• Title/Summary/Keyword: 이용자생성콘텐츠

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Design and Implementation of Statistics System for Traditional Korean Medicine (한방 통계 시스템의 설계 및 구현)

  • Yea, Sang-Jun;Kim, Chul;Jang, Hyun-Chul;Kim, Sang-Kyun;Kim, Jin-Hyun;Song, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.332-338
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    • 2009
  • The statistics of traditional korean medicine is essential aspects for the information based policy establishment and the evidence based traditional korean medicine research. But because the integrated statistics service of traditional korean medicine is not provided, people are hard to find out suitable statistics. Thus we analyzed the produced statistics from many ministries, classified it into 7 categories and extracted common fields from it. We designed the database schema by summary table dynamic production method from the analysis of statistics and designed the system composed of excel import, statistics analysis, chart creation and search engine. Finally we implemented the statistics system of traditional korean medicine which users are capable of modifying the statistics data freely. We hope that the implemented system will provide pliability in searching and finding statistical information.

Design of Interworking Control System between QoS Parameters and QoE Items to Control Multimedia Services Quality (멀티미디어 서비스 품질 제어를 위한 QoS 파라미터와 QoE 요소간의 연동 제어 시스템 설계)

  • Kim, Hyun-Jong;Yun, Dong-Geun;Choi, Seong-Gon
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.45-54
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    • 2010
  • In this paper, we propose a quality interworking control system to enhance user's quality satisfaction in NGN environment by controling QoS parameters related with QoE in network layer when service user's QoE using variance multimedia service is poor. The proposed system gathers QoS parameter information in network layer through control packet such as RTCP, and evaluates QoE of multimedia service using these QoS parameter information. Comparing the evaluated QoE with the measured QoE in application layer, QCS judges quality degradation, deduces related QoS parameters and decides relative importance of each parameter when QoE is lower than threshold value. QCS generates QoS control values which is based on routing and switching policy in service quality control system(SCS) and forwards them to SCS. Through this proposed system, service and network providers can provide multimedia services of enhanced quality to service users taking account of service characteristic and network performance.

Understanding Customer Values by Analyzing the Contents of Online Hotel Reviews (온라인 호텔이용후기의 질적 내용분석에 의한 고객가치 연구)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.533-546
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    • 2013
  • This study analyzed the contents of online hotel reviews of Benikea hotels. The results were as follows: First, the outstanding customer value were functional value, emotional value, price/value for money and epistemic value, conditional value are next. Social value was not found. Functional value was provoked by the functions of hotel room, room amenities, room view, room cleaness, restaurant service, and hotel staff friendliness as human services. Emotional value was the emotional response to the qualities of hotel's functions. Price/value for money was a perceived value of hotel user by the comparison of what to invest with what to receive. From the results, it can be proposed that hotel should maintain the basic qualities of core functions of hotel.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

Priority Evaluation for Support of Cultural Technologies Using Fuzzy TOPSIS (퍼지 TOPSIS를 이용한 문화기술 육성 우선순위 평가)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.105-113
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    • 2020
  • The development and application of cultural technologies(CT) are expected to lead to create various service scenarios and business models. Considering the wide range of application and extensibility of CT, it is necessary to design multidimensional evaluation methods for priority of the support of R&D budgets. The method should include the various evaluation criteria such as economic feasibility and user benefit of service made by a cultural technology. Our research addresses priority decision for fosterage of cultural technologies using fuzzy TOPSIS. Seven evaluation attributes are used to compare five specific technologies. Based on the results, service usefulness is the most important factor among the evaluation attributes. Also, technologies of computer graphics and UI/UX have higher priority than the others. We expect our research to help to provide guidelines for selection of promising cultural technologies which foster the culture and contents industry.

Utilization of UCC in Convergence Era (컨버전스시대 UCC의 활용)

  • Lyou, Chul-Gyun;Park, Na-Young
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.89-98
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    • 2007
  • UCC(User Created Content) is attracted public attention in the era of web2.0 that users create, distribute and consume various kinds of media content through a web platform standing on participation, collaboration and openness. As most discussion about UCC is centered on making benefit using it, it is understood as 'the information commodity' which is appropriated to new media environment. But UCC have to be understood not only as the information commodity but as 'the state of media'. UCC can be classified into two types based on desire for transparency and opaqueness from the media's genealogical point of view which is the logic of 'remediation' that J.Bolter and R.Grusin suggested. In the convergence era that a lot of new media appear, for example IPTV and DMB, this study devise a method of the utilization of UCC from diverse aspects of remediation in the paradigm of convergence.

A Study on the Duplicate Records Detection in the Serials Union Catalog (연속간행물 종합목록의 중복레코드 최소화 방안 연구)

  • Lee, Hye-jin;Choi, Ho-nam;Kim, Wan-jong;Kim, Soon-young
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.445-448
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    • 2007
  • A Serials Union Catalog is an essential Bibliographic Control tool for integrated and shared the serials information which is scattered to the domestic libraries. It provides reliable informations about serials to user through creating optimized catalogs and holding informations. It is important of the consistency of the bibliographic record and the record's duplication ratio is an important criterion about Database Quality Assessment. This paper checks bibliographic data elements and proposes the duplicate detection process to improve union catalog quality for minimizing duplicate detection.

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The Current State Analysis and Activation Plan on Management of Online Contents Produced in Public Library (공공도서관의 온라인콘텐츠 현황분석 및 관리 활성화 연구)

  • Jaehun Choi;Eunju Shin;Eun-Gyoung Seo
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.123-145
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    • 2023
  • During the COVID-19 period, public libraries produced and provided a variety of online contents to users as an alternative to offline services. The purpose of this study was to analyze the overall management of online contents in public libraries in the post COVID-19 period and to provide a methodological basis for improving online contents management. This study surveyed the overall current state of online content management in 305 public libraries in terms of production, services, and preservation. We also analyzed the librarian's perception of the online contents management process. As a result of the analysis even after the COVID-19 period, public libraries are efficiently producing and providing online contents and are actively providing this through the library website and social media. In addition, librarians recognized that online contents produced by public libraries are valuable as library resources and predicted that the online content would be produced more in the future. Also, they faced difficulties in production and management due to a lack of professional capabilities and extra workload, but they have recognized the high need for online contents management. Online contents is leading a paradigm shift in public library services. Therefore, attention and effort to activate online content is no longer an option but a necessity.

Tourism Experience Sharing of Long-term Living Chinese in South Korea: Case of Xiaohongshu App (RED) (한국 장기체류 중국인 관광앱 사용경험: 샤오홍슈(Xiaohongshu) 앱 사례)

  • Tian Zhang;Jialing Zhang;Chulmo Koo
    • Information Systems Review
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    • v.25 no.2
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    • pp.1-30
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    • 2023
  • This study analyzes and examines the travel behavior of Chinese people in Korea through a questionnaire survey of Chinese people who are long-term residents in Korea using Xiaohongshu App (RED). In this study, we add some variables to the MTEs (Memorable Tourism Experiences) model to analyze the travel behavior of Chinese people who are in Korea for a long period of time. We also chose to survey the users of Xiaohongshu App (RED), a popular software in recent years, and found the following findings in 240 valid questionnaires: (1) Scenery, Entertainment, and Informativeness have positive effects on people sharing travel experiences, while interaction does not. (2) Sharing travel experiences had a positive effect on travel satisfaction and the intention to go to other destinations, and travel satisfaction had a positive effect on the intention to go to other destinations. This paper extends the literature on tourism by combining MTEs and UGC (User-Generated Content) models, and also provides relevant suggestions for further research on the travel behavior of foreigners in Korea.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.