• Title/Summary/Keyword: 잠재 이용자

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Digital Citizenship Library Programming in Award-Winning Libraries of the Future: A case review of public libraries in the United States (공공도서관의 디지털 시민성 프로그래밍: 미국의 미래 도서관 수상 도서관을 중심으로)

  • Jonathan M. Hollister;Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.359-392
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    • 2023
  • Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.'s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library's website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.

A Study on the Influence of Social Media (SNS) Content Type of Corporate Marketing to User Purchase Intention: Focusing on the Mediating Effect of Satisfaction and the Moderating Effect of Individual Characteristics (기업 마케팅의 소셜미디어(SNS) 콘텐츠 유형이 사용자 구매의도에 미치는 영향에 관한 연구: 만족도의 매개효과와 개인특성의 조절효과를 중심으로)

  • Kim, Ga Young;Lee, Woo Jin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.3
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    • pp.75-86
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    • 2017
  • The development of web technologies and the generalization of smartphones have dramatically increased the number of social media users using the Internet. As a result, companies are perceived social media as a major marketing tool and operate a variety of SNS channels. In particular, start-ups conducting businesses with limited resources, social media is being used as an effective marketing tool to meet many potential customers at a low cost. Among them, facebook is the most used channel in the world and plays an important promotional tool not only in overseas but also in marketing activities of domestic start-ups. The purpose of this study is to analyze the relationship between satisfaction and purchase intention according to four personal characteristics of users who use social media contents and to measure the mediating effect of satisfaction on the relationship between content type and purchase intention. To this end, we classified into three types based on the previous research, and social media content is provided to 200 fans of Minbak Danawa(Minda), one of representative start-ups related to accommodation, The questionnaires were conducted for 3 weeks, and a total of 145 copies were collected. All the collected questionnaires were used for statistical analysis through SPSS 18.0. The empirical results show that all three types of content, such as task-oriented, self-oriented, and interaction-oriented, have a significant effect on the satisfaction level. Among them, it is confirmed that the satisfaction level plays a mediating role on the relationship between task-oriented contents and purchase intention. And the user 's personal characteristics showed a partially moderate effect on the satisfaction according to the content type. Therefore, social media content provided by corporations has an important effect on consumer satisfaction and purchasing, in order for start-up to prevail in the market, it is necessary to have an operational strategy to communicate with customers continuously through systematic contents analysis and planning. The result of this study suggests effective ways to build a social media marketing strategy for start-ups and suggests ways to utilize contents considering the characteristics of internet users.

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Current Status and Future Development Direction of University Archives' Information Services : Based on the Interview with the Archives' Staff (대학기록관 기록정보서비스의 현황과 발전 방안 실무자 면담을 중심으로)

  • Lee, Hye Kyoung;Rieh, Hae-Young
    • The Korean Journal of Archival Studies
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    • no.40
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    • pp.131-180
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    • 2014
  • Various theoretical studies have been conducted to activate university archives, but the services provided currently in the field haven't been much studied. This study aims to investigate the usage and users of the domestic university archives, examine the types of the archival information services provided, understand the characteristics and limitations of the services, and suggest the development direction. This study set 3 objectives for the research. First, Identify the users of the university archives, the reason of the use, and the kinds of archival materials used. Second, the kinds of services and programs the university archives provide to the users. Third, the difficulties the university archives face to execute information services, the plans they consider in the future, and the best possible direction to prove the services. The authors of the study determined to apply interviews with the staffs at university archives to identify the current status of the services. For this, the range of the services offered in the field of university archives was defined first, and then, key research questions were composed. To collect valid data, authors carried out face to face interviews and email/phone interviews with the staff of 12 university archives, as well as the investigation of their Web sites. The collected data were categorized by the topic of the interview questions for analysis. By analyzing the data, some useful information was yielded including the demographic information of the research participants, the characteristics of the archives' users and requests, the types and activities of the services the university archives offered, and the limitations of archival information services, the archives' future plans, and the best possible development direction. Based on the findings, this study proposed the implications and suggestions for archival information services in university archives, in 3 domains as follows. First, university archives should build close relationship with internal university administrative units, student groups, and faculty members for effective collection and better use of archives. Second, university archives need to acquire both administrative records by transfer and manuscripts and archives by active collection. Especially, archives need to try to acquire unique archives of the universities own. Third, the archives should develop and provide various services that can elevate the awareness of university archives and induce more potential users to the archives. Finally, to solve the problems the archives face, such as the lack of the understanding of the value of the archives and the shortage of the archival materials, it was suggested that the archivists need to actively collect archival materials, and provide the valuable information by active seeking in the archives where ever it is needed.

A Study on Mobile Game Security Threats by Analyzing Malicious Behavior of Auto Program of Clash of Clans (클래시 오브 클랜 오토 프로그램의 악성 행위 분석을 통한 모바일 게임 보안 위협에 관한 연구)

  • Heo, Geon Il;Heo, Cheong Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1361-1376
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    • 2015
  • Recently, the size of the mobile game market and the number of mobile game users are growing. Also, as the mobile game's life cycle is increasing at the same time, auto program issue reappears which has been appeared in PC online games. Gamers usually tend to ignore warning messages from antivirus programs and even worse they delete antivirus program to execute auto programs. Therefore, mobile game users are easily compromised if the auto program performs malicious behaviors not only for the original features. In this paper, we analyze whether seven auto programs of "clash of clans" which has a lot more users for a long time perform malicious behaviors or not. We forecast the possible security threats in near future and proposed countermeasures based on this analysis. By analyzing auto programs of highly popular mobile game of today, we can acquire the knowledge on auto program's recent trend such as their development platform, operating mode, etc. This analysis will help security analysts predict auto program's evolving trends and block potential threats in advance.

