• Title/Summary/Keyword: Chatting

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An Implementation of Mobile Messenger Application for Kindergartens and Nurseries (영유아교육기관용 모바일 메신저 어플리케이션 구현)

  • Han, Dong-Gyoon
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.401-412
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    • 2012
  • Communication through smartphones is creating a new paradigm of mobile communication beyond the restrictions of mobility and space. The mobile instant messengers of the smartphone, which began on the desktop environment, are providing various communication features, including multimedia contents, texts, and voice. Kindergartens and nurseries are using Websites, phones, SMS, printed materials, handwritten notifications, etc. to communicate with the parents. IsPlus was developed to facilitate the communication between the parents and the teachers, including exchanges of pictures and videos, chatting, and attendance management using smartphones. This is meaningful in that it is an early smartphone mobile messenger for educational institutions for infants and preschoolers. This study presented a new approach to the development of a mobile messenger for a specific group of users by analyzing the user environment, communication types, application planning process and interface design development using storytelling.

A Study on Influence of Internet Media Pornography Exposure in Adolescents on Sexual Awareness

  • Seo, Gang-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.3
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    • pp.123-129
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    • 2017
  • This study intends examine the relevance of factors with negative influences on anti-social sexual awareness formation in adolescents as per the concern of the parents of families with adolescents, as internet pornography exposure in adolescents lead to excessive indulgence in pornographic photographs, cartoons, videos, or fictions, or in video chatting with exposure of one's own body parts. For this, the factors of internet pornography exposure in the study subjects of adolescents were constructed into a multilateral model, and the structural equation model was analyzed. As the result of the study, the following conclusion were drawn. First, the most powerful factor influencing the anti-social sexual awareness in adolescents was, contrary to the concern of many, not the exposure to pornography through internet media, but personal characteristics such as sensation-seeking tendency and socio-environmental characteristic of differential association. Second, it is worth noting that the most major factor influencing intentional internet pornography exposure by adolescents is another form of pornography exposure. Third, whether intentional or unintentional, the internet-related variable influencing the internet pornography exposure was found to be the amount of internet usage. Fourth, the unintended internet pornography exposure was found to have no direct influence on the sexual awareness of adolescents, but it did have an indirect influence on sexual awareness mediated by intentional internet pornography exposure and existing-media pornography exposure. Based on these study results, the conclusion was drawn regarding the influence of internet pornography on sexual awareness in adolescents.

Differences between Fashion Opinion Leaders and Followers in the Characteristics oriented New Young Generation and the Types of Fashion Advertising Involvement (신세대 특성의 지향과 의류광고 관여 유형에 대한 유행의사선도자와 추종자 집단간 차이)

  • 홍희숙
    • Journal of the Korean Home Economics Association
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    • v.35 no.3
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    • pp.63-75
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    • 1997
  • The purposes of this study was to identify the differences between fashion opinion leaders and followers in the characteristics oriented New Young Generation and the types of fashion advertising involvement. The data were collected via a questionnaire from 431 college students(female=218 male=213) living in Seoul, Korea and analyzed by factor analysis and t-test. The results of this study were as follows: First, eight factors of the characteristics oriented New Young Generation were identified: Fashion, individuality, preference of caffe with affective mood, expression of emotion, indivisualism, preference of tastes oriented Western Europe, activity of pan club and chatting by personal computer. The significant differences between fashion opinion leaders and followers in fashion, individuality, preferences of the caffe with affetive mood, and expression of emotion were found in the data collected from female. There were significant differences between fashion opinion leaders and followers in fashion, individuality in the data collected from male. Second, three factors of fashion involvement advertising were identified: The hedonic involvement, social involvement, utilitarian involvement. The significant differences between fashion opinion leaders and followers in the hedonic involvement, social involvement, utilitarian involvement and the levels of involvement were found in the case of female's data. There were significant differences between fashion opinion leaders and followers in the hedonic involvement, social involvement and levels of involvement except for utilitarian involvement in the case of male's data.

