• 제목/요약/키워드: internet community

검색결과 753건 처리시간 0.024초

인터넷 수용자의 참여방식과 문화적 생산 -<여인천하> 게시판 분석- (How Does the Internet Audience Participate in Cyber Spare and Constitute Cyber Culture?)

  • 주창윤
    • 한국언론정보학보
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    • 제19권
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    • pp.265-294
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    • 2002
  • 이 연구의 목적은 <여인천하> 시청자 게시론 분석을 통해서 인터넷 수용자가 어떻게 사이버 공간에 참여해서 그들만의 사이버 문화공간을 만들어나가는가를 분석하는 데 있다. 인터넷게시판 수용자는 '드라마 공동체의 참여', '평가와 해석적 참여', '개인적 참여', '방송사에 대한 비판', '공동작가의 참여' 방식을 통해서 사이버 공동체를 형성해나가고 있었다. 사이버 공동체는 보편적 의미공유보다 국면적 의미공유를 향하는 의미공동체를 지향하고 있었다. 게시판의 참여자들은 소속감이나 동질감이 약하고, 글쓰기의 즐거움이나 타자와의 커뮤니케이션을 하는 재미 등과 같은 정서적 욕구에 지나치게 기대어 있었다. 동시에 방송사에 대한 비판이나 공동 작가적 참여를 통해서 적극적으로 운영방식이나 프로그램에 참여하고 있었다. 이것은 게시판 공간이 개인적이면서 공적이고 참여적이면서도 소극적인 이중적 사이버 공간이라는 것을 의미한다.

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인터넷게임중독 예방프로그램이 중학생의 우울, 자아존중감 및 인터넷게임중독에 미치는 효과 (Effects of the Prevention Program on Internet Games Addiction in Middle School Students)

  • 주애란;정인경;박인혜;정영주
    • 지역사회간호학회지
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    • 제17권3호
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    • pp.354-363
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    • 2006
  • Purpose: The Purpose of this study was to determine the effect of an internet games addiction prevention program on middle school students' depression, self esteem and Internet games addiction. Methods: The internet games addiction prevention program in this study was based on the Ellis'(1962) ABC Model. This research adopted the non-equivalent control group pretest-posttest design. and was conducted with 52 middle school students who were selected through convenient sampling and assigned to an experimental group or a control group. Data were collected from January 15, 2006 to February 19, 2006, and analyzed using the SPSS/PC program by frequency, Fisher exact test, t-test, means, standard deviations and ANCOVA. Results: The results of the experiment supported the hypothesis that the experimental group would have lower depression scores and internet games addiction scores and higher self-esteem scores than the control group. Conclusions: After 8 sessions of the internet games addiction prevention program, it was found that the program was effective to improve the score of self-esteem and reduces the scores of internet games addiction and depression.

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모바일 커뮤니티 사이트에서 QSL모형 적용: 탐색적인 접근 (The application of QSL model in mobile community site: Exploratory Approach)

  • 김계수;김용철;신종섭
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2006년도 춘계학술대회
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    • pp.23-27
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    • 2006
  • Internet community's popularity Is growing at an impressive rate. Sooner or later, most people come face to face with the decision of using the mobile internet or mobile community. This study developed and empirically tested a research model, QSL(Quality-Satisfaction-Loyalty) model. The reliability and validity of the measurement test were peformed. Based on a survey at university, this study showed that consultation system is significant on overall customer satisfaction. The possibility of human network is very important in generating overall customer satisfaction. We empirically found that the important role of customer satisfaction as partial moderating factor between service qualities and customer loyalty.

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Enhanced Distance Dynamics Model for Community Detection via Ego-Leader

  • Cai, LiJun;Zhang, Jing;Chen, Lei;He, TingQin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권5호
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    • pp.2142-2161
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    • 2018
  • Distance dynamics model is an excellent model for uncovering the community structure of a complex network. However, the model has poor robustness. To improve the robustness, we design an enhanced distance dynamics model based on Ego-Leader and propose a corresponding community detection algorithm, called E-Attractor. The main contributions of E-Attractor are as follows. First, to get rid of sensitive parameter ${\lambda}$, Ego-Leader is introduced into the distance dynamics model to determine the influence of an exclusive neighbor on the distance. Second, based on top-k Ego-Leader, we design an enhanced distance dynamics model. In contrast to the traditional model, enhanced model has better robustness for all networks. Extensive experiments show that E-Attractor has good performance relative to several state-of-the-art algorithms.

