• 제목/요약/키워드: Online Social Activity

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A Comparative Study of the Effects of Consumer Innovativeness, Self-esteem, and Need for Cognition on Online Activity before and after COVID-19

  • Myung Gwan Lee;Sang Hyeok Park;Seung Hee Oh
    • Journal of Information Technology Applications and Management
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    • 제30권5호
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    • pp.121-139
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    • 2023
  • This study tried to identify factors affecting online activity before and after the COVID-19 pandemic. To this end, the effects of consumer innovativeness, self-esteem, and need for cognition on the activity of online media such as Internet and social media were investigated, and whether privacy concerns had a moderating effect. For this study, survey data from 2019(before the outbreak of COVID-19) to 2021(after the outbreak of COVID-19) of the 'Korea Media Panel Survey' surveyed by the Korea Information Society Development Institute was used for analysis. The research results that affect Internet activity are as follows. Before the outback of COVID-19, it was found that hedonic innovativeness and social innovativeness had a positive effect and cognitive innovativeness had a negative effect on increasing Internet activity. There was no moderating effect on privacy concerns. The period after the outbreak of COVID-19, need for cognition was found to have a positive effect on increasing social media activity. In addition, the moderating effect of privacy concerns was found in the relationship between need for cognition and Internet activity. There was no privacy concern effect before the outbreak of COVID-19, and the privacy concern effect appeared on functional innovation and need for cognition after the outbreak of COVID-19. This study aims to present various implications for companies to understand the characteristics of online consumers using the Internet and social media after the pandemic.

청소년의 사회적 네트워크에서의 지위(social standing)가 온라인 사회적 활동(social activity)에 미치는 영향 연구 (Influence of Social Standing of Adolescents to Social Activity on Online)

  • 옥경영;홍재원
    • 한국콘텐츠학회논문지
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    • 제12권5호
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    • pp.370-379
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    • 2012
  • 본 연구는 청소년들의 온라인 사회적 활동에 있어 이들이 오프라인에서 형성하고 있는 사회적 네트워크에서의 지위가 어떤 특성을 나타내는지를 살펴보고 이러한 사회적 지위가 온라인에서의 사회적 활동에 미치는 영향을 파악하고자 하는 것이다. 이를 위해 먼저 청소년들이 오프라인에서 형성하고 있는 사회적 네트워크에서의 지위를 개인 네트워크와 학교 네트워크로 나누어 살펴보았다. 그 결과, 개인 네트워크에서는 사회적 지위를 나타내는 사회적 유대와 사교성이 활동성과 유의미한 상관관계가 있는 것으로 나타났으며, 학교 네트워크의 사회적 지위를 나타내는 중앙성 지표인 인접중앙성과 매개중앙성은 활동성과 상관관계가 존재하지 않는 것으로 나타났다. 또한 청소년의 개인 네트워크에서는 사회적 유대가 클수록, 사교성이 클수록 온라인의 활동 깊이가 높고 온라인의 활동 넓이도 높은 것으로 나타났다.

팀 기반 토의 수업에서 의사소통능력, 사회연결망 중심도, 토론성과 및 온라인 게시활동의 관계 연구 (A Study on the Relationship among Communication Competency, Social Network Centralities, Discussion Performance, and Online Boarding Activity in the Team Based Learning)

  • 허균
    • 수산해양교육연구
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    • 제27권1호
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    • pp.108-114
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    • 2015
  • The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.

Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
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    • 제10권4호
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    • pp.18-22
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    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.

온라인 커뮤니티 내 사회적 영향이 구전활동에 미치는 영향 - 마켓메이븐의 조절효과를 중심으로 - (The Effect of Social Influence on Word of Mouth Activity - Focus on Moderating Role of Market Maven -)

  • 송용태
    • 디지털융복합연구
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    • 제6권4호
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    • pp.91-104
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    • 2008
  • This study notes the growing importance of online community as a means of building customer relationships. The author aims to identify how to communicate in an online community on preannounced new products, and test social influence that influence word-of-mouth of consumers, and confirm moderate effect of market maven between social influence and word-of-mouth activity in on-line community. The main findings are that social influence such as internalization and conformity positively influence word-of-mouth communication on online community. And moderate effect of market maven confirm between social influence(internalization and confirmity) and word-of-mouth activity.

