• Title/Summary/Keyword: Virtual communities

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The Effects of Needs for Affiliation and Needs for Self-Presentation on Digital Item Purchase Intention: The Moderating Roles of Gender and Purchase Experience (친교욕구와 자기표현욕구가 디지털 아이템 구매의도에 미치는 영향: 성별과 구매경험의 조절효과를 중심으로)

  • Shin, Seon-Jin;Jang, Heeh-Young;Koh, Joon
    • The Journal of Information Systems
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    • v.17 no.3
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    • pp.79-109
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    • 2008
  • Cyworld was successful where others have foiled because of its unique and profitable business model that relies on the purchase of digital items and its ability to mimic and recreate aspects of face-to-face interpersonal relationships among the members of the online community. The purpose of this study is to understand how the needs for self-presentation and needs for affiliation influence digital item purchase intention, and to analyze the moderating roles of gender and purchase experience in those relationships. Based on the theoretical framework including self-presentation theory and theory of affiliation, we developed the research model and proposed ten hypotheses. A survey was conducted with 225 members of Cyworld. The research model and the related hypotheses were tested using Amos. As the result of the analysis, eight hypotheses out of ten hypotheses were supported. In particular, digital item purchase intention in virtual world was found to be affected by both members' needs for self-presentation and needs for affiliation. We also found that the needs for self-presentation is significantly influenced by innovativeness of members, self-efficacy, and group norm. Also, needs for affiliation is significantly affected by self-efficacy, group norm and perceived value. Furthermore, the results indicate that 1) moderating effects of gender on those relationship is supported; and 2) moderating effects of purchase experience is partially identified. This study provides several implications for academic community and practitioners to understand why the community members pay real money for their digital items as well as how the sales of digital items can be increased in online communities. Some study limitations and future research directions are also discussed.

A Framework of Resource Provisioning and Customized Energy-Efficiency Optimization in Virtualized Small Cell Networks

  • Sun, Guolin;Clement, Addo Prince;Boateng, Gordon Owusu;Jiang, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5701-5722
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    • 2018
  • The continuous increase in the cost of energy production and concerns for environmental sustainability are leading research communities, governments and industries to amass efforts to reduce energy consumption and global $CO_2$ footprint. Players in the information and communication industry are keen on reducing the operational expenditures (OpEx) and maintaining the profitability of cellular networks. Meanwhile, network virtualization has been proposed in this regard as the main enabler for 5G mobile cellular networks. In this paper, we propose a generic framework of slice resource provisioning and customized physical resource allocation for energy-efficiency and quality of service optimization. In resource slicing, we consider user demand and population resources provisioning scheme aiming to satisfy quality of service (QoS). In customized physical resource allocation, we formulate this problem with an integer non-linear programming model, which is solved by a heuristic algorithm based on minimum vertex coverage. The proposed algorithm is compared with the existing approaches, without consideration of slice resource constraints via system-level simulations. From the perspective of infrastructure providers, traffic is scheduled over a limited number of active small-cell base stations (sc-BSs) that significantly reduce the system energy consumption and improve the system's spectral efficiency. From the perspective of virtual network operators and mobile users, the proposed approach can guarantee QoS for mobile users and improve user satisfaction.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

Research on Service Development Plans for the National Center for Medical Information and Knowledge: Comparison and analysis with the U.S. National Library of Medicine (국립의과학지식센터 서비스 발전 방안을 위한 연구 - 미국 국립의학도서관과의 비교·분석을 통해 -)

  • Hey-Young Rhee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.1
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    • pp.243-272
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    • 2024
  • This study was conducted with the purpose of providing suggestions for improvement through a comparison and analysis of the services of the U.S. National Library of Medicine, the world's largest medical library, and the National Center for Medical Information and Knowledge, Korea's national medical library. Core services that need to be improved are topic-specific services, community services, services by user type, educational services, technology, facility/space services, research support services, and marketing and public relations and cooperation services. Specialized libraries are also increasingly interested in topic-specific services and public services. Efficiency in access through services for each type of user is needed, and various types of educational services that do not limit the target audience are also needed. Marketing through AI, virtual reality, and technology, facility, and space services to support the disabled, research support services centered on research ethics, research grants, and programs, and collaborative services with domestic and international libraries, academic societies, institutions, and local communities in other related fields and publicity are also needed.

