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A Study on Learning Driving Force of Flipped Learning for Learner Centered Education (학습자 중심 교육을 위한 플립러닝에서의 학습 구동력에 관한 연구)

  • Han, Soomin
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.293-299
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    • 2020
  • This study is intend to define learning driving force for learner-centered education and to derive it's components(IDEA : degree of Interest, Dynamics of learning process, degree of self-Effectiveness, expectation level of Academic achievement). To validate the concept of driving force, we analyzed the instructional design techniques, operating procedures, result reports, professor's comments of flipped learning courses which were conducted systematically in K-university during last 4years. As a result, I suggest the directives and guidances required for effective flipped learning based on driving force.

A Study on the Awareness of Artificial Intelligence Development Ethics based on Social Big Data (소셜 빅데이터 기반 인공지능 개발윤리 인식 분석)

  • Kim, Marie;Park, Seoha;Roh, Seungkook
    • Journal of Engineering Education Research
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    • v.25 no.3
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    • pp.35-44
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    • 2022
  • Artificial intelligence is a core technology in the era of digital transformation, and as the technology level is advanced and used in various industries, its influence is growing in various fields, including social, ethical and legal issues. Therefore, it is time to raise social awareness on ethics of artificial intelligence as a prevention measure as well as improvement of laws and institutional systems related to artificial intelligence development. In this study, we analyzed unstructured data, typically text, such as online news articles and comments to confirm the degree of social awareness on ethics of artificial intelligence development. The analysis showed that the public intended to concentrate on specific issues such as "Human," "Robot," and "President" in 2018 to 2019, while the public has been interested in the use of personal information and gender conflics in 2020 to 2021.

Information Verification Practices and Perception of Social Media Users on Fact-Checking Services

  • Rabby Q., Lavilles;January F., Naga;Mia Amor C., Tinam-isan;Julieto E., Perez;Eddie Bouy B., Palad
    • Journal of Information Science Theory and Practice
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    • v.11 no.1
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    • pp.1-13
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    • 2023
  • This study determines how social media users (SMUs) verify the information they come across on the Internet. It determines SMUs' perception of online fact-checking services in terms of their ease of use, usefulness, and trust. By conducting a focus group discussion and key informant interviews, themes were derived in determining fact-checking practices while a survey was further conducted to determine such perceived ease of use, usefulness, and trust in fact-checking services. The thematic analysis revealed major information verification practices, such as cross-checking and verifying with other sources, inspecting comments and reactions, and confirming from personal and social networks. The results showed that SMUs considered fact-checking services easy to use. However, a concern was raised about their usefulness stemming from the delayed action in addressing the information issues that need to be verified. As to perceived trust, it was found that SMUs have reservations about fact-checking services. Finally, it is believed that fact-checking services are expected to be credible and need to be promoted to mitigate any form of fake news, particularly on social media platforms.

Phrase-Chunk Level Hierarchical Attention Networks for Arabic Sentiment Analysis

  • Abdelmawgoud M. Meabed;Sherif Mahdy Abdou;Mervat Hassan Gheith
    • International Journal of Computer Science & Network Security
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    • v.23 no.9
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    • pp.120-128
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    • 2023
  • In this work, we have presented ATSA, a hierarchical attention deep learning model for Arabic sentiment analysis. ATSA was proposed by addressing several challenges and limitations that arise when applying the classical models to perform opinion mining in Arabic. Arabic-specific challenges including the morphological complexity and language sparsity were addressed by modeling semantic composition at the Arabic morphological analysis after performing tokenization. ATSA proposed to perform phrase-chunks sentiment embedding to provide a broader set of features that cover syntactic, semantic, and sentiment information. We used phrase structure parser to generate syntactic parse trees that are used as a reference for ATSA. This allowed modeling semantic and sentiment composition following the natural order in which words and phrase-chunks are combined in a sentence. The proposed model was evaluated on three Arabic corpora that correspond to different genres (newswire, online comments, and tweets) and different writing styles (MSA and dialectal Arabic). Experiments showed that each of the proposed contributions in ATSA was able to achieve significant improvement. The combination of all contributions, which makes up for the complete ATSA model, was able to improve the classification accuracy by 3% and 2% on Tweets and Hotel reviews datasets, respectively, compared to the existing models.

