• Title/Summary/Keyword: Online social networks

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The Effects of Site Quality, Personal Characteristic, and Relationship Benefit on the Continuance Intention to Use Social Network Services through Relationship Quality (사이트 품질, 개인적 특성 및 관계 혜택이 관계 품질을 매개로 소셜네트워크서비스 지속사용의도에 미치는 영향)

  • Huh, Hyun-Jung;Park, Kyung-Bae;Noh, Mi-Jin
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.67-94
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    • 2015
  • Recently, the popularity of Social Network Service (SNS) along with the spread of smart phone, personal computer and tablet PC helps personal network to construct new forms of services in cyberspace. As such, SNS plays a significant role in constructing diverse online networks and there is a growing interest on SNS at societal level. In this vein, the purpose of the research was to find the factors affecting the continuance intention to use social network services. The major findings are summarized as follows. First, "System Quality", "Contents Quality", "Personal Innovativeness", "Self-Efficiency", "Honor Benefit" has significant effects on "Relationship Quality". Yet, "Economic Benefit" is not statistically significant on "Relationship Quality". Second, "Relationship Quality" has a significant effect on "Continuous Usage Intention". Last, our research discovered the relationship between exogenous variables which would serve as valuable inputs in the development of strategic guideline and plan for SNS companies and related services.

Product Community Analysis Using Opinion Mining and Network Analysis: Movie Performance Prediction Case (오피니언 마이닝과 네트워크 분석을 활용한 상품 커뮤니티 분석: 영화 흥행성과 예측 사례)

  • Jin, Yu;Kim, Jungsoo;Kim, Jongwoo
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.49-65
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    • 2014
  • Word of Mouth (WOM) is a behavior used by consumers to transfer or communicate their product or service experience to other consumers. Due to the popularity of social media such as Facebook, Twitter, blogs, and online communities, electronic WOM (e-WOM) has become important to the success of products or services. As a result, most enterprises pay close attention to e-WOM for their products or services. This is especially important for movies, as these are experiential products. This paper aims to identify the network factors of an online movie community that impact box office revenue using social network analysis. In addition to traditional WOM factors (volume and valence of WOM), network centrality measures of the online community are included as influential factors in box office revenue. Based on previous research results, we develop five hypotheses on the relationships between potential influential factors (WOM volume, WOM valence, degree centrality, betweenness centrality, closeness centrality) and box office revenue. The first hypothesis is that the accumulated volume of WOM in online product communities is positively related to the total revenue of movies. The second hypothesis is that the accumulated valence of WOM in online product communities is positively related to the total revenue of movies. The third hypothesis is that the average of degree centralities of reviewers in online product communities is positively related to the total revenue of movies. The fourth hypothesis is that the average of betweenness centralities of reviewers in online product communities is positively related to the total revenue of movies. The fifth hypothesis is that the average of betweenness centralities of reviewers in online product communities is positively related to the total revenue of movies. To verify our research model, we collect movie review data from the Internet Movie Database (IMDb), which is a representative online movie community, and movie revenue data from the Box-Office-Mojo website. The movies in this analysis include weekly top-10 movies from September 1, 2012, to September 1, 2013, with in total. We collect movie metadata such as screening periods and user ratings; and community data in IMDb including reviewer identification, review content, review times, responder identification, reply content, reply times, and reply relationships. For the same period, the revenue data from Box-Office-Mojo is collected on a weekly basis. Movie community networks are constructed based on reply relationships between reviewers. Using a social network analysis tool, NodeXL, we calculate the averages of three centralities including degree, betweenness, and closeness centrality for each movie. Correlation analysis of focal variables and the dependent variable (final revenue) shows that three centrality measures are highly correlated, prompting us to perform multiple regressions separately with each centrality measure. Consistent with previous research results, our regression analysis results show that the volume and valence of WOM are positively related to the final box office revenue of movies. Moreover, the averages of betweenness centralities from initial community networks impact the final movie revenues. However, both of the averages of degree centralities and closeness centralities do not influence final movie performance. Based on the regression results, three hypotheses, 1, 2, and 4, are accepted, and two hypotheses, 3 and 5, are rejected. This study tries to link the network structure of e-WOM on online product communities with the product's performance. Based on the analysis of a real online movie community, the results show that online community network structures can work as a predictor of movie performance. The results show that the betweenness centralities of the reviewer community are critical for the prediction of movie performance. However, degree centralities and closeness centralities do not influence movie performance. As future research topics, similar analyses are required for other product categories such as electronic goods and online content to generalize the study results.

