• Title/Summary/Keyword: SNS User

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Exploring Future Signals for Mobile Payment Services - A Case of Chinese Market - (모바일 결제 서비스에 대한 미래신호 예측 - 중국시장을 대상으로 -)

  • Bin Xuan;Seung Ik Baek
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.96-107
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    • 2023
  • The objective of this study is to explore future issues that Chinese users, who have the highest mobile payment service usage rate in the world, will be most interested in. For this purpose, after collecting text data from a Chinese SNS site, it classifies major keywords into 4 types of future signals by using Keyword Emergence Map (KEM) and Keyword Issue Map (KIM). Furthermore, to understand the four types of signals in detail, it performs the qualitative analysis on text related to each signal keyword. As a result, it finds that the strong signal, which is rapidly growing in keyword appearance frequency during this research period, includes the keywords related to the daily life of Chinese people, such as buses, subways, and household account books. Additionally, it find that the signal that appears frequently now, but with a low increase rate, includes various services that can replace cash payment, such as hongbao (cash payment) and bank cards. The weak signal and latent signal, which appear less often than other two signals, includes the keywords related to promotion events or changes in service regulations. Its result shows that the mobile payment services greatly have changed user's daily life beyond providing convenience. Furthermore, it shows that, in the Chinese market, in which card payment is not common, the mobile payment services have the great potential to completely replace cash payment.

The Perception Analysis of Autonomous Vehicles using Network Graph (네트워크 그래프를 활용한 자율주행차에 대한 인식 분석)

  • Hyo-gyeong Park;Yeon-hwi You;Sung-jung Yong;Seo-young Lee;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.97-105
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    • 2023
  • Recently, with the development of artificial intelligence technology, many technologies for user convenience are being developed. Among them, interest in autonomous vehicles is increasing day by day. Currently, many automobile companies are aiming to commercialize autonomous vehicles. In order to lay the foundation for the government's new and reasonable policy establishment to support commercialization, we tried to analyze changes and perceptions of public opinion through news article data. Therefore, in this paper, 35,891 news article data mentioning terms similar to 'autonomous vehicles' over the past three years were collected and network analyzed. As a result of the analysis, major keywords such as 'autonomous driving', 'AI', 'future', 'Hyundai Motor', 'autonomous driving vehicle', 'automobile', 'industrial', and 'electric vehicle' were derived. In addition, the autonomous vehicle industry is developing into a faster and more diverse platform and service industry by converging with various industries such as semiconductor companies and big tech companies as well as automobile companies and is paying attention to the convergence of industries. To continuously confirm changes and perceptions in public opinion, it is necessary to analyze perceptions through continuous analysis of SNS data or technology trends.

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.

The Design of Smart-phone Application Design for Intelligent Personalized Service in Exhibition Space (전시 공간에서 지능형 개인화 서비스를 위한 스마트 폰 어플리케이션 설계)

  • Cho, Young-Hee;Choi, Ae-Kwon
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.109-117
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    • 2011
  • The exhibition industry, as technology-intensive, eco-friendly industry, contributes to regional and national development and enhancement of its image as well, if it joins cultural and tourist industry. Therefore, We need to revitalize the exhibition industry, as actively holding an exhibition event. However, to attract a number of exhibition audience, the work of enhancing audience satisfaction and awareness of value for participation should be prioritized after improving quality of service within exhibition hall. As one way to enhance the quality of service, it is thought that the way providing personalized service geared toward each audience is needed. that is, if audience avoids the complexity in exhibition space and it affords them service to enable effective time and space management, it will improve the satisfaction. All such personalized service affordable lets the audience's preference on the basis of each audience profile registered in advance online grasp. and Based on this information, it is provided with exhibition-related information suited their purpose that is the booth for the interesting audience, the shortest path to go to the booth and event via audience's smart phone. and it collects audience's reaction information, such as visiting the booth, participating the event through offered the information in this way and location information for the flow of movement, the present position so that it makes revision of existing each audience profile. After correcting the information, it extracts the individual's preference. hereunder, it provides recommend booth and event information. in other words, it provides optimal information for individual by amendment based on reaction information about recommending information built on basic profile. It provides personalized service dynamic and interactive with audience. This paper will be able to provide the most suitable information for each audience through circular and interactive structure and designed smart-phone application supportable for updating dynamic and interactive personalized service that is able to afford surrounding information in real time, as locating movement position through sensing. The proposed application collects user‘s context information and carrys information gathering function collecting the reaction about searched or provided information via sensing. and it also carrys information gathering function providing needed data for user in exhibition hall. In other words, it offers information about recommend booth of position foundation for user, location-based services of recommend booth and involves service providing detailed information for inside exhibition by using service of augmented reality, the map of whole exhibition as well. and it is also provided with SNS service that is able to keep information exchange besides intimacy. To provide this service, application is consisted of several module. first of all, it includes UNS identity module for sensing, and contain sensor information gathering module handling and collecting the perceived information through this module. Sensor information gathered like this transmits the information gathering server. and there is exhibition information interfacing with user and this module transmits to interesting information collection module through user's reaction besides interface. Interesting information collection module transmits collected information and If valid information out of the information gathering server that brings together sensing information and interesting information is sent to recommend server, the recommend server makes recommend information through inference with gathered valid information. If this server transmit by exhibition information process, exhibition information process module is provided with user by interface. Through this system it raises the dynamic, intelligent personalized service for user.

