• Title/Summary/Keyword: 온라인 인터뷰

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A Comparative Analysis between General Comments and Social Comments on an Online News Site (온라인 뉴스 사이트에서의 일반댓글과 소셜댓글의 비교분석)

  • Kim, So-Dam;Yang, Sung-Byung
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.391-406
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    • 2015
  • As the individual participation in online news sites proliferates, the importance of online news comments has been increasing. Social comment services which help people leave comments on news articles using their own SNS (social networking site) accounts have gained popularity recently. Using data gathered from an online news site, this study, therefore, (1) identifies factors differentiating social comments from general comments, (2) examines how social comments are significantly different from general comments in terms of each factor, (3) and further validates how the social comments' characteristics vary among different type of SNS. Then, we investigated this study by applying t-test, ANOVA, and Duncan test of SPSS Statistics. Our results provide insights on the significant differences in all the factors between general and social comments. We also found that there is a significant difference between Facebook and Twitter groups among three types of SNS. The findings of this study would help assess the actual benefit of social comment services as they may provide us with several valuable leads to solve the malicious comments issue. Moreover, they would suggest the need to apply this service to other areas, such as online environments in private and public sectors.

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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Focus Group Interview for the Development of an In-service Educational Program on the Practical Problem Focused Home Economics Curriculum (포커스 그룹 인터뷰를 통한 실천적 문제 중심 가정과 교육과정 연수 프로그램에 대한 요구 분석)

  • Lee, Soo-Hee;Yoo, Tae-Myung
    • Journal of Korean Home Economics Education Association
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    • v.20 no.3
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    • pp.107-129
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    • 2008
  • The purpose of this study was to get insights and data from home economics teachers for the development of an in-service educational program on practical problem focused home economics program, which was planned to be held from January 21st and to 29th, 2008. For this, focus group interview, one of qualitative research methods, was used. One session of pilot and three sessions of main focus group interview in which total of 18 from October 31st, 2007 to November 14, 2007. Home economics teachers that participated were carried out. Participants requested the followings contents of an in-service educational program regarding the practical problem focused home economics curriculum. First, most of participants strongly desired to participate in an in-service educational program when a program provided. The participants wanted to be a professional, who is able to explain logically with philosophical background and knowledge about the practical problem focused home economics curriculum. Second, participants requested the followings regarding practical problem focused home economics curriculum for the contents of an in-service educational program: philosophy of home economics, setting a perspective on each content areas, development of practical problem, watching a sample class unit, developing teaching materials and motivation stimulating questions, designing of instruction and lesson plans, class presentation and peer evaluation, constructing paper and pencil test items, and feedback from expects on the practical problem focused home economics curriculum. Third, participants wanted an in-service educational program to be a combination of theory and practice, and at least 50% of it allotted to practice. Participants thought that both peer participants and experts from university would evaluate them whether they achieved the objectives of the in-service educational program if an in-service program has to evaluate participants. Participants would evaluate an in-service educational program excellent when they become empowered to teach other home economics teachers the theoretical aspects of the practical problem focused home economics curriculum and the practical aspects as well. Based on the results of this study a framework of the 30 hours practical problem focused home economics curriculum was proposed.

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Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

A Qualitative Study of Physicians' Use of Clinical Information Resources and Barriers (임상의사의 진료목적 정보원 이용과 장애요인에 관한 질적 연구)

  • Kim, Soon;Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.4
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    • pp.55-75
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    • 2016
  • We analyzed the characteristics of the physicians preferred information sources and barriers through in-depth interviews. Information searches for patient treatment were subdivided into deciding patient treatment methods, understanding the latest treatment trends, and preparing presentation materials for conferences. The variables that affected the search behaviors were identified as being background knowledge on the topic, clinical experience, job title, search skills, user training, and familiarity with the library homepage. PubMed was the most preferred choice because of users' familiarity, reliability, and the vastness of information; Google was also used frequently for easy access and fast search result. The accuracy and the recentness of information were the most significant criteria. Easy interface and convenient access were also considered important due to physicians' time constraints. Searching obstacles were divided into difficulty of searching system, unfamiliar term, too vast resources, difficulty to get fulltext articles and complex advanced search features. The results of this study can be utilized as a basis for improving information service of library and curriculum development for physicians.