National and Patriotic Education of Young Students by Means of Digital Technologies in Distance Learning Environment

  • Bezliudniy, Oleksandr;Kravchenko, Oksana;Kondur, Oksana;Reznichenko, Iryna;Kyrsta, Nataliia;Kuzmenko, Yulia;Tkachuk, Larysa
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.451-458
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    • 2022
  • This article is devoted to the problem of national and patriotic education of young students by means of digital technologies in the conditions of distance learning environment. It is emphasized that national and patriotic education is a powerful means of strengthening the unity and integrity of Ukraine. It is proved that national and patriotic education will be effective under the condition of systematic and purposeful activity on formation of patriotic consciousness in youth, sense of national dignity, necessity of service of ideals and values of the country. Various forms of educational work of national and patriotic orientation at Pavlo Tychyna Uman State Pedagogical University, which were conducted by digital technologies: online thematic lectures, educational classes, round tables, workshops, guest online meetings with famous researchers of historical heritage of Ukraine, online tours of historical places, virtual exhibitions of art, participation in the national-patriotic student camp "Diia" (Action) and etc. The activity of the University Library and V. O. Sukhomlinsky State Scientific and Pedagogical Library of Ukraine of the National Academy of Pedagogical Sciences of Ukraine, which has a significant impact on the formation of national consciousness and social and political activity of students by modern means of information and communication technologies. It is determined that the project "Inclusive 3D map" helps to broaden the horizons and deepen the knowledge of young students, education of a true citizen, the formation of cognitive interest in the subjects studied, motivation to study, raising awareness of Ukrainians on historical and cultural heritage. The study showed that young students take an active social attitude: they speak Ukrainian, want to live and work in Ukraine, respect their homeland, its traditions, cultural and historical past, love to travel and they are tolerant of people with special needs. Promising areas of educational work with students based on the use of a wide range of information and communication technologies, namely 3D games, TV tandems, podcasts, social networks, video resources in national and patriotic education of youth.

Initial Small Data Reveal Rumor Traits via Recurrent Neural Networks (초기 소량 데이터와 RNN을 활용한 루머 전파 추적 기법)

  • Kwon, Sejeong;Cha, Meeyoung
    • Journal of KIISE
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    • v.44 no.7
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    • pp.680-685
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    • 2017
  • The emergence of online media and their data has enabled data-driven methods to solve challenging and complex tasks such as rumor classification problems. Recently, deep learning based models have been shown as one of the fastest and the most accurate algorithms to solve such problems. These new models, however, either rely on complete data or several days-worth of data, limiting their applicability in real time. In this study, we go beyond this limit and test the possibility of super early rumor detection via recurrent neural networks (RNNs). Our model takes in social media streams as time series input, along with basic meta-information about the rumongers including the follower count and the psycholinguistic traits of rumor content itself. Based on analyzing millions of social media posts on 498 real rumors and 494 non-rumor events, our RNN-based model detected rumors with only 30 initial posts (i.e., within a few hours of rumor circulation) with remarkable F1 score of 0.74. This finding widens the scope of new possibilities for building a fast and efficient rumor detection system.

Relationship between emotions and emoticons in adolescents in digital communication environment (디지털 커뮤니케이션 환경에서 청소년들의 감정과 이모티콘의 관계)

  • Kim, Yoon-Ji;Kang, Dongmug;Kim, Ju-Young;Kim, Jong-Eun
    • Health Communication
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    • v.12 no.1
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    • pp.51-72
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    • 2017
  • Purpose: Adolescents use emoticons to express their emotions in an online environment. Hence, medical experts can understand the emotions of adolescents by emoticons. The goal of this study was to investigate the relationship between various emotions and emoticons among the Korean adolescents. Methods: The questionnaire survey was conducted between September 1 and 30, 2014, involving 3,272 students in elementary schools, middle schools, and high schools affiliated in the Department of Education of the metropolitan city of Busan. A total of 1,717 students responded to the survey. The participants consisted of 806 males (46.9%), and 911 females (53.1%). Among these, there were 557 elementary school students (32.4%), 617 middle school students (35.9%), and 543 high school students (31.6%). A social networking analysis was conducted using NodeXL. Results: The frequency of emoticon use among adolescents runs in the order of joy, sadness, fear, surprise, anger, disgust, and then depression. Elementary school females mainly use emoticons to express joy; middle school females use emoticons to express sadness, surprise, anger, disgust, and depression; and high school females use emoticons to express fear. Age- and gender-specific emoticon networks were visualized by using the Haren-Korel fast multiscale algorithm. Commonly used emoticons by age and gender were expressed in the networks. Results of age- and gender-specific emoticon networks visualization show similar results of centrality of seven emoticons. Conclusion: In the digital communication environment, emoticons could be used to catch the emotions of adolescents in Korea.

