• Title/Summary/Keyword: SNS콘텐츠

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Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Relationships between Perceived Outcome of SNS Use and Social Capital: Focused on Moderating Effects of Victim and Offender Experiences (소셜미디어 사용의 지각된 성과와 사회자본과의 관계 - 피해경험과 가해경험의 조절효과를 중심으로 -)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.448-460
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    • 2020
  • The purpose of this study is to examine the effects of negative experiences on social capital in order to see if the adverse functions of social media could be a barrier to the promotion of social capital through the use of social media. The study verified the moderating effect of perceived performance from social media and negative experiences(victim experience and offender experience) on social capital. The online survey was conducted in November 2019, and a total of 846 responses were used for the final analysis. As a result of the two-step regression analysis using the mean-centering technique first, it was found that the victim experience had no significant effect on the bridge social capital, but the perceived performance and the victim experience had negative moderating effect on the bridge social capital. Second, the victim experience showed a significant positive effect on the binding social capital, but showed a negative moderating effect with the perceived performance indicating positive influence on the binding social capital of the perceived performance could reduce through victim experience. Accordingly it is necessary to educate social media users on the cyber ethics, and regulation is required to mitigate risk factors for trust.

Design and Implementation of the Chronic Disease Management Platform based on Personal Health Records (개인건강기록 기반 만성질환 관리 플랫폼의 설계 및 구현)

  • Song, Je-Min;Lee, Yong-Jun;Nam, Kwang-Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.1
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    • pp.47-62
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    • 2012
  • To propagate clinical disease management service, there should be built a ecosystem where service developers, service providers, device suppliers closely cooperate for u-Health platform. However, most u-Health platform is difficult to build an effective ecosystem due to the lack of secure and effective PHR(Personal Health Record) management, the lack of personalized and intelligent service, difficulties of N-screen service. To solve these problems we suggest the CDMP(Chronic Disease Management Platform) architecture. The CDMP is a software platform that provides the core functions to develop the chronic disease management services and performs a hub function for the link and integration rbetween various services and systems. CDMP is SOA based platform that enables a provision of reusability, expansibility and it provides open API where everybody can share information, contents and services easily. CDMP supports the multi platform system foN-screen service and the self management functions via SNS. In this paper, we design and implement the CDMP including PHR service based on hybrid data model for privacy preservation. Experiment results prove the effectiveness of hybrid model-based PHR service.

IPTV and User Scenario-Based Interface in Home Network Service (홈 네트워크 환경에서 사용자 중심 시나리오를 활용한 IPTV 인터페이스 분석)

  • Lee, Jee-Hee;Kim, So-Hyun;Kim, Hyun-Suk
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.92-100
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    • 2010
  • Due to the development of digital appliance, role of TV causes both-way by introducing IPTV, and SNS service causes big change of watching environment and residence environment. There are good conditions on the role of integrated control because it is arranged in the living room which secures movement most effectively and because family members can easily use, and the degree of use is high. Therefore, we infer user's needs by analyzing user scenario and current role of TV in home network environment. Primarily, we collect surveys of development scenario and technology which companies suggest TV applied by home network service, and secondly, we comparatively study scenario which the companies mentioned above suggest through observing user scenario, and study the role of IPTV in the future through actual scenario-based experiment by ethnography. After analyzing user scenario through case study and experiment, there are integrated device studies mainly in company study because it can be made up inside home, security and entertainment. On the other hand, there are patterns of user behavior by scenario experiment mainly in auto-tainment, security, and it showed that it is insufficient for interaction between TV and home media peripheral. Through this paper, we analyze context of home user, and based on this, we could suggest effective use of service development. Also after analyzing user form, we could know it also should be considered of ratio between activity inside home and activity outside home.

Relative Importance and Priority of Evaluation Elements in University Department Homepage Selection Process -with Special Reference to College Prep Students in Busan- (대학 학과홈페이지의 평가요소에 대한 상대적 중요도 분석 -부산지역 수험생들의 인식을 중심으로-)

  • Kang, Kyoung-Soo;Lee, Young-Woo;Lee, Kang-Hyuk;Lee, Young-Sook
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.488-498
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    • 2015
  • Form the observation that the successful management and operation of university websites brings about university branding effects, this paper attempts to identify the problems in relation to evaluation elements of university homepages and establish a new evaluation model that allows us to grasp the importance and priority of phased evaluation elements. In particular, we tried to secure the objectivity of the importance of department homepage evaluation elements by using AHP(Analytic Hierarchy Process). Our analysis shows that among 29 evaluation elements of department homepage, mobile service, curriculum, description of department's characteristics, guide to homepage usage/accessibility to site map and differentiated educational method were considered to be relatively important whereas the relative importance of department's slogan, differentiated image and identity, linkage to SNS, Q&A bulletin board, operation of department community, and FAQ was low. Based on the findings from our analysis, we present the basic foundation for successful management and operation of university department homepages along with a few suggestions for vitalizing those hompages.

Effect of IT Education on On-Line Social Relationship of Older Adults (정보화 교육이 노인의 온라인 사회관계에 미치는 영향)

  • Yoon, Hyunsook;Lee, Othelia;Beum, Kyoungah;Gim, Yeongja
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.283-294
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    • 2015
  • The study examines the effect of IT education on on-line social relationship of older adults. The study group composed of 114 older adults who received IT education (computer class, internet class, and smart-phone class) at two community welfare centers in Seoul. In order to compare the effect of IT education of the study group, the control group who did not receive any IT education was recruited (N = 30). Social Capital Scale was used to measure on-line social relationship. The on-line social relationship was composed of social bonding type and social bridging type. Results showed that the study group significantly higher scores than did the control group on three subscales (emotional support, access to scare or limited resources, and out-group antagonism) of social bonding type except one subscale (ability to mobilize solidarity). With regard to social bridging type of social relationship, the study group significantly higher scores that did the control group on all four subscales (outward looking, contact with a broad rage of people, a view of oneself as part of a broader group, and diffuse reciprocity with a broader community). The findings highlight the importance of IT education for older adults to expand and increase social bonding and social bridging of social relationship.

