• Title/Summary/Keyword: SNS Usage

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Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Study on the Factors Affecting Continuous Intention and Expansion of Communication Channels in Social Network Service (소셜네트워크서비스에서 지속사용의도 및 관계채널확장에 영향을 미치는 요인에 관한 연구)

  • Park, Seon-Hwa;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.319-337
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    • 2012
  • To stress the importance of privacy in social networking, I presented an analysis on how information control and information management vulnerability influence trust and privacy concerns in social networking, and how trust and privacy concerns influence the sustainable usage intention of social network services. I also analyzed the factors affecting privacy concerns to present the method to alleviate social network users' concerns about privacy. Information collection control, information processing control and information management vulnerability were chosen and analyzed as the factors affecting privacy concerns. The results showed that information collection control and information management vulnerability significantly affected trust and privacy concerns; and information processing control did not significantly affect privacy concerns. The relationship between trust and privacy concerns, and sustainable usage intention was statistically significant; and the relationship between trust and expansion of communication channels was also statistically significant.

A Study on Social Media Usage of Government Archival Services and Users' Interestedness: Focused on "National Archives of Korea" and "Presidential Archives" (공공기록관의 소셜미디어 이용 현황 및 이용자 관심도 분석: 국가기록원과 대통령기록관을 중심으로)

  • Choi, JungWon;Gang, JuYeon;Park, JunHyeong;Oh, Hyo-Jung
    • Journal of the Korean Society for information Management
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    • v.33 no.2
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    • pp.135-156
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    • 2016
  • Recently, as the importance of user-oriented archives management is becoming increasingly, government archives try to serve interactive services using social network service (SNS) beyond one-way approaches. This study aims to analyze usage of government archives service in social media and examine users' interestedness. We especially select "National Archives of Korea" and "Presidential Archives" as target government archives and collect tweets from 2010 to 15th April 2016. Our study adopts informetric approaches and social media analysis including buzz analysis, time series analysis. We differentiate between the tweet collection posted by government archives themselves and the other collection generated by general users. Furthermore we conduct correlation analysis of tweet and social issues and propose application plan for government archives services in social media environment.

Influencing Factor on Self-control by Usage Motivation of SNS among Middle School Female Students (여자 중학생의 SNS 이용동기가 자기통제력에 미치는 영향)

  • Shin, Gisoo;Cho, Mi-Kyoung
    • Journal of the Korean Society of School Health
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    • v.29 no.3
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    • pp.180-188
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    • 2016
  • Purpose: The purpose of this study was to identify the correlation between the motivations to use social media and self-control among female middle school students. Methods: This study is a cross-sectional descriptive study. To collect the data, 300 female students of S and E middle school in S city responded to a self-administered questionnaire asking about their motivation for social media use and self-control. The data were analyzed through descriptive statistics, independent t-test, one way ANOVA, Scheffétest, Pearson's correlation, and stepwise multiple regression, using the SPSS/WIN 21.0 program. Results: The average time spent on social media was 3.70 hours. The mean scores of social media usage motivation and self-control were 48.15 and 58.47, respectively. The more average time spent on social media, the higher was the motivation to use social media. The scores of motivation to use social media were higher in students with low satisfaction of their school and family life. Students with low satisfaction of their school life had higher scores in some subcategories of self-control; preference to simple task, egocentrism, and stroppiness. Motivations to use social media showed a significant positive correlation with self-control. Self-control was affected by motivations to use social media and this variable explained 11.6% of self-control among female middle school students. Conclusion: The results of this study suggest that we should develop programs which help improve students' self-control and prevent the side effects of social media use among female middle school students.

TCP Algorithm Improvement for Smartphone Data Transmissions (스마트폰 통신성향을 고려한 TCP 개선방안)

  • Lee, Joon Yeop;Kim, Hyunsoon;Lee, Woonghee;Kim, Hwangnam
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.10
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    • pp.1309-1316
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    • 2016
  • This paper suggests adjusting TCP for smartphones that often have small size data transmission tendency. Usage of smartphones has been risen dramatically in recent years, including frequent usage of real-time map search, public transportation search, online games, and SNS. Because the small size data transmission ends before the phase of the TCP congestion avoidance, this paper suggests an algorithm that increases the transmission speed ahead of the traffic congestion event. The algorithm reduces unnecessary delay by data size-driven adjustment of the Linux Quick ACK and Nagle's algorithm. Therefore, TCP is improved to maintain a high transmission rate steadily in small data transmission.

Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

Trend Analysis of ICT Accessibility and Utilization Levels of Korean Students based on OECD PISA Data (OECD PISA 자료를 활용한 우리나라 학생들의 ICT 접근 및 활용 수준 추이 분석)

  • Kim, Hye-Sook;Kim, Han-Sung;Kim, Jin-Sook;Shin, An-Na
    • Informatization Policy
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    • v.24 no.4
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    • pp.17-43
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    • 2017
  • The purpose of this study is to investigate the directions of information and communication technology(ICT) education in K-12 based on the analysis of ICT accessibility and utilization levels of Korean students. To this end, we analyzed the trends of Korea and OECD countries by survey period, focusing on the OECD PISA 'ICT familiarity survey' conducted in 2009, 2012 and 2015. The surveyed subjects were 15 year-old students and the analysis method was calculated based on the sampling weights. The results of the analysis of Korean students are as follows: First, ICT accessibility at home increased from 2009 to 2015, but was consistently lower than the OECD average. Second, the overall Internet usage time was lower than the OECD average. The Internet usage time on weekdays increased from 2012 to 2015, but on weekends decreased. Third, the ICT accessibility in schools decreased from 2009 to 2012, and increased in 2015, but was lower than the OECD average in 2015. Fourth, the student age ratio of first time computer usage increased from 2012 to 2015 and the average age for computer usage began before age 6, but was below the OECD average. Lastly, student use of digital devices for items such as Internet searches for entertainment and SNS activity has increased from 2012 to 2015, but the level of everyday use such as e-mail, online chat, program downloading, and reading Internet news has decreased. Based on these results, this study suggested policy plans for the improvement of ICT education for elementary and secondary school students in Korea.

Influences of Smartphone Overuse on Health and Academic Impairment in Adolescents : Using Data from Korea Youth Risk Behavior Web-based Survey of 2017 (스마트폰 과사용이 청소년의 건강과 학업에 미치는 영향 : 2017년 청소년건강행태온라인조사 자료를 이용하여)

  • Moon, Jong-Hoon;Jeon, Min-Jae;Song, E-Seul
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.177-186
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    • 2019
  • The purpose of this study was to investigate the influences of the smartphone overuse on health and academic impairment in adolescents. This study used data from Korea youth risk behavior web-based survey of 2017. This survey was conducted on 64,991 adolescents(middle and high school students), and 62,276 (95.8%) responded. The researchers used frequency analysis, independent t test, chi-square test and Pearson correlation analysis using SPSS 22. As a result, the usage rate of adolescents's smartphone was 54,603 out of 62,276, which was 87.7%. The purpose of smartphone usage was messenger(1st rank, 27.3%), SNS(2nd rank, 18.7%) and game(3rd rank, 13.3%). The average daily use time of the smartphone was 206.68±194.73 minutes. Girl students showed significantly more use time of smartphones than boy students(p<.001). Students with more than 206 minutes of smartphone use had worse health and academic performance than students with less than 206 minutes(p<.001). Time of smart phone usage and academic ability showed a weak correlation(p<.001, r=.245). The present findings showed that the higher the smartphone usage, the lower the health level and academic ability, and the author discussed these results.

Study of the Application of VQA Deep Learning Technology to the Operation and Management of Urban Parks - Analysis of SNS Images - (도시공원 운영 및 관리를 위한 VQA 딥러닝 기술 활용 연구 - SNS 이미지 분석을 중심으로 -)

  • Lee, Da-Yeon;Park, Seo-Eun;Lee, Jae Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.44-56
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    • 2023
  • This research explores the enhancement of park operation and management by analyzing the changing demands of park users. While traditional methods depended on surveys, there has been a recent shift towards utilizing social media data to understand park usage trends. Notably, most research has focused on text data from social media, overlooking the valuable insights from image data. Addressing this gap, our study introduces a novel method of assessing park usage using social media image data and then applies it to actual city park evaluations. A unique image analysis tool, built on Visual Question Answering (VQA) deep learning technology, was developed. This tool revealed specific city park details such as user demographics, behaviors, and locations. Our findings highlight three main points: (1) The VQA-based image analysis tool's validity was proven by matching its results with traditional text analysis outcomes. (2) VQA deep learning technology offers insights like gender, age, and usage time, which aren't accessible from text analysis alone. (3) Using VQA, we derived operational and management strategies for city parks. In conclusion, our VQA-based method offers significant methodological advancements for future park usage studies.

Revisiting the e-Government Maturity Model: Significance, Limitations, and Suggestions (전자정부 성숙도 모델의 재검토: 모델의 의의와 한계, 실증분석을 통한 제언)

  • SUNG, WOOKJOON
    • Informatization Policy
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    • v.30 no.3
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    • pp.3-28
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    • 2023
  • This study aims to analyze the usage behavior of e-government service users based on the e-government maturity model and provide suggestions for advancement of the e-government services. The changes in Korea's e-government services were analyzed as follows; 1) Proportion of use of e-government services in Korean public services, 2) E-government service types/stages use, 3) Service use by platform 4) User response to e-government service 5) Users' requests for future e-government service usage methods. For the analysis, this study used data from Korea's 2012-2020 e-government usage behavior survey data. As a result of the analysis, first, the proportion of e-government service has been continuously increasing, and second, the use of the e-participation stage is relatively low compared to the presenting information, interaction, and transaction stages. Third, by platform, e-government service has been expanded to various access platforms such as mobile, kiosk, and SNS centering on the web. Fourth, users' satisfaction with e-government service is very high. However, to vitalize e-government services, users requested improvements such as providing one-stop integrated services and simplifying authentication procedures. Based on the analysis results, this study 1) reflects the user's point of view in the maturity model of e-government, 2) considers access to various platforms according to the development of digital technology, 3) improves the e-government maturity model through data-based analysis such as user usage behavior suggested the need.