• 제목/요약/키워드: Online Communities

검색결과 246건 처리시간 0.027초

온라인 커뮤니티에 따른 영.유아 예방접종에 대한 정보습득 경로 및 지식수준 비교 (Information Sources and Knowledge on Infant Vaccination according to Online Communities)

  • 최인영;정미은;최순;김석일
    • Journal of Preventive Medicine and Public Health
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    • 제40권4호
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    • pp.291-296
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    • 2007
  • Objectives : To explore the information sources and knowledge on infant vaccinations of pro-vaccination community members and anti-vaccination community members on the internet. Methods : An online survey of 245 parents from three pro-vaccination communities and 92 parents from one anti-vaccination community was conducted from June 7 to June 23, 2006. Results : Parents from pro-vaccination communities usually gained the information regarding vaccination efficacy and risk mainly from healthcare providers (49.8%) and mass media (47.7%). Pro-vaccination community members considered healthcare providers as the most credible sources of information on vaccination, whereas the anti-vaccination community members usually gained their information regarding vaccine efficiency and risk from Internet child-care cafes and online vaccination communities. Parents of the anti-vaccination community considered the internet as the most credible information source (77.6% for efficacy, 94.8% for risk). In addition, the major reason why anti-vaccination community members didn't vaccinate and, will not vaccinate, was concern about possible side effects of the vaccine. The knowledge level on infant vaccination, education and economic status was higher in the anti-vaccination community. Conclusions : On-line communities concerned with vaccination are getting popular. The influence of anti-vaccination parents on the Internet is expected to be high. The government and healthcare providers need to increase their efforts to improve the credibility of information about vaccination. Our findings suggest that online communication regarding vaccinations needs to be considered as a means to increase vaccination rates.

Anonymous Participation and Collaboration Efficiency in Online Communities

  • Hong Joo Lee;Jong Woo Kim;Hyun Jung Park;Sung Joo Park
    • Asia pacific journal of information systems
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    • 제30권3호
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    • pp.497-512
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    • 2020
  • Anonymity is one of the key factors that influence communication and the work behaviours of people. It is even more evident in an online community where the role of anonymity can be akin to a double-edged sword: it can increase participation while at the same time having detrimental effects due to irresponsible and disruptive behaviour. Most studies on anonymous participation in groups or communities have reported this ambivalent view of anonymity: positive or negative. Furthermore, the effects of anonymous participation may be different in a dynamic sense because the task characteristics of participation can vary across time. In this study, we hypothesise that the effects of anonymity in online collaboration differ across the stages of collaboration. We analysed 2,978 featured articles on the English-language Wikipedia website and investigated the contributions of anonymous participants. While the contributions of anonymous participants were negative to collaboration efficiency as a whole, the negative effect of anonymous participants was stronger in the earlier stage than the later stage of collaboration. These findings indicate that the effect of anonymity has two sides in terms of collaboration efficiency in the same collaborative environment.

BEYTrans: A Free Online Collaborative Wiki-Based CAT Environment Designed for Online Translation Communities

  • Bey, Youcef;Kageura, Kyo;Boitet, Christian
    • 한국언어정보학회:학술대회논문집
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    • 한국언어정보학회 2007년도 정기학술대회
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    • pp.87-94
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    • 2007
  • This paper introduces BEYTrans (Better Environment for Your TRANSlation), the first experimental environment for free online collaborative computer-aided translation. The requirements and functionalities related to individual translators and communities of translators are distinguished and described. These functionalities have been integrated in a Wiki-based complete environment, equipped with all currently possible asynchronous linguistic resources and translation aids. Functions provided by BEYTrans are also compared with existing CAT systems and ongoing experiments are discussed.

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Detection of Political Manipulation through Unsupervised Learning

  • Lee, Sihyung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권4호
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    • pp.1825-1844
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    • 2019
  • Political campaigns circulate manipulative opinions in online communities to implant false beliefs and eventually win elections. Not only is this type of manipulation unfair, it also has long-lasting negative impacts on people's lives. Existing tools detect political manipulation based on a supervised classifier, which is accurate when trained with large labeled data. However, preparing this data becomes an excessive burden and must be repeated often to reflect changing manipulation tactics. We propose a practical detection system that requires moderate groundwork to achieve a sufficient level of accuracy. The proposed system groups opinions with similar properties into clusters, and then labels a few opinions from each cluster to build a classifier. It also models each opinion with features deduced from raw data with no additional processing. To validate the system, we collected over a million opinions during three nation-wide campaigns in South Korea. The system reduced groundwork from 200K to nearly 200 labeling tasks, and correctly identified over 90% of manipulative opinions. The system also effectively identified transitions in manipulative tactics over time. We suggest that online communities perform periodic audits using the proposed system to highlight manipulative opinions and emerging tactics.

Factors Influencing the Knowledge Adoption of Mobile Game Developers in Online Communities: Focusing on the HSM and Data Quality Framework

  • Jong-Won Park;Changsok Yoo;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • 제30권2호
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    • pp.420-438
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    • 2020
  • Recently, with the advance of the wireless Internet access via mobile devices, a myriad of game development companies have forayed into the mobile game market, leading to intense competition. To survive in this fierce competition, mobile game developers often try to get a grasp of the rapidly changing needs of their customers by operating their own official communities where game users freely leave their requests, suggestions, and ideas relevant to focal games. Based on the heuristic-systematic model (HSM) and the data quality (DQ) framework, this study derives key content, non-content, and hybrid cues that can be utilized when game developers accept suggested postings in these online communities. The results of hierarchical multiple regression analysis show that relevancy, timeliness, amount of writing, and the number of comments are positively associated with mobile game developers' knowledge adoption. In addition, title attractiveness mitigates the relationship between amount of writing/the number of comments and knowledge adoption.