A Study on Improving the Operation of Reading Culture Programs for Elementary School Students in Public Libraries in Suwon City (수원시 공공도서관 초등학생 독서문화프로그램의 운영 개선을 위한 연구)

  • Kiy, In-Young;Kang, Soon-Ae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.341-362
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    • 2013
  • With the cultural and educational functions of public libraries becoming revitalized according to social changes, there has been a development of reading cultural programs. This study researched the operating conditions of reading culture programs for elementary school students in public libraries in Suwon City for the past 5 years and presented the programs' drawbacks and improvement plans drawn from surveys on user satisfaction. An analysis of the survey results yielded the following suggestions for improvement: forming a consultative group with other managers of reading culture programs in Suwon's public libraries, promoting using various media, forming a human resource pool to hire professional instructors, operating of the educational programs for potential volunteers, expanding of the facilities for reading culture programs, and linking with the other folk culture and art organizations in order to develop classes folk culture and art organizations. The results of this paper will be used as a reference when operating conditions of reading culture programs for elementary school students in public libraries in Suwon City, and they will offer the opportunity to implement problems according to needs of participants.

A proposition on digital maniac consumer market segmentation by consumer characteristics and behavior (매니아 소비자의 태도와 성향에 의한 디지털 매니아 세그멘테이션 제안)

  • Kim, You-Rie;Lee, Hye-Sun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.243-254
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    • 2006
  • Maniac consumers have a ripple effect on marketing because they are the main body of trends and consumer economy. So It is very important that we should first read needs and wants - in other words, psychological motives. And then we should find maniac consumer segments. This is an exploratory study that was done to obtain an insight for the new maniac consumer market segmentation. It examined the definition and characteristics of digital maniacs in Korea, and it carried out a literature study on consumers who have a similar consumption trend as the maniac users as a pre-study. Also, it looked into the trends and values of the maniac community in Korea, using the previous study's scale for innovative consumers. Next, the study interviewed maniac users using the first data and focused on discovering and grouping the new maniac segments based on the results. The study analyzed the purchase behaviors, decision-making, attitude for involvement and potential needs of the digital maniacs in Korea, and it discovered the segments for the segmentation of maniacs so it could find out the disposition and status of the digital maniacs. Such approach can be used as a strategical due for maniac target marketing and design(customer-oriented marketing and design) in the future.

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Toward a Key-frame Automatic Extraction Method for Video Storyboard Surrogates Based on Users' EEG Signals and Discriminant Analysis (뇌파측정기술(EEG)과 판별분석을 이용한 영상물의 키프레임 자동 분류 방안 연구)

  • Kim, Hyun-Hee
    • Journal of the Korean Society for information Management
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    • v.32 no.3
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    • pp.377-396
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    • 2015
  • This study proposed a key-frame automatic extraction method for video storyboard surrogates based on users' cognitive responses, EEG signals and discriminant analysis. Using twenty participants, we examined which ERP pattern is suitable for each step, assuming that there are five image recognition and process steps (stimuli attention, stimuli perception, memory retrieval, stimuli/memory comparison, relevance judgement). As a result, we found that each step has a suitable ERP pattern, such as N100, P200, N400, P3b, and P600. Moreover, we also found that the peak amplitude of left parietal lobe (P7) and the latency of FP2 are important variables in distinguishing among relevant, partial, and non-relevant frames. Using these variables, we conducted a discriminant analysis to classify between relevant and non-relevant frames.

A Study on the Factors Affecting the Preference of a Share House (셰어하우스의 선호도 영향요인에 관한 연구 - 잠재적 이용자인 대학생, 대학원생을 중심으로)

  • Huang, Chun-Hua
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.90-104
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    • 2020
  • The current global economy is changing from a proprietary commercial economy to a shared economy of value sharing. In modern society, single-person households have become common type of households. The reason for the increase in single-person households is due to the rising age of first marriage, the increasing number of elderly people, which is a result of the extension of the average life expectancy, fewer marriages, more divorces, goose fathers, the separation between dwellings for work, etc. Especially a significant amount of single-person households is occupied by young people, which is common in large cities. Along with the increase in the number of single-person households, the youth has created a new demand for housing demand for single-person households. The purpose of this study is to identify which factors influence the preference of a share house as an alternative to a single-person household by making an empirical analysis. As a result of the analysis, the accessibility of a share house, the characteristics of the building and the facilities all had a significant effect on the preference.

Analysis of Train Delay in Daejeon Metro (대전도시철도의 열차 지연운행 분석연구)

  • Kwon, Young-Seok;Lee, Jin-Sun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.50-57
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    • 2017
  • This study investigated the causes and problems of train operation impediments through the statistics analysis of 8 years'internal data of Daejeon Metropolitan Express Transit. By evaluating the risks regarding the system, equipment, and parts of high risk group, this study measured the Risk Index Severity, and applied the $5{\times}5$ Risk Assessment Matrix which is a method of risk management to calculate the scale of risk to analyze the safety level and allowance range. As a result, the car sector, the most serious risk, followed by machinery and equipment sector showed that the inherent risk. In particular, the door broken and the door rail signaling and control devices due to defects of the vehicle is high, but also the severity, and frequency are showing very frequent additional potential accidents. PSD also had defects in the machinery sector appeared to be the most dangerous of the PSD poor safety gates, it was found that the glass also involve the risk of mishandling and breakage of the PSD. This study intended to contribute to the transportation benefits through the safety and stable operation of Metropolitan Express Transit.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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