• Title/Summary/Keyword: 인터넷 커뮤니티

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Multi-Layer Sharing Model for Efficient Collaboration in Distributed Virtual Environments (가상환경에서 효율적인 협업을 위한 다중계층 공유모델)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.388-398
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    • 2004
  • This paper focuses on the reduction method of message traffic occurred when multiple participants collaborate in the distributed virtual environment. It is referred to as filtering method of update message to minimize data traffic exchanged in the virtual environment, and it is the essential process to improve the scalability of the virtual environment. Spatial partitioning method, a popular filtering technique, divides the whole environment into smaller sub-parts in order to make it small the regions to be maintained consistently. However, it is less flexible and adaptable because the information of area of interest must be configured before simulation. In this paper, the concept of dynamic area of interest is proposed, which is highly adaptable by applying dynamic environmental elements to AOI management. It uses multiple layering and multiple consistency algorithms for dynamic management, and makes it possible to consume system resource efficiently. For performance evaluation, experiments are performed with virtual avatars, measuring message traffic. Finally, the proposed model could be applied to the AOI management systems which accommodate massive users like MMORPG, or virtual communities.

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A Study on the Design of the Knowledge Management System for Medical Information Services in a Public Library (공공도서관 의학정보서비스를 위한 지식관리시스템 설계에 관한 연구)

  • 이란주
    • Journal of the Korean Society for information Management
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    • v.18 no.3
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    • pp.63-86
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    • 2001
  • Consumer health information is receiving more attention than ever before. This growing attention can be linked to the Internet and to people seeking more information on health topics. The purpose of this study is to suggest a design of the Knowledge management system for medical information services in a public library. As theoretical backgrounds, it discusses the issues regarding to the medical information services in a public library, knowledge management and knowledge management system. After that, 12 medical information sites are analyzed then the planning and the main menu of a medical information site for a public library are described. Finally, the model of the knowledge management system for a public library with 5 sub-systems are suggested: 1) knowledge creation system, 2) technology support system, 3) training system, 4) community service system, 5) knowledge sharing and network system. This system based on knowledge management will help provide the users high quality of medical information.

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A Study on the Use of Information and Social Computing Service by the Elderly (노령이용자의 정보 및 소셜 컴퓨팅 서비스 이용에 관한 연구)

  • Lee, Jee-Yeon
    • Journal of the Korean Society for information Management
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    • v.29 no.1
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    • pp.375-393
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    • 2012
  • The population aging occurs rapidly due to the advancement of the medical technology and living conditions and this led increased interests in how the elderly manages their lives. This study attempted to understand the information needs and behavior of the elderly users as well as to find about their information access and online communications. Based on the analysis of the interviews with thirty-two elderly users, they mainly looked for information on the topics such as health, news, leisure, and hobby. In addition, they primarily used television, radio, Internet, family members, relatives, and newspaper to obtain information. Their current use of social computing services including online communities, blogs, social network sites were low. However, the elderly users were aware of the social computing services' effectiveness in increasing the satisfaction and happiness of their lives by expanding the opportunities for them to communicate with family members and other social members.

Credibility of e-WOM in Travel Industry, and Its Influence in WOM Effect (온라인 구전 여행정보의 신뢰와 구전효과 연구)

  • Chun, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.424-432
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    • 2011
  • Today's wide-spread Internet technology allowed consumers to access much Word-of-Mouth information through an online board. As communication and exchanging information between travelers becomes easier and faster, e-WOM (Electronic Word-of-Mouth) is recognized as one of the most influencing communication methods in today's society. This new trend implies a significant impact to travel industry. This study focuses on interaction between Credibility on e-WOM, brand attitude, WOM acceptance, WOM activity and purchasing intention of travel product. The result of this study suggests: (1) Credibility in e-WOM provides positive effect in brand attitude, (2) Brand Attitude gives positive effect on WOM acceptance, WOM activity and purchasing intention of travel product, (3) WOM acceptance gives positive effect on WOM activity, but it is not effective on purchasing intention of travel product. Regarding e-WOM management of travel agencies through its website or online community, authors would like to argue that travel agencies need to build positive brand attitude based on Credibility in brand, which would lead consumers to positively acknowledge its brand and spread words out to other consumers.

A Crowdsourcing-based Emotional Words Tagging Game for Building a Polarity Lexicon in Korean (한국어 극성 사전 구축을 위한 크라우드소싱 기반 감성 단어 극성 태깅 게임)

  • Kim, Jun-Gi;Kang, Shin-Jin;Bae, Byung-Chull
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.135-144
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    • 2017
  • Sentiment analysis refers to a way of analyzing the writer's subjective opinions or feelings through text. For effective sentiment analysis, it is essential to build emotional word polarity lexicon. This paper introduces a crowdsourcing-based game that we have developed for efficiently building a polarity lexicon in Korean. First, we collected a corpus from the relating Internet communities using a crawler, and we classified them into words using the Twitter POS analyzer. These POS-tagged words are provided as a form of mobile platform based tagging game in which the players voluntarily tagged the polarities of the words, and then the result was collected into the database. So far we have tagged the polarities of about 1200 words. We expect that our research can contribute to the Korean sentiment analysis research especially in the game domain by collecting more emotional word data in the future.

