• 제목/요약/키워드: Creative Users

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Branding and Advertising on Social Networks: Current Trends

  • Trachuk, Tetiana;Vdovichena, Olga;Andriushchenko, Mariia;Semenda, Olha;Pashkevych, Maryna
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.178-185
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    • 2021
  • The emergence of social networks has led to the flourishing of a new golden era of branding, which is a challenge for companies due to the need for creative positioning of companies with an emphasis on building trust and loyalty to the brand. Consumers are becoming more demanding and due to a wide range of products in different markets, make demands that are more stringent on companies. The goal of this article was to study the main trends of branding and advertising on social networks to develop a new approach to brand promotion. Methodology. The quantitative and qualitative research design was used to determine the main trends in branding and advertising on social networks. The methodology included the following methods: 1) analysis of the relationship between brand value and brand content strategy, 2) content analysis of the content of companies in social networks on the example of 10 world-famous brands with the highest value. The results allowed forming the criteria of effective content and communication: simplicity of content and simplicity of communication, lack of direct advertising of products, emphasis on global socio-economic problems and social orientation, unobtrusive communication, content creativity, indirect information about the product or work, the history of the company's development through various tools. The main content strategies of brands are defined: storytelling strategy; strategy of informing about the history of the company's development; entertainment and information strategy; strategy of joint interaction with the audience through the involvement of wellknown influencers or users of products. The theoretical and practical value of the results is confirmed by the conceptualization of the main content strategies of world-famous brands, which are pioneers in new ways to build relationships with users through social networks. The research proposes to use a customer-oriented approach to brand promotion. This means studying consumer behavior and predicting possible changes in behavior, which determines the level of interaction with the brand, the content strategy of the brand, and its effectiveness.

텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석 (Metaverse Platform Customer Review Analysis Using Text Mining Techniques )

  • 김혜진;이정승;김수경
    • Journal of Information Technology Applications and Management
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    • 제31권1호
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

서비스제공자와 사용자의 인식차이 분석을 통한 소셜커머스 핵심성공요인에 대한 연구: 한국의 티켓몬스터 중심으로 (A Study on the Critical Success Factors of Social Commerce through the Analysis of the Perception Gap between the Service Providers and the Users: Focused on Ticket Monster in Korea)

  • 김일중;이대철;임규건
    • Asia pacific journal of information systems
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    • 제24권2호
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    • pp.211-232
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    • 2014
  • Recently, there is a growing interest toward social commerce using SNS(Social Networking Service), and the size of its market is also expanding due to popularization of smart phones, tablet PCs and other smart devices. Accordingly, various studies have been attempted but it is shown that most of the previous studies have been conducted from perspectives of the users. The purpose of this study is to derive user-centered CSF(Critical Success Factor) of social commerce from the previous studies and analyze the CSF perception gap between social commerce service providers and users. The CSF perception gap between two groups shows that there is a difference between ideal images the service providers hope for and the actual image the service users have on social commerce companies. This study provides effective improvement directions for social commerce companies by presenting current business problems and its solution plans. For this, This study selected Korea's representative social commerce business Ticket Monster, which is dominant in sales and staff size together with its excellent funding power through M&A by stock exchange with the US social commerce business Living Social with Amazon.com as a shareholder in August, 2011, as a target group of social commerce service provider. we have gathered questionnaires from both service providers and the users from October 22, 2012 until October 31, 2012 to conduct an empirical analysis. We surveyed 160 service providers of Ticket Monster We also surveyed 160 social commerce users who have experienced in using Ticket Monster service. Out of 320 surveys, 20 questionaries which were unfit or undependable were discarded. Consequently the remaining 300(service provider 150, user 150)were used for this empirical study. The statistics were analyzed using SPSS 12.0. Implications of the empirical analysis result of this study are as follows: First of all, There are order differences in the importance of social commerce CSF between two groups. While service providers regard Price Economic as the most important CSF influencing purchasing intention, the users regard 'Trust' as the most important CSF influencing purchasing intention. This means that the service providers have to utilize the unique strong point of social commerce which make the customers be trusted rathe than just focusing on selling product at a discounted price. It means that service Providers need to enhance effective communication skills by using SNS and play a vital role as a trusted adviser who provides curation services and explains the value of products through information filtering. Also, they need to pay attention to preventing consumer damages from deceptive and false advertising. service providers have to create the detailed reward system in case of a consumer damages caused by above problems. It can make strong ties with customers. Second, both service providers and users tend to consider that social commerce CSF influencing purchasing intention are Price Economic, Utility, Trust, and Word of Mouth Effect. Accordingly, it can be learned that users are expecting the benefit from the aspect of prices and economy when using social commerce, and service providers should be able to suggest the individualized discount benefit through diverse methods using social network service. Looking into it from the aspect of usefulness, service providers are required to get users to be cognizant of time-saving, efficiency, and convenience when they are using social commerce. Therefore, it is necessary to increase the usefulness of social commerce through the introduction of a new management strategy, such as intensification of search engine of the Website, facilitation in payment through shopping basket, and package distribution. Trust, as mentioned before, is the most important variable in consumers' mind, so it should definitely be managed for sustainable management. If the trust in social commerce should fall due to consumers' damage case due to false and puffery advertising forgeries, it could have a negative influence on the image of the social commerce industry in general. Instead of advertising with famous celebrities and using a bombastic amount of money on marketing expenses, the social commerce industry should be able to use the word of mouth effect between users by making use of the social network service, the major marketing method of initial social commerce. The word of mouth effect occurring from consumers' spontaneous self-marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers; in this context, the word of mouth effect should be managed as the CSF of social commerce. Third, Trade safety was not derived as one of the CSF. Recently, with e-commerce like social commerce and Internet shopping increasing in a variety of methods, the importance of trade safety on the Internet also increases, but in this study result, trade safety wasn't evaluated as CSF of social commerce by both groups. This study judges that it's because both service provider groups and user group are perceiving that there is a reliable PG(Payment Gateway) which acts for e-payment of Internet transaction. Accordingly, it is understood that both two groups feel that social commerce can have a corporate identity by website and differentiation in products and services in sales, but don't feel a big difference by business in case of e-payment system. In other words, trade safety should be perceived as natural, basic universal service. Fourth, it's necessary that service providers should intensify the communication with users by making use of social network service which is the major marketing method of social commerce and should be able to use the word of mouth effect between users. The word of mouth effect occurring from consumers' spontaneous self- marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers. in this context, it is judged that the word of mouth effect should be managed as CSF of social commerce. In this paper, the characteristics of social commerce are limited as five independent variables, however, if an additional study is proceeded with more various independent variables, more in-depth study results will be derived. In addition, this research targets social commerce service providers and the users, however, in the consideration of the fact that social commerce is a two-sided market, drawing CSF through an analysis of perception gap between social commerce service providers and its advertisement clients would be worth to be dealt with in a follow-up study.

