• Title/Summary/Keyword: Emoticons

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Typography Media(Emoticon) for the Public Service and Communication (타이포그래피 미디어(이모티콘)의 소통과 공공성)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.197-204
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    • 2011
  • In line with the development of Media, the use of character has been developed in various ways. Specially, it has been emerged the functions of written language of visualization and delivery of emotion in the digitalized environment due to speedy growth of internet and Mobile. The emoticons emerged as a tool for the convenience of communication proved to have taken effective role in the part of communication culture. Particularly, Hangul emoticons which contains the meaning of communication and sharing in tandem with the principle of Hangul invention, provides convenience in combination & use due to its structural and design characteristic for which it plays a significant role of visual element. Hangul emoticon is definitely a part of Hangul culture and in view of globalization of visual language in connection with media development, there is a huge potential being to be used as a international communication tool. In this study, it will be reviewed on the increased utilization of Hangul emoticons and related public issues as being a part of typography media, in view of the generalization of private media as well as change of subjective user.

The Effect of Motivation for Emoticon Use on Behavior of Purchasing Paid Emoticon: Focused on Theory of Planned Behavior (이모티콘 사용동기가 유료 이모티콘 구매 행동에 미치는 영향: 계획행동이론을 중심으로)

  • Yoo, Seunghun;Park, YounJung;Kang, Hyunmin;Kim, Sungtae
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.395-404
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    • 2021
  • Emoticons used in personal messengers have already become a one of industry. In this study, we want to explore what motivations people use emoticons and how they affect to purchasing behavior. We first looked into which emoticon usage motivation influenced the attitude of emoticon purchase, and then analyzed the research model through PLS-based structural equation modeling. The result found that fashion and fun/habit factors significantly explain attitudes to emoticon purchase, and attitude, subjective norms, and perceived self-control affect to purchase intention and purchase intention predict purchase behavior. This study showed the factors affecting the purchase of emoticons through a validated model, and the results suggest what motivation factors should be included in the marketing phase and advertising.

A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

The Effect of the Character Attribute of Charged Mobile Messenger Emoticons on the Purchase Intention (모바일 메신저 유료 이모티콘의 캐릭터 속성요인이 구매의도에 미치는 영향)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.209-215
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    • 2017
  • Character of emoticon is considered suitable for expressivity in the digital era mixing and using contents of conversation with images in the course of having a talk with the other party in the mobile space. For the foregoing, this study carried out multiple regression analysis having factors of character attribute such as awareness, friendliness, self-expressivity and image differentiation as independent variables, and purchase intention of purchasers as a dependent variable. Analysis results show that awareness and image differentiation had a positive influence on the purchase intention, whereas friendliness and self-expressivity exerted no significant influence on the purchase intention.

The Impacts of Media Symbol Variety on Performance in Virtual Teams

  • Shim, Sang-Min;Suh, Kil-Soo;Im, Kun-Shin
    • Journal of Information Technology Applications and Management
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    • v.17 no.3
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    • pp.83-97
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    • 2010
  • The purpose of this study is to examine the impacts of media symbol variety on group performance in virtual teams. Symbol variety is defined as the number of ways in which information can be communicated and includes Daft and Lengel [1986]'s multiplicity of cues and language variety. According to media richness theory and media synchronicity theory, the use of media with high symbol variety is assumed to facilitate and promote communications among virtual team members. Therefore, it is expected that the media symbol variety is positively associated with group performance in virtual teams. Furthermore, online relationship building is expected to mediate the impacts of symbol variety on the performance. To confirm the suppositions, a controlled lab experiment was conducted with 60 undergraduate students as subjects. In the experimental virtual teams, subjects were allowed to communicate with other members using text-based messenger with emoticons. Subjects in the control virtual teams were allowed to communicate using only text-based messenger. The direct impact of symbol variety on group performance in virtual teams was found insignificant. However, the online relationship was found to completely mediate the positive impact of symbol variety on group performance. The implications and limitations of this study are also discussed for future research.