Analysis of Media Trends and Social Perceptions on Nursing Law Legislation (간호법 제정에 대한 언론 동향 및 사회적 인식 분석)

  • Lee, Seung-Hee;Joo, Min-Ho
    • Journal of Korean Academy of Nursing
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    • v.53 no.4
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    • pp.439-452
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    • 2023
  • Purpose: This study aimed to derive considerations for the enactment of nursing law by analyzing the trends and social perceptions of nursing law mentioned in major daily newspapers, cafes, and blogs. Methods: Main texts and comments that included nursing law as a keyword were collected from major daily news and online postings from January 2021 to August 2022. The data collected through web crawling were analyzed using a TousFlux program used for big data analysis. Results: During the period of study, the awareness level around nursing law enactment increased. In particular, public concern over nursing law enactment intensified due to the two political parties' policy pledges related to nursing law in January 2022 and the failure to introduce the nursing law to the national assembly judiciary committee in May 2022. Except in December 2021, public perception of nursing law enactment was generally favorable, with public opinion tilting more in favor of than against enactment. Conclusion: Public opinion should be considered when drafting and implementing the nursing law to make it easier for the people to understand what the law constitutes. In addition, it is necessary to pay attention to and continuously promote the relationship between medical care and nursing in the nursing law system of developed nations. Lastly, nursing law enactment can enhance nurses' retention intention and provide a sense of efficacy to medical services.

Enhancing Music Recommendation Systems Through Emotion Recognition and User Behavior Analysis

  • Qi Zhang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.177-187
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    • 2024
  • 177-Existing music recommendation systems do not sufficiently consider the discrepancy between the intended emotions conveyed by song lyrics and the actual emotions felt by users. In this study, we generate topic vectors for lyrics and user comments using the LDA model, and construct a user preference model by combining user behavior trajectories reflecting time decay effects and playback frequency, along with statistical characteristics. Empirical analysis shows that our proposed model recommends music with higher accuracy compared to existing models that rely solely on lyrics. This research presents a novel methodology for improving personalized music recommendation systems by integrating emotion recognition and user behavior analysis.

A Study about the Correlation between Information on Stock Message Boards and Stock Market Activity (온라인 주식게시판 정보와 주식시장 활동에 관한 상관관계 연구)

