• Title/Summary/Keyword: Social network platform

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Fukuoka Next-generation Social System Creation Hub as a Regional Innovation Platform Strategy

  • Cha, Sang-Ryong
    • World Technopolis Review
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    • v.7 no.2
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    • pp.125-134
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    • 2018
  • The purpose of this article is to introduce and describe the case of Fukuoka Next-generation Social System Creation Hub based on the conceptual framework of regional innovation platform strategy. In short, it is a "government-issued" regional innovation platform strategy to improve innovativeness with limited creative capital through "borrowing" not money but network, wisdom, know-how, and ideas from each other between some stakeholder groups in a region. The Fukuoka Industry, Science & Technology Foundation, which is the coordinating institution of the whole program, plays the role of a platformer to unify various projects into the program crossing borders between stakeholder groups for building regional innovation platforms that lends intensive support to feedback loops between the program facilitator and its partners in the program. Thanks to being a government-issued one, it could be tied together with some wide ranging issues of policy on social innovations, such as the "low carbon society" or the "health and longevity society." But at the same time, it is a concern that many regional research institutions that have innovative potential and diverse ideas become governed by the platform without their noticing it and dealt with in the same way based on "selected" and "designated" strategic goals. Therefore, it seems that a regional innovation platform strategy is a kind of "double-edged sword" in public policy in the era of "panopticism of bureaucratic society" in Japan.

Internet Service Paradigm Shift Driven by Emergence of Open Social Networking Service: Focusing on Facebook (개방형 소셜 네트워킹 서비스 플랫폼 출현에 따른 인터넷 서비스 시장의 패러다임 변화 : Facebook을 중심으로)

  • Yoon, Young-Seog;Choi, Mun-Kee;Kim, Sang-Kwon;Lee, Hyun-Jin;Cho, Kee-Sung
    • Journal of Service Research and Studies
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    • v.1 no.1
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    • pp.29-48
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    • 2011
  • Recently not only industry but also academy have shown an intense interest in social networking service. However, reckless imitation will not guarantee the successful eco-system of social networking service without rich understanding of growth driver and business model. Hence, this study aims at analyzing open platform strategy and business model conducted by a representative social networking service provider in order to provide platform operator, network operator, and portal provider with meaningful implications. Advertisers may pay great attention to social networking service because it has strong ability to provide users with spontaneous motivation to manage and update their profile, and these valuable information can be utilized for providing personalized advertisement on social networking service. As a result, one side of consumers in two side market, advertisers, tend to pay more expenditure to place advertisements. In addition, the open platform adopted by social networking service providers causes pro-sumers to participate in the eco-system, and thereby the explosive quantitative growth is realized. The fact of that this open social networking service can invade other web service area via an unified platform indicates that it may expand its service scope into a wide variety of web service areas. Hence, domestic portal services providers and network providers should consider social networking service not as one of new web services but as an disruptive service platform. Corresponding to the emergence of social networking service, especially if their business area is related to display advertising market, they should seek a way to provide social networking service access users's newly updated information and develop innovative media technologies to enter context awareness ads market.

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Text Classification on Social Network Platforms Based on Deep Learning Models

  • YA, Chen;Tan, Juan;Hoekyung, Jung
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.9-16
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    • 2023
  • The natural language on social network platforms has a certain front-to-back dependency in structure, and the direct conversion of Chinese text into a vector makes the dimensionality very high, thereby resulting in the low accuracy of existing text classification methods. To this end, this study establishes a deep learning model that combines a big data ultra-deep convolutional neural network (UDCNN) and long short-term memory network (LSTM). The deep structure of UDCNN is used to extract the features of text vector classification. The LSTM stores historical information to extract the context dependency of long texts, and word embedding is introduced to convert the text into low-dimensional vectors. Experiments are conducted on the social network platforms Sogou corpus and the University HowNet Chinese corpus. The research results show that compared with CNN + rand, LSTM, and other models, the neural network deep learning hybrid model can effectively improve the accuracy of text classification.