서울시 일부 청소년의 인터넷 중독수준 실태 (The Analysis of the Internet Use Behavior Among Adolescents)

  • 정인선;문인옥
    • 한국학교ㆍ지역보건교육학회지
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    • 제5권
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    • pp.11-23
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    • 2004
  • The purpose of this study was to analyze the internet usage patterns among adolescents and to provide basic data for the development of internet addiction prevention program. The subjects of this study were 1169 students in middle and high school students in Seoul, Korea. Self-administered questionnaires were employed and data were analysed by SPSS 12.0. Major conclusions were as follows: 1. Most of the students were found to be the normal internet users. On the other hand, potential risk group was 8.2% and high risk group was 4.7%. Every students have had an experience of inter use. The 90.6% of the students' households had internet links. The percentage of students who were using internet more than 3 hours a day was 25.7%, and The most popular type of website was entertainment. 2. Male students showed greater percentages of potential risk and high risk group than female students. The students having parents in divorce, remarriage and separation were more likely to be in potential risk group than those having normal parents. The staying alone in home after school and small sleeping time were positively related to high level of internet addiction. 3. The characteristics of the students in potential risk and high risk group were longer duration of the internet use, internet use through the whole week, frequent internet use late at night, frequent use of pornographic site, main purpose of internet use for entertainment and shortage of rest during internet use. This study results had an limitation of generalizing to entire Korean adolescents because the sample of this study was middle and high school students living in Seoul. Future study was needed for the analysis of internet use behavior of the entire Korean adolescents, and for the identification of the accurate predictors for adolescents' internet addiction.

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인터넷 커뮤니티를 위한 JAVA 기반의 네트워크 게임 환경 설계 및 구현 (A design and implementation of Java based network game environments design and implementation for Internet community)

  • 김종수;김태석;최길림;김삼룡
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (중)
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    • pp.1071-1074
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    • 2003
  • Now internet is very popular. Many company services various contents in Web. One of the best way for internet community is network game service for internet member. There are some company to service high quality network game for gathering members. Those company make success for getting fee from their member. Global on-line game market is small but stability growing. Thus Microsoft invest on line game. On this paper, one of a java network turn game system called by "Hoola" is designed and implemented. This Application consist of Client/Server and Database module and multi-tier Architecture, because of easily translation to PDA or mobile phone.

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아파트 단지 내 사이버 공동체 활성화 방안 연구 II - 사이버 공동체 콘텐츠에 대한 거주자 요구도 - (The Revitalization Schemes for Virtual Communities in Apartment Complex II - Residents' Needs of the Virtual Community Contents in Apartment Complex -)

  • 이영애;강순주
    • 한국주거학회논문집
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    • 제20권1호
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    • pp.91-99
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    • 2009
  • With the development of the internet and the spread of 'digital home', apartment houses equipped with the homepages connecting apartment houses as one cyberspace unit have increased. The virtual community with a homepage in apartment complex have improved the effect on management businesses in the side of a apartment manager and increased the importance of the space with a strong tie between residents in the side of residents. But the apartment residents didn't make full use of the virtual community because they have the low level of recognition of it. Therefore, this study attempted to present basic materials for the scheme to revitalize the virtual community. For this purpose, it attempted to find residents' recognition of and participation in the virtual community and demand for the classified contents conducted before this study. In the research method, it conducted the questionnaire research. The results are as follows. 1) First of all, It was found that the apartment residents had the low level of recognition of the virtual community. There was a significant difference according to the degree and the level of using the internet. Some easy-access programs are necessary. 2) The apartment residents took part in the virtual community about 67 percents because there was a lack of the public relation of the virtual community. 3) It was found that there was a significant positive correlation between the level of recognition and participation. 4) An attempt was made to identify the apartment residents' demand for the type of virtual community contents. It was found that most of contents were needed. 'apartment complex introduction and management information' showed the highest score among them. 5) Most respondents are affirmative to the virtual community. Therefore the residential community could be reinforced if the contents of virtual community is developed and well operated in the future.