  • Kim, Hyun Mo;Yoon, Ho Young;Soh, Ry;Park, Jae Hong
    • Asia pacific journal of information systems
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    • v.24 no.4
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    • pp.559-575
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    • 2014
  • Individual investors are increasingly flocking to message boards to seek, clarify, and exchange information. Businesses like Seekingalpha.com and business magazines like Fortune are evaluating, synthesizing, and reporting the comments made on message boards or blogs. In March of 2012, Yahoo! Finance Message Boards recorded 45 million unique visitors per month followed by AOL Money and Finance (19.8 million), and Google Finance (1.6 million) [McIntyre, 2012]. Previous studies in the finance literature suggest that online communities often provide more accurate information than analyst forecasts [Bagnoli et al., 1999; Clarkson et al., 2006]. Some studies empirically show that the volume of posts in online communities have a positive relationship with market activities (e.g., trading volumes) [Antweiler and Frank, 2004; Bagnoli et al., 1999; Das and Chen, 2007; Tumarkin and Whitelaw, 2001]. The findings indicate that information in online communities does impact investors' investment decisions and trading behaviors. However, research explicating the correlation between information on online communities and stock market activities (e.g., trading volume) is still evolving. Thus, it is important to ask whether a volume of posts on online communities influences trading volumes and whether trading volumes also influence these communities. Online stock message boards offer two different types of information, which can be explained using an economic and a psychological perspective. From a purely economic perspective, one would expect that stock message boards would have a beneficial effect, since they provide timely information at a much lower cost [Bagnoli et al., 1999; Clarkson et al., 2006; Birchler and Butler, 2007]. This indicates that information in stock message boards may provide valuable information investors can use to predict stock market activities and thus may use to make better investment decisions. On the other hand, psychological studies have shown that stock message boards may not necessarily make investors more informed. The related literature argues that confirmation bias causes investors to seek other investors with the same opinions on these stock message boards [Chen and Gu, 2009; Park et al., 2013]. For example, investors may want to share their painful investment experiences with others on stock message boards and are relieved to find they are not alone. In this case, the information on these stock message boards mainly reflects past experience or past information and not valuable and predictable information for market activities. This study thus investigates the two roles of stock message boards-providing valuable information to make future investment decisions or sharing past experiences that reflect mainly investors' painful or boastful stories. If stock message boards do provide valuable information for stock investment decisions, then investors will use this information and thereby influence stock market activities (e.g., trading volume). On the contrary, if investors made investment decisions and visit stock message boards later, they will mainly share their past experiences with others. In this case, past activities in the stock market will influence the stock message boards. These arguments indicate that there is a correlation between information posted on stock message boards and stock market activities. The previous literature has examined the impact of stock sentiments or the number of posts on stock market activities (e.g., trading volume, volatility, stock prices). However, the studies related to stock sentiments found it difficult to obtain significant results. It is not easy to identify useful information among the millions of posts, many of which can be just noise. As a result, the overall sentiments of stock message boards often carry little information for future stock movements [Das and Chen, 2001; Antweiler and Frank, 2004]. This study notes that as a dependent variable, trading volume is more reliable for capturing the effect of stock message board activities. The finance literature argues that trading volume is an indicator of stock price movements [Das et al., 2005; Das and Chen, 2007]. In this regard, this study investigates the correlation between a number of posts (information on stock message boards) and trading volume (stock market activity). We collected about 100,000 messages of 40 companies at KOSPI (Korea Composite Stock Price Index) from Paxnet, the most popular Korean online stock message board. The messages we collected were divided into in-trading and after-trading hours to examine the correlation between the numbers of posts and trading volumes in detail. Also we collected the volume of the stock of the 40 companies. The vector regression analysis and the granger causality test, 3SLS analysis were performed on our panel data sets. We found that the number of posts on online stock message boards is positively related to prior stock trade volume. Also, we found that the impact of the number of posts on stock trading volumes is not statistically significant. Also, we empirically showed the correlation between stock trading volumes and the number of posts on stock message boards. The results of this study contribute to the IS and finance literature in that we identified online stock message board's two roles. Also, this study suggests that stock trading managers should carefully monitor information on stock message boards to understand stock market activities in advance.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A Case Study on the Local Culture Festival in the Contact-free Era (비대면 시대의 지역문화축제 사례연구)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.425-438
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    • 2021
  • The purpose of this study is to analyze local cultural festivals hosted contact-free in the corona era and to suggest the direction for sustainable festivals in the post-corona era. To this end, by analyzing the cases of well-known festivals held contact-free in 2020 and 2021, we tried to get implications for the festivals in the post-corona era from there. As a result of this study, contact-free festivals had the following characteristics. First, the on-tact method, which produces and transmits a video or allows interaction through real-time participation, was prominent. Second, in order to compensate for the shortcomings of the contact-free method, various efforts have been made to enable on-tact experience by making and delivering experience kits in the case of experiential elements of the festival in advance. Third, communication was secured through real-time comments, and fourth, products were sold through the Internet and live commerce channels, and a certain effect was obtained. In particular, in the case of online festivals, there is a problem of loss of the sense of place of the festival, but there are cases of online festivals with more participation than offline festivals. It is judged that the problem of how to achieve this will become a reference material for the future development of contact-free festival contents.

Social Perceptions and Attitudes toward the Elderly Shared Online: Focusing on Social Big Data Analysis (온라인상에서 공유되는 노인에 대한 사회적 인식과 태도: 소셜 빅데이터 분석을 중심으로)

  • An, Soontae;Lee, Hannah;Chung, Soondool
    • 한국노년학
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    • v.41 no.4
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    • pp.505-525
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    • 2021
  • Purpose. The purpose of this study is to examine how the phrase "old person" are expressed and used in the online sphere. Based on the theoretical concept of stigma, this study investigates the images and attitudes in society toward the elderly, and the characteristics of hate speech aimed at the elderly. Method. This study conducted text mining based on social big data using anonymous conversations. Results. It was confirmed that the elderly images shared online were generally negative. The attitudes expressed toward them also tended to be negative due to the negative images that are propagated of the elderly. The hate speech relating to the elderly, in usages such as 'Teul-ttag' and 'Kon-dae', were mainly identified in comments that negatively evaluate the elderly, and these expressions demonstrate the depth of hate and discrimination towards the elderly who are considered burdensome by young people. Interestingly, the hateful expressions towards the elderly were found more with regard to issues related to politics and economics and not just any content about the elderly. Conclusions. This study discussed the ways and means to enhance inter-generational understanding and solidity.