• Title/Summary/Keyword: SNS

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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.

A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

Comparative Analysis of University Identity Design Factors: Focusing on Korea and China (대학 아이덴티티(University Identity) 디자인 요인 비교분석에 관한 연구: 한국과 중국 중심으로)

  • Zhao, Yu-Long;Kim, Byung-Dae
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.390-400
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    • 2022
  • University Identity can effectively convey the core values for which schools aim by establishing university identity and integrating one unique image. Therefore, most universities are actively implementing promotional strategies such as newly defining university identity or releasing cultural products. Recently, university brands have been continuously exposed and differentiated through SNS such as Instagram, YouTube, and Facebook as well as existing advertisements and homepages. This study analyzes the identities of the top 80 universities in Korea and China, by referring to the rankings of Asian universities in the 2021 QS World University Rankings, and addresses differences in terms of design shape, number of colors, and use of English. Moreover, 'Cohen's Kappa' consistency analysis was applied to secure data accuracy by analyzing the difference in visual expression of university identity between the two countries through quantification and cross-analysis of visualized university identity design of Korean and Chinese universities. As a result of the study, it is creative, irregular, and has a lot of use of blue, red, and green, and most of them can be seen in less than two colors. In addition, it turns out that word marks and abstract forms of expression are used for university identity design. This study can present implications as effective basic data for internationalizing universities and creating differentiated university identity designs in the future.

A Study on the Usage Behavior of Public Library Website through an Analysis of Web Traffic (웹 트래픽 분석을 통한 공공도서관 웹사이트 이용행태에 관한 연구)

  • Kang, Munsil;Kim, Seonghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.189-212
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    • 2021
  • The purpose of this study is to analyze an usage behavior for the public library website through web traffic. For this purpose, using Google Analytics and growth hacking technique, the data of A public library website log was analyzed for three months from August 1, 2021 to October 31, 2021. As a result of the study, the young age group of 18-24 years old and 25-34 years old recorded a high rate of new member registration, & it was found that the inflow rate through SNS was high for external inflows. As a result of analysis for the access rate by time, it was found that the time with the highest inflow rate was between 10 am and 11 am both on Wednesday and Friday. As a access channel, the access rate using mobile (64.90%) was quite high, but at the same time, the bounce rate (27.20%) was higher than the average (24.93%), & the rate of duration time (4 minutes 33 seconds) was lower than thee average (5 minutes 22 seconds). Finally, it was found that the utilization rate of reading program events and online book curation service, which the library focuses on producing and promoting, is very low. These research results can be used as basic data for future improvement of public library websites.

A Comparison Study of RNN, CNN, and GAN Models in Sequential Recommendation (순차적 추천에서의 RNN, CNN 및 GAN 모델 비교 연구)

  • Yoon, Ji Hyung;Chung, Jaewon;Jang, Beakcheol
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.21-33
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    • 2022
  • Recently, the recommender system has been widely used in various fields such as movies, music, online shopping, and social media, and in the meantime, the recommender model has been developed from correlation analysis through the Apriori model, which can be said to be the first-generation model in the recommender system field. In 2005, many models have been proposed, including deep learning-based models, which are receiving a lot of attention within the recommender model. The recommender model can be classified into a collaborative filtering method, a content-based method, and a hybrid method that uses these two methods integrally. However, these basic methods are gradually losing their status as methodologies in the field as they fail to adapt to internal and external changing factors such as the rapidly changing user-item interaction and the development of big data. On the other hand, the importance of deep learning methodologies in recommender systems is increasing because of its advantages such as nonlinear transformation, representation learning, sequence modeling, and flexibility. In this paper, among deep learning methodologies, RNN, CNN, and GAN-based models suitable for sequential modeling that can accurately and flexibly analyze user-item interactions are classified, compared, and analyzed.

