• 제목/요약/키워드: Online Social Activity

검색결과 121건 처리시간 0.029초

Measuring Psychological Support for the Unemployed: The Case of Kakao NEET Project

  • Jeong, Jaekwan;Park, Kahui;Hyun, Yaewon;Kim, Daewon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권4호
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    • pp.1502-1520
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    • 2021
  • This paper attempts to investigate Korean youth Not in Education, Employment and Training (NEET) and how daily activities and community participation may influence their positive emotions and job search desire. First, we conducted a focus group interview with 16 NEETs who participated in the Kakao NEET Company project. The project allowed participants to experience employment by founding a virtual company in which each participant selected a daily activity to perform as part of the company's operations. Second, the interview responses were categorized and assigned emotional values using the card sorting technique and multi-dimensional analysis (MDS). A total of 11 emotional values were derived through this process. Finally, a social network analysis was conducted in order to measure the density of relations among the emotional values. Results suggest that immersion, confidence, belongingness were the three highest values evaluated by participants. Furthermore, network diagrams imply that the stronger participants perceived social support and belongingness with others, the stronger their responsibility grew, further leading them to establish steady goals. In particular, the high eigenvector score for "desire for job" suggests that emotional values are sequentially connected to the immersion-social support-responsibility-goal-job desire. This sequence suggests that digital services that are developed with the aim to enhance social values such as the Kakao NEET Project may engender motivation and confidence in youth NEETs. The overall results suggest that a systematic approach to policymaking should be considered in order to provide fundamental solutions and expand opportunities for social participation and emotional comfort, as social isolation due to low self-esteem has been reported as one of the reasons for NEETs' failure in the labor market.

온라인 게임 봇 탐지를 위한 사용자 행위 분석 (User Behavior Analysis for Online Game Bot Detection)

  • 강아름;우지영;박주용;김휘강
    • 정보보호학회논문지
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    • 제22권2호
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    • pp.225-238
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    • 2012
  • 온라인 게임의 다양한 보안 위협 가운데, 온라인 게임 봇의 사용이 게임 서비스에 가장 심각한 문제를 야기하고 있다. 본 논문에서는 온라인 게임 봇 탐지를 위한 소셜 액티비티 분석 프레임워크를 제안한다. 이 프레임워크를 이용하여 게이머의 소셜 액티비티를 가장 많이 포함하고 있는 파티 플레이(party play) 로그를 분석하는 데에 적용하였다. 게임 봇은 일반 사용자들과 다르게, 사이버 자산을 빠르게 얻는데 특화되어 있기 때문에 소셜 액티비티를 분석할 경우 정상적인 사용자들과 행동 패턴에 차이가 있다. 이 특징을 이용하여 게임 봇 이용자와 일반 이용자들을 구분해 낼 수있도록, 사용자 행위를 분석하고 온라인 게임 봇 탐지를 위한 임계값을 정의하였다. 탐지 규칙을 포함하는 지식 기반 시스템을 구축한 뒤 이를 국내 최대, 세계 6위 규모의 게임에 적용하였다. 본 논문의 프레임워크를 활용하여 분류를 한 결과 95.92%의 높은 정확도를 보였다.

Impact of Negative Word of Mouth on Firm Value

  • Jeon, Jaihyun;Kim, Byung-Do;Seok, Junhee
    • Asia Marketing Journal
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    • 제22권3호
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    • pp.1-28
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    • 2020
  • With the development of information and communication technology and spread of smart devices, online information exchange has become a daily routine. Accordingly, the management and utilization of online word of mouth (WOM) has become an important issue for companies. Numerous studies have examined the impact of online WOM on firm performance. This study analyzes the impact of negative word of mouth (NWOM) on firm value, considering the influence of corporate social responsibility (CSR) activity and research and development (R&D) investment. Using a hierarchical linear model, we find that 1) NWOM has a negative impact on firm value, 2) CSR activities do not significantly influence this impact, and 3) R&D investment reduces this negative impact. This study contributes by demonstrating the effect of NWOM on firm value, examining the influence of CSR activities and R&D investment on the impact of NWOM, and confirming that the hierarchical linear model can be applied effectively to panel data in empirical studies. As a practical implication, companies must prevent and manage NWOM, whose impact, when caused by an unavoidable incident, can be alleviated by proactively announcing that the company is striving for competitiveness, for instance, by investing in R&D.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • 제6권2호
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Deterioration of Mental Health in Children and Adolescents During the COVID-19 Pandemic