공동체 활성화 프로그램 개발을 위한 문헌분석연구 (A Study on the Literature Analysis for Community Activation Program Development)

  • 신화경;이준민;조인숙
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2008년 추계학술발표대회 논문집
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    • pp.464-468
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    • 2008
  • The purpose of this study was to analyze the meaning about community and programs of community cases for community activation program development. Data were collected from literature and internet about community. Analyze community connection virtue research and domestic outside community cases and used content analysis method. The results of this study were showed as followings ; First, community which could preserve social interaction and continuous relation developing community activation program. Second, community could divide to ecotype community, life style community, school style community, bloc economy type community. Third, program of enforcing community activation was education, residing, employment connection program mainly.

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일부 중학생의 인터넷 사용 수준에 따른 건강증진행위 비교 연구 (A Comparative Study on the Health Promoting Behavior between Average Internet Users and Excessive Internet Users in Middle School Students)

  • 한선희;오복창;장인순
    • 지역사회간호학회지
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    • 제14권1호
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    • pp.66-74
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    • 2003
  • Purpose: This study was conducted to identify the difference of the health promoting behaviors between average Internet users and excessive Internet users. Method: Data were collected from a convenient sample of 465 middle school students from June 7th to 17th, 2002, based on a self reported questionnaire. The instruments included were the Health Promotion Behaviors reconstructed by the author based on the Health Promoting Lifestyle Profile (Walker, Sechrist & Pender, 1987) and Internet addiction test translated by Center for Internet Addiction Prevention and Counseling based on Young's test. Data were analyzed with N, %, x2 test, t-test and Pearson's correlation coefficient. Result : 1. There were no significant differences in general characteristics between average Internet users and excessive Internet users. 2. There were significant differences between two groups in diet behavior(p=.030), even though there were no differences in general health promoting behaviors(p=.109). 3. There were significant negative correlations between Internet use and diet behavior (r=-.193, p=.000). Therefore, average Internet users had more desirable diet behavior than excessive Internet users. Conclusion: Internet addiction prevention program should be conducted as part of a comprehensive school health promotion program. In addition, the results of this study should be considered in developing the school health education curriculum to rear students' responsibility on their health behaviors.

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지역과 사회 탐구 학습을 위한 웹 기반 코스웨어 구현 (Design and Implementation of a Web-based Courseware for Learning Local Community through the Internet)

  • 송수연;이기준;인치호
    • 정보학연구
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    • 제5권2호
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    • pp.1-9
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    • 2002
  • 본 논문은 지역과 사회 탐구 단원을 학생들이 살고 있는 지역 사회인 영월군으로 재구성하고, 이를 웹 기반으로 하는 코스웨어로 구현하여 영월 지역 사회를 조사하고 평가하는 내용을 제시한다. 본 논문에서는 학교 인터넷을 통하여 개별적으로 자기 주도적으로 학습을 하게 하고, 또 전자 메일을 통하여 보고서나 평가 답안을 교사에게 전송하게 하는 상호 작용적인 학습 활동과 피드백을 할 수 있도록 한다. 따라서 학생들이 자신이 살고 있는 영월 지역사회를 이해하는데 큰 효과를 가져왔으며, 나아가 학생들이 지역사회의 발전과 보존을 위해 노력하는 자세를 갖도록 하였다. 이러한 웹 기반 코스웨어 방법이 모든 학교에서 이루어진다면 중학교 학생들에게 자기가 살고 있는 지역 사회와 문화 학습과 인터넷을 이용한 자기 주도적 학습과 정보통신기술 활용 능력 향상에 큰 도움이 될 것이다.

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