• Title/Summary/Keyword: 인터넷 커뮤니티

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Customized Diet Information System (맞춤형 다이어트 정보 시스템)

  • Kang, Tae-Sung;Eom, Min-Doo;Nam, Ki-Sun;Park, So-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.2
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    • pp.430-436
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    • 2010
  • Since a 'Well-being' theme had become an issue in 90's, everyone now care about their health more than ever. Besides, IT has been developed so tremendously that we have various ways to collect up-to-dated information through the internet. There are so many web sites that contain information about health and diet. However, the menus of these web sites are not simplified and the content is too large, so the information we see in those web sites may not be accurate. Also, some information is out-of-dated. In this paper, we propose a web site called 'Calory&Diet' that provides customized information on diet. The characteristics of the web site are as following: First, the menu is so simple that users can easily find information they want. Second, it only provides necessary customized information. Lastly, it uses an open application that helps users always get the latest information without DB updates. With its user friendly menu and feedback information, the proposed web site can be a good advisor for people who want to be healthy. 100 offers the user survey results than existing systems, simple system to 2%, 3% from a custom-related topics, the latest related topics were 3% higher on 5 point scale.

A Study on Methods for Utilizing Digital Room in Public Library (공공도서관 디지털자료실 활성화 방안 연구)

  • Moon, Sung-Been;Kim, Pan-Jun;Lee, Mi-Kyeung
    • Journal of the Korean Society for information Management
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    • v.26 no.1
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    • pp.321-350
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    • 2009
  • The purpose of this study is to find methods for utilizing digital room in public library and its efficient operation by analyzing the status quo of the digital rooms in public libraries, which had been built nation-widely about 5 years ago. It is found that it is urgent to supplement and improve the infrastructure of them. It is also required to build multi-functional digital rooms and an integrated operational system for digital rooms. Implementation of an integrated operational system, first of all, for applicable sections of digital room may be the best alternative. The multi-functional digital rooms can be built, which, in addition to its traditional function, can include a variety of original information resources and function of information creation using application programs, as well as functions such as education, information services, online/offline community creation, and activating information sharing. In the future, the digital rooms in public libraries must play a significant role as online/offline spaces, which are not the places for use and access to internet information resource, but for information/knowledge sharing and collaborative activities. It also must provide a communication channel between librarians and users as well as among users themselves.

Analysis of Health Care Service Trends for The Older Adults Based on ICT (국내외 ICT기반 노인 건강관리 서비스 동향분석)

  • Lee, Sung-Hyun;Hong, Sung Jung;Kim, Kyung Mi
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.373-383
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    • 2021
  • Our society is aging rapidly. In this super-aged society, the increase in healthcare costs are considered a national problem that undermines the sustainability of social security. Various services for healthcare for the elderly have been promoted to address this. However, most of them have focused on healthcare after the outbreak of chronic diseases and lack preventive healthcare. Most of the preventive healthcare projects are only pilots. In this paper, the current status of health care services for senior citizens at home and abroad was analyzed and based on this, the limitations and improvements were analyzed to propose the establishment of IoT-based Total Silver Care Center. IoT-based Total Silver Care Center may be conveniently monitored the health status of the elderly through various sensors, medical devices, and smart bands. And based on this, it can improve the quality of nursing services through time-saving and work efficiency of nursing providers. In addition, health care interventions may be provided in a timely manner if there is a change in the health status of users. And real-time imaging systems can help overcome mental difficulties.

The Legend's Modernization and Horror Strategy - Focus on uncanny stories concerning army (전설의 현대화와 공포의 전략 - 군대괴담을 중심으로 -)

  • Jin, Eun-Jin
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.439-472
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    • 2017
  • The purpose of this paper is to confirm how traditional legends are changing and existing in modern times, and how they are inheriting and developing legendary values and meanings. The subject of the study is uncanny stories concerning army that is judged to be worthwhile alongside uncanny stories concerning school. The uncanny stories concerning army are urban legends that are active in the internet. It can be defined as 'a narrative story that raises fear with supernatural and strange experiences in the army'. In addition to the internet community sites, humor sites and game sites are actively handed down. Recently, ghost stories have appeared on the site, and uncanny stories concerning army are easily collected from these various sites. The uncanny stories concerning army can be divided into three types: ghost experience type, Bulgogi GP type, mystery radio type. The ghost experience type has the largest number of version, the contents are rich and varied. It does not deviate much from the traditional notion of ghosts. Bulgogi GP type has a frenzied horror from its name. It is related to actual events and raises horror. Mystery radio type is a romantic material used in movies and dramas. However, unlike movies and dramas, uncanny stories concerning army are perceived as fearsome. The uncanny stories concerning army continues to emphasize that the story is actually experienced in the title and content. It has presented concrete evidence. The emphasis on truthfulness is intended to make fear more realistic. This comes from the desire for safety. Uncanny stories concerning army focus on horror. So It tries to reveal the history and truthfulness of the story itself. As a result, the history of reality, the truth of reality, and the realistic ideology are erased. Historical and truthfulness of traditional legends has been varied in the case of uncanny stories concerning army.