  • Eunkyung Jo;Kyoil Seo;Boram Nam;Deokyong Shin;Seohyun Kim;Youngil Jeong;Aeju Kim;Yeni Kim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제34권1호
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    • pp.21-29
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    • 2023
  • This paper reviews the global effect of the coronavirus disease 2019 (COVID-19) pandemic on the mental health of children and adolescents in South Korea, the U.S., Japan, and China. We reviewed research on deteriorated mental health, including increased suicide, suicidal thoughts, and self-harm. Various studies have shown that students' mental health issues, such as depression and anxiety, have worsened during the COVID-19 pandemic. Furthermore, the number of students who committed suicide has significantly increased in the U.S. and Japan. Factors such as prior mental health status, change in daily routine, reduced physical activity, excessive screen time, overuse of electronic devices, and reduced social support have been reported to have a significant effect. The chain of deteriorating mental health among the youth began at the onset of COVID-19, social distancing, and school closure. As youths began to stay at home instead of going to school, they lost opportunities to connect with their friends or teachers, who could provide support outside of their homes. Young people spent less time on physical activity and more time online, which damaged their sleeping schedule and daily routine. In preparing for the post-pandemic phase, we should thoroughly analyze the long-term effects of the pandemic on youth mental health, while simultaneously tackling current imminent issues.

20-30대 해외여행자의 여행활동과 쇼핑행동에 관한 연구 (A Study on Travel Activity and Shopping Behavior of 20's-30's Korean Overseas Travelers)

  • 전양진
    • Human Ecology Research
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    • 제54권5호
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    • pp.529-539
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    • 2016
  • This study confirmed shopping behavior of Korean young overseas tourists and its effect on travel evaluation. I first identified core factors of travel activity preference, travel shopping propensity, and shopping products. The effect of shopping product satisfaction on tour satisfaction and post-tour intention was then investigated. Based on travel activities, tourists were grouped, and their characteristics were compared. An online survey method was performed to obtain data of 20's-30's Korean unmarried people, while factor analysis, regression analysis, chi-square test, analysis of variance (ANOVA), and cluster analysis were applied to analyze data. The results were as follows. First, six travel activities (city life, art/shopping, cultural experience, entertainment, field experience, and friendship), three shopping propensity (novelty/uniqueness, utility, and prestige), and four product groups (fashion goods, household goods, crafts, and foods) were found by factor analyses. Second, travel activity tended to influence shopping propensity, which then influenced shopping products preference. All factors of travel activity seemed to affect the three travel shopping propensities. Third, shopping satisfaction was shown to affect tour satisfaction, and posttour behavior. Finally, four tourist groups (active, social, pleasure, and passive) differed in terms of preferred tour activities, shopping propensity, and tour behavior. Active tourists rated the highest scores and passive ones rated the lowest for most evaluations.

Design of Query Processing System to Retrieve Information from Social Network using NLP

  • Virmani, Charu;Juneja, Dimple;Pillai, Anuradha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권3호
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    • pp.1168-1188
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    • 2018
  • Social Network Aggregators are used to maintain and manage manifold accounts over multiple online social networks. Displaying the Activity feed for each social network on a common dashboard has been the status quo of social aggregators for long, however retrieving the desired data from various social networks is a major concern. A user inputs the query desiring the specific outcome from the social networks. Since the intention of the query is solely known by user, therefore the output of the query may not be as per user's expectation unless the system considers 'user-centric' factors. Moreover, the quality of solution depends on these user-centric factors, the user inclination and the nature of the network as well. Thus, there is a need for a system that understands the user's intent serving structured objects. Further, choosing the best execution and optimal ranking functions is also a high priority concern. The current work finds motivation from the above requirements and thus proposes the design of a query processing system to retrieve information from social network that extracts user's intent from various social networks. For further improvements in the research the machine learning techniques are incorporated such as Latent Dirichlet Algorithm (LDA) and Ranking Algorithm to improve the query results and fetch the information using data mining techniques.The proposed framework uniquely contributes a user-centric query retrieval model based on natural language and it is worth mentioning that the proposed framework is efficient when compared on temporal metrics. The proposed Query Processing System to Retrieve Information from Social Network (QPSSN) will increase the discoverability of the user, helps the businesses to collaboratively execute promotions, determine new networks and people. It is an innovative approach to investigate the new aspects of social network. The proposed model offers a significant breakthrough scoring up to precision and recall respectively.