Multicore Flow Processor with Wire-Speed Flow Admission Control

  • Doo, Kyeong-Hwan;Yoon, Bin-Yeong;Lee, Bhum-Cheol;Lee, Soon-Seok;Han, Man Soo;Kim, Whan-Woo
    • ETRI Journal
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    • 제34권6호
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    • pp.827-837
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    • 2012
  • We propose a flow admission control (FAC) for setting up a wire-speed connection for new flows based on their negotiated bandwidth. It also terminates a flow that does not have a packet transmitted within a certain period determined by the users. The FAC can be used to provide a reliable transmission of user datagram and transmission control protocol applications. If the period of flows can be set to a short time period, we can monitor active flows that carry a packet over networks during the flow period. Such powerful flow management can also be applied to security systems to detect a denial-of-service attack. We implement a network processor called a flow management network processor (FMNP), which is the second generation of the device that supports FAC. It has forty reduced instruction set computer core processors optimized for packet processing. It is fabricated in 65-nm CMOS technology and has a 40-Gbps process performance. We prove that a flow router equipped with an FMNP is better than legacy systems in terms of throughput and packet loss.

유니버설디자인을 적용한 고령친화형 운동환경 디자인 가이드라인 (Aging-Friendly Outdoor Exercise Environmental Design Guideline With Universal Design)

  • 이연숙;안창헌;이동주
    • KIEAE Journal
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    • 제12권4호
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    • pp.47-57
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    • 2012
  • The purpose of this study is to develop an aging friendly guideline aging friendly outdoor exercise environment in Universal design aspect. The aim for this guideline is to suggest a creative method to cope with forthcoming aging society and meet the various demands of all park users. Documentary survey and field survey were used to extract notion of universal design and aging friendly design; based from the extracted notions three types of exercise environment were suggested, Small scale, Medium scale and Large scale. The significant of this guideline is as fallow: First, negative aspects of aging friendly design can be eliminated by adopting universal design; therefore the guideline can have social integration aspect. Second, reflected needs of residents can be suggested on the guideline; and it was extracted from documentary survey, PPP UD checklist and field survey. Third, classifying universal design and aging friendly design in one guideline can enhance ability to manage various composition of population. Fourth, by studying young child and old people's likeness and parallel resemblance, design guideline for forthcoming aging society can be suggested. Fifth, from three developed exercise environments, the guideline can be applied into different conditions of location. Sixth, canopy type design model can be very useful for old people.

For English Not as an International But as an Intercultural Language among Students in Distribution Science Business English Programs

  • Lee, Kang-Young
    • 유통과학연구
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    • 제16권11호
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    • pp.5-10
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    • 2018
  • Purpose - The recent establishment of many varieties of English language in the globe has created many models of English such as world Englishes (WEs), English as a Lingua Franca (ELF), English as a family of languages, and English as an Intercultural Language (EIcL). Among the models, the present study highlights 'English as an intercultural language (EIcL)' in relation to distribution science business English teaching to elucidate what EIcL is and why it is critical and how it can be realized in the business English classrooms. Research design, data, and methodology - This study look into the EIcL paradigm that empowers all active users to view English as universal and at the same time enables them to develop critical skills to bridge intercultural gaps or to cross borders. Results - Rather than just focusing on an acquisition of standardized English(es), EIcL serves as a major contextual factor facilitating success in getting competence among the different English languages. Conclusions - EIcL is a promising and ultimately rewarding approach to the contemporary business English teaching arena. EIcL should be achieved through policies, textbooks or living abroad, and, above all, learners/teachers' active awareness and understanding' of the EIcL mainstreams.

