• Title/Summary/Keyword: User Activities

Search Result 919, Processing Time 0.029 seconds

사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로 (A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore)

  • 정승기;이기호;이인성;김진우
    • Asia pacific journal of information systems
    • /
    • 제19권2호
    • /
    • pp.43-72
    • /
    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Intelligent Healthcare Service Provisioning Using Ontology with Low-Level Sensory Data

  • Khattak, Asad Masood;Pervez, Zeeshan;Lee, Sung-Young;Lee, Young-Koo
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제5권11호
    • /
    • pp.2016-2034
    • /
    • 2011
  • Ubiquitous Healthcare (u-Healthcare) is the intelligent delivery of healthcare services to users anytime and anywhere. To provide robust healthcare services, recognition of patient daily life activities is required. Context information in combination with user real-time daily life activities can help in the provision of more personalized services, service suggestions, and changes in system behavior based on user profile for better healthcare services. In this paper, we focus on the intelligent manipulation of activities using the Context-aware Activity Manipulation Engine (CAME) core of the Human Activity Recognition Engine (HARE). The activities are recognized using video-based, wearable sensor-based, and location-based activity recognition engines. An ontology-based activity fusion with subject profile information for personalized system response is achieved. CAME receives real-time low level activities and infers higher level activities, situation analysis, personalized service suggestions, and makes appropriate decisions. A two-phase filtering technique is applied for intelligent processing of information (represented in ontology) and making appropriate decisions based on rules (incorporating expert knowledge). The experimental results for intelligent processing of activity information showed relatively better accuracy. Moreover, CAME is extended with activity filters and T-Box inference that resulted in better accuracy and response time in comparison to initial results of CAME.

SNS 사용자의 개인적·사회적 특성이 지속적 사용의도에 영향을 미치는 요인 : 생활 공유형 SNS를 중심으로 (Factors affecting the User Satisfaction and Continuance Usage Intention of Social Network Service)

  • 김병곤;윤일기;박흥순
    • Journal of Information Technology Applications and Management
    • /
    • 제23권2호
    • /
    • pp.207-224
    • /
    • 2016
  • Investments in information and communication technologies (ICT) around the world have grown at an enormous rate over the past two decades, which reflects a new emphasis on consumer mobile devices. A social network service (SNS) is an online service that aims to build social relations among people who share interests and activities. The role of SNS is enormous for communicating ideas and opinions among social participants. The use of SNS has recently become one of the most popular social activities worldwide. This research investigated relation between personal characteristics, social characteristics and user satisfaction on SNS then, analyzed how these factors affecting continuance usage intention on SNS users. The conclusion is summarized as below. The study results show that informativeness, pleasure, innovativeness, relationship and empathy of SNS are having positive impact to some degree on the user satisfaction. Further, the user satisfaction of SNS users and quality of life have a positive impact on the continuance usage intention of SNS users. This results show that various SNS qualities are necessary to actively explore and obtain further information that users intend to find, while they are insufficient in function to provide the information other users require or exchange information with other users through the SNS.

Credibility Assessment of Online Information in Context

  • Rieh, Soo Young
    • Journal of Information Science Theory and Practice
    • /
    • 제2권3호
    • /
    • pp.6-17
    • /
    • 2014
  • The purpose of this study is to examine to what extent the context in which people interact with online information affects people's credibility perceptions. In this study, credibility assessment is defined as perceptions of credibility relying on individuals' expertise and knowledge. Context has been characterized with respect to three aspects: Context as user goals and intentions, context as topicality of information, and context as information activities. The data were collected from two empirical studies. Study 1 was a diary study in which 333 residents in Michigan, U.S.A. submitted 2,471 diary entries to report their trust perceptions associated with ten different user goals and nine different intentions. Study 2 was a lab-based study in which 64 subjects participated in performing four search tasks in two different information activity conditions - information search or content creation. There are three major findings of this study: (1) Score-based trust perceptions provided limited views of people's credibility perceptions because respondents tended to score trust ratings consistently high across various user goals and intentions; (2) The topicality of information mattered more when study subjects assessed the credibility of user generated content (UGC) than with traditional media content (TMC); (3) Subjects of this study exerted more effort into making credibility judgments when they engaged in searching activities than in content creation. These findings indicate that credibility assessment can or should be seen as a process-oriented notion incorporating various information use contexts beyond simple rating-based evaluation. The theoretical contributions for information scientists and practical implications for web designers are also discussed.