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온라인 커뮤니티 활동이 사회적 자본에 미치는 영향 (Effect of Online Community Activities on Social Capital)

  • 이환수;이나리
    • 한국콘텐츠학회논문지
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    • 제14권9호
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    • pp.153-163
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    • 2014
  • 본 논문은 온라인 커뮤니티 활동이 오프라인의 사회적 자본에 미치는 영향에 대해 살펴보고, 개인적 특성에 따라 효과가 어떻게 다를 수 있는지를 이론적 실증적으로 분석한 연구이다. 9479개 대량의 연구 샘플을 바탕으로 위계적 회귀분석과 이원 공분산 분석을 수행하였다. 연구 결과에 따르면 온라인 커뮤니티 활동과 오프라인 사회적 자본 간에 정의 관계가 성립함을 확인하였고, 나이가 많은 사람들에게서 더욱 강한 효과가 있다는 것을 확인하였다. 본 연구에서는 인터넷 커뮤니티 활동이 사회적 자본을 강화한다는 기존 연구의 주장을 실증적으로 검증하면서, 온라인의 사회적 자본을 중심으로 논의되고 있는 최근의 연구들을 확장시켜 오프라인의 사회적 자본 형성에도 긍정적인 영향을 미친다는 결론을 도출하였다. 또한 중 장 노년층의 사회적 자본 형성에서 온라인 활동이 중요한 역할을 할 수 있다는 시사점을 제공한다. 장기적인 관점에서 사회적 자본의 양적 질적 개선을 위해 온라인 커뮤니티 활성화가 필요하며, 이러한 공동의 공간이 많은 사람들에게 공유되고 활용될 수 있도록 하는 노력이 지속적으로 필요할 것이다.

Analyzing Gifted Students' Social Behavior on Social Media at COVID-19 Quarantine

  • Khayyat, Mashael;Sulaimani, Mona;Bukhri, Hanan;Alamiri, Faisal
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.7-14
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    • 2022
  • COVID-19 has caused a global disturbance, increased anxiety, and panic, eliciting diverse reactions. While its cure has not been discovered, new infection cases and fatalities are being recorded daily. The focus of the present study was to analyze the reaction of gifted undergraduate students on social media during the quarantine period of the COVID-19. A special group of gifted students, who joined the program of attracting and nurturing talents at the University of Jeddah, University students as were the target sample of this study. To analyze online reactions during the pandemic; the choice of university students was arrived at as they are perceived to be gifted academically. Hence, the analysis of the impacts on their behavior on social media use is imperative. This study presented accurate and consistent data on the effects of social media using Twitter platforms on gifted students during the quarantine occasioned by the COVID-19 pandemic. The behavior of learners due to during the use of social media was extensively explored and results analyzed. The study was carried out between April and May 2020 (quarantine period in Saudi Arabia) to establish whether the online behavior of gifted students reflects positive or negative feelings. The methods used in conducting this study the research were online interviews and scraping participants' Twitter accounts (where most of the online activities and studies take place). The study employed the Activity theory to analyze the behavior of gifted students on social media. The sample size used was 60 students, and the analysis of their behavior was based on Activity theory Overall, the results showed proactive, positive behavior for coping with a challenging situation, educating society, and entertaining. Finally, this study recommends investing in gifted students due to their valuable problem-solving skills that can help handle global pandemics efficiently.

