• Title/Summary/Keyword: 커뮤니티의식

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A Study on the Area Calculation of Community Facilities in Rural Villages (농촌마을 커뮤니티시설의 적정 면적 산정에 관한 연구)

  • Shin, Young-Sun;Kang, Young-Eun;Jee, Dal-Nim;Kim, Ji-Ae;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.6
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    • pp.28-38
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    • 2010
  • Community centers, silver towns and resting places are representative community facilities in rural villages. These community facilities affect villagers directly or indirectly in terms of life quality. Current community facilities of rural village are in poor condition in spite of their importance. In particular, the small size of community facilities and standardized programs are common issues in rural villages. As a result, it is necessary to research and investigate the improvement of community spaces and provide a variety of community activities. The purpose of this research is to provide appropriate area standards for 5 category community facilities(community centers, sliver towns, resting places, community yards, gymnasiums and recreation areas) and also to provide basic information for future village planning. The precedent study of community facilities was investigated. In addition, 25 rural villages in 5 districts were investigated regarding their facility conditions and current community satisfaction. As a result, appropriate rural village area standards are provided. The research results of the community facility standards are almost higher than the current representative community facilities average area. This is expected to improve the community facility environment, people's activities and to increase the growth of awareness in community.

Relationship between On-line Community and Internet Addiction in Elementary School Children (초등학생의 커뮤니티 프로그램 사용 빈도와 인터넷 중독의 상관관계)

  • Jung, Mi-Hwa;Lee, Jae-Ho
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.107-112
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    • 2009
  • 본 논문의 목적은 초등학생들의 커뮤니티 프로그램 사용 빈도가 인터넷 중독에 미치는 영향을 파악하는 것이다. 본 논문은 초등학교 5, 6학년 학생들을 대상으로 각종 커뮤니티 프로그램의 사용 빈도를 조사하고 그 결과에 따라 커뮤니티 프로그램 사용 빈도가 비교적 적은 집단과 사용 빈도가 많은 집단을 나누어 정보통신윤리 의식 및 인터넷 중독 진단에 많이 사용되는 K-척도를 활용하여 진단을 시행한 후 결과를 분석하였다. 연구 결과, 커뮤니티 프로그램 사용 빈도가 많을 수 록 인터넷 중독 위험성이 큰 것으로 나타났다. 또래집단과의 원활한 커뮤니케이션과 정보 공유 등에 좋은 영향을 미치는 커뮤니티 프로그램이지만 적지 않은 시간을 할애하고 집중함으로써 인터넷 중독의 위험에 빠질 수 있음을 알고 이에 대한 대책을 마련해야 할 것으로 판단된다.

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A Study on Influencing Factors of Virtual Community Success (가상커뮤니티 성과의 영향요인에 관한 연구)

  • Kim, Sang-Hoon;Cho, Seung-Chul
    • The Journal of Society for e-Business Studies
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    • v.11 no.2
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    • pp.49-69
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    • 2006
  • The virtual community has been recognized as an effective marketing tool and has been an important motive of using internet to Internet users, but very few attempts have been done for the development of virtual community success. Although many studies have been made on influencing factors of virtual community success, the comprehensive studies have never been done so far. Therefore, this study focused on developing the comprehensive model and verifying empirically. This study proposed five influencing factors(Virtual Community Operational factor, Characteristics of Users, Usefulness, Trust, Commitment) that affect virtual community success and three success factors(Sense of Virtual Community, Loyalty, Purchasing Intention) by carrying out literature review extensively and suggesting the relationship among factors. The relationship among factors were empirically validated by structural equation modeling. The data used in this study were collected from 292 users of the existing virtual communities. As the result of statistical analysis. It was found that Virtual Community Operational Factor and Characteristics of Users statistically significantly influenced Virtual Community Success. Also, it was shown that the intervening effects of Usefulness, Trust and Commitment were statistically significant, but that the relationship between commitment and Loyalty was not statistically significant. Finally, it turned out that the causality among success variables of Virtual Community was supported, but that sense of Virtual Community was required to be measured by new measurements.

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A Study on the Community-consciousness Depending on the Location Type of the Neighborhood Facility in Apartment Complex (공동주택단지 근린시설 배치유형별 커뮤니티의식분석에 관한 연구)

  • Kim Dae-Wuk;Jung Eung-Ho;Ryu Ji-Won
    • Journal of the Korean housing association
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    • v.16 no.6
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    • pp.39-46
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    • 2005
  • This Study is to analyse the community-consciousness depending on the location type of the neighborhood facility in apartment complex, in order to set up the fundamental criteria for the location type which can increase the community-consciousness. For the purpose of this study, Shopping center, Playground and Resting Area are selected among the neighborhood facilities and they were analysed on the basis of the Belonging-Sense, Affection-sense and the personnel Interchange. The results of this study are as follows: Shopping center should be located in the Main-Enterance of Apartment Complex and be constructed as low building along the street. In case of the Playground that was compared with the Central type and Decentral type, the Central type is proper for the increasing of community-consciousness. In case of the Resting Area that was compared with the Mixture type involving a playground and Independent type except for a playground, the independent type is acceptable for the location-type to increase the community-consciousness owing to all analyses.

Analyses of Brand Community Characteristics, Members' Behavioral Patterns & Participation Experiences, and Quality of Relationship according to Community Formation Orientation: Comparisons between Maker Oriented Community and Customer Oriented Community (브랜드 커뮤니티 형성과정에 따른 커뮤니티의 특징, 구성원의 행태와 참여경험 및 관계의 질에 대한 분석)

  • Yoo, Chang-Jo;Jung, Hye-Eun
    • Proceedings of the Korean Association for Survey Research Conference
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    • 2005.12a
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    • pp.187-220
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    • 2005
  • The purpose of this study is to analyze supporters' community formation motives/ Process/consumption experiences and community characteristics. For this purpose, this study collected the data using ethnographic interview. participant observation, documents and media reports. The results of this study show that supporters communities' formation and diffusion process were influenced by individual characteristics(e.g., personality, hobby and etc.), community characteristics(e.g.,team performance, star player, facilities and etc.) and external factors(ex: media movement etc.) and supporters have experienced various emotions such as intimacy. cohesion, pride and so on through various activities at on-line and off-line site. Community characteristics were classified into we-ness, rituals/traditions, moral responsibility. We found that we-ness influenced emotional dimensions such as joy, pleasure, fun and excitement. rituals and traditions made members feel passion. hope. love and vitality. and moral responsibility provided satisfaction. enthusiasm anxiety. regret and so on. Also, emotional attachment and brand loyalty were increased by these experiential aspects of community consumption.

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Comparison of Online Game User Communities by using Social Network Analysis (소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교)

  • Ha, Sung-Ho;Im, Kwang-Hyuk;Pae, Hyun-U
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.178-189
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    • 2009
  • This paper investigates the influence of social networks on the satisfaction and loyalty of online game users. We gather the resulting questionnaires written by all respondents and compare social networks of users in the online game world. Social networks of online game users influence a sense of community. In consequence, the community sense influences the satisfaction and loyalty of online game users, respectively. Therefore, the companies which produce an online game and provide various services to users should consider the social networks and communities of their game users. Especially they have to try to manage the users who are the opinion leaders of the online game. If the companies make good relationships with users who are the opinion leaders of the online game, they would easily improve the loyalty of ordinary users by performing word-of-moth marketing of the users' opinions concerning about the online game.