게임디자인을 위한 형식적 요소로서의 '경계' 연구 (Designing Games with 'Boundary' as Formal Element)

  • 이준희
    • 한국게임학회 논문지
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    • 제10권2호
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    • pp.3-10
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    • 2010
  • 게임 디자인에 대한 학문적 기반이 미약했을 때는 장르를 기반으로 하는 기존 게임의 몇몇 유형에 표면적인 변화만을 통한 차별성을 추구했다. 게임 시장이 더 다양한 대상을 위한, 더 다양한 유형을 가진 게임으로 전례 없는 확장을 경험하는 이유는 이와 같은 게임의 형식적 구조에 대한 다양한 변화를 통한 실험적 디자인이 가능하기 때문이다. 본 논문에서는 게임의 형식적 요소 중 특히 '경계'를 집중적으로 조명한다. 게임의 경계는 다양한 모바일 기술의 발전, 공공디자인 분야에서 행해지는 공간의 재해석과 환경과 미디어의 조합 그리고 인터렉티브 미디어의 수용과 같은 맥락의 새로운 생활, 놀이문화와 융합미디어의 가능성을 제시하여 준다.

음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성 (Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment)

  • 권희정
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1095-1100
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    • 2009
  • 메타버스 공간 혹은 다자간 온라인 게임형 커뮤니케이션을 이용한 공동창작의 특성이나 장점에 대한 연구와 관심이 증가하고 있다. 본 연구는 제안된 공간에서 창작이라는 공통의 목적을 달성하기 위하여 서로의 아이디어와 기술, 그리고 예술적 창작물에 대한 의사교환을 시도하여, 각자의 창작 활동이 더욱 풍부하게 발전할 수 있도록 협업하는 참여적 디자인 실험을 진행하였다. 실험에 참가한 참가자들은 세컨드라이프에서 자신의 예술활동 혹은 음악활동을 목적으로 활발하게 활동하는 25 명의 그룹참여자들을 대상으로 진행되었다. 이들은 세컨드라이프 상에 구축된 갤러리 메타포를 중심으로 사진작가, 화가, 사운드 아티스트, 아키텍트, 콜렉터 등의 역할을 수행하였고, 연구 기간 동안 5 명의 예술가가 직접 자신의 전시회를 제안된 공간에서 진행하도록 하였다.

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뇌파에 기반한 수면케어 서비스에서 수면유도음향의 분류기법 (Classification Method of Sleep Induction Sounds in Sleep Care Service based on Brain Wave)

  • 위현승;이병문
    • 한국멀티미디어학회논문지
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    • 제23권11호
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    • pp.1406-1417
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    • 2020
  • Sounds that have been evaluated to be effective in inducing sleep are helpful to reduce sleep disorders. Generally, several sounds have been verified the effects by brainwave experiments, but it cannot be considered on all users because of individual variation for effects. Moreover, the effectiveness for inducing sleep is not known for all new sounds made by creative activities. Therefore, new classification system is required to collect new effective sounds with considering personal brainwave characteristics. In this paper, we propose a new sound classification method by applying improved MinHash cluster to brain waves. The proposed method will classify them through whether it is effective for sleep care by evaluation his brainwave during listening for each sound. In order to prove effectiveness of the proposed classification method, we conducted accuracy experiment for sleep sound classification using verified sleep induction sound. In addition, we have compared time for existing method and proposed method. The former is scored 85% accuracy in the experiment. We confirmed the latter one that the average processing time was reduced to 70%. It is expected to be one of method for pre-screening whether it is effective when a new sound is introduced as a sound for sleep induction.

A Study on the National Spatial Data Infrastructure of U.S.A

  • Koh, June-Hwan
    • 한국측량학회지
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    • 제25권6_1호
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    • pp.485-497
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    • 2007
  • By the rapid development of Information Communication Technology (ICT) and Geo-spatial Technology (GT) and the increased usage of spatial data for planning and infrastructure management, the National Geographic Information System (NGIS) for more efficient and effective utilization of spatial information has been developed by the central government in Korea since 1995. NGIS is the base of Spatial Data Infrastructure (SDI). SDI is developed as one of National Information Infrastructures (NII). Among the hierarchy of SDI, National Spatial Data Infrastructure (NSDI) has very important role in the success of SDI development. Many research articles show that the USA's NSDI initiatives, development strategy have been strongly influenced all over the world. In these viewpoints, to propose the future directions of Korean NGIS, the development of NSDI strategy of USA is reviewed by literature through published book and internet resources. The conclusions of this study are as follow: 1) top-down and bottom-up approach are needed for integrated data sharing and standardization. 2) the creative and evolutionary vision and strategy has to be suggested. 3) the training program and lecture material has to be developed and diffused to the users and providers of spatial data. 4) governance system has to be built for NSDI evaluation. 5) the formation of geo-spatial forum to discuss the spatial-related problems and make research agenda, etc.