소셜 네트워크 환경에서 사용자 행위를 고려한 콘텐츠 추천 기법 (Contents Recommendation Scheme Considering User Activity in Social Network Environments)

  • 고건식;김병훈;김대윤;최민웅;임종태;복경수;유재수
    • 한국콘텐츠학회논문지
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    • 제17권2호
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    • pp.404-414
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    • 2017
  • 스마트폰의 보급과 온라인 소셜 네트워크 서비스의 발전으로 사용자들은 많은 콘텐츠를 생산하거나 서로 공유한다. 이로 인해 사용자는 자신이 원하지 않는 콘텐츠를 받아보거나 소비함으로써 많은 시간을 소요하게 된다. 이와 같은 문제를 해결하기 위해 소셜 네트워크 사용자에게 적합한 콘텐츠를 추천하기 위한 기법들이 활발하게 연구되고 있다. 본 논문에서는 온라인 소셜 네트워크 사용자에게 협업 필터링을 이용하여 적합한 콘텐츠를 추천하는 기법을 제안한다. 제안하는 기법은 추천의 정확성을 낮추는 사용자의 데이터를 제거하기 위해서 사용자 신뢰도를 고려한다. 사용자의 신뢰도는 온라인 소셜 네트워크의 사용자 행위를 분석해서 도출한다. 사용자의 신뢰도를 다양한 관점에서 평가하기 위해서 기존기법에서 사용하지 않았던 사용자 행위들을 수집해서 사용한다. 다양한 성능평가를 통해 제안하는 기법이 기존 기법보다 우수함을 보인다.

온라인 해킹 불법 시장 분석: 데이터 마이닝과 소셜 네트워크 분석 활용 (An Analysis of Online Black Market: Using Data Mining and Social Network Analysis)

  • 김민수;김희웅
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권2호
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    • pp.221-242
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    • 2020
  • Purpose This study collects data of the recently activated online black market and analyzes it to present a specific method for preparing for a hacking attack. This study aims to make safe from the cyber attacks, including hacking, from the perspective of individuals and businesses by closely analyzing hacking methods and tools in a situation where they are easily shared. Design/methodology/approach To prepare for the hacking attack through the online black market, this study uses the routine activity theory to identify the opportunity factors of the hacking attack. Based on this, text mining and social network techniques are applied to reveal the most dangerous areas of security. It finds out suitable targets in routine activity theory through text mining techniques and motivated offenders through social network analysis. Lastly, the absence of guardians and the parts required by guardians are extracted using both analysis techniques simultaneously. Findings As a result of text mining, there was a large supply of hacking gift cards, and the demand to attack sites such as Amazon and Netflix was very high. In addition, interest in accounts and combos was in high demand and supply. As a result of social network analysis, users who actively share hacking information and tools can be identified. When these two analyzes were synthesized, it was found that specialized managers are required in the areas of proxy, maker and many managers are required for the buyer network, and skilled managers are required for the seller network.

중고령자의 디지털 정보화 접근수준과 삶의 만족도 간의 관계에서 온라인 사회참여/네트워크 활동의 매개효과 (Accessibility to digital information of middle-aged and elderly people, and its impact on life satisfaction level: Sequential Mediation Effects on online social engagement and online network activity)

  • 김수경;신혜리;김영선
    • 디지털융복합연구
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    • 제17권12호
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    • pp.23-34
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    • 2019
  • 본 연구의 목적은 중고령자의 디지털 정보화 접근수준과 삶의 만족도 간의 관계를 살펴보고, 온라인 사회참여 활동과 온라인 네트워크 활동의 직렬다중매개효과를 분석하고자 하였다. 이를 위해 2018년 디지털정보격차실태조사에 응답한 중고령자 1,491명을 대상으로 분석을 진행하였다. 연구결과는 다음과 같다. 첫째, 디지털정보화접근수준과 삶의 만족도는 통계적으로 유의한 관계가 있음을 확인하였다. 둘째, 노인의 디지털 정보화 접근수준이 온라인 사회참여 활동을 경유해 삶의 만족도에 미치는 영향보다 디지털 정보화 접근수준이 온라인 사회참여 활동을 거쳐 온라인 네트워크 활동을 경유한 후 삶의 만족도에 미치는 영향이 유의하게 더 크다는 것을 입증하였다. 본 연구결과는 노인의 디지털 정보화 접근수준과 삶의 만족도, 온라인 사회참여 활동, 온라인 네트워크 활동 간의 관계를 통합적으로 살펴봄으로써 노인의 디지털 정보화 및 삶의 만족도 제고를 위한 자료로 활용할 수 있다는 점에 의의를 가진다.