A Study on Chatbot Profile Images Depending on the Purpose of Use (사용 목적에 따른 챗봇의 프로필 이미지 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.118-129
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    • 2018
  • In AI chatbot service via a messenger, a profile image of the chatbot is the first thing that users see to communicate with the chatbot. This profile image not only manages an impression about the profile owner in SNS on followers, but also makes an important impression about chatbot services on users. Thus motivated, this study investigates proper profile images tailored for the types of chatbot services and users. Specifically, I reviewed the preferred images and expressions of chatbots for each purpose of chatbot service. Then, in a case study, I collected and analyzed the representative chatbot profile images for the purpose of fun and counseling. The profile images are categorized as robot, human, animal, and abstract images. Based on these categories, I surveyed the preferred profile image of the chatbot service in either the text type or image type alternatives. For the purpose of fun, in the text version, I found that both men and women preferred a human image to others. However, in the image version, men preferred woman and robot images while women preferred cute animation character and robot images. For counseling services, both men and women preferred woman and animal images most, which is similar to the results of the text version of questionnaires as well. While both genders consistently preferred real photo images, women tend to like abstract images more than men do. I expect that the results of this study would be useful to develop the proper profile images of AI chatbot for each service purpose.

Prediction of Onion Purchase Using Structured and Unstructured Big Data (정형 및 비정형 빅데이터를 이용한 양파 소비 예측)

  • Rah, HyungChul;Oh, Eunhwa;Yoo, Do-il;Cho, Wan-Sup;Nasridinov, Aziz;Park, Sungho;Cho, Youngbeen;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.30-37
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    • 2018
  • The social media data and the broadcasting data related to onion as well as agri-food consumer panel data were collected and investigated if the amount of money spent to purchase onion in year 2014 when onion price plunged latest were correlated with the frequencies of onion-related keywords in the social media data and the broadcasting programs because onion price in year 2018 is expected to plunge due to overproduction and there has been needs to analyze impacts of social media and broadcasting program on onion purchase in the previous similar events, and identify potential factors that can promote onion consumption in advance. What we identified from our study include a) broadcasting news programs mentioning words "onion," were correlated with onion purchase with 3 - 6 weeks in advance; b) broadcasting entertainment programs mentioning words "onion and health," were correlated with onion purchase with 11 weeks in advance; c) blog mentioning words "onion and efficacy," were correlated with onion purchase with 5 weeks in advance. Our study provided a case on how social media and broadcasting programs could be analyzed for their effects on consumer purchase behavior using big data collection and analysis in the field of agriculture. We propose to use the findings from the study may be applied to promote onion consumption.

A Qualitative Study on English Speaking Tasks Experienced by Beginner Level EFL Learners (초급 수준의 영어학습자들이 경험한 그림을 활용한 영어 말하기 과업에 관한 연구)

  • Kim, Byung-Sun;Yoon, Tecnam
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.603-612
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    • 2021
  • The purpose of this study is to allow beginner level English learners to experience the English speaking task using pictures, and to analyze the meanings of the experience using a phenomenological research method. As research participants, 10 freshmen majoring in Power Generation Facilities at Korean Polytechnic University in Gangwon-do were selected. Face-to-face interviews and SNS were used for data collection, and Colaizzi's research method was adopted for data analysis. As a result of the analysis, 9 themes, 4 theme clusters, and 2 categories were derived. The results are as follows. First, the participants were able to find hope that they could speak English at their own level through the English speaking task using pictures. Second, they stated that the effect of the visual medium of painting increased concentration and curiosity and lowered anxiety. Third, it was recognized that self-confidence, a speaker like a native speaker, and quickness of speaking improved due to familiarity with speaking English. Fourth, the biggest difficulty in the English speaking task was vocabulary. So, they felt the limitation in explaining the picture, and they were having a lot of trouble in translating Korean words into English words. Finally, through the results of this study, the effect of the medium of picture was confirmed, and necessary future studies were suggested.

Analysis of Use Behavior of Urban Park Users Expressing Depression on Social Media Using Text Mining Technique (텍스트 마이닝 기법을 활용한 SNS 상에서 우울감을 언급한 도시공원 이용자의 이용행태 분석)

  • Oh, Jiyeon;Nam, Seongwoo;Lee, Peter Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.319-328
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    • 2022
  • The purpose of this study was to investigate the relationship between depression due to the COVID-19 pandemic and park use behaviors using on line posts. During the period of the pandemic prevention activities, text data containing both 'park' and 'depression' were collected from blogs and cafes in the search engine of Naver and Daum, then analyzed using Text Mining and Social Network techniques. As a result, the main usage behaviors of park users who mentioned depression were 'look', 'stroll(walk)' and 'eat'. Other types of behaviors were connected centering around 'look', one of the communication behaviors. Also, from CONCOR analysis, as the cluster referred from communication behavior and dynamic behavior was formed as a single behavior type, it was considered park users with depression perceived the park as the space for communication and physical activities. As the spread of COVID-19 caused the restriction of communication activities, the users might consider parks as one of the solutions. In addition, it was considered that passive usage behaviors have prevailed rather than active ones due to the depression. Resulting outcomes would be useful to plan helpful urban park for citizens. It is necessary to further analyze the park use behavior of users in relation to the period of before/after the COVID-19 pandemic and the existence/nonexistence of depression.