Cross-Platform Mobile System for Social Applications (소셜 응용을 위한 크로스-플랫폼 모바일 시스템)

  • Kim, Kwang-Sup;Kang, Sang-Gu;Kim, Nam-Yun;Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.193-198
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    • 2011
  • As smartphone use has been steadily growing over the past year, social networking on the mobile phones appears to be increasing. In this paper, we propose a cross-platform mobile architecture for supporting social applications. The key design objectives for developing the proposed system include: 1) providing personalized data through filtering information which is supplied by various social applications, 2) providing a cross-platform architecture for adapting various smartphones such as Apple iPhone and Google android. We verified system design by implementing a smartphone application which displays the filtered pictures from social network services such as Flickr and Picasa.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.

The Influence of Social Supports on Intention to Use of Brands' SNS Page (사회적 지원기능이 브랜드 개설 SNS 페이지 소비자 수용에 미치는 영향에 관한 연구)

  • Lee, Yoon-Jae;Lee, Jeong-Hoon
    • Journal of Information Technology Applications and Management
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    • v.22 no.1
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    • pp.17-36
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    • 2015
  • Many companies are now trying to utilize SNS (social network service) by building it as marketing communication platform that delivers marketing messages and builds customer relationship. This study investigates the factors affecting consumers' intention to use of brand's SNS identity page (e.g., fan page in Facebook). It specifically focuses on four social support functions -self-esteem, informational, emotional and social networking support-in virtual space. Research model attempts to explore the impact of social supports on brands' SNS identity page adoption with modified technology acceptance model which includes perceived usefulness, ease of use and enjoyment. Empirical study adopts SEM (structural equation modelling) to test research model. The result indicates that perceived ease of use is influenced by informational support, and perceived usefulness is influenced by informational, emotional, and self-esteem support. And perceived enjoyment is influenced by emotional support. In addition, it reveals that there were no significant effects of social networking support on both perceived usefulness and enjoyment. These findings provide managerial implications for attracting potential and actual customers to brand's SNS identity page. And it also suggests the importance of managing sociability in brand's SNS identity page to make it as marketing communication platform.

A Study on Comic Expression of Social Network Game (소셜네트워크게임의 만화적 표현연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.527-530
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    • 2011
  • This Paper studied out prototype and the structure of comic expression on Social Network Game and started with issues based on SNS(Social Network Service) in Culture Communication. Interaction with the platform have the information that aims to develop relationships with SNG. In a world where the paradigm is changing the game People of all ages, transcending national borders in the mediator role of interaction could have been important. Today SNG is a major topic in Game Contents and this issue has influenced the game design and Story Telling. Under this Situation, this study has a significant meaning because it proves that the factors Comic Expression in game is analyzed by SNG.

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Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

A Study on Activation of Network through the Ba of Knowledge Sharing : The case of NPOs Network (지식공유의 장(場)을 통한 협력네트워크 활성화에 대한 연구 : 비영리조직 네트워크를 중심으로)

  • Jin, Ho-Seok;Park, Sang-Hyeok;Park, Jeong-Seon
    • The Journal of Information Systems
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    • v.26 no.2
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    • pp.85-104
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    • 2017
  • Purpose The purpose of this study is to improve the efficiency of the activities of loosely connected network organization through the platform(Ba) of knowledge sharing. Loosely connected network organizations have been tried to promote new work and complement the scarce resources through collaborations. NPO(Non-Profit Organization) is essential to establish cooperation networks in order to achieve the public interest on the basis of scarce resources. This study interpreted the Ba on the 'Change-On' program and analyzed the social networks of regional organizations through the activation of the Ba. The 'Change-On' program is conducted for several years to promote the efficiency of the NPO network by Daum Generation Foundation. Design/methodology/approach This study made a design to organize the Ba concept of Nonaka & Konno and presented a case of the Ba activated based on the NPO network of regional order. According to the social network analysis of regional cooperation within the network of participating organizations was extended, it was found that the principal plays a significant role as a central hub made. Findings According to the empirical analysis, this study illustrated that various types of network were formed among NPOs based on the 'Change-On'. Furthermore, the networks surrounding NPOs are extended to the other people connected to them. This means that the network of NPOs had been diversified via the facilitation of the Ba. This study throws new highlights on the new role for the Ba as a network promoter in addition to the partner as a technology-provider in the NPO ecosystem. Moreover, the network analysis between before-and-after can be used for the evaluation of the effectiveness of the various Ba programs.