• Title/Summary/Keyword: Using SNS

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Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

A Case Study of Cognitive Warfare in the Israel-Palestinian Conflict in 2021 (2021년 이스라엘-팔레스타인 분쟁에서의 인지전 사례 연구)

  • Cho, Sang Keun;Choi, Soon Sik;Woo, Seong Ha;Kim, Ki Won;Lee, Seung Hyun;Park, Sang Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.537-542
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    • 2022
  • The "cognitive warfare," which has emerged as a result of the Ukrainian-Russian war, has already existed in the previous war and is now emerging as a major aspect of the war, its meaning and influence are increasing. Recognizing the emergence and importance of cognitive warfare and understanding the meaning and characteristics of cognitive warfare must be accompanied by victory in the modern war. After Russia's alleged involvement in the U.S. presidential election in 2016 drew attention, the Israeli-Palestinian conflict in 2021 confirmed its upward influence. In particular, 'cognitive warfare' using SNS played a major role in leading the war to its advantage and maintaining the initiative by selecting clear purposes and targets such as the international community, the people, and Hamas. This new pattern of war is gradually emerging as the world is hyper connected with the advent of the Fourth Industrial Revolution. It is expected that it will play a leading role in the future battle if it clearly recognizes the main contents of the new war, "Injijeon," and has the ability and ability to actively operate it.

Personalized Clothing and Food Recommendation System Based on Emotions and Weather (감정과 날씨에 따른 개인 맞춤형 옷 및 음식 추천 시스템)

  • Ugli, Sadriddinov Ilkhomjon Rovshan;Park, Doo-Soon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.11
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    • pp.447-454
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    • 2022
  • In the era of the 4th industrial revolution, we are living in a flood of information. It is very difficult and complicated to find the information people need in such an environment. Therefore, in the flood of information, a recommendation system is essential. Among these recommendation systems, many studies have been conducted on each recommendation system for movies, music, food, and clothes. To date, most personalized recommendation systems have recommended clothes, books, or movies by checking individual tendencies such as age, genre, region, and gender. Future generations will want to be recommended clothes, books, and movies at once by checking age, genre, region, and gender. In this paper, we propose a recommendation system that recommends personalized clothes and food at once according to the user's emotions and weather. We obtained user data from Twitter of social media and analyzed this data as user's basic emotion according to Paul Eckman's theory. The basic emotions obtained in this way were converted into colors by applying Hayashi's Quantification Method III, and these colors were expressed as recommended clothes colors. Also, the type of clothing is recommended using the weather information of the visualcrossing.com API. In addition, various foods are recommended according to the contents of comfort food according to emotions.

The Causal Relationships among Covid-19 Stress, Leisure Constraints, and Happiness (코로나 스트레스와 여가제약 그리고 행복감의 구조적관계)

  • Lee, Yun-Jung;Han, Areum;Park, Se-Hyuk;Seo, Hee-Jung
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.347-356
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    • 2022
  • The purpose of this study was to examine the causal relationships among Covid-19 stress, leisure constraints, and happiness for Korean adults. This study attempted to identify the important aspects of constraints and negotiation in gaining happiness during Covid-19 crisis. Respondents were recruited through SNS(n=314) between April 6th and 25th in 2021. The data were analyzed by using AMOS 27.0 and SPSS WIN 27.0. Findings of the current study are as follows: First, the social system anxiety in Covid-19 stress construct was found to have statistically significant impacts upon intrapersonal and structural constraints. Especially, Covid-19 phobia showed a significant effect upon all of the subdimensions of leisure constraints. Second, all of the subdimensions of leisure constraints showed a significant impact on perceived happiness. This study may contribute to a better understanding of leisure constraints, leisure constraints negotiation, and Covid-19 stress.

Analysis of Twitter Post with 'Self-Iinjury' and 'Ssuicide' Using Text Mining (텍스트 마이닝기법을 활용한 '자해' 및 '자살' 관련 트위터 게시물 분석)

  • Yuri Lee;Hoin Kwon
    • Korean Journal of Culture and Social Issue
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    • v.29 no.1
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    • pp.147-170
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    • 2023
  • This study explored keywords and key topics by collecting posts related to 'self-Iinjury' and 'suicide' through Twitter. The study subjects were selected as posts containing related hashtags related to self-injury and suicide from October 29, 2019 to November 30, 2020. Text mining based on collected posts resulted in a total of 11 key topics: -6 related to 'self-Iinjury' and 5 related to 'suicide'. The main message in the topic is as follows. First, looking at the main messages contained in the topic, they honestly expressed self-harm and suicide experiences that are difficult to express offline online, and used SNS as a channelpath for requesting help requests. Second, there were common and discriminatory characteristics in posts related to 'self-Iinjury' and 'suicide'. Although topics related to 'self-Iinjury' mainly revealed emotional control and interpersonal functions of self-harm, messages related to 'suicide' showed more clearly messages about suicide prevention addressing and social problems. These results are meaningful in that they can understand the opinions of people who have experienced self-harm and suicide accidents and the public voice on self-harm and suicide-related issues could be better understood, and that this study seeks for effective self-harm and suicide prevention and intervention measures for self-harm and suicide issues.

