• 제목/요약/키워드: Social Media Impact

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Interactive UI for Smartphone/ Web Applications and Impact of Social Networks

  • Malik, Hafiz Abid Mahmood;Mohammad, AbdulHafeez;Mehmood, Usman;Ali, Ashraf
    • International Journal of Computer Science & Network Security
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    • 제22권3호
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    • pp.189-200
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    • 2022
  • In today's digital world, smartphones and web-based applications have gained remarkable importance throughout the globe. These smart applications are playing a very significant role in maintaining a powerful business. As well as, they are helping a lot to expand these businesses via social networks. Social media networks such as Instagram, Facebook, Twitter, and LinkedIn are playing a prominent role to promote the companies. In the hospitality sector, most of the companies are running their hotel booking systems by utilizing mobile applications and a web-based infrastructure, but usability issues still exist. This study has been conducted specifically to tackle the usability issues of hotel booking systems and the best utilization of social networks to promote the business. TripAdvisor was selected as an authentic source for selecting those systems and two international hotels are selected for this study. The first step is to identify different hotel booking systems. In the second step, the user's satisfaction level was measured for the selected systems by performing the System Usability Scale (SUS, Quick & Dirty) approach. Additionally, by which source (social media or personal relations) they found these hotels. It is found that the SUS rating for both systems is below the acceptable level of usability. The Mean SUS for hotel 1 is found at 55.25 and 51.2 for hotel 2. The third step was to identify the user interface (UI) issues, and heuristic evaluation is performed for this. The experts identified the UI issues on the basis of their experience. The major issues were related to the visibility of system status, error prevention, flexibility and efficiency of use. Depending upon the identified issues, an interactive UI (prototype) for the selected web-based applications was proposed. This prototype is mainly based on the user's perspective. This prototype can be used for improving the UI of the selected systems which is based on the user's perspective. During the process of verifying the satisfaction level, it is revealed that the targeted audience is not able to use these systems efficiently and effectively. The reason behind this is the negligence of usability guidelines throughout the process of design and development of these hotel booking systems. Therefore, it is highly recommended that the usability of these systems should be evaluated and redesigned, based on expert opinions. It has also been observed that the reviews/ feedback of customers has spread a negative impact through social networks.

Psychological contract-based Consumer Repurchase behavior On Social commerce platform: An Empirical study

  • Shahbaz, Hussain;Li, Ying;Li, Wenli
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권5호
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    • pp.2061-2083
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    • 2020
  • Social commerce, integration of social media and e-commerce, provides potential opportunities for consumers to talk about their ideas and exchange product-related information on online shopping platforms. Given the substantial prospects related to business opportunities and consumers' perceptions, this study explores the factors driving fulfillment of the psychological contract in social commerce platforms. This research proposes, examines, and proves a theoretical model for the post-purchase behavior of the consumers, through an empirical investigation of online questionnaire-based data, gathered from 367 consumers in a cross-sectional setting. Results show that the fulfillment of psychological contract, consumer loyalty, and affective commitment fully mediate the impact of consumer trust on platform and repurchase intention. The level of commitment toward the consumer by the platform is strongly related to the degree of consumer trust, which is reciprocated through re-purchase intentions. This study offers essential theoretical implications with regards to the social exchange theory, attribution theory, and an moderating effect of the platform empathy on consumers' trust-psychological contract fulfillment relationship. Likewise, this research has significant implications for practitioners and managers.

뉴스 기사 텍스트 마이닝과 네트워크 분석을 통한 폭염의 사회·경제적 영향 유형 도출: 2012~2016년 사례 (Text Mining and Network Analysis of News Articles for Deriving Socio-Economic Damage Types of Heat Wave Events in Korea: 2012~2016 Cases)

  • 정재인;이경준;김승범
    • 대기
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    • 제30권3호
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    • pp.237-248
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    • 2020
  • In order to effectively prepare for damage caused by weather events, it is important to proactively identify the possible impacts of weather phenomena on the domestic society and economy. Text mining and Network analysis are used in this paper to build a database of damage types and levels caused by heat wave. We collect news articles about heat wave from the SBS news website and determine the primary and secondary effects of that through network analysis. In addition to that, based on the frequency with which each impact keyword is mentioned, we estimate how much influence each factor has. As a result, the types of impacts caused by heat wave are efficiently derived. Among these types of impacts, we find that people in South Korea are mainly interested in algae and heat-related illness. Since this technique of analysis can be applied not only to news articles but also to social media contents, such as Twitter and Facebook, it is expected to be used as a useful tool for building weather impact databases.