Development of e-Commerce System Based on Social Network Service (SNS 기반 e커머스 시스템 개발)

  • Lee, Tong-Queue
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.153-158
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    • 2018
  • Fundamental problems of e-commerce are exaggerated advertising of products, lack of trust in products or suppliers, and false reviews. As a solution, I have merged the concept of trust service embedded in social network service(SNS) with commercial domain to develop a new type of service called "Reliable SNS Commerce Service". The contents developed in this paper are as follows: first, online community functions for users to provide services; second, commerce functions; and third, functions for linking SNS and commerce. Through the reliability information presented in this paper, the seller provides more reliable and objective purchase information to the buyer about the sales items, thereby contributing to the sales by increasing the probability of the actual purchase. The buyer can purchase the higher-quality products with confidence. The service providers can gain the reputation as a reliable site for purchasing members. In conclusion, this paper provides a positive effect to all the participants, which will contribute to the development of a new commerce market and activation of electronic commerce.

A domain-specific sentiment lexicon construction method for stock index directionality (주가지수 방향성 예측을 위한 도메인 맞춤형 감성사전 구축방안)

  • Kim, Jae-Bong;Kim, Hyoung-Joong
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.585-592
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    • 2017
  • As development of personal devices have made everyday use of internet much easier than before, it is getting generalized to find information and share it through the social media. In particular, communities specialized in each field have become so powerful that they can significantly influence our society. Finally, businesses and governments pay attentions to reflecting their opinions in their strategies. The stock market fluctuates with various factors of society. In order to consider social trends, many studies have tried making use of bigdata analysis on stock market researches as well as traditional approaches using buzz amount. In the example at the top, the studies using text data such as newspaper articles are being published. In this paper, we analyzed the post of 'Paxnet', a securities specialists' site, to supplement the limitation of the news. Based on this, we help researchers analyze the sentiment of investors by generating a domain-specific sentiment lexicon for the stock market.

An Exploratory Study on Convergence generation according to the convergence level estimation of Digital Device and Service (디지털기기와 디지털서비스의 컨버전스 수준 평가에 따른 컨버전스 세대의 탐색적 고찰)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.169-179
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    • 2011
  • The purpose of this study are as follows. First, to analyze digital convergence level of convergence generation to demographic variables. Second, the convergence level to digital device and using frequency to digital service. Third, the convergence level to digital service and using frequency to digital service. The research methods FGI, the interview with IT expert group and survey. The results of research are as follows. First, 30 aging, expert group, higher education group over graduate school are actively using and participated. Second, high level of convergence device are smart-phone, tablet PC, net-book are in order. high level of convergence service are SNS service, twitter, uee, portal messenger and app store, e-Book, web hard are in order. Third, The convergence generation enjoying app-store of smartphone, wireless game and more participating facebook/cyworld twitter, Portal, internet community.

A Spatial Study on the Network Formation Process of Personal Actors: The Case of Institutional Building Networks in Industries for the Elderly (개인 행위주체의 네트워크 형성 과정에 대한 공간적 고찰: 고령친화산업의 제도구축 네트워크를 사례로)

  • Koo, Yang-Mi
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.334-349
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    • 2008
  • In this study, the network formation process of personal actors in industries for the elderly was analyzed. This process is applied to the knowledge creation model of the SECI (Nonaka-Takeuchi learning cycle), that is socialization, externalization, combination, internalization. There are some kinds of opportunities to interact in these industries in the forms of field survey teams to overseas, some seminars and symposiums, many kinds of meetings, education and training programs, trade fairs and on-line forums. These palces(ba) - originating ba, interacting ba, cyber ba, exercising ba - played great roles in the formation of personal actor networks. Personal actors had opportunities to interconnect with distant actors through those places(ba). In the spatial perspective, personal actors could make face-to-face contact and build trust through temporary geographical proximity or temporary clusters with the help of personal mobility. Relations in the virtual spaces such as the Internet community did much toward building personal networks.

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Direction Presentation of Development of Web-based Architectural Design Site (웹 기반의 건축설계 사이트 개발의 방향 제시)

  • Ahn, Seong-Hye;Choi, Jang-Myung
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.132-139
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    • 2008
  • The aim on this thesis is to develop virtual construction designing experience web-site in order to help non-professional to predict the actual construction working result by self-construction design, provided by virtual reality program, sharing knowledge of architectural design and materials on internet to solve certain problems. The way of study is using case of virtual reality technology which is practically using in architecture era recently; in construction design, deducting realizable virtual reality technology of limitation and its solution; analyze case of construction designing program which is currently used by professionals; constitute required essential functions as UI(User Interface) when constructing. Followed by result of study, as a proposal, in service, technical, and UI sectors are the way to construct its objectives for internet based virtual construction experience web-site.