A study on Improvement and Analysis of Records Management Status for Disaster Safety Archives in Online Environment (재난안전정보 아카이브 구축을 위한 온라인 기록정보 현황분석 및 개선방안 연구)

  • Han, Hui-Jeong;Park, Tae-Yeon;Oh, Hyo-Jung;Kim, Yong
    • Journal of Korean Library and Information Science Society
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    • v.48 no.2
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    • pp.187-213
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    • 2017
  • In order for preemptive response and prevention against disasters, it is necessary to systematically collect, preserve, manage, and utilize the information resources of records related with disaster safety. Therefore, this study analyzed the types and status of text-based document archives among the records information resources which were published and produced by the disaster safety-related institutions via online. Detail types analysis of disasters in document archives also was conducted. Based on filed interviews, the actual users' requirements for the disaster safety information archives are converged. The ultimate goal of this study is to establish a basis for building of disaster safety information archives by deriving improved management strategies of disaster safety records resources.

The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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Business Strategies of Japanese Newspaper Companies: Top-level Managers' Perception and Reacting toward the Newspaper Crisis (일본 신문기업의 경영전략 연구: 경영진의 위기인식과 대응책을 중심으로)

  • Kim, Young-Ju;Jung, Jae-Min
    • Korean journal of communication and information
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    • v.51
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    • pp.65-86
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    • 2010
  • This paper reviews the problems and opportunities of Japanese newspaper industry. In the focus are particularly issues related to causes of the crisis and reacting strategies overcoming the crisis. To answer the questions, we conducted in-depth interviews with top-level managers of major newspaper companies in Japan. Secondary data were gathered to complement the interview. Top managers mainly perceived the causes of the crisis as young readers' alienation from newspaper due to the change of media environment and structural factors such as increasing production/distribution costs and diminishing appeals for advertisers. They are implementing several strategies to overcome this crisis - developing newspaper content for young readers; packaging customized on-off line advertisement; extending news distribution via online and mobile platforms; diversifying business into diverse sectors such as real-estate; enhancing brand equity of newspaper; and collaborating with rival newspaper companies in operating news site and joint printing/distribution. Lessons from the case of Japanese newspaper industry may be useful starting points for the Korean newspaper companies agonizing for diminishing circulation and advertising revenues.

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A Subjectivity Study on Nonverbal Communication Cues in Facebook (온라인에서의 비언어적 요소에 대한 주관성 연구: 페이스북을 중심으로)

  • Kim, Suhyeong;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.183-195
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    • 2020
  • Non-verbal communication cues seem to be increasingly used in social media, such as emoticon, like, follow, etc. A Q methodology study is conducted to explore this phenomenon. Via a series of focus group activities with Facebook heavy users, 34 Q statements concerning online non-verbal communication cues are derived. Different Facebook users conduct Q sorts of these statements based on frequent use basis. Analysis of Q sort result reveals three distinctive usage patterns of non-verbal communication cues in Facebook: 'safe distance keeping' type, 'observing hermit' type and 'fully dedicated aficionado' type. Discussions are made concerning different components of non-verbal communication cues utilized in these groups, respectively, which can provide a theoretical basis for social media design.

Ineffective English Learning in the Family Field during the COVID-19 Pandemic (코로나19 팬데믹 기간 동안의 가정 내 비효과적인 영어 학습)

  • Gou, Wenyan;Kim, Jungyin
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.312-326
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    • 2021
  • Building on the framework of language socialization [10] in language learning and use, the present study examines the environmental factors involved in four college students' English learning in the situated place of the home during the COVID-19 pandemic. Using narrative inquiry, this study implements a time-series analysis to investigate undergraduates' online English learning in a rural area of northwest China. The data were collected via oral and written narration, semi-structured interviews, and class documents. Leveraging the field-habitus theories, the findings reveal that each of the students had a different habitus in the family field that influenced their English learning at home between March to July of 2020. Ultimately, all four students felt that their habitus made their online English learning ineffective and expressed that they did not wish to continue learning at home. The findings imply that it is important for rural parents to pay more attention to building college students' learning environments and helping students cultivate a strong learning habitus in the family field in northwest China.