사회연결망 분석을 활용한 대구의 관광지 이미지 분석: 온라인 빅데이터를 중심으로 (Destination Image Analysis of Daegu Using Social Network Analysis: Social Media Big Data)

  • 서정아;오익근
    • 한국콘텐츠학회논문지
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    • 제17권7호
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    • pp.443-454
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    • 2017
  • 온라인에서 생성되는 관광지 관련 정보들을 활용한 관광지 이미지 분석은 관광소비자들의 관광목적지에 대한 인식을 설명할 수 있는 유의미한 정보를 도출할 수 있으며, 관광소비자들의 특정 관광지에 대한 이미지를 더욱 심층적으로 이해할 수 있다. 본 연구는 온라인 빅데이터를 활용한 대구의 관광지 이미지 실례연구를 실시하여 대구의 관광지 이미지를 분석하고 시사점을 도출하고자 하였다. 국내 포털 사이트를 대상으로 텍스트 마이닝과 사회연결망 분석을 실시하여, 대구의 관광지 이미지를 형성하는 관광지 이미지 요소들을 추출하고 영향 정도를 분석하였다. 연구 결과에 따르면 관광객 인프라시설과 문화와 예술, 역사 등의 관광지 이미지 형성 요소들이 대구의 관광지 이미지를 형성하는 주요한 요소들로 파악되었으며, 특히, '대구중구골목투어'가 전체적인 대구의 관광지 이미지 형성에 핵심적인 역할을 하는 것으로 파악되었다.

SNS 활용이 수출마케팅 성과에 미치는 영향 (The Impact of SNS Use on Export Marketing Performance)

  • 김학민;이승철
    • 통상정보연구
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    • 제14권1호
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    • pp.391-418
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    • 2012
  • 최근의 소셜 네트워크 서비스 (Social Network Service)는 그 사용범위와 목적이 확장하고 있다. 초기의 이메일, 리스트서브, 뉴스그룹 등 비교적 동질적 집단 간의 네트워킹 중심의 SNS로부터, 이제는 기업들에게도 게시판, 개인의 미니홈피나 블로그, Facebook, Twitter를 이용한 소셜미디어 마케팅이라는 개념이 형성되고 있다. 본 연구에서는 소셜미디어 활용과 수출마케팅 성과의 관계성을 검증하는 것이 목적이다. 이를 위하여 SNS활용의 유형을 살펴보고, 이들과 수출마케팅 성과와의 관계를 검증하고자 하였다. 연구결과, SNS활용은 수출마케팅 성과와 직접적인 영향을 미치는 것으로 분석되었다. 또한 제품의 온라인 적합성과 조직의 혁신수용성은 SNS활용에 긍정적인 영향을 미치는 것으로 도출된 반면, 마케팅역량과 국제화역량은 SNS활용을 통하여 수출마케팅성과로 이어지지 않는다고 파악되었다. 따라서 SNS의 활용을 증진시킬 수 있는 제품과 서비스의 개발과 함께, 조직 내부의 SNS활용에 대한 적극적 관심과 수용이 필요하다는 점을 시사하고 있다.

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Teens and College Students' Purchasing Decision Factors of Denim Jeans In the United States

  • Hwang Shin, Su-Jeong;Fowler, Deborah;Lee, Jinhee
    • 한국의류산업학회지
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    • 제15권6호
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    • pp.971-976
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    • 2013
  • This study provides insight into current social media influences and purchasing power of the young generation in that the size of both of these demographic groups will impact the apparel companies and retail market for the predictable future Denim apparel companies are aware of the discretionary spending power of the Y and Z Generations. The characteristics of current teens are so similar to college-age individuals in that they have grown up with digital technology and they prefer to communicate via social networking sites. Retailers have utilized these social media platforms in order to capture the attention of the generations. Traditionally marketing campaigns have differentiated between teens and the college-age population. However, the teens actually have larger spending power and more discretionary income. A survey consisted of 32 questions pertaining to Internet media influences, influence of people, and decision factors on decisionmaking related to purchasing selection. A random sampling of 163 females responded to a set of questionnaires. Teens, like college students desire to make their own decisions when they select and purchase denim jeans. Overall 40% of them wanted to make their own decisions when purchasing their jeans, however, a significant number are influenced by their friend's opinions (34%) and the opinions of family members (15%). However, celebrities (10%) had the least influence on their decisions. Teens, like colleges students make decisions based on the same decision factors: fit (63%), cost (23%), brand (10%) and color (2%). The most important factor in determining preference was "fit".

