• Title/Summary/Keyword: Online Participation

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Techno Populism and Algorithmic Manipulation of News in South Korea

  • Yoon, Sunny
    • Journal of Contemporary Eastern Asia
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    • v.18 no.2
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    • pp.33-48
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    • 2019
  • The current Moon Jai-in administration in South Korea is facing serious challenges as a result of a scandal involving the manipulation of news online. Staff in Moon's camp are suspected of manipulating public opinion by creating millions of fake news comments online, contributing to Moon being elected president. This South Korean political scandal raises a number of theoretical issues with regard to new platform technologies and media manipulation. First, the incident exposes the technological limits of blocking manipulation of the news, partly because of the nature of social media and partly because of the nature of contemporary technology. Contemporary social media is often monopolistic in nature; with the majority of people are using the same platforms, and hence it is likely that they will be subject to forms of media manipulation. Second, the Korean case of news manipulation demonstrates a unique cultural aspect of Korean society. News comments and readers' replies have become a major channel of alternative news in Korea. This phenomenon is often designated as "reply journalism," since people are interested in reading the news replies of ordinary readers equally to reading news reports themselves. News replies are considered indicators of public opinion and are seen as affecting trias politica in Korean society. Third, the Korean incident of news manipulation implicates a new form of populism in the 21st century and the nature of democratic participation. This article aims to explicate key issues in media manipulation by including wider technological, cultural, and political aspects in the South Korean news media context.

Technological Factors Facilitating B40's Motivation in Malaysia to Continue Using Online Crowdsourcing Platform

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.117-126
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    • 2021
  • The increasing number of retrenchments because of the current global pandemic, Covid-19, has led many to shift to the digital economy, especially among the low-income group (B40) in Malaysia. Crowdsourcing is the collection of information, opinions, or work from a group of people, usually sourced via the Internet. Fueled by the development of Internet-based platforms that provided its technological foundation, and the need for an agile and uniquely skilled workforce, crowdsourcing has grown from the grassroots, with a burgeoning body of research investigating its many aspects. However, very few studies examined crowd workers' motivation for continuous participation on online crowdsourcing platforms. Thus, this paper aims to explore the technological factors that facilitate B40's group motivation in Malaysia to continue to participate in online crowdsourcing platforms. This paper employed a qualitative approach, using a semi-structured interview. The thematic analysis method was used to decode the data extracted from the interview transcript. The finding of this study identified four main themes and seven sub-themes: (1) Technology efficacy, (2) Platform Management: client-worker management, safety net, payment mechanism, (3) Platform Design: UI design, rating feature and (4) Infrastructure: Internet connection, technology infrastructure. This study can provide a guideline for managing crowdsourcing practices in Malaysia, especially for the crowdsourcing platform developer.

Distribution of Brand Community in University: A Systematic Review of Literature on Higher Education Market-Oriented Strategy

  • Danial, THAIB;Saiful, GHOZI;Hendra, SANJAYA KUSNO;Andriani, KUSUMAWATI;Edy, YULIANTO
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.25-36
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    • 2023
  • Purpose: Brand community in higher education institutions comes up as an important topic to be discussed because the relationships among consumers can support the institutional brand and ultimately give meaning and vitality to the market-oriented strategy. This study aims to investigate how the literature on brand community in higher education have been distributed in research trends, theoretical frameworks, and methods. Research design, data and methodology: A total of 24 articles were organized from four reputable international databases. Content analysis were performed followed by synthesis toward potential directions and suggestions. Results: The researches in this area have increasingly focused on online interaction. Social identity theory and relationship theory were the two most prevalent theories used. Since the internet provides any social relationship with a specific relationship to form the brand community, its contextualization in higher education resulted in new concept implementation. Conclusions: The relationship within online participati on has impacted the market-oriented strategy of higher education in searching for ways toward a long-term and enduring bond among students, alumni, institutions and brands. As there is a plenteous prospect of data availability combined with big data analysis technology, the online participation will pique the interest of scholars to conduct further research on it.

