• Title/Summary/Keyword: 인터넷 메신저

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Sensitivity Identification Method for New Words of Social Media based on Naive Bayes Classification (나이브 베이즈 기반 소셜 미디어 상의 신조어 감성 판별 기법)

  • Kim, Jeong In;Park, Sang Jin;Kim, Hyoung Ju;Choi, Jun Ho;Kim, Han Il;Kim, Pan Koo
    • Smart Media Journal
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    • v.9 no.1
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    • pp.51-59
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    • 2020
  • From PC communication to the development of the internet, a new term has been coined on the social media, and the social media culture has been formed due to the spread of smart phones, and the newly coined word is becoming a culture. With the advent of social networking sites and smart phones serving as a bridge, the number of data has increased in real time. The use of new words can have many advantages, including the use of short sentences to solve the problems of various letter-limited messengers and reduce data. However, new words do not have a dictionary meaning and there are limitations and degradation of algorithms such as data mining. Therefore, in this paper, the opinion of the document is confirmed by collecting data through web crawling and extracting new words contained within the text data and establishing an emotional classification. The progress of the experiment is divided into three categories. First, a word collected by collecting a new word on the social media is subjected to learned of affirmative and negative. Next, to derive and verify emotional values using standard documents, TF-IDF is used to score noun sensibilities to enter the emotional values of the data. As with the new words, the classified emotional values are applied to verify that the emotions are classified in standard language documents. Finally, a combination of the newly coined words and standard emotional values is used to perform a comparative analysis of the technology of the instrument.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Research on Korea Mythology in Korea Subculture Contents (한국 서브컬처 콘텐츠에서 한국 신화에 대한 연구)

  • Yun, Young-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.553-578
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    • 2015
  • The Korean society was forcefully merged with the invasion of Japan in 20th century, and traditional culture of Korea was damaged severely by colonization from Japan. After liberation, Korean society experienced drastic social change with Korean War, and industrial economy and democratic system developed as modernization and democratization occurred. However, Korean traditional culture dissolved more severely as Korean society developed industrial economy and democracy. As criticism of existing Western center of society and the emphasis of cultural identity of non-western regions and third-world, world society preferred exchange of culture of diverse nations and people with each other in advent of postmodernism thoughts in mid-late 20th century. If the cultural identity of Korea was dissolving meanwhile, it was needed to be recovered again. Despite the research in Korean history, language, art, architecture was performed to recover cultural identity of Korea, it did not go in-depth with Korean mythology, for Korean mythology is considered as superstition or savage. Mythology shows subconscious group psychology of people who live in certain specific region. Studying Korean mythology is one of the ways to rediscover cultural identity of Korea. In order for Korean mythology to be known to many people, its stories should be told by media. There were movies, plays, drama, and novels produced based on existing Korean mythology as introduction, then these mythical stories are appear in subculture contents such as recent comics, animation, webtoon, games, and light novels. Then population of game players and webtoon readers increased as dissemination of PC and smart phones, and increasing market scale of subculture contents increased a population of consumers of comics, animation, and light novel. Consumers of sub-culture contents were interested as many of these contents were created, base on Korean mythology. Therefore, this paper is written as research on Korean mythology and its signification in sub-cultural contents which were produced base on Korean mythology.