• Title/Summary/Keyword: 소셜 코딩

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Get Social and Get Better: How social computing features help open source software projects (소셜 컴퓨팅 요소가 오픈 소스 개발 프로젝트의 성과에 미치는 영향에 대한 연구: 소셜 코딩 플랫폼 Github 사례를 바탕으로)

  • Choi, Joohee;Choi, Junghong;Moon, Jae Yun
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.17-24
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    • 2012
  • In this study, we aim to understand how social computing features affect open source project's outcome based on the representative social coding platform, Github (http://github.com). Though there is growing interest regarding the application and effect of employing social computing features, yet empirical evidences related to the subject are still short. To bridge the gap, we conducted our research based on the following research questions: 1) How the system features of social coding platform are classified? 2) How are the use of system features and project performance related to each other? Qualitative and quantitative analysis are performed: The system features of Github are clustered according to their usage in qualitative analysis, and th relation between the feature uses and project outcome is identified by multiple linear regression test. In conclusion, we found that the use of results is also discussed.

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Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.

A Study on the Social Venture Startup Phenomenon Using the Grounded Theory Approach (근거이론 접근법을 이용한 소셜벤처 창업 현상에 관한 고찰)

  • Seol, Byung Moon;Kim, Young Lag
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.1
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    • pp.67-83
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    • 2023
  • The social venture start-up phenomenon is found from the perspectives of social enterprise and for-profit enterprise. This study aims to fundamentally explore the start-up phenomenon of social ventures from these two perspectives. Considering the lack of prior research that researched both social and commercial perspectives at the same time, this paper analyzed using grounded theory approach of Strauss & Corbin(1998), an inductive research method that analyzes based on prior research and interview data. In order to collect data for this study, eight corporate representatives currently operating social ventures were interviewed and data and phenomena were analyzed. This progressed to a theoretical saturation where no additional information was derived. The analysis results of this study using the grounded theory approach are as follows. As a result of open coding and axial coding, 147 concepts and 70 subcategories were derived, and 18 categories were derived through the final abstraction process. In the selective coding, 'expansion of social venture entry in the social domain' and 'expansion of social function of for-profit companies' were selected as key categories, and a story line was formed around this. In this study, we saw that it is necessary to conduct academic research and analysis on the competitive factors required for companies that pursue the values of two conflicting relationships, such as social ventures, to survive with competitiveness. In practice, concepts such as collaboration with for-profit companies, value combination, entrepreneurship competency and performance improvement, social value execution competency reinforcement, communication strategy, for-profit enterprise value investment, and entrepreneur management competency were derived. This study explains the social venture phenomenon for social enterprises, commercial enterprises, and entrepreneurs who want to enter the social venture field. It is expected to provide the implications necessary for successful social venture startups.

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A Study on the School Librarian's Awareness of Task Process Using Social Network Services (소셜네트워크서비스의 업무적 활용에 대한 학교도서관 사서의 인식 조사)

  • Byeon, Hoi-Kyun;Cho, Hyun-Yang
    • Journal of Korean Library and Information Science Society
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    • v.45 no.1
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    • pp.27-49
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    • 2014
  • This study aims to examine the awareness of the school librarians for task process using SNS(social network services). So, we have surveyed some of them and interviewed two focus groups by the sequential mixed method. The result showed the using SNS of them because of only one persons' operating system and role's characteristics. They are mostly satisfied with the using SNS, so we analyzed the causes. First, we extracted the 103's results except 4's from some librarians and examined descriptive statistics, frequency analysis and ANOVA. Second, we interviewed 2 focus groups and transcribed their opinions. We got 37's concepts, 22's sub categories, 13's categories from results of the open coding. Third, we synthesized the results of survey and open coding's and suggested the directions of future research of the field.

Design and Implementation of User Feedback Block Editor for Dynamic E-Book (동적 전자책을 위한 블록 조립식 사용자 피드백 에디터 설계 및 구현)

  • Choi, Ja-Ryoung;Yun, Jihyun;Jang, Miyeon;Jang, Suji;Lim, Soon-Bim
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.63-70
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    • 2017
  • Recently, as user feedback such as social reading become active, demand has been increased on e-book contents making which is based on user feedback. However, to reflect the user feedback onto the e-book, direct coding is required, which was difficult to the author who was not good at programming. To resolve this problem, Block assembly style feedback editor system, using Blockly was developed. This editor enables to reflect the user feedback by area allocation, component allocation, block editing, and code generating insertion, contrary to the existing way of programming realization in which direct coding was required for input, processing and output separately. This system was developed by using HTML. Javascript, PHP, and Codeigniter. Block editing is enabled to do provision and assembly of blocks by Blockly. The function of code generation & insertion allows to insert the Library function code. Through this system, the general users who are not capable of coding also can reflect feedback without doing actual coding.

