • v.44 no.4
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    • pp.255-275
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    • 2013
  • This study aims to examine the case of using the social network services in the korea library, and then search the type of social network services and the status of it's introduction. It is used to the study of the introduction and the invigoration of social network services on the compatible library. First, we extracted the list of four type's high level management libraries from 2010 to 2012. Second, we examined the website's homepage of the list of 32's university library, 41's public library, 40's school library, 9's special library. Third, the result of analysis identified the feature and difference of the using the social network services of these libraries. Fourth, on the base of the result, it suggested some items of introduction's issue and the directions of future research.

Content Analysis of Social Media Influencer Research in Korea (한국 소셜 미디어 인플루언서 연구의 내용분석)

  • Choi, Yun-Woo;Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.163-170
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    • 2022
  • The purpose of this study is to examine the research trend on social media influencers in Korea. To this end, a total of 178 papers on social media influencers were analyzed from 2009 to 2021 among the academic papers registered in the Korean Academic Citation Index. As a result, the early social media influencer research, which was limited to only a few fields such as fashion, beauty, and communication, has expanded to various ones as time passed and achieved quantitative growth. The proportion of empirical studies has been on the rise in recent years, and studies that applied qualitative research methodologies have shown a tendency to decrease. The proportion of research focusing on specific media platforms and influencer types gets lower, although both the characteristics of social media platforms and the attitudes of each influencer are very diverse. This study has academic significance in that it is the first empirical study to investigate the current status of the social media influencer research in Korea.

Meta-Analysis on Social Games Addiction (소셜 게임 중독에 대한 메타분석)

  • Fauzan, Tengku;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.223-252
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    • 2015
  • Previous literature reviews have provided important insights into social game addictions, but the issue still needs to be examined from other directions such as the distribution of research purposes. For this purpose, 61 papers from selected journals were analyzed by a meta-analysis method. Specifically, this study poses the following three research questions: (1) What are the major of research purposes and methodologies? (2) What are the highly cited articles in studies of social game addictions? Results showed five new findings: (1) the research purpose of most social game addictions studies focuses on investigating the effect, followed by evaluating the influence of social game addictions. (2) Surveys and experimental methods were the preferred research methods, regardless of whether the research purpose focused on investigating or evaluation. (3) Social game addictions studies are most prevalent at the game users, higher education institutions, followed by schools. (4) Social game addictions studies most frequently supports researcher in the professions and applied sciences, followed by humanities, formal sciences and social sciences. (5) The most highly cited articles fall into the categories of investigating the effects and followed by evaluating the influence, designing a model and evaluating the effects of social game addictions. In this regard, this study of issues in social game addictions presents findings that can help supplement linkages with previous studies and forms an important reference base to pursue deeper academic discussions in the current research fields. These results and findings not only to supplement understanding of social game addictions based on different and important viewpoints, but also to provide useful insights for researchers and educators into issues related to social game addictions studies in future.

North Korean Defectors' Adaptation to South Korean Society: Their Emotional States, Social Media Use, and Life Satisfaction (북한이탈주민의 사회적응: 정서적 상태, 소셜 미디어 이용 그리고 남한생활 만족도)

  • Min, Hee
    • Informatization Policy
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    • v.25 no.2
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    • pp.67-83
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    • 2018
  • This study explores how social media influences individual's social development and well-being. Social media is discussed as an effective tool when individuals lacking social and psychological resources are trying to expand their social networks. This study focuses on the social media use of North Korean defectors, who, in general, have closed social media networks in the South Korean society. This study tries to analyze empirically the effect of social media use on North Korean defectors' satisfaction with our society. In particular, this study focuses on how the use of social media influences satisfaction with their life in South Korea at different levels of their emotional states. This study explores that the relationship between social media and satisfaction with their life in South Korea varies based upon the degree of self-esteem and anxiety. This study expects that social media might provide greater benefits for those who are experiencing low self-esteem and high anxiety. In addition, this study conducts the same analysis for the general public and then compares its results with the survey on North Korean defectors. According to the results of North Korean defectors' survey, the impact of social media use on satisfaction with their life in South Korea was greater for those with high anxiety than for those with low anxiety. Meanwhile, the impact was greater for those with high self-esteem than for those with low self-esteem.

Expert Recommendation Scheme using Social Activities and Response Quality in Social Networks (소셜 네트워크에서 소셜 행위 및 응답 품질을 고려한 분야별 전문가 추천 기법)

  • Song, Heesub;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.15-16
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    • 2017
  • 본 논문에서는 소셜 네트워크에서 사용자에게 전문가를 추천해주기 위해 사용자의 소셜 행위 및 응답 품질을 고려한 분야별 전문가 추천 기법을 제안한다. 사용자의 분야와 전문성을 판단하기 위해 사용자의 소셜 네트워크 행위를 분석하고, 응답 품질을 판단하기 위해 사용자의 응답 시간, 응답 신뢰성을 분석한다.