Is Political Polarization Reinforced in the Online World?: Empirical Findings of Comments about News Articles (온라인 공간의 정치 양극화는 심화될 것인가?: 선거 기사 댓글에 대한 경험적 분석)

  • Eom, Ki-Hong;Kim, Dae-Sik
    • Informatization Policy
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    • v.28 no.4
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    • pp.19-35
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    • 2021
  • The purpose of this research is to investigate the attributes of the online world and to analyze their influence on democracy. The research focuses on the mayoral by-elections that were held in Seoul and Busan, South Korea, on April 4, 2021. The study demonstrates the characteristics of online spaces and the polarization of the online public through news articles and user comments from the Internet. The research includes topic modeling to measure the diversity of media reports, sentiment analysis to measure online public opinion, and interrupted time series analysis to understand how a particular event influences online attitudes. A combination of these methods is used to attempt to estimate the strength of political polarity in the online environment. The study shows diverse media reports by election region and candidate, where the online public repeatedly reveals high negative and low positive attitudes towards each candidate. Moreover, political polarity can differ based on the level of interest in an election. Although voters pay less attention to a by-election than a presidential election, there is a solid political polarity in the online world. Hence, the research recommends preparing measures to alleviate the polarization as politics requires significant online participation.

Web Based Collaborative Application Form Agent System

  • Kim Seok-Soo
    • International Journal of Contents
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    • v.1 no.1
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    • pp.35-39
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    • 2005
  • This research employs the intelligent application form agent to help people to locate the information they would want from Internet quickly. Based on Internet GUI environment, this user-friendly online application form program uses the agent concept to provide the customized, individual information to the users who registered their application form answers, to the extent of increasing the interest and participation of users. The system helps along with the decision making process, by quickening the information gathering process.

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Identifying Common Daily Activities Performed by Older Adults in the United States and South Korea and Changes in Activity Participation Across the Adult Lifespan in South Korea (미국성인과 한국성인의 공통적 일상활동과 한국인의 생애주기 변동에 따른 활동참여 변화)

  • Park, Sangmi;Connor, Lisa Tabor;Lee, Yejin
    • Therapeutic Science for Rehabilitation
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    • v.13 no.2
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    • pp.53-67
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    • 2024
  • Objective : This study aimed to identify common activities with similar participation levels between community-dwelling individuals in the United States (US) and South Korea (Study 1), and analyze the changes in activity participation patterns across the adult lifespan in South Korea (Study 2). Methods : We administered the online survey-based Activity Card Sort version 3 (ACS-3) to adults living in the US and South Korea. In Study 1, we computed the average participation level and visualized 100 activities of the ACS-3 from both the US and Korean samples. The average participation level across the four age groups in Study 2 was calculated and visualized to understand the changes in patterns of involvement across the four ACS-3 domains in a Korean sample. Results : In Study 1, data from 161 Americans and 163 Koreans were analyzed. Of the 100 activities, 48 (instrumental: 20; leisure: 13; fitness/health: 6; social: 9) demonstrated similar levels of participation between the two samples. In Study 2, data from 420 Koreans were analyzed and a tendency for decreased participation with age was found in all domains, except for the instrumental domain. Conclusion : Common daily activities may be used as a means of intervention across cultures in occupational therapy. Protective approaches and support are recommended to optimize older adults' participation in daily life.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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

  • Choi, In-Young;Chung, Mi-Eun;Choy, Soon;Kim, Suk-Il
    • Journal of Preventive Medicine and Public Health
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    • v.40 no.4
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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.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

The Effect of Online Learning Using Note-Taking on Academic Achievement (노트 필기를 사용한 온라인 학습이 학업성취도에 미치는 영향)

  • Yoon, Seok-Beom;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.333-339
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    • 2022
  • In this study, we study the effects of note-taking skills on students' academic performance, satisfaction, and concentration, and immersiveness when students are taking online classes. The Cornell note format was used for the note-taking skills. The survey result shows that note-taking skills in online class increase students' diligence, participation, and concentration. We find a strong positive correlation between the number of Cornell note submission and academic performance, and we show that the association between two is a statistically significant by using simple/multiple regression analysis. The multiple regression result shows that one unit increase in the Cornell note submission is associated with the increase in 0.253 midterm score on average. In addition, one unit increase in the Cornell note submission is associated with increase in 0.287 final exam score on average. Further, we conduct bootstrapping regression as a robustness test and show that the results are consistent with the simple/multiple regression results. These analyses show that Cornell note taking skills in online classes can be beneficial for students to improve the quality of their learning.