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Emphasizing Emotional Expression through Vibration Patterns in Online Environments (진동패턴을 이용한 감성정보 표현의 극대화)

  • Jung, Chan-Hee;Paek, Jung-Min;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.411-416
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    • 2007
  • 본 연구는 메신저 환경에서 상대방에게 감정을 표현할 때, 기존의 시청각적 감성정보 전달방식 이외에 촉각적 수단을 통하여 감성정보를 표현하는 진동기반 촉각 인터페이스를 제안한다. 이를 위해, 국내의 한 메신저 프로그램이 제공하고 있는 감성정보 기반의 이모티콘들을 분류하여 진동패턴을 기반으로 한 택타일 아이콘(tactile icons)으로 재정의한다. 그리고 사용자 실험을 통해 이의 실효성과 향후 응용 가능성을 검증한다.

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Emoticons suggestions based on user preferences (사용자 선호도에 따른 이모티콘 제안)

  • Kim, Jin-seong;Cho, he won;Jeong, Im-young
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.445-446
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    • 2016
  • 이모티콘은 자신의 감정과 개성을 표현하는 중요한 수단이 되었다. 그러나 이모티콘의 수가 너무 많아 이에 따른 적절한 이모티콘을 선택하기가 어려워 졌다. 따라서 본 제안에서는 사용자에 선호도에 따라 이모티콘을 제안하여 보다 손쉬운 인터페이스를 제공하고자 한다.

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An Empirical Study of Intention of Usage of Health Information on the Internet: Comparison by Gender (인터넷에서 건강정보 이용의도에 대한 실증 연구: 성별에 따른 비교)

  • Lim, Se-Hun;Lee, Sung-Ho;Kim, Dae-Kil
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.77-94
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    • 2011
  • Since the general quality of life has been improving, people have become interested in "well-being." The widespread acceptance of the importance of "well-being" to quality of life has encouraged people to take more interest in getting health information online when they need it. Expansive use of online health information suggests that individual characteristics (i.e., gender and other traits), Website features, and perceived trust are related to the primary concern for many online health information consumers. This study examines whether familiarity, perceived security, and reputation of health information on various Websites influence the relationship of trust and intention to use by gender. These research results will contribute to the adoption of online health information by gender and, moreover, will provide companies with an understanding of key characteristics of consumers who use emoticons and provide useful implications for marketing strategies to current and future consumers.

Design of Big Data Preference Analysis System (빅데이터 선호도 분석 시스템 설계)

  • Son, Sung Il;Park, Chan Khon
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1286-1295
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    • 2014
  • This paper suggests the way that it could improve the reliability about preference of user's feedback by adding weighting factor on sentiment analysis, and efficiently make a sentiment analysis of users' emotional perspective on the big data massively generated on twitter. To solve errors on earlier studies, this paper has improved recall and precision of sensibility determination by using sensibility dictionary subdivided sentiment polarity based on the level of sensibility and given impotance to sensibility determination by populating slang, new words, emoticons and idiomatic expressions not in the system dictionary. It has considered the context through conjunctive adverbs fixed in korean characteristics which are free to the word order. It also recognize sensibility words such as TF(Term Frequency), RT(Retweet), Follower which are weighting factors of preference and has increased reliability of preference analysis considering weight on 'a very emotional tweet', 'a recognised tweet from users' and 'a tweeter influencer'

Information Behavior on Social Live Streaming Services

  • Scheibe, Katrin;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • v.4 no.2
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    • pp.6-20
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    • 2016
  • In the last few years, a new type of synchronous social networking services (SNSs) has emerged—social live streaming services (SLSSs). Studying SLSSs is a new and exciting research field in information science. What information behaviors do users of live streaming platforms exhibit? In our empirical study we analyzed information production behavior (i.e., broadcasting) as well as information reception behavior (watching streams and commenting on them). We conducted two quantitative investigations, namely an online survey with YouNow users (N = 123) and observations of live streams on YouNow (N = 434). YouNow is a service with video streams mostly made by adolescents for adolescents. YouNow users like to watch streams, to chat while watching, and to reward performers by using emoticons. While broadcasting, there is no anonymity (as in nearly all other WWW services). Synchronous SNSs remind us of the film The Truman Show, as anyone has the chance to consciously broadcast his or her own life real-time.