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A Study of Multi-level Business For Increasing User Of Social Network Game (소셜 네트워크 게임의 유저 초기 유입을 위한 멀티 레벨 비즈니스 모델 연구)

  • Ji, Seong-woong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.43-44
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    • 2012
  • 스마트 폰이 보편화되면서 소셜 네트워크 게임의 시장이 확장되고 있다. 온라인 커뮤니티를 기반으로 한 소셜 네트워크 게임은 유저의 수에 비례하여 수익이 발생하기 때문에 초기 유저 확보의 점유가 중요하다. 현재의 소셜 네트워크 게임은 체계적인 비즈니스 모델을 사용하지 않고 일반적인 게임 마케팅 비즈니스 모델을 사용하는 사례가 대부분이다. 초기 유저 확보를 위해서 객관적이고, 논리적인 수익 모델 및 수용 요인 분석이 필요하다. 본 논문에서는 이러한 요인을 멀티 레벨 비즈니스 모델을 디자인 한 후, 초기 유저 확보를 위한 정량적인 근거를 제안하였다. 소셜 게임 'Rich town'을 분석하여 초기 유저 유입 데이터를 도출한 데이터를 본 논문에서 제안한 멀티 레벨 비즈니스 모델에 적용하였다.

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A Study for methodology and argumented reality technology for social network analysis based on smart-phone environment (스마트폰 환경하에서 소셜 네트워크 분석을 위한 증강현실 기술과 방법론에 관한 연구)

  • Kang, Jang-Mook;Lee, Kyoung-Kun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.173-178
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    • 2010
  • This Paper deals with Social Network Service for smart-phone environment. Mobile social network service will developed with augmented reality combined with SNS. Therefore, this research introduce methodology and augmented reality system for social network analysis based on smart-phone environment. Introducing methodology and item and augmented reality will help further smart-phone research.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Hot issue extraction method using FOAF and Social Network Analysis (FOAF및 소셜 네트워크 분석을 이용한 핫 이슈 추출 기법)

  • Wang, Qing;Sohn, Jongsoo;Chung, InJeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.531-534
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    • 2010
  • 웹 2.0의 적극적인 도입에 따라 소셜 네트워크 기반 커뮤니티 사이트에서는 관련된 콘텐츠를 적절하게 추천하는 것은 중요한 문제로 부각되고 있으며 이로 인해 사용자들의 동향 및 이슈 추출 기법이 중요하게 작용하고 있다. 이러기 위해서 지금까지의 연구에서는 콘텐츠에 포함된 키워드 매칭 방법을 이용하고 있으나 사용자들 간의 연결 관계와 키워드의 중요도를 고려하지 못하고 있다. 본 논문에서는 FOAF 기반의 소셜 네트워크와 del.icio.us에서 제공하는 소셜 북마크 데이터를 기초로 소셜네트워크 분석을 보이며 이를 통한 사용자들 사이에서 중요하게 부각되는 핫 이슈를 추출하는 방법을 제안한다. 본 논문에서 제안하는 핫 이슈 추출 방법을 활용하면 사용자들의 관심 분야 동향파악을 효율적으로 수행할 수 있으며 이를 통해 맞춤형 마케팅 및 콘텐츠 추천이 가능해 진다.

The Relationship between Social Media and Consumer Purchase Decision: Findings from Seoul Sharing Bike (소셜미디어와 소비자 구매 결정과의 관계: 서울 공유 자전거에 대한 시계열 분석을 중심으로)

  • Han, Suhyeon;Jang, Junghwa;Choi, Jeonghye;Chang, Sue Ryung
    • Knowledge Management Research
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    • v.22 no.4
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    • pp.135-155
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    • 2021
  • With the emergence of various types of social media and the diversification of their roles, it has become essential for marketers to understand how different types of social media influence consumers' purchase decisions differently and derive more detailed strategies by social media types. This study classifies social media into two types-expression-focused social media and relationship-focused social media-and investigates the relationship between consumer purchases and social media mentions by type. Using the Seoul bike-sharing data and time-series data for social media mentions, we apply the VAR model with Exogenous Variables (VARX). We find that the increase of product mentions in expression-focused social media positively affects both the number of new customers (customer acquisition) and the number of shared bike rentals, while that in relationship-focused social media negatively affects the number of new customers only. In addition, as new customers increase, the product mentions in both types of social media increase. On the other hand, the number of bike rentals has no significant effect in increasing social media mentions regardless of type. This study contributes to the social media and sharing economy literature and provides managerial implications for establishing sophisticated social media marketing in bike-sharing businesses.