• Title/Summary/Keyword: User Reviews

Search Result 336, Processing Time 0.03 seconds

Current Usage and Proliferation of Library 2.0 from User Viewpoint: Focusing on Folksonomy (이용자관점에서의 도서관 2.0 서비스 활용현황과 활성화 방안 - 폭소노미 서비스를 중심으로 -)

  • Kim, Sungwon;Kim, Jeongwoo
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.24 no.2
    • /
    • pp.269-288
    • /
    • 2013
  • The development of IT (information technology) has brought about many types of new services, and the traditional sectors such as libraries and information management fields have actively applied new technology to improve the quality of their services. Many of these newly developed services are described under the term 'Web 2.0', in the sense they are next-generation forms of services, and this coinage is duplicated in the term 'Library 2.0', specifically referring to the library services equipped with Web 2.0 technology. Active acceptance of advanced IT to library services is very important to enhance the value and role of library in this rapidly changing information environment. So far, libraries in Korea and abroad have already been putting a lot of efforts and resources to develop and provide technically advanced services. Despite these efforts, it is found that some of these new services have failed to attract users' attention and interest, resulting in the low rates of usage. This study, therefore, reviews current state of the "Folksonomy" based services provided in Korean college libraries as a type of Library 2.0 services, and assess their usage rates. The result of this evaluation is then used to develop a guideline to improve and mobilize the use of such services.

Temporal Analysis of Opinion Manipulation Tactics in Online Communities (온라인 공간에서 비정상 정보 유포 기법의 시간에 따른 변화 분석)

  • Lee, Sihyung
    • Journal of Internet Computing and Services
    • /
    • v.21 no.3
    • /
    • pp.29-39
    • /
    • 2020
  • Online communities, such as Internet portal sites and social media, have become popular since they allow users to share opinions and to obtain information anytime, anywhere. Accordingly, an increasing number of opinions are manipulated to the advantage of particular groups or individuals, and these opinions include falsified product reviews and political propaganda. Existing detection systems are built upon the characteristics of manipulated opinions for one particular time period. However, manipulation tactics change over time to evade detection systems and to more efficiently spread information, so detection systems should also evolve according to the changes. We therefore propose a system that helps observe and trace changes in manipulation tactics. This system classifies opinions into clusters that represent different tactics, and changes in these clusters reveal evolving tactics. We evaluated the system with over a million opinions collected during three election campaigns and found various changes in (i) the times when manipulations frequently occur, (ii) the methods to manipulate recommendation counts, and (iii) the use of multiple user IDs. We suggest that the operators of online communities perform regular audits with the proposed system to identify evolutions and to adjust detection systems.

Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.23 no.3
    • /
    • pp.37-46
    • /
    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

A Study on the Plan for the Display of RDA Resource Types (RDA 자원유형 디스플레이 방안에 관한 연구)

  • Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.28 no.1
    • /
    • pp.25-44
    • /
    • 2017
  • This study was to suggest display of RDA resource type in OPAC efficiently. Literature reviews and users test and preference survey were used as research methods. The 4 ways for the display of RDA resource type were suggested. First, GMD and the resource type code(bcode2) invented by library itself as well as leader/06, 007, and 008 field should be used for converting AACR2 resource type to RDA resource type in the bibliographic records. Second, RDA resource type vocabularies applicable to Korean cataloging environment should be designed and described in 33X subfield ${\blacktriangledown}9$ and detailed resource terms described in 34X should be also expressed in OPAC. Third, two option is suggested as content type and carrier type display separately and as content type and carrier type combination. Fourth, 336, 338 filed, leader/07 bibliographic level, 008/30-31 Literary text for sound recordings, 34X field were useful to develop user centered resource type icon. This study would be able to increase the utilization of RDA resource types and help the users to understand the RDA resource type in OPAC.

Development of Web Credibility Evaluation Model Using AHP (AHP를 이용한 웹 사이트 신뢰성 평가 모델 개발)

  • Kim, Young-Kee
    • Journal of Korean Library and Information Science Society
    • /
    • v.39 no.4
    • /
    • pp.51-69
    • /
    • 2008
  • This study tired to develop the web credibility evaluation model by calculating weighted values and sensitivities of indicators which presented on preceding researches using Analytic Hierarchy Process. "Expert Choice 2000" was used as the tool for analysing AHP. 25 experts are answered for this questionnaire who are selected by judgement sampling method, one of the non-probability sampling method. Also, sensitivity analyses was performed to graphically see how the alternatives change with respect to the importance of the indicators or sub-indicators. The main results are summarized as followings; i) importance analysis in first level factors: trust-worthiness(0,606), expertness(0.222), safety(0.173), ii) importance analysis in second level factors: trustfulness (0.519), reputation(0.087), usefulness (0.102), timeliness(0,093), competency(0.027), security(0.115), reliability(0,058). iii) some of the importance analysis in third level factors: the site provides comprehensive information that is attributed to a specific source(0.252), the site has articles that list citations and references(0.153), the site contains user opinions and reviews(0.072), etc. iv) sensitivity analyses showed that the importance of the indicators or sub-indicators are slightly changed with respect to the alternatives change.

