• Title/Summary/Keyword: SNS User

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Related Works for an Input String Recommendation and Modification on Mobile Environment (모바일 기기의 입력 문자열 추천 및 오타수정 모델을 위한 주요 기술)

  • Lee, Song-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.602-604
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    • 2011
  • Due to wide usage of smartphones and mobile internet, mobile devices are used in various fields such as sending SMS, participating SNS, retrieving information and the number of users taking advantage of them are growing. The keypads of a mobile device are relatively smaller than those of desktop computers. Thus, the user has a difficulty in input sentences quickly and correctly. In this study, we introduce some string recommendation and modification techniques which can be used for helping a user input in mobile devices quickly and correctly. We describe a TRIE dictionary and n-gram language model which are the main technologies of the keyword recommendation applied to the online search engines.

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A Study on UI Design of Social Networking Service Messenger by Using Case Analysis Model

  • Youn, Jong-Hoon;Seo, Young-Ho;Oh, Moon-Seok
    • Journal of information and communication convergence engineering
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    • v.15 no.2
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    • pp.104-111
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    • 2017
  • The visual presentation is one key feature which gives much consideration in designing mobile applications as it acquires attention from the end user. It takes only a few milliseconds to form an impression on a person and this is not any different to the web and mobile application designs. The first few milliseconds are a crucial time for developers as the impression produced would indicate further engagement of the service. Developers should continuously update the designs based on human needs. A few of these contents have actually paved its way to being continuously used. By synthesizing results of preceding researchers, this paper considers layout, color, and font as UI design elements of SNS messenger, and illustration and animation as the graphic image of it. In this study, the preference for messaging application chat layout was being surveyed and analyzed. As a result, there has been little significance identified since the instant messaging, so chat layout shows very minimal variance in their design.

The Design and Implementation of Automatic Communication System using Mobile Instant Messenger (모바일 인스턴스 메신저를 활용한 자동화 커뮤니케이션 시스템 설계 및 구현)

  • Kim, Tae Yeol;Lee, Dae Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.11-21
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    • 2014
  • In this paper, concerning the various advertising and policy advertising of the election with respect to whether to deliver a message to a large number of people, we design and implement an automative system what enables sending the text messages directly from the server to the client and also fast feedback is enabled by utilizing a number of operational programs to connect to the server. Therefore, we design and implement the automative communication system which enables delivering message to each user mobile terminal from a plurality of relay mobile terminals by utilizing the mobile instant messenger, not to deliver a message from the server to the mobile instant messenger user directly. In result of comparative analysis on the number of times of data transmission, this automative communication system utilizing mobile instant messenger shows the result that it enables transmitting five times per minute as it can copy and paste in the automation system regardless of the size of the data loading, otherwise in case of transmitting manually it show the result that the number of times of data transmission is reduced if the size of the data is larger.

A Study on the Development of a Mobile Library Model for Universities (대학 환경에서의 모바일 도서관 모형 개발 연구)

  • Kim, Hyun-Hee;Park, Jong-Wook
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.299-322
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    • 2011
  • The study aims to develop a mobile library model for universities that can be adapted to offer suitable library information and services to smart phone users. To do this, we conducted a case study using four foreign and domestic mobile libraries as well as a user study with 212 participants and questionnaires. In addition, we also administered a survey with 160 librarians. Based on the results of case and user/librarian studies, we proposed a mobile library model in which an access and navigation methods are described and nine key information and services including catalog search, code reader and SNS services are proposed.

Progressive Retrieval Method using Intimacy between SNS Users in Internet of Things (사물인터넷에서 소셜 네트워크 사용자 친밀도를 이용한 점진적 검색 기법)

  • Kim, Sungrim;Kwon, Joonhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.1-10
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    • 2018
  • Social network services allow you to share your thoughts and preferences more easily. They share your views with a large number of people who are friends with you without restriction of time or place. In the IoT environment, the amount of data is massively increasing as social network services spread rapidly. This change in the environment is driving the need for research into new retrieval methods that are different from conventional retrieval methods. In this paper, we propose a progressive retrieval method using the intimacy of social network users in the IoT. The first thing is to extract the user with the highest intimacy by using the property that the number of the owner of the information stored in the IoT environment is small. By accessing information in objects owned by these extracted users, the amount of information retrieved is reduced. It also improves retrieval efficiency by gradually retrieving information according to the user's level of interest. We present a new retrieval method and algorithm. The scenario also illustrates the effectiveness of the proposed method.