A Study on Floral Art Exhibition Applying Storytelling (스토리텔링을 적용한 화예전시에 관한 연구)

  • Ahn, Hyun Jung
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.19-37
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    • 2020
  • The purpose of this paper is to seek for a new exhibition form of floral art design that deviates from formalism by suggesting a planning exhibition with storytelling away from the unilinear exhibition composition method of floral art design currently being held in Korea. Storytelling in flower art exhibition is to construct an easy-to-understand exhibition through the use of the four-step construction method of introduction-development-turn-conclusion, or the three-step construction method of intro-body-conclusion. It is intended to efficiently propose interaction between creators and viewers. In order to seek for diversification of floral art design, it is necessary to secure a convergent view that has been blowing since the Millennial, collaborate with other fields, or attempt exhibition planning that reflects storytelling. The main function of the exhibition is to meet and communicate directly with the public. This study intends to propose the exhibition structure and implementation direction of floral art exhibition through the case of 'Hwawanggye' held at the Sungkyunkwan University Museum in 2017, focusing on the exhibition where storytelling is applied. Through this study, it is expected that the discourse in the field of floral art will be expanded, and various networks of aesthetic suggestions and floral art design with storytelling will be boosted.

Preceding Research for Developing Floral Design Education Contents (화예디자인 교육 콘텐츠 개발을 위한 선행연구)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.97-116
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    • 2020
  • In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Effect of Eco-Friendly Food Store Attributes on Perceived Value and Loyalty: Moderating Effect of Delivery Service (친환경 식품 전문점의 점포속성이 지각된 가치와 충성도에 미치는 영향: 배송 서비스의 조절효과)

  • KIM, Jin-Kyu;PARK, Jong-Hyun;YANG, Jae-Jang
    • The Korean Journal of Franchise Management
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    • v.13 no.2
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    • pp.33-51
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    • 2022
  • Purpose: The online market is growing the most in history due to the expansion of non-face-to-face commerce. In addition, as consumers' interest in health, food safety, and environment increases, interest in and consumption of eco-friendly agricultural products is also increasing. Therefore, in the case of a specialty store that sells eco-friendly organic agricultural products, a marketing strategy that can increase customer loyalty by reflecting these consumer needs is necessary. In this study, the store attributes of eco-friendly food stores are classified into location, assortment, price, quality, and employee service, and the effect of each store attribute on utilitarian and hedonic value is investigated. Research design, data, and methodology: The subjects of this study were customers who visited an eco-friendly food store. Of the 511 survey responses, 311 were used for statistical verification, excluding 200 who had not visited within the last 3 months. For statistical analysis, Smart PLS 3.0 was used, and after checking the validity and reliability of the items, hypothesis testing was performed. Result: As a result of the study, it was found that assortment, quality, and employee service among store attributes had a positive (+) effect on utilitarian and hedonic value. Second, location had no significant effect on utilitarian and hedonic value. Third, price did not appear to have a positive (+) effect on the utilitarian value, and it was found to have a positive (+) effect on the hedonic value. Fourth, It was investigated whether the presence or absence of delivery service had an effect on store attributes between utilitarian and hedonic value, and it was found that there was a significant effect between employee service and hedonic value. Conclusions: Among eco-friendly food store environment management will be required in order to provide food that meets the tastes and needs of consumers by diversifying the taste, standard, and quality grade of food, and to maintain or improve the quality. In order to unlike other stores, eco-friendly food stores have high price resistance from the point of view of consumers, so it is necessary to diversify promotional media such as YouTube and SNS to raise awareness of eco-friendly organic food.

The Online Live Broadcasting and Fandom Formation Process of the Audition-Turned-Star: Phantom Singer 3 Kang Dong-Hoon's Fan Cafe (오디션 출신 스타의 인터넷 라이브 방송과 팬덤 형성과정: 팬텀싱어3 강동훈 팬카페를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.855-869
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    • 2021
  • Since 2009, stars produced through audition programs have appeared through the process of establishing familiar ties with viewers, unlike stars created by entertainment agencies. This study is a case study that examines the characteristics, roles, and identity of internet live broadcasts (Labang) of vocalists Kang Dong-hoon and his fan cafe(fan community) who appeared in JTBC Phantom Singer 3 in 2020. As a result of the study, fans gathered around SNS even before the fan cafe was created, at their request, 'Labang' began. "Labang" is a "freely participating talk show" in which fans actively participate. This brought about the bond of fans, a sense of belonging, and the activation of fandom. Both stars and fans recognized "Live Broadcast" as "a window of communication to get to know each other," and expressed satisfaction that they could see the sincerity of familiar and unpretentious stars, not unrealistic images reproduced on TV through "immediate comment communication." "Labang" consists of a variety of contents, including stars' daily lives, music activities, broadcast appearances, and hobbies, and is showing "aesthetic differentiation" from those who do not watch "Labang" while sharing the daily lives of stars and fans with active participation.