  • PDF

A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.145-156
    • /
    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

The Effects of Perceived Risk and Interactivity on User's Satisfaction and Commitment in Personal Media (1인 미디어의 지각된 위험 및 상호작용성이 사용자 만족과 몰입에 미치는 영향)

  • Chung, Young-Soo;Jung, Chul-Ho
    • Management & Information Systems Review
    • /
    • v.28 no.1
    • /
    • pp.125-156
    • /
    • 2009
  • The primary purpose of this study is to identify the determinants of the users' satisfaction and commitment in personal media. For these purposes, we developed a research model based on the literature reviews of personal media, perceived risk and interactivity, satisfaction, and commitment. This study has identified four dimensions in the concept of perceived risk, such as privacy risk, social risk, time loss risk, and economic risk, and three dimensions in the concept of perceived interactivity, such as active control, two-way communication, and responsiveness. In survey, data were collected from 428 male and female who have an experience in personal media. Data was analyzed factor analysis, reliability analysis, measurement model analysis, and structural model analysis by utilizing SPSS 15.0 and AMOS 5.0 program. Analysis results of research model indicate the following. Firstly, privacy risk, active control, two-way communication, and responsiveness are significantly related satisfaction. Secondly, privacy risk, time loss risk, economic risk, active control, and two-way communication are significantly related commitment. Thirdly, users' satisfaction has positive relationship with commitment in personal media. Based on these results, theoretical implications for relevant researchers and managerial implications for personal media vitalization and marketing strategy are discussed. Finally, limitations for this study and further research issues are suggested.

  • PDF

User Responses to the Formats and Product Properties of Contents Advertised on Facebook (페이스북 광고 콘텐츠 포맷과 제품 속성에 대한 사용자 반응)

  • Su-Jin, Woo;Yu-Jin, Kim
    • Science of Emotion and Sensibility
    • /
    • v.19 no.1
    • /
    • pp.111-126
    • /
    • 2016
  • As the marketing value of Facebook advertisements increases, companies seek to create successful Facebook advertisements in order to promote their brands or products. This research aims to identify Facebook advertising factors that influence users' eye movements and attention, and thereby to investigate effective visual elements of Facebook advertising contents. Firstly, we identified two contributing factors influencing users' responses to Facebook advertisements: the formats of advertising contents(Text, Text in Image, and Movie) and the product properties(Involvement, Think/Feel). Based on theoretical reviews, eye tracking tests and surveys were conducted in order to examine how these two factors affect users' responses on Facebook, i.e. visual perception and users' purchasing responses. It was found that there were distinctive patterns of users' visual perceptions and purchasing behavioral responses according to the formats of the advertised contents. Meanwhile, the advertised products' properties influenced only the users' purchasing responses. Finally, the key findings of this research offer helpful guidelines for providers and developers to create effective SNS advertisements.

A Research on e-portfolio as a Learning Tool: A Case Study of Kyung Hee University (학습성찰도구로서 e-포트폴리오 활성화를 위한 연구: 경희대학교 사례를 중심으로)

  • Kang, In-Ae;Ryu, Seung-Hyun;Kang, Youn-Kyoung
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.495-506
    • /
    • 2011
  • Portfolio has recently come to gain more attention from school as an alternative evaluation tool and a self-reflective learning tool for learning. After literature reviews about the case studies on the use of portfolio in higher education including both universities in Korea and abroad, this study attempted, first, to analyze the current e-portfolio system running in Kyung Hee University for the undergraduate students starting from the spring semester, 2010, and then, suggested the ways the system can be more actively utilized among the students, and simultaneously, acquiring more interest and participation from both the faculty members and the school administrators. The data collected from the survey and reflective journals of the students suggested 1) more user-friendly, easy-to-edit version of the system, 2) more diverse modes and functions of the system which, therefore, are able to adjust well to the specific and unique features of subjects or majors of the students, and 3) collaborative learning environments among the students and between the students and the faculty members from which students can share, participate, interact with each other, getting useful feedback from those co-learners and faculty members. Eventually the study aimed to enhance the recognition of the participants about the importance of portfolio as a learning tool for self-reflective learning and authentic evaluation of the students.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
    • /
    • s.20
    • /
    • pp.1-14
    • /
    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

  • PDF