뉴스기사 분석을 통한 사회이슈와 가격에 관한 연구 - 조류인플루엔자와 달걀가격 중심으로 - (Analysis of the Relations between Social Issues and Prices Using Text Mining - Avian Influenza and Egg Prices -)

  • 한무명초;;이충권
    • 스마트미디어저널
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    • 제7권1호
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    • pp.45-51
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    • 2018
  • 조류인플루엔자는 전염 속도가 매우 빠르고 양계농장을 중심으로 생산자들과 소비자들에게 심각한 영향을 끼친다. 그중에서도 2016년 말에 전국적으로 발생한 조류인플루엔자는 좁은 공간에 밀집시켜 사육하는 산란계 농장에 큰 피해를 주었다. 이에 따라 달걀과 달걀을 재료로 하는 가공식품의 가격이 급등하였고 언론은 많은 속보성 뉴스기사를 게재하였다. 본 연구는 사회이슈를 반영한 온라인 뉴스기사의 키워드 변화와 달걀가격 변동과의 상관관계를 알아보고자 하였다. 이를 위하여 2016년 11월부터 14주 동안 한국에서 발생한 조류인플루엔자 관련 온라인 뉴스기사 682건과 같은 기간의 달걀가격 변화를 분석하였다. 본 연구의 결과는 사회이슈를 반영하는 뉴스기사의 키워드와 실물가격과의 관계를 이해하는 데 기여할 것으로 기대한다.

인스타그램 이용에 나타난 패션 취향 표현 (Fashion Taste Expressions in the Use of Instagram)

  • 김희영;하지수
    • 한국의류산업학회지
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    • 제22권4호
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    • pp.432-445
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    • 2020
  • This study identified the utilization characteristics of individual fashion taste expression on Instagram, and examined the impact of the use of the media on the formation and change of fashion taste. The research method conducted 1:1 indepth interviews with 19 people in their 20s and 30s using 501 images for analysis. The results of this study are as follows. Posting, searching, and reading behavior on Instagram were identified in three dimensions (self-expression, information gathering, and relationship orientation). In the image of self-expression, clothes were displayed at the time so that they could be checked and applied in other ways. Accumulated posts inspired people to look back on past styles and use them to reflect on the present. A media environment that was constantly exposed to information in real time allowed people to try various styles by imitating other users' posts and share in a process of creatively exploring styles to help organize fashion tastes developmentally. Participants had selective relationships with people of similar tastes who experienced the pleasure of enjoying through the exchange of tastes in fashion. These taste mates directly influenced the formation or change of tastes, serving as a criteria for styles or presenting new styles. In this study, fashion taste was formed by individual efforts of pursuit (not a collective social class choice) and was a continuous process of constantly changing that also exploring discriminatory styles.

An Ensemble Classification of Mental Health in Malaysia related to the Covid-19 Pandemic using Social Media Sentiment Analysis

  • Nur 'Aisyah Binti Zakaria Adli;Muneer Ahmad;Norjihan Abdul Ghani;Sri Devi Ravana;Azah Anir Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권2호
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    • pp.370-396
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    • 2024
  • COVID-19 was declared a pandemic by the World Health Organization (WHO) on 30 January 2020. The lifestyle of people all over the world has changed since. In most cases, the pandemic has appeared to create severe mental disorders, anxieties, and depression among people. Mostly, the researchers have been conducting surveys to identify the impacts of the pandemic on the mental health of people. Despite the better quality, tailored, and more specific data that can be generated by surveys,social media offers great insights into revealing the impact of the pandemic on mental health. Since people feel connected on social media, thus, this study aims to get the people's sentiments about the pandemic related to mental issues. Word Cloud was used to visualize and identify the most frequent keywords related to COVID-19 and mental health disorders. This study employs Majority Voting Ensemble (MVE) classification and individual classifiers such as Naïve Bayes (NB), Support Vector Machine (SVM), and Logistic Regression (LR) to classify the sentiment through tweets. The tweets were classified into either positive, neutral, or negative using the Valence Aware Dictionary or sEntiment Reasoner (VADER). Confusion matrix and classification reports bestow the precision, recall, and F1-score in identifying the best algorithm for classifying the sentiments.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • 제16권2호
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.