Effects of periodic breast massage on the cyclical mastalgia of fertile women before their menstrual period (유방 마사지가 가임기 여성의 월경 전 주기적 유방통 완화에 미치는 효과)

  • Kang, Kyoung Ae;Lee, Ji A;Hur, Myung-Haeng
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.353-362
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    • 2022
  • This study was a randomized controlled trial to examine the effects of breast massage applied to women of childbearing age with cyclic mastagia on breast pain, breast hardness, nipple extensibility, breast size, and breast blood circulation. The study participants were 54 women with cyclic mastalgia who were recruited from Medical Center C, Women's Hospital M, department stores located in City D, and Internet cafes. The experimental treatment was to apply breast massage for a total of 30 minutes, 15 minutes each to the left and right breasts during the period of cyclic mastalgia. After experimental treatment, breast pain (F=49.16, p<.001), breast hardness (Rt t=8.93, p<.001; Lt t=-10.34, p<.001), nipple extensibility (Rt t=3.58, p<.001 ; Lt t=4.66, p<.001), breast size (Rt F=60.59, p<.001; Lt F=51.05, p<.001) and breast blood circulation (Rt t=-1.30, p=.201; Lt t=-2.82, p=.007) were significantly different between the two groups. In conclusion, breast massage performed in this study was effective in relieving breast pain, relieving breast hardness, and improving breast blood circulation in participants with cyclic mastalgia.

An Exploratory Study of Health Information Seeking Behaviors among International Students in Korea (국내 거주 해외유학생의 건강정보추구행위에 관한 탐색적 연구)

  • Yoon, JungWon
    • Journal of the Korean Society for information Management
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    • v.38 no.4
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    • pp.231-250
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    • 2021
  • Despite the increasing number of international students in Korea, there is a lack of research on the health information-seeking behavior of international students. This study examined the health information search behavior of international students in Korea through a questionnaires and in-depth interviews adopting Critical Incident Technique. Most frequent health information needs that the participants experienced were related to Covid-19 and locating doctors/hospitals. The difficulties in seeking health information were language barriers, lack of knowledge of the Korean medical system, insufficient or overflowing information on the Internet. However, despite the language barrier, international students mainly used Korean sources (friends/family, websites, social media) for searching health information. In order to search health information on Korean websites, they used Google Translator or got help from bilingual friends/family members. The participants who have lived in Korea for a shorter period of time or who have lower Korean language proficiency tend to obtain health information through the community on social networks; whereas the longer the period of residence in Korea and the better the Korean language proficiency, the more likely to use websites. Only 28% of the participants gave positive answers to the question asking their confidence in finding the health information they needed. It is discussed how to help international students find accurate and credible health information.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.23-33
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    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

Korean Dong-in Culture and Yaoi: Focusing on the Changes in the 1990s (한국 동인문화와 야오이: 1990년대를 중심으로)

  • Kim, Hyojin
    • Cartoon and Animation Studies
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    • s.30
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    • pp.263-291
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    • 2013
  • In this article, I analyze Korean Dong-in culture and its relationship with Yaoi, focusing on the changes in the 1990s. While Korean Dong-in culture has developed under the influence of Japanese Dojin culture, it is not well-known that Korean Dong-in culture has its own characteristics, reflecting the unique situations surrounding the Korean society. The reason that I pay attention to the changes in the 1990s is that they have created the foundation of the current Korean dong-in culture through changes such as the import and reception of Yaoi, the creation of 'virtual community' in PC telecommunication, the enforcement of Juvenile Protection Law, and the inauguration of 'Comic World,' Among them, the import and reception of Yaoi, a genre characterized by homosexuality including sexual relationship and fanwork, played a decisive role in the change of dong-in culture from manwha circle by highly motivated amatuer artists to fandom. The circumstances that original manhwa dong-in by manwha circle and Yaoi by manhwa fandom coexisted by the mid-1990s, the enforcement of Juvenile Protection Law and the lift of ban on Japanese popular culture rapidly weakened original manhwa dong-in. Also, the popularity of Comic World as a new type of dong-in events reflected the spread of fanwork as a new trend of Korean dong-in. In summary, the import and reception of Yaoi should be considered as one of the important changes in the 1990s Korean Dong-in culture, because 1) Korean women considered Yaoi as a liberating subculture by its powerful contents-homosexuality with sexual relationship, and 2) Yaoi succeeded in attracting new population favoring fanwork as a major trend in Korean Dong-in, differentiated from original manhwa circle population.

A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.