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An Implementation of OpenU Social Network Service System with Real-time Conversation and Collaboration (실시간 대화 및 협업이 가능한 오픈유 소셜 네트워크 서비스 시스템의 구현)

  • Cho, Byung-Ho
    • Journal of Advanced Navigation Technology
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    • v.14 no.5
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    • pp.737-744
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    • 2010
  • A Social Network Service(SNS) is the best attracting internet business model and serviced in the several countries. The Facebook is the most popular SNS in a foreign country and the Cyworld is most popular one in Korea. In this paper, after investing and analyzing the existing Social Network Services, I present a new OpenU Social Network Service based on Web 2.0 concepts. This is a next generation internet platform which can be communicated with real-time chatting and share d data and talked during seeing data by collaboration functions OpenU's main characteristics and functions by screen design and implementations are explained. And also OpenU's excellence by comparing with other SNSs system is presented.

Design of Messaging System′s Architecture and QoS Engineering Model for Global Community Services (광역 커뮤니티서비스를 위한 메시징 시스템의 구조 및 QoS엔지니어링 모델의 설계)

  • 궁상환
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.4 no.4
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    • pp.380-386
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    • 2003
  • As Internet is spreaded widely, the virtual communities among people with the same interest and hobby are dynamically created. The exchange of fruitful opinion and information makes them to be closed, not only with the help of the messaging system but also wireless terminals. The messaging system is a core technology supporting the global community services like chatting, messenger, short message services, and file sharing services. The paper focus on the design of software architecture for messaging system and the engineering model for QoS support.

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VRmeeting : Distributed Virtual Environment Supporting Real Time Video Chatting on WWW (VRmeeting: 웹상에서 실시간 화상 대화 지원 분산 가상 환경)

  • Jung, Heon-Man;Tak, Jin-Hyun;Lee, Sei-Hoon;Wang, Chang-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.715-718
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    • 2000
  • 다중 사용자 분산 가상환경 시스템에서는 참여자들 사이의 의사 교환을 위해 텍스트 중심의 채팅과 TTS 등을 지원하고 언어 외적인 의사교환을 지원하기 위해 참여자의 대리자인 아바타에 몸짓이나 얼굴 표정 및 감정등을 표현할 수 있도록 애니메이션 기능을 추가하여 사용한다. 하지만 아바타 애니메이션으로 참여자의 의사 및 감정 표현을 표현하는 데는 한계가 있기 때문에 자유로운 만남 및 대화를 지원할 수 있는 환경이 필요하다. 따라서 이러한 문제를 해결하기 위해서는 참여자의 얼굴과 음성을 가상 공간상에 포함시킴으로써 보다 분명하고 사실적인 의사교환과 감정표현이 가능할 것이다. 이 논문에서는 컴퓨터 네트워크를 통해 형성되는 다중 사용자 가상 환경에서 참여자들의 의사 교환 및 감정 표현을 극대화하고 자유로운 만남과 대화를 제공하는 실시간 화상 대화가 가능한 분산 가상 환경 시스템을 설계하였다. 설계한 시스템은 참여자들의 거리와 주시 방향에 따라 이벤트의 양을 동적으로 제어함으로써 시스템의 부하를 최적화할 수 있는 구조를 갖고 있다.

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The Influence of Online-Store Cue on Consumers Perceived Quality and Online Purchase Intention

  • Liu, Fei;Sun, Yang;Na, Seung-Hwa
    • Journal of Distribution Science
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    • v.11 no.4
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    • pp.13-21
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    • 2013
  • Purpose - The purpose of this research is to find out the relationship between cue utilization and perceived website quality and purchase intention for an online store. To achieve this, we suggest a conceptual model that examines the relationship among product introductions, online communications, online reviews, perceived quality, and online purchase intention. Research design, data, and methodology - This research utilizes SPSS 19.0 and AMOS17.0 to analyze the data. We used factor analysis to shape the structure of the original data and saved the information with multiple dimensions. We then deployed the AMOS software to analyze the model. We performed both factor analysis and structural equation analysis. Results - The findings of this study show that graphic and word descriptions, online chatting, and online reviews have a positive influence on perceived quality. Furthermore, perceived quality has a positive influence on purchase intention. Conclusions - First, detailed product information should be added to influence quality perception. Second, consumers expect a certain level of service while shopping. Simultaneously, online products reviews from consumers deserve attention as they can impact consumer purchase intention.