The Effects of Game User's Social Capital and Information Privacy Concern on SNGReuse Intention and Recommendation Intention Through Flow (게임 이용자의 사회자본과 개인정보제공에 대한 우려가 플로우를 통해 SNG 재이용의도와 추천의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.21-39
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    • 2018
  • Today, Mobile Instant Message (MIM) has become a communication means which is commonly used by many people as the technology on smart phones has been enhanced. Among the services, KakaoGame creates much profits continuously by using its representative Kakao platform. However, even though the number of users of KakaoGame increases and the characteristics of the users are more diversified, there are few researches on the relationship between the characteristics of the SNG users and the continuous use of the game. Since the social capital that is formed by the SNG users with the acquaintances create the sense of belonging, its role is being emphasized under the environment of social network. In addition, game user's concerns about the information privacy may decrease the trust on a game APP, and it also caused to threaten about the game system. Therefore, this study was designed to examine the structural relationships among SNG users' social capital, concerns about the information privacy, flow, SNG reuse intention and recommendation intention. The results from this study are as follow. First of all, the participants' bridging social capital had a positive effect on the flow of an SNG, but the bonding social capital had a negative effect on the flow of an SNG. In addition, awareness of information privacy concern had a negative effects on the flow of an SNG, but control of information privacy concern had a positive effect on the flow of an SNG. Lastly, the flow of an SNG had a positive effect on the reuse intention and recommendation intention of an SNG. Also, reuse intention of an SNG had a positive effect on the recommendation intention. Based on the results from this study, academic and practical implications can be drawn. First, This study focused on KakaoTalk which has both of the closed and open characteristics of an SNS and it was found that the SNG user's social capital might be a factor influencing each user's behaviors through the user's flow experiences in SNG. Second, this study extends the scope of prior researches by empirically analysing the relationship between the concerns about the SNG user's information privacy and flow of an SNG. Finally, the results of this research can provide practical guidelines to develop effective marketing strategies considering them for SNG companies.

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 Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

Hot Topic Prediction Scheme Using Modified TF-IDF in Social Network Environments (소셜 네트워크 환경에서 변형된 TF-IDF를 이용한 핫 토픽 예측 기법)

  • Noh, Yeonwoo;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • KIISE Transactions on Computing Practices
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    • v.23 no.4
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    • pp.217-225
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    • 2017
  • Recently, the interest in predicting hot topics has grown significantly as it has become more important to find and analyze meaningful information from a large amount of data flowing in social networking services. Existing hot topic detection schemes do not consider a temporal property, so they are not suitable to predict hot topics that are rapidly issued in a changing society. This paper proposes a hot topic prediction scheme that uses a modified TF-IDF in social networking environments. The modified TF-IDF extracts a candidate set of keywords that are momentarily issued. The proposed scheme then calculates the hot topic prediction scores by assigning weights considering user influence and professionality to extract the candidate keywords. The superiority of the proposed scheme is shown by comparing it to an existing detection scheme. In addition, to show whether or not it predicts hot topics correctly, we evaluate its quality with Korean news articles from Naver.

A Hadoop-based Multimedia Transcoding System for Processing Social Media in the PaaS Platform of SMCCSE

  • Kim, Myoungjin;Han, Seungho;Cui, Yun;Lee, Hanku;Jeong, Changsung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2827-2848
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    • 2012
  • Previously, we described a social media cloud computing service environment (SMCCSE). This SMCCSE supports the development of social networking services (SNSs) that include audio, image, and video formats. A social media cloud computing PaaS platform, a core component in a SMCCSE, processes large amounts of social media in a parallel and distributed manner for supporting a reliable SNS. Here, we propose a Hadoop-based multimedia system for image and video transcoding processing, necessary functions of our PaaS platform. Our system consists of two modules, including an image transcoding module and a video transcoding module. We also design and implement the system by using a MapReduce framework running on a Hadoop Distributed File System (HDFS) and the media processing libraries Xuggler and JAI. In this way, our system exponentially reduces the encoding time for transcoding large amounts of image and video files into specific formats depending on user-requested options (such as resolution, bit rate, and frame rate). In order to evaluate system performance, we measure the total image and video transcoding time for image and video data sets, respectively, under various experimental conditions. In addition, we compare the video transcoding performance of our cloud-based approach with that of the traditional frame-level parallel processing-based approach. Based on experiments performed on a 28-node cluster, the proposed Hadoop-based multimedia transcoding system delivers excellent speed and quality.

Forensic Analysis of chatting messenger service in KakaoTalk and Comparison Study of KakaoTalk and WhatsApp Artifacts (KakaoTalk의 채팅 메시지 포렌식 분석 연구 및 WhatsApp의 Artifacts 와의 비교 분석)

  • Yoon, JongCheol;Park, Yongsuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.777-785
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    • 2016
  • IM(Instant Messenger) chatting service can carry user's various information including life style, geographical position, and psychology & crime history and thus forensic analysis on the IM service is desirable. But, forensic analysis for KakaoTalk's chatting service is not well studied yet. For this reason, we study KakaoTalk's forensic analysis focusing on chatting service. This paper first details a general method of IM forensics investigating the previous articles about IM forensics although there are not many articles. Second, we discuss methodologies for IM forensics wherein we present analysis of table structure and method for reconstruction of chatting message. These result in the basic element of forensic tools of KakaoTalk chatting message. Last, we compare artifacts of KakaoTalk with that of WhatsApp. We conclude that these applications are, at least, different in that table structures and the ways to reconstruct chatting messages are not same and therefore digital evidences or artifacts are not same and somewhat distinct.