Domestic Research Trends in IT Fashion (IT 패션에 대한 국내 연구 동향)

  • Choo, Ho-Jung;Nam, Yun-Ja;Lee, Yu-Ri;Lee, Ha-Kyung;Lee, Sung-Ji;Lee, Sae-Eun;Jang, Jae-Im;Park, Jin-Hee;Choi, Jin-Woo;Kim, Do-Yuon
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.614-628
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    • 2012
  • The purpose of this study was to analyze research trends and make suggestions regarding the future of information technology (IT) in the fashion industry. In this study, 437 papers written regarding IT fashion from five major journals published between 2000 and 2011 were examined. The research areas were then organized by subject and keyword, and divided into 16 high-context categories. Two IT fashion maps were constructed, one from a fashion consumer's perspective, and the other based on the fashion industry's supply chain. This study identified important trends in IT fashion such as: 3D scanners, 3D digital renderings of the human form, 3D digital garments, smart garments, mass customization, production automation, online shopping, home shopping, online communities, e-commerce, digital media, virtual reality, e-tail, the digital generation, E-CRM, and education. Data from body scans was collected and applied to production, and research on smart textiles was also carried out. As for IT fashion's service areas, the majority of the research focused on online shopping or online communication. Additionally, research done on avatars and cyber space, and studies on social networking services are shown. The results of this study indicated that a new field of research has opened and that current research has been developing. Also, this study showed what is needed to expand and strengthen IT fashion.

Roles and Discourse of Cryptocurrency's Online Community and YouTube : Using Focus Group Interviews (암호화폐 온라인 커뮤니티와 유튜브의 역할 및 담론분석 연구 : FGI 인터뷰를 중심으로)

  • Lim, Han Sol;Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.615-629
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    • 2020
  • Conducting Focus Group Interview (FGI), this study examined the roles and discourses of cryptocurrency's online communities and media (legacy media and YouTube), and based on this, the study proposed the direction of cryptocurrency policy. By reviewing previous literature, this study analyzed the characteristics of investors, the online community, and YouTube, which is an investment environment factor. The study figured out the purpose of use and role of the community via interviews with cryptocurrency professional investors and online community members and analyzed main discussion themes of the five top-ranked YouTube channels related to cryptocurrency with the highest number of subscribers. The results suggested that cryptocurrency's investment was led by those who are in their 20s and 30s, the investors preferred and trusted information on new media than legacy media. The online community played the role of emotional homogeneity and empathy, and YouTube mainly performed the informational role. As a result of discourse analysis and interviews, this study argued that the legal stability of cryptocurrency's policy and protection of individual investors are needed. This study's significance indicates that it used various research methods such as literature research, interviews, content analysis of community/YouTube to analyze the informational role and emotional aspects of new media and suggested policy direction of the digital new deal blockchain technology and the fairness of financial industry.

Offline Friend Recommendation using Mobile Context and Online Friend Network Information based on Tensor Factorization (모바일 상황정보와 온라인 친구네트워크정보 기반 텐서 분해를 통한 오프라인 친구 추천 기법)

  • Kim, Kyungmin;Kim, Taehun;Hyun, Soon. J
    • KIISE Transactions on Computing Practices
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    • v.22 no.8
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    • pp.375-380
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    • 2016
  • The proliferation of online social networking services (OSNSs) and smartphones has enabled people to easily make friends with a large number of users in the online communities, and interact with each other. This leads to an increase in the usage rate of OSNSs. However, individuals who have immersed into their digital lives, prioritizing the virtual world against the real one, become more and more isolated in the physical world. Thus, their socialization processes that are undertaken only through lots of face-to-face interactions and trial-and-errors are apt to be neglected via 'Add Friend' kind of functions in OSNSs. In this paper, we present a friend recommendation system based on the on/off-line contextual information for the OSNS users to have more serendipitous offline interactions. In order to accomplish this, we modeled both offline information (i.e., place visit history) collected from a user's smartphone on a 3D tensor, and online social data (i.e., friend relationships) from Facebook on a matrix. We then recommended like-minded people and encouraged their offline interactions. We evaluated the users' satisfaction based on a real-world dataset collected from 43 users (12 on-campus users and 31 users randomly selected from Facebook friends of on-campus users).