This study aimed at examining fashion consumers' awareness during the COVID-19 pandemic. Big data analysis methods, such as text mining, social network analysis, and regression analysis, were applied to user posts about fashion on Korean portal websites and social media during COVID-19. R 3.4.4, UCINET 6, and SPSS 25.0 software were used to analyze the data. The results were as follows. In researching the popular fashion-related topics during COVID-19, the prevention of infection and prophylaxis were significant concerns in the early stage (Jan 1 to Jan 31, 2020), and changed to online channels and online fashion platforms. Then, various topics and fashion keywords appeared with COVID-19-related keywords afterwards. Fashion-related subjects concerned prophylaxis, home life, digital and beauty products, online channels, and fashion consumption. In comparing fashion consumers' awareness during COVID-19 with SARS and MERS, "face masks" was the common keyword for all three illnesses; yet, the prevention of infection was a major consumer concern in fashion-related subjects during COVD-19 only. As COVD-19 cases increased, the search volume for face masks, shoes, and home clothes also increased. Consumer awareness about face masks shifted from blocking yellow dust and micro-dust to the sociocultural significance and short supply. Keywords related to performance turned out to be the major awareness as to shoes, and home clothes were repurposed with an expanded range of use.
Ryu, Gi-Hwan;Yu, Chaelin;Lee, Jun Young;Moon, Seok-Jae
International journal of advanced smart convergence
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v