A New Finding-peripheral Vision Phobia: A Possible Subtype of Social Phobia

  • Jang, Su Hee
    • Journal of Acupuncture Research
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    • 제31권1호
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    • pp.159-165
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    • 2014
  • Background and objectives : Social phobia is a nervous anxiety characterized by one or more constant fear in social activity or specific situation which causes serious damage to individual's social functions leading to chronic functional impairment when it is untreated. The objective of this study is to report a new finding of a possible subtype of social phobia according to a case survey and study of sufferers found via online support group. Methods : A single case review using survey and interview on patient was employed. Following a no-treatment baseline period for examination and interview, biweekly acupuncture treatment with interview for in-depth examination was delivered for 6months. Also, for in-depth investigation of peripheral vision phobia, survey questionnaire was done by the members of a Korean support group on on-line social group forum. Result : A new type of social phobia which has not yet been reported nor mentioned in any journals, namely called 'peripheral vision phobia' has been identified. Biweekly acupuncture treatment reached a comfort state of mental status on one case of patient with social phobia. Limitation : Due to the shift of environment on patient's part, the termination of the school session at where the phobia occur the most, the reoccurrence of the phobia is yet to be examined. Also, the generalization of the new type of phobia as a subtype only by reviewing one case alone with survey interview of on-line social group has limitation. Conclusion : The result of the case review suggests that 'peripheral vision phobia' is strictly concentrated on malfunctioning of peripheral vision without functional or organic hindrance of pupils or of any parts of eyes including eye muscles due to peripheral vision phobia. PVP is similar to social phobia and it may be a subtype of social phobia, however, since etiology, diagnosis, medical treatment methods are under researched, investigation is yet to be done.

청소년의 스트레스인지가 자살의도에 미치는 영향: 신체활동, 문제음주, 우울인지를 매개로 (The Influence of Adolescents' Cognitive Stress on Their Suicidal Intention: Focusing on Mediating Effect of Physical Activity, Problem Drinking, Cognitive Depression)

  • 김형태;윤미은;천성수
    • 보건교육건강증진학회지
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    • 제31권3호
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    • pp.73-81
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    • 2014
  • Objectives: This study examined how adolescents' cognitive stress relates to suicidal thought, thereby offering basic data about social and institutional ways to reduce adolescent suicide. Methods: In this study, data from an online survey on adolescents' health conducted by Korea Center for Disease Control(2013, 9th) was used after altering it to fit the purpose of the study. The data was analysed using the complex sampling method and structural equation model(SEM). Results: Whilst adolescents' cognitive stress had positive effects on suicidal thought, problem drinking and cognitive depression, it had a negative effect on physical activity. The structural equation model from cognitive stress, problem drinking, cognitive depression, physical activity influenced suicidal thought. Problem drinking on the other hand had an influence on cognitive depression. Conclusion: These findings suggest that future intervention programs for prevention of adolescents' suicidal thought should also address problem drinking, cognitive depression, and cognitive stress.

청소년의 앉아 있는 시간과 저체중 및 비만의 관계 (Association between sitting time and BMI-defined low weight and obesity in Korean adolescences)

  • 임민경
    • 보건교육건강증진학회지
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    • 제33권5호
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    • pp.1-12
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    • 2016
  • Objectives: This study aimed to examine the association between sitting time and BMI-defined low weight and overweight/obesity in Korean adolescents. Methods: Data were from Adolescent Health Behavior Online Survey (KYRBS) in 2015 including 63,345 adolescents aged 12-18 years. The analysis investigated low-weight and overweight/obesity odds ratio(OR) according to study sitting time and leisure sitting time adjusted for sex, school grade, social-economic status(SES), physical activity and sleeping time. Results: After adjusting for sex, school grade, SES, physical activity and sleeping time, study sitting time and leisure sitting time were not significantly associated with low-weight. However, leisure sitting time was positively associated with overweight/obesity. Conclusions: Health program to less sitting time should be established with consideration for differences in risk according to sex, age, SES and active leisure time through the school physical class should be provided to adolescents. Additionally, strategies to promote healthy weight are required to integrate sitting time, physical activity and sleeping time in Korean adolescents.