Instagram of Fashion Brand's Current Use and Customer Attitude based on User Attributes (패션브랜드 인스타그램 사용자 특성에 따른 이용현황 및 소비자태도)

  • Lee, Yoona;Na, Sung-Min;Lee, Ji-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.201-217
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    • 2015
  • Instagram, image based visual SNS platform is regarded as one of the most effective marketing channels and the number of users are getting increased. To enhance of our understanding of general current use and customer attitude through Instagram accounts owned by fashion brands depending on user attributes, the present study investigates factors that current status of use, purpose of use, brand attitude, purchase intension, and recommend intension. A survey method was conducted for empirical test. A convenience sample of 100 participants was used for data analysis. SPSS 18.0 was used for statistical analysis. Findings of this study suggest that first, the very purpose of access is to grasp fashion trend, second, a group of the high interest in fashion accesses to Instagram account of fashion brands more often, uses Instagram for information search more than other group and has a positive influence on recommend intension, third, a group of the high frequent access accesses Instagram for purpose of information search more and has a positive influent on values on customer attitude and the last, partial purposes of utilization and benefits sought of Instagram of fashion brands has a positive influence on customer attitude.

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The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

Effects of selfie semantic network analysis and AR camera app use on appearance satisfaction and self-esteem (셀피의 의미연결망 분석과 AR 카메라 앱 사용이 외모만족도와 자아존중감에 미치는 영향)

  • Lee, Hyun-Jung
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.766-778
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    • 2022
  • Image-oriented information is becoming increasingly important on social networking services (SNS); the background of this trend is the popularity of selfies. Currently, camera applications using augmented reality (AR) and artificial intelligence (AI) technologies are gaining traction. An AR camera app is a smartphone application that converts selfies into various interesting forms using filters. In this study, we investigated the change of keywords according to the time flow of selfies in Goolgle News articles through semantic network analysis. Additionally, we examined the effects of using an AR camera app on appearance satisfaction and self-esteem when taking a selfie. Semantic network analysis revealed that in 2013, postings of specific people were the most prominent selfie-related keywords. In 2019, keywords appeared regarding the launch of a new smartphone with a rear-facing camera for selfies; in 2020, keywords related to communication through selfies appeared. As a result of examining the effect of the degree of use of the AR camera app on appearance satisfaction, it was found that the higher the degree of use, the higher the user's interest in appearance. As a result of examining the effect of the degree of use of the AR camera app on self-esteem, it was found that the higher the degree of use, the higher the user's negative self-esteem.

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.

Encouraging organizational responsibility in web-based activity and evaluation of marketing performance (지식정보화사회에서 요구되는 기업의 웹생산활동과 웹마케팅성과에 관한 연구)

  • Kang, Inwon;Cho, Eunsun;Jung, Hyo-yeon
    • Knowledge Management Research
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    • v.15 no.2
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    • pp.23-41
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    • 2014
  • Firms increasingly utilize Social Networking Service(SNS) to lead user's voluntary behavior. In the web-based environment, users show coexist loyal behavior which is represented by 'web-based pro-organization citizenship behavior' and 'anti-citizenship behavior'. To measure genuine performance of web-activity, we separated degree of compliance based on credibility, 'deep-level' and 'surface-level' to comprehend different behavior after compliance. The analysis result shows that contents credibility is important to enhance deep-level of compliance which has significant influence on web-based pro-organization citizenship behavior. Contrastively, surface-level of compliance has influence on anti-citizenship behavior. Based on the results of these analyses, the directions of web-based activities for the common good and self-interests of the stakeholders of the web-based activities will be proposed.

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