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

A Study on the Introductioin of Data Trusts System to Expand the Rights of Privacy Self-Determination (개인정보 자기결정권 확대를 위한 데이터 신탁제도 도입 방안 연구)

  • Jang, Keunjae;Lee, Seungyong
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.29-43
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    • 2022
  • With the advent of the Internet and the development of mobile digital devices such as smartphones and tablet PCs, the communication service paradigm began to shift from existing voice services to data services. Recently, as social network services (SNS) are activated and 4th industrial revolution technologies centered on ICT (Information and Communication Technologies) such as Big Data, Blockchain, Cloud, and 5G/6G are rapidly developed, the amount of shared data type and the amount of data are increasing rapidly. As the transition to a digital society begins actively, the importance of using data information, as well as the economic and social values of personal information are becoming increasingly important. As a result, they are actively discussing policies to revitalize the data information industry around the world and ways to efficiently obtain, analyze, and utilize increasingly diverse and vast data, as well as to protect/guarantee the rights of information subjects (providers) in various fields such as society, culture, economy, and politics.. In this paper, in order to improve the self-determination right of personal information on data produced by information subjects, and further expand the use of safe data and the data economy, a differentiated data trusts system was considered and suggested. In addition, the components and data trusts procedures necessary to efficiently operate the data trusts system in Korea were considered, and the non-profit data trusts system and the for-profit data trusts system were considered as a way to flexibly operate the data trusts system. Furthermore, the legal items necessary for the implementation of the data trusts system were investigated and considered. In this paper, in order to propose a domestic data trusts system, cases related to existing data trusts systems such as the United States, Japan, and Korea were reviewed and analyzed. In addition, in order to prepare legislation necessary for the data trusts system, data-related laws in major countries and domestic legal and policy trends were reviewed to study the rights that conflict or overlap with existing laws, and differences were investigated and considered. The Data trusts system proposed in this paper is a reasonable system that is expected to recognize the asset value of data in the capitalist market economy system, to provide legitimate compensation for data produced by data subjects, and further to contribute greatly to the use of safe data and creation of a new service market.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Internet based Communication and Relationship (인터넷 기반 커뮤니케이션과 인간관계)

  • Hoon Jang
    • Korean Journal of Culture and Social Issue
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    • v.19 no.2
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    • pp.259-283
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    • 2013
  • It seems that Internet based communication has been settled down in everyday life. Internet based communication studies also have been done and they proposed that internet based communication modal differs from other communications modal. One of the major themes about internet based communication was the effect of internet based communication on relationships. Early studies suggested that internet has negative effect on life and relationships, although it has positive effect on economics and information distribution. Because there is relative anonymity, People and Researchers thought that people easily could be exposed to negative situations like pornography, instant relationship, negative reply and soon. However,Recently there have been on going un-solving arguments about effect of internet based communication.From the negative perspective, Internet based communication is negative to relationship, because internet based communication could displace face to fact communication and old off-line relationships. However, from the positive perspective, researchers focused on the motivation and purpose of internet users. In this paradigm, people could expand their life and relationships using internet because internet could remove the various restrictions for relationship. Moreover they also suggested that people could enlarge their relationships because they could easily disclose theirselves in anonymity. However, No conclusion has been drawn yet and there needs some organization of two standpoints. Accordingly, This study is integrating the two perspectives and proposing future direction of internet based communication and relationship.

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Sentiment Analysis of News Based on Generative AI and Real Estate Price Prediction: Application of LSTM and VAR Models (생성 AI기반 뉴스 감성 분석과 부동산 가격 예측: LSTM과 VAR모델의 적용)

  • Sua Kim;Mi Ju Kwon;Hyon Hee Kim
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.5
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    • pp.209-216
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    • 2024
  • Real estate market prices are determined by various factors, including macroeconomic variables, as well as the influence of a variety of unstructured text data such as news articles and social media. News articles are a crucial factor in predicting real estate transaction prices as they reflect the economic sentiment of the public. This study utilizes sentiment analysis on news articles to generate a News Sentiment Index score, which is then seamlessly integrated into a real estate price prediction model. To calculate the sentiment index, the content of the articles is first summarized. Then, using AI, the summaries are categorized into positive, negative, and neutral sentiments, and a total score is calculated. This score is then applied to the real estate price prediction model. The models used for real estate price prediction include the Multi-head attention LSTM model and the Vector Auto Regression model. The LSTM prediction model, without applying the News Sentiment Index (NSI), showed Root Mean Square Error (RMSE) values of 0.60, 0.872, and 1.117 for the 1-month, 2-month, and 3-month forecasts, respectively. With the NSI applied, the RMSE values were reduced to 0.40, 0.724, and 1.03 for the same forecast periods. Similarly, the VAR prediction model without the NSI showed RMSE values of 1.6484, 0.6254, and 0.9220 for the 1-month, 2-month, and 3-month forecasts, respectively, while applying the NSI led to RMSE values of 1.1315, 0.3413, and 1.6227 for these periods. These results demonstrate the effectiveness of the proposed model in predicting apartment transaction price index and its ability to forecast real estate market price fluctuations that reflect socio-economic trends.