자휴양림의 개발요소가 이용만족도에 미치는 영향 (Factors Affecting User´s Satisfaction in Development of Natural Recreation Forest)

  • 장병문
    • 한국조경학회지
    • /
    • 제29권3호
    • /
    • pp.19-28
    • /
    • 2001
  • The purpose of this paper is to examine factors affecting user´s satisfaction in development of natural recreation forest(NRF) in order to answer the research question: What is the magnitude of factors affecting user´s satisfaction in development of NRF. After reviewing the literature, mechanism of outdoor recreation, and development factors in NRF, we constructed the conceptual framework and have formulated the hypothesis of this research. we have obtained data through a questionnaire, which surveyed 625 visitors at 10 of the 72 natural recreation forests in Korea in 1999, We have analyzed the data using the mean difference test, Pearson´s correlation analysis, and multiple linear regression method. We found that 1) all the development factors except recreational resources affecting user´s satisfaction have turned out to be statistically significant at one percent level. The direction of relationship between independent variable and dependent variable is the same as that of dependent variable. 2) in bivariate analysis, the relationships between user´s satisfaction and all the development factors are fairly high and statistically significant. The higher the value of development factors, the higher the degree of user´s satisfaction. 3 in multivariate analysis, such variables as the suitability of activities level of services, atmosphere, and facility have been statistically significant at one percent level, and 4) Their relative contribution of the suitability of various recreational activities, level of atmosphere, and service on dependent variable have been turned out to have 8.167, 4.889, 3.333, and 1.611 times more importance than that of the suitabity of recreational resources, respectively. The research results suggest that a guideline for the creation of marketable NFR and development of use-programs and recreational atmosphere be recommended in the planning and development process of NRF, and excessive investment on facilities is not desirable. The approach and analysis method adopted by this research is highly useful for an evaluation criterion of NRF and development of devices for increasing user´s satisfaction in NRF. It is recommended that more empirical study on individual factors affecting user´s satisfaction be performed in the future.

  • PDF

국내 오픈액세스서비스의 이용자 만족도에 관한 연구 (An Study on the User Satisfaction of Open Access Activities in Korea)

  • 최희윤;황혜경;백종명
    • 정보관리학회지
    • /
    • 제29권1호
    • /
    • pp.279-302
    • /
    • 2012
  • 본 연구의 목적은 우리나라 오픈액세스서비스에 대한 이용자의 만족도를 분석하여 향후 오픈액세스 활동의 활성화 및 발전방안 수립을 위한 전략과제를 도출하는 데 있다. 이를 위해 오픈액세스코리아 서비스의 이용자를 대상으로 만족도 조사를 실시하였다. 서비스별 품질을 나타내는 이용자의 만족도 지표는 해당 서비스에 대해 이용자들이 지각하는 품질을 측정할 수 있도록 설계하였으며, 품질지수, 만족지수, 성과지수로 구성되었다. 분석결과 사회적 품질, 사회적 만족 등의 항목은 상대적으로 높게 산출되어 국내 연구자들의 오픈액세스서비스에 대한 사회적 기여도 및 공익성 측면에서의 긍정적인 평가와 기대를 확인하였다. 반면, 서비스 과정품질 항목은 상대적으로 낮은 만족도를 보여주었으며 국내 오픈액세스 콘텐츠의 부족에 대한 의견이 다수 도출되어 국가 차원의 전략수립 시 콘텐츠 개발 및 확보 전략에 대한 고려가 중요함을 알 수 있었다. 또한 오픈액세스에 대한 정책적 지원, 오픈액세스 저널 출판 및 리포지터리 운영, 거버넌스체제 구축 및 오픈액세스 홍보활동을 통한 연구자들의 참여 유도, 글로벌 공조체제 구축 등이 전략과제로 제시되었다.

