• Title/Summary/Keyword: Social network information

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Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

Sentiment Analysis on Movie Reviews Using Word Embedding and CNN (워드 임베딩과 CNN을 사용하여 영화 리뷰에 대한 감성 분석)

  • Ju, Myeonggil;Youn, Seongwook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.1
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    • pp.87-97
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    • 2019
  • Reaction of people is importantly considered about specific case as a social network service grows. In the previous research on analysis of social network service, they predicted tendency of interesting topic by giving scores to sentences written by user. Based on previous study we proceeded research of sentiment analysis for social network service's sentences, which predict the result as positive or negative for movie reviews. In this study, we used movie review to get high accuracy. We classify the movie review into positive or negative based on the score for learning. Also, we performed embedding and morpheme analysis on movie review. We could predict learning result as positive or negative with a number 0 and 1 by applying the model based on learning result to social network service. Experimental result show accuracy of about 80% in predicting sentence as positive or negative.

The Influence of Authors' Centrality on Research Performance in a Large-Scale Collaborative Research Network (대규모 공동연구 네트워크에서 저자의 중심성이 연구성과에 미치는 영향)

  • Moon, Seonggu;Kim, Injai
    • Journal of Information Technology Services
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    • v.17 no.2
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    • pp.179-190
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    • 2018
  • This study is about the influence of authors' centrality on research outcomes in a large-scale collaborative research network. Using the social network analysis method, five types of centralities were derived. Six research outcomes of individual researchers were also derived through bibliographic information of the social science field for the last 10 years. A multivariate regression analysis was conducted to examine the causal relationship between the centrality and research outcome, and the effect of centrality on research outcomes was found to be statistically significant. The result of this study shows that the revised citation and H-index significantly influenced the authors' centrality. This result can imply that the centrality of the researcher can expect a considerable influence of the thesis as well as a certain level of productivity. The meaning of this study is to analyze the effect of centrality on the research outcomes of the large-scale collaborative research network in the past decade, and is carefully to suggest a guideline in order to support new research information services for active researchers and the advancement of collaborative research. This study has its limitation for interpreting the diverse academic fields of the social sciences in a uniform way. In future study, it is necessary to conduct studies using various weighted indices for network centrality in order to measure the influence of research.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

Profile Management System for Contact Information Privacy in Social Network Service (소셜 네트워크 서비스에서 사용자 연락정보 프라이버시 강화를 위한 개인 프로필 관리 시스템 연구)

  • Youn, Taek-Young;Hong, Do-Won
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.5
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    • pp.141-148
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    • 2011
  • Recently, various social network services have been grown. Among them, personal relationships based social network services such as Facebook and Twitter make a remarkable growth of industry. In such services, users' profiles are very important for establishing the relationship between two users. However some information in a user's profile causes the leakage of the user's privacy, and thus we have to deal with the information in the profile. Especially, we have to treat contact information, such as the phone number and the e-mail address, very carefully since an adversary can use the information to violate the user's privacy in real life. In this paper, we propose two profile management systems that can enhance the privacy of users in social network services. We compare our systems with existing profile management techniques in well-known social network services such as Facebook and Twitter, and show that our systems provide enhanced privacy.

The Effect of Social Network Service on Social Capital (소셜 네트워크 서비스가 사회적 자본에 미치는 영향)

  • Kim, Jong-Ki;Kim, Jin-Sung;Lei, Zheng-Jie
    • The Journal of Information Systems
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    • v.21 no.3
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    • pp.163-186
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    • 2012
  • With the development of Internet and transition to information society, social capital is expanding to online from the traditional offline context. Especially with the widespread of social network service(SNS) the number of SNS users is increasing sharply and the importance of online social capital has been more and more significant. Most studies on social capital focused on organizational aspects but few studies have payed attention to personal aspect. Empirical studies on the relation between SNS and social capital were seldom conducted in previous studies. Based on the theory of social capital this study targets on the relationship formed through SNS and analyzes on how the relationship affects the perceived social capital. In this study 'self-presentation', 'playfulness' and 'critical mass' are posited as the antecedent factors of 'SNS usage'. This study proposes a research model to examine the effect of 'SNS usage' on 'relationship reinforcement', 'relationship building' and 'perceived social capital'. According to the results of empirical analysis, 'self-presentation', 'playfulness' and 'critical mass' can generate significant positive influence on 'SNS usage'. It also confirms not only the effect of 'relationship reinforcement' and 'relationship building' formed through SNS on 'perceived social capital' but also relationship between the social capital formation and SNS usage. The outcome obtained in this study can be applied in developing SNS services.

Malware Containment Using Weight based on Incremental PageRank in Dynamic Social Networks

  • Kong, Jong-Hwan;Han, Myung-Mook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.1
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    • pp.421-433
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    • 2015
  • Recently, there have been fast-growing social network services based on the Internet environment and web technology development, the prevalence of smartphones, etc. Social networks also allow the users to convey the information and news so that they have a great influence on the public opinion formed by social interaction among users as well as the spread of information. On the other hand, these social networks also serve as perfect environments for rampant malware. Malware is rapidly being spread because relationships are formed on trust among the users. In this paper, an effective patch strategy is proposed to deal with malicious worms based on social networks. A graph is formed to analyze the structure of a social network, and subgroups are formed in the graph for the distributed patch strategy. The weighted directions and activities between the nodes are taken into account to select reliable key nodes from the generated subgroups, and the Incremental PageRanking algorithm reflecting dynamic social network features (addition/deletion of users and links) is used for deriving the high influential key nodes. With the patch based on the derived key nodes, the proposed method can prevent worms from spreading over social networks.

Information Mediating in Social Network Sites : A Simulation Study (소셜 네트워크 사이트의 정보 매개하기 : 시뮬레이션 연구)

  • Rho, Sangkyu;Kim, Taekyung;Park, Jinsoo
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.33-55
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    • 2013
  • Information sharing behavior in the Internet has raised much interest. Recently, social network sites provide a new information sharing channel for the users who want to connect with others based on common social background or tastes. Especially, we focus that a social network site becomes one of major routes for information sharing about socially influential issues. Therefore, studying how information is diffused via a social network site may give theoretically, practically significant implication. Based on the assertion, we investigated user's behavior to mediate other user's information messages. We define information mediating behavior as concurrent actions of filtering and distributing behavior of the digital content that is originated from one of the connected users. In this study, we intended to understand the effects of information mediating behavior, and tried to understand characteristics of re-mediating of previously mediated information. Using an agent-based simulation model, we found that information mediating behavior increased the extent of information diffusion significantly. In addition, even a small degree of mediating probability could boost up the level of information diffusion in the case of a re-mediating condition. We believe that those findings provide remarkable insight of research and business application on both of information sharing and diffusion in a social network site.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

Social Network Based Music Recommendation System (소셜네트워크 기반 음악 추천시스템)

  • Park, Taesoo;Jeong, Ok-Ran
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.133-141
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    • 2015
  • Mass multimedia contents are shared through various social media servies including social network service. As social network reveals user's current situation and interest, highly satisfactory personalized recommendation can be made when such features are applied to the recommendation system. In addition, classifying the music by emotion and using analyzed information about user's recent emotion or current situation by analyzing user's social network, it will be useful upon recommending music to the user. In this paper, we propose a music recommendation method that makes an emotion model to classify the music, classifies the music according to the emotion model, and extracts user's current emotional state represented on the social network to recommend music, and evaluates the validity of our method through experiments.