A Technique for Extracting GeoSemantic Knowledge from Micro-blog (마이크로 블로그기반의 공간 지식 추출 기법연구)

  • Ha, Su-Wook;Nam, Kwang-Woo;Ryu, Keun-Ho
    • Spatial Information Research
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    • v.20 no.2
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    • pp.129-136
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    • 2012
  • Recently international organizations such as ISO/TC211, OGC, INSPIRE (Infrastructure for Spatial Information in Europe) make an effort to share geospatial data using semantic web technologies. In addition, smart phone and social networking services enable community-based opportunities for participants to share issues of a social phenomenon based on geographic area, and many researchers try to find a method of extracting issues from that. However, serviceable spatial ontologies are still insufficient at application level, and studies of spatial information extraction from SNS were focused on user's location finding or geocoding by text mining. Therefore, a study of extracting spatial phenomenon from social media information and converting it into geosemantic knowledge is very usable. In this paper, we propose a framework for extracting keywords from micro-blog, one of the social media services, finding their relationships using data mining technique, and converting it into spatiotemopral knowledge. The result of this study could be used for implementing a related system as a procedure and ontology model for constructing geoseem antic issue. And from this, it is expected to improve the effectiveness of finding, publishing and analysing spatial issues.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

A Study on Social Media Sentiment Analysis for Exploring Public Opinions Related to Education Policies (교육정책관련 여론탐색을 위한 소셜미디어 감정분석 연구)

  • Chung, Jin-Myeong;Yoo, Ki-Young;Koo, Chan-Dong
    • Informatization Policy
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    • v.24 no.4
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    • pp.3-16
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    • 2017
  • With the development of social media services in the era of Web 2.0, the public opinion formation site has been partially shifted from the traditional mass media to social media. This phenomenon is continuing to expand, and public opinions on government polices created and shared on social media are attracting more attention. It is particularly important to grasp public opinions in policy formulation because setting up educational policies involves a variety of stakeholders and conflicts. The purpose of this study is to explore public opinions about education-related policies through an empirical analysis of social media documents on education policies using opinion mining techniques. For this purpose, we collected the education policy-related documents by keyword, which were produced by users through the social media service, tokenized and extracted sentimental qualities of the documents, and scored the qualities using sentiment dictionaries to find out public preferences for specific education policies. As a result, a lot of negative public opinions were found regarding the smart education policies that use the keywords of digital textbooks and e-learning; while the software education policies using coding education and computer thinking as the keywords had more positive opinions. In addition, the general policies having the keywords of free school terms and creative personality education showed more negative public opinions. As much as 20% of the documents were unable to extract sentiments from, signifying that there are still a certain share of blog posts or tweets that do not reflect the writers' opinions.

An Analysis of Image Use in Twitter Message (트위터 상의 이미지 이용에 관한 분석)

  • Chung, EunKyung;Yoon, JungWon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.75-90
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    • 2013
  • Given the context that users are actively using social media with multimedia embedded information, the purpose of this study is to demonstrate how images are used within Twitter messages, especially in influential and favorited messages. In order to achieve the purpose of this study, the top 200 influential and favorited messages with images were selected out of 1,589 tweets related to "Boston bombing" in April 2013. The characteristics of the message, image use, and user are analyzed and compared. Two phases of the analysis were conducted on three data sets containing the top 200 influential messages, top 200 favorited messages, and general messages. In the first phase, coding schemes have been developed for conducting three categorical analyses: (1) categorization of tweets, (2) categorization of image use, and (3) categorization of users. The three data sets were then coded using the coding schemes. In the second phase, comparison analyses were conducted among influential, favorited, and general tweets in terms of tweet type, image use, and user. While messages expressing opinion were found to be most favorited, the messages that shared information were recognized as most influential to users. On the other hand, as only four image uses - information dissemination, illustration, emotive/persuasive, and information processing - were found in this data set, the primary image use is likely to be data-driven rather than object-driven. From the perspective of users, the user types such as government, celebrity, and photo-sharing sites were found to be favorited and influential. An improved understanding of how users' image needs, in the context of social media, contribute to the body of knowledge of image needs. This study will also provide valuable insight into practical designs and implications of image retrieval systems or services.

A Content Analysis on the Domestic Public Libraries' Use of Twitter (국내 공공도서관의 트위터 이용에 관한 내용분석)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.241-262
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    • 2017
  • This study aims to identify and analyze the Twitter use of domestic public libraries. In order to identify the detailed patterns of Twitter use in library and information services, a content analysis was conducted for the 3,038 tweet data from the top 14 public libraries' accounts on Twitter use. Inductive approach was adopted to develop a coding scheme and open coding was conducted with the entire tweet. Additionally, correspondence analysis was conducted for the result of content analysis to identify how library accounts correspond to specific types. As a result, 3 main categories and 9 sub-categories of public libraries' Twitter use were developed. And the 37 detailed patterns of public libraries' use of Twitter were identified. The identified patterns can provide the libraries interested in Twitter use with guidelines.