Online Brand Community and Its Outcomes

  • Ha, Yongsoo
    • The Journal of Asian Finance, Economics and Business
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    • 제5권4호
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    • pp.107-116
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    • 2018
  • The aim of this study is to delve deeper into the online brand community study. This study tests (a) the effects of online brand community on its outcomes, (b) the impact of value creation practice construct as a whole, (c) the effects of value creating practice construct on the two types of loyalty, loyalty toward the brand and the community. Participants of this study (N=353) are members of four types of online brand communities (e.g., business-to-consumer virtual product support community, firm-hosted online community, user-generated online community, peer-to-peer problem-solving community, and social media based brand community). Data were collected online using Amazon Mechanical Turk from April 10, 2016 to May 10, 2016. The data were analyzed through structural equations modeling using AMOS 20. The three community markers (e.g., consciousness of kind, rituals and traditions, and moral responsibility) and the four value creation practices (e.g., social networking, impression management, community engagement, and brand use) are proved to be significant indicators of online brand community and value creation practice constructs, respectively. Test results showed that strong and effective online brand communities generate value creation practices, and value creation practices enhance brand loyalty. The mediating effects of community loyalty between value creation practices and brand loyalty were revealed.

온라인 커뮤니티 몰입에 미치는 영향 연구 : 만족과 커뮤니티 신뢰를 매개로 (A Study on the Effects of the Online Community Flow : Mediating Satisfaction and Community Trust)

  • 문영주;이종호
    • 한국정보시스템학회지:정보시스템연구
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    • 제16권1호
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    • pp.23-45
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    • 2007
  • Today, most companies are building up and using online communities on their websites. But there are few studies on forming and operating online communities. This study shows the influence of social presence on these factors like usefulness, ease of use, playfulness, satisfaction community trust, and its ultimate contribution to community flow. An Empirical results suggest as follows. (1) social presence has stronger effect on usefulness, ease of use, playfulness, (2) usefulness and playfulness has a positive influence on satisfaction, (3) ease of use doesn't have a significant impact on flow, (4) satisfaction is positively influences on community trust and flow, (5) community trust influences on flow. It is necessary to succeed with next studies following this one about online community in spite of its limitation. Finally, we present contribution and propose future research directions.

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온라인 커뮤니티 사이트의 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (Factors Affecting the Continuous Usage Intention of Online Community Sites)

  • 정다미;이충권
    • 스마트미디어저널
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    • 제4권1호
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    • pp.44-51
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    • 2015
  • 온라인 커뮤니티는 개인과 개인 사이의 관계를 가지고 있는 사랑들 간에 존재하는 연결선으로 볼 수 있다. 온라인 커뮤니티에 대한 관심이 날로 커지면서 전 세계적으로 온라인 커뮤니티를 기반으로 하는 웹 사이트들이 증가하고 있는 추세이다. 본 연구에서는 온라인 커뮤니티의 개념을 체계적으로 정립하고, 온라인 커뮤니티 사이트의 특성요인을 파악하여 커뮤니티에 대한 몰입과 사이트에 대한 만족도가 지속적인 사용의도에 미치는 영향을 연구하였다.

온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 - (Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' -)

  • 정혜승
    • 한국콘텐츠학회논문지
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    • 제8권6호
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    • pp.89-97
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    • 2008
  • 인터넷 접속이 필수조건인 온라인 게임과는 달리 전용 게임기로 오프라인에서 게임을 즐기는 비디오 게임의 온라인 커뮤니티도 온라인 게임의 커뮤니티 못지않게 활성화되고 있다. 비디오 게임 플레이어들이 인터넷에 커뮤니티를 만들고 적극적으로 활용하고 있다는 것은 비디오 게임의 "게임 플레이(Game Play)"에 온라인 커뮤니티가 중요한 역할을 하고 있다는 것을 나타낸다. 본 연구에서는 온라인 커뮤니티가 비디오 게임의 "게임 플레이"에 미치는 영향을 분석하기 위하여 먼저 "게임 플레이"의 의미와 평가 항목에 대하여 알아보았다. 그리고 비디오 게임의 온라인 커뮤니티를 조사하여 어떤 용도로 활용되고 있고, 어떤 내용들로 구성되어 있는지 살펴보았다. 플레이어들의 온라인 커뮤니티 활동 내용을 "게임 플레이"의 평가 항목에 의하여 분석하고 그 결과를 바탕으로 온라인 게임 커뮤니티가 비디오 게임의 "게임 플레이"에 미치는 영향에 대하여 정리해 보았다.

Consumer Engagement in Online Anti-BrandCommunities

  • 최세정
    • 인터넷정보학회지
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    • 제14권1호
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    • pp.8-28
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    • 2013
  • In a backlash against corporate branding and capitalism, a growing number of consumers are resisting current marketplace practices and big corporate brands. One particular form of this phenomenon is the emergence of anti-brand communities in social media. The current study, which surveyed a sample of 251 anti-brand community members on Facebook, provides a preliminary understanding of the characteristics and antecedents of anti-brand communities as a new platform for consumer empowerment and anti-brand activism. Findings suggest that consumers' engagement in online anti-brand communities, especially through social media, may be triggered by their negative experiences with employees, product quality, post-purchase service, and value/price. They are motivated, the results show, by seven primary factors: altruism, revenge, advice seeking, convenience, sympathy seeking, socialization, and the need to vent.

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