The Application of User-based Sports Matching System using Customer Satisfaction and Loyalty Analysis for Sports Event Contents

  • Yu, Kyung-Mi;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
    • /
    • 제10권3호
    • /
    • pp.325-331
    • /
    • 2022
  • As the perception of sports activities changes positively, the desire and popularity for sports activities are rapidly increasing. Therefore, the popularity of sporting events is also increasing. Previous studies on sporting events have focused only on research in the field of social sciences. Therefore, in this study, in order to increase customer satisfaction and customer loyalty of sports event visitors, they were classified into challenge factors, competition factors, achievement factors, and relationship factors, and their effects on satisfaction and loyalty were studied and analyzed. And based on the research design model and empirical analysis, a user-based sports event matching system was proposed.

이용자를 통한 미디어 자본의 가치 창출 (The Valorization of Media Capital through User's Activities)

  • 김동원
    • 한국언론정보학보
    • /
    • 제70권
    • /
    • pp.165-188
    • /
    • 2015
  • 오늘날 변화된 미디어 지형에서 미디어를 이용하는 활동이 자본의 가치증식 과정에서 어떤 역할을 하는지에 대한 논의는 미디어 정치경제학과 비판언론학에 새로운 연구 영역과 노동가치론의 시각을 제시해줄 수 있다. 이 논문에서는 미디어 이용 활동을 포스트 포드주의 축적 체제의 새로운 노동 범주로 파악하거나 자본이 스스로 생산하지 못하는 지대라는 관점을 넘어설 새로운 매개 개념을 제안했다. 이를 위해 수용자상품론을 또 다른 상품의 생산을 위한 자본재로 파악하는 입장을 토대로 미디어 이용 활동을 이 자본재를 생산하기 위한 노동의 대상임을 주장했다. 또한 이러한 자본재 생산의 노동이 이루어지는 시공간으로 미디어 플랫폼이 그 중심에 있음을 논했다. 이러한 재개념화를 통해 미디어 정치경제학의 연구 영역은 플랫폼을 통한 가치의 창출이라는 범위로 확장될 수 있을 것이다.

  • PDF

대학도서관의 아웃리치 서비스에 관한 연구 (A Study on the Outreach Service at Academic Libraries)

  • 최상기
    • 한국비블리아학회지
    • /
    • 제20권3호
    • /
    • pp.187-207
    • /
    • 2009
  • 대학도서관이 경쟁력을 강화하는 데에는 보다 많은 도서관 이용자와 이용률 증가가 요구된다. 도서관 아웃리치 서비스의 도입 실행이 이에 대한 하나의 방법이 될 수 있다. 본 연구의 목적은 우리나라 대학도서관이 실행 할 수 있는 아웃리치 서비스 방안을 제시하는 것이다. 이를 위해 도서관 아웃리치의 의의, 대학도서관 아웃리치 활동의 특징, 관련연구를 살펴보았다. 그리고, 국내외 대학도서관의 아웃리치 서비스 사례를 조사한 후, 이를 토대로 다문화학생, 편입생, 대학원생, 기숙사생, 교수, 강사 및 강의조교와 같은 이용자 집단별 아웃리치 서비스와 6단계의 아웃리치 활동 절차가 제시되었다.

교수-학습 활동 데이터기반 학습자 활동 모델링 (Learner Activity Modeling Based on Teaching and Learning Activities Data)

  • 김경록
    • 정보처리학회논문지:소프트웨어 및 데이터공학
    • /
    • 제5권9호
    • /
    • pp.411-418
    • /
    • 2016
  • 교수-학습 지원 시스템에서 교수자와 학습자의 참여 활동 데이터를 활용하여 성공적으로 과정을 이수할 수 있도록 지원하기 위해 학습 분석이 활용되고 있다. 즉, 학습 분석은 학습자의 학습활동을 이해하기 위한 방법이다. 교수-학습 활동 데이터를 보다 유용하게 활용하기 위해서는 데이터 모델이 필요하다. 이에 본 연구에서는 사용자 중심의 학습양식과 학습객체 데이터모델(LSLODM)을 제안한다. 이는 사용자, 학습양식, 학습객체, 학습활동을 결합하여 표현한 것이다. LSLODM은 이를 기반으로 교수-학습 데이터를 수집하고, 교수-학습 활동 요소의 속성들을 최근성, 빈도성, 지속성을 정량적으로 파악할 수 있도록 한 것이다. 즉, 단위 과목에서 학습자의 교수-학습 활동을 분석할 수 있는 토대를 마련한 것이다.