• Title/Summary/Keyword: SNS User

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Smartphone Users Characteristics According to Differences between Operating Systems (운영체제 차이에 따른 스마트폰 사용자 성향)

  • Um, Myoung-Yong
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.93-99
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    • 2014
  • This study aims to explore and analyze smartphone users' characteristics from the two perspectives (purchase vs. use characteristics) on the two operating systems (iOS and Android). The results of the study on purchase characteristics show that smartphones choice priority and the gender ratio are found to be significantly different between the two operating system users. However, the replacement cycle is not statistically different from iOS and Android users. The results of study on use characteristics show that the number of the applications and the registered SNS(social network service), the average monthly smartphone bill, and satisfaction are significantly different between iOS and Android users. However, the average Internet usage time is not different between the two operating system users. The findings provide useful implications for operating developers, smartphone manufacturers, and application developers.

The Effects of Interaction Experience and Product Involvement on Decision Making of Purchase: The Corporate Facebook Page

  • Shin, Dong-Hee;Kang, Sunghyun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.38-47
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    • 2014
  • Recently, with the development of technology, social network service (SNS) has become a hot topic. Lots of companies are now making online marketing strategy to promote their products and brand identities using SNS. Through these strategies, companies can produce more profit as well as make better brand images by performing online public relations. Among the SNSs, Facebook has a lot of users, it has been regarded by companies as a suitable platform with respect to online marketing for latent customers. The companies of today typically have at least one account and a Facebook page, and constantly make relationships with customers. However, companies have been thoughtless in this process, and usually provide information to customers through one-way communication. Based on this phenomenon, a study was conducted herein on how to use Facebook pages for promoting products and brand identities, keeping good relationships between companies and customers. This study assumed that the types of interaction on Facebook pages and user involvement are the key factors affecting decision making of purchase. Four types of Facebook pages which were made virtually were used in analysis with 56 participants who were selected for the experiment. The results indicated partial verification of the hypothesis. Particularly, product involvement had an effect on decision making of purchase in all conditions. According to these results, it can be explained that there are close relationships between the psychological status of online behaviors and Facebook corporate pages. In addition, through linear tendency of this phenomenon, this can infer how to setup a positive relationship with latent customers and make improve brand images of products.

A Technique for Extracting GeoSemantic Knowledge from Micro-blog (마이크로 블로그기반의 공간 지식 추출 기법연구)

  • Ha, Su-Wook;Nam, Kwang-Woo;Ryu, Keun-Ho
    • Spatial Information Research
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    • v.20 no.2
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    • pp.129-136
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    • 2012
  • Recently international organizations such as ISO/TC211, OGC, INSPIRE (Infrastructure for Spatial Information in Europe) make an effort to share geospatial data using semantic web technologies. In addition, smart phone and social networking services enable community-based opportunities for participants to share issues of a social phenomenon based on geographic area, and many researchers try to find a method of extracting issues from that. However, serviceable spatial ontologies are still insufficient at application level, and studies of spatial information extraction from SNS were focused on user's location finding or geocoding by text mining. Therefore, a study of extracting spatial phenomenon from social media information and converting it into geosemantic knowledge is very usable. In this paper, we propose a framework for extracting keywords from micro-blog, one of the social media services, finding their relationships using data mining technique, and converting it into spatiotemopral knowledge. The result of this study could be used for implementing a related system as a procedure and ontology model for constructing geoseem antic issue. And from this, it is expected to improve the effectiveness of finding, publishing and analysing spatial issues.

Instagram User's Contingent Self-Esteem and Depression: A Mediating Role of Upward Social Comparison (인스타그램 이용자의 조건부 자아존중감이 우울 경험에 미치는 영향: 인스타그램 내 상향 비교의 매개효과를 중심으로)

  • Cho, Seong-Yun;Noh, Hwan-Ho;Lee, Byung-Kwan;Rim, Hye Bin
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.91-102
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    • 2020
  • Contingent self-esteem can be maintained by meeting the standards of social or introjected values. This study investigated whether social media-related contingent self-esteem was associated with depression in Instagram users; in a sample of 319 Instagram users, we examined the effect of contingent self-esteem on depression and the mediating effect of upward social comparison on this theorized relationship. The study findings indicated that higher contingent self-esteem predicted higher levels of depression for a week in Instagram users, which could be explained by the upward social comparisons made on this application, and showed that Instagram users with higher contingent self-esteem tended to compare themselves with other users they considered superior, thereby increasing their depression. This study provided evidence for the mechanism underlying the association between using social media and psychological well-being and indicated the vulnerability of contingent self-esteem within the social media context. Other implications and future research directions were also discussed.

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.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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A IoT simulation programs utilizing the Swing components (Swing 컴포넌트를 활용한 IoT 시스템 시뮬레이션 프로그램)

  • Hwang, Jong-sun;Lim, Hyeok;Jang, Jae-Myung;Kim, Han-Gyung;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.666-668
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    • 2015
  • Recent domestic IoT (Internet Of Things) technologies and research is being actively conducted, it actually provides power control, heating control such services in the home or office. Depending on the interest of the IoT so as to provide convenient services to users also increased their users are increasingly questioning or wondering about the operation of IoT system. The system representing an easy to understand the operation of the IoT system is required in order to meet the requirements of those users. For this purpose this paper, Swing utilization by user, sensor, SNS (Social Network Service) when an event occurs, such as the relationship between devices bearing the collaboration process can be monitored with a simulation program was designed and implemented.

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The Study of Facebook Marketing Application Method: Facebook 'Likes' Feature and Predicting Demographic Information (페이스북 마케팅 활용 방안에 대한 연구: 페이스북 '좋아요' 기능과 인구통계학적 정보 추출)

  • Yu, Seong Jong;Ahn, Seun;Lee, Zoonky
    • The Journal of Bigdata
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    • v.1 no.1
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    • pp.61-66
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    • 2016
  • With big data analysis, companies use the customized marketing strategy based on customer's information. However, because of the concerns about privacy issue and identity theft, people start erasing their personal information or changing the privacy settings on social network site. Facebook, the most used social networking site, has the feature called 'Likes' which can be used as a tool to predict user's demographic profiles, such as sex and age range. To make accurate analysis model for the study, 'Likes' data has been processed by using Gaussian RBF and nFactors for dimensionality reduction. With random Forest and 5-fold cross-validation, the result shows that sex has 75% and age has 97.85% accuracy rate. From this study, we expect to provide an useful guideline for companies and marketers who are suffering to collect customers' data.

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A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

A Study on Developing the Evaluation Items for Estimating the Digitization Level of Libraries (도서관의 디지털화 수준 평가항목 개발에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.2
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    • pp.47-75
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    • 2016
  • This study was conducted to develop items for evaluating the level of the digitization of libraries. For this purpose, it analyzed the literature related to the digital library, underwent a convergence process of 10 experts, and finally derived an axis of 13 different dimensions comparing the digitization of libraries. The axis is composed of acquisitions, collections (physical and online collections), classification and cataloging, circulation service, reference, user service, SNS service, the library's organization and staff, device providing service, next-generation service, and status of our library. This study conducted a survey of librarians to secure the validation of the primarily derived evaluation items regarding libraries' digitization. As a result, the average rating of the traditional evaluation items was 3.82, and the average rating of the digital evaluation items was 4.08. Therefore, it can be said that the results of this research to evaluate the digitized level of libraries have a certain degree of validity.