• Title/Summary/Keyword: SNS participation

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A Study on the Development of Topic Map for Analysis of Customer Satisfaction in Tourism Industry (관광산업의 고객만족도 분석을 위한 토픽맵 개발에 관한 연구)

  • Kang, Min Shik
    • Journal of the Korea Convergence Society
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    • v.8 no.10
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    • pp.249-255
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    • 2017
  • The domestic tourism industry mostly relies on quantitative surveys for customer satisfaction. However, customer participation of the questionnaires is extremely low and the improvement of the dissatisfactory factors is not being performed promptly. In this paper, we propose a new topic map system and prove its empirical effectiveness to improve the accuracy of customer feedback information and the efficiency of the analysis process. The topic map system is a system for analyzing large amounts of customer feedback data in real time. It uses text mining and ontology techniques by integrating data collected over a certain period from real-time SNS and quantitative data obtained from existing survey systems. The effect after improving the analyzed factors of dissatisfaction is also a new and innovative evaluation system for monitoring customer satisfaction in real time. The classification based on this integrated data is a classification system that is specific to the product or the customer. According to this classification, it is possible to measure the effect of the recognition and improvement of the complaint factor in real time on the topic map system. This provides a sophisticated prioritization of the improvement factors and enables customer satisfaction quality control as a PDCA feedback system. In addition, the survey period and costs are greatly shortened, and responses can be more precise to the existing survey method. As a practical application, this system is applied to the largest H travel agency in Korea to prove the accuracy and efficiency of the proposed system.

A Qualitative Study on the Period-Specific Changes of Job Factors and Performance Features in Academic Libraries (질적 분석을 통한 대학도서관 업무의 시대별 수행 형태 및 요소 변화에 관한 연구)

  • Cho, Chul-Hyun;Noh, Dong-Jo
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.137-165
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    • 2015
  • This study aimed to investigate the period-specific changes (Library 1.0, Library 2.0, Library 3.0 Period) of job factors and performance features in academic libraries. For this, the study categorized an academic library's job into five dimensions: 1) library administration 2) collection development and management 3) information organization 4) information services and 5) information system development and management, After the categorized library's job was defined in detail, the Delphi survey was conducted twice on librarians and professors of library and information science. The result showed that there were many changes in job factors and performance features in academic libraries towards the period of library 2.0 characterized by user participation, sharing and openness and into library 3.0 characterized by social network and semantic web. Library 3.0 is likely to bring about a significant change in user services with ever changing technological advances stemming from library 2.0, such as mobile services, RFID and NFC etc. The finding of the study suggest that library systems need to be continually upgraded in the period of library 3.0.

The Solidarity Networking between Labor and Civil Society Movements: the Case Study of Hope Bus (시민사회의 연대운동 네트워킹 사례연구: 희망버스를 중심으로)

  • Lee, Byoung-Hoon;Kim, Jindu
    • Korean Journal of Labor Studies
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    • v.23 no.2
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    • pp.109-139
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    • 2017
  • In light that solidarity movements become significant under the situation of 'labor and labor movement' crisis, our study pays attention to the fact that the Hope Bus campaigns made remarkable achievements, and aims to figure out how those campaigns were successful, by focusing on their solidarity networking. The successful operating conditions of solidarity networking in the Hope Bus campaigns are examined in three aspects - the conditions of triggering, forming, and activating. The solidarity networking of Hope Bus campaigns were mainly triggered by the injustice of layoffs by Hanjin Heavy Industry, aerial protest by Jin-sook Kim, and the tragic symbol of the protest site (Crane no. 85). The solidarity movement of Hope Bus could be formed by the mutual trust and cohesive team-building of key network brokers, their utilization and expansion of social movement networks, and massive ripple effect of SNS-mediated communication. The solidarity networking of Hope Bus was effectively activated by open and de-hierarchical operations of the central planning group, active solidarity activities of participant groups, and the provision of 'heuristic experience' for developing the sensibility to labor solidarity. The virtuous combination of those three operating conditions leads to the building of unified forces among social movements, massive civil participation, and meaningful movement outcomes, through the solidarity networking of Hope Bus campaigns.

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.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

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.