Understanding the Entrepreneurial Intention in the Light of Contextual Factors: Gender Analysis

  • RAHAMAN, Md. Atikur;ALI, Md. Julfikar;MAMOON, Zahidur Rahman;Al ASHEQ, Ahmed
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.639-647
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    • 2020
  • Entrepreneurial intention is receiving immense recognition in entrepreneurship researches, as it motives an individual to become an entrepreneur. Still, the interplay between gender perspective and contextual factors (i.e., access to capital, business information, social network, educational support, structural support) are not fully investigated in understanding the entrepreneurial intention in developing countries like Bangladesh. Therefore, the paper aims to examine the gender difference and educational discipline difference in the university's students' entrepreneurial intention in relation to contextual factors in Bangladesh. In this study, sample has been particularly taken from the different disciplinary students of private universities. Five-point Likert scale-based survey questionnaire was developed based on past researches. 280 online survey forms were distributed among the university students and finally 225 students' response were found correct as the study sample size (final survey response rate = 80%), after eliminating the incorrect survey responses. For statistical analysis SPSS 23.0 version is used. One-way ANOVA is used to measure the gender and discipline difference on entrepreneurial intention among male and female students. The results show that business information and social network will have more influence on male students' entrepreneurial intention, and comparatively, business students have more willingness to become entrepreneurs than other departmental students.

Geographical Characteristics and Patients' Determinants of Online Referrals : A Case Study of Choongbook, Korea (온라인 협진에 대한 지리적 특성과 환자의 결정에 관한 연구 : 충청북도 사례를 중심으로)

  • Park, Soo-Kyung
    • Journal of the Korean association of regional geographers
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    • v.17 no.5
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    • pp.617-637
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    • 2011
  • This study employs qualitative approaches to examining geographical characteristics and patients' determinants of online referrals in terms of regionalization. In this light, I conducted interviews with 20 patients receiving online referrals in Choongbook, Korea, and investigated their behaviors regarding these referrals between July and August 2009. I found that many patients who suffered from various levels of illness preferred tertiary care centers outside of Choongbook and did not enjoy their experience with the local medical institutions as the online referral service sites. This result might be because patients choose online referrals for psychological considerations such as quality and level of health care services, personal stakes in online referral service sites, acceptability and credibility of good tertiary care centers, and easy access to and use of medical institutions. Meanwhile, immediate benefits with regard to the technological value of online referrals, such as convenience, utility, and original purpose associated with regionalization, did not influence patients' decision-making. Therefore, the social and public networks affiliated with online referrals plus the effect of Korean medical laws play hostage to private decisions made by citizens, who prefer high-level medical institutions. Accordingly, the technological contribution of online referrals does not halt the outflow of patients from local, tertiary care centers. Especially, the existing health care system and patients' behaviors are deeply related to referrals in the online system. To protect regionalization, the improvement of health care services from the present state of affairs is required.

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User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.173-184
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    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

A Study on the Impact of Liner Shipping Network Characteristics to the World Regional Major Port performance (세계 주요지역 항만의 네트워크 특성이 성과에 미치는 영향에 관한 연구)

  • Kang, Dongjoon
    • Journal of Korea Port Economic Association
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    • v.31 no.4
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    • pp.189-207
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    • 2015
  • The purpose of this study is to examine the relationship between the network characteristics of ports and their performance that is represented by port competitiveness for the port operators. The study employs Social Network Analysis (SNA) to evaluate network characteristics comprising four centrality indices. For this research, data from Containerization International Yearbooks for 2006-2011 is used to analyze the service networks of 20 major liner shipping companies. In SNA, nodes (vertices) in the network are the ports and links (edges) in the network are connections realized by vessel movements, such that the liner shipping network determines the port network. In addition, panel regression analysis has been employed to investigate the relationship between port network characteristics and their performance. The results suggest that the four centrality indices identify the roles of the world's major ports from 2006 to 2011 and that port performance is determined not only by macroeconomic variables and service capabilities but also by the eigenvector centrality of ports in networks.

A Web-Based IPTV Content Syndication System for Personalized Content Guide

  • Yang, Jinhong;Park, Hyojin;Lee, Gyu Myoung;Choi, Jun Kyun
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.67-74
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    • 2015
  • In this paper, we propose a web-based content syndication system in which users can easily choose Internet protocol television (IPTV) contents. This system generates personalized content guide to provide a list of IPTV contents with respect to users' interests and statistics information of their online social community. For this, IPTV contents and relevant metadata are collected from various sources and transformed. Then, the service and content metadata are processed by user metadata including audience measurement and community metadata. The metadata flows are separated from content flows of transport network. The implementation of IPTV content syndication system demonstrates how to arrange IPTV contents efficiently from content providers to the end user's screen. We also show that the user metadata including online community information are important for the system's performance and the user's satisfaction.