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SmartPhone Group Chatting System for Twitter Users (트위터 사용자를 위한 스마트폰 그룹 채팅 시스템)

  • Park, Jong-Eun;Kwon, O-Jin;Lee, Hong-Chang;Lee, Myung-Joon
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.190-193
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    • 2011
  • 최근 급속히 보급된 스마트폰과 SNS의 발전은 가상 세계와 실세계를 보다 밀접하게 연결하여 사람들간의 다양한 상호작용을 가능하게 하였다. 지금까지 등장한 여러 SNS들은 사용자들 간의 네트워크를 쉽게 구성하는 방법에 치중하였기 때문에 상대방을 확인하고 정보를 교환하는 기능은 매우 단순하였다. 특히, 실시간 그룹 채팅 등과 같은 복합적인 형태의 정보 교환 기능을 지원하지 않기 때문에 협업 수행과 같은 다양한 분야에서 활용되기는 어려운 실정이다. 본 논문에서는 대표적인 SNS인 트위터의 사용자 네트워크를 기반으로 실시간 그룹 채팅을 지원하는 방법을 제안하고 이를 바탕으로 스마트폰 기반의 인스턴트 메시징 시스템을 개발했다. 본 연구에서는 트위터의 소셜 네트워크 정보를 분석하여 메시징 시스템 서버에 실시간으로 반영할 수 있는 알고리즘을 고안하였으며, 소셜 네트워크 관계를 분석하여 자동으로 그룹을 생성하고, 그룹간 실시간 메시징을 지원하는 XMPP 프로토콜 기반의 스마트폰 메시징 시스템 클라이언트를 구현하였다.

An Empirical Research of Gender Impact on Customer Behaviour towards Mobile Entertainment Services in India

  • Satish Kumar, G.N.
    • Asia-Pacific Journal of Business
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    • v.3 no.2
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    • pp.8-15
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    • 2012
  • Mobile Entertainment is the new era in mobile communication. Mobile Entertainment service is a combination of games, music, videos, chatting and telecommunication which has created a wide market in India. There is a variation between male and female customers towards Mobile Entertainment services. This study is aimed at analyzing gender impact of attitude, subjective norm, perceived behaviour control intention and behaviour towards mobile entertainment services. The Theory of planned Behaviour (TPB) provided a framework. Total 566 male and 376 female mobile users of different age groups participated in the research. The data analysis was conducted in three-stages. First, reliability tests were performed. Upon satisfactory results, confirmatory factor analysis (CFA) is used to analysis convergent, concurrent and discriminant validity of the model. Once the model was validated Structural Equation Model (SEM) Multi-group analysis is used to find the impact of gender behaviour towards Mobile entertainment services. The results of the study confirmed that the model is viable in predicting variation in gender impact on mobile entertainment services. The findings have revealed that attitude, perceived behaviour control and intention has a significant impact on behaviour to use mobile entertainment but subjective norm has no significant impact on behaviour to use mobile entertainment.

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Intranet Based Intelligent Messenger connection research (인트라넷 기반 지능형 메신저 관련연구)

  • Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.283-288
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    • 2004
  • This paper presents research in intelligent massenger technique for Cyber University to support accessing university database. Proposed techniques enables better communication between students and professons by using intelligent messenger. Intranet based massenger support simple message transfer and multimedia chatting service within homogeneous network or members in same group. Using niversity database it provide personalize information for each different user demand needs and through managing technique user could effectively organize members of group. To embody intelligent massenger, JMF(Java Media Frame Work), RMI(Remote Method Invocation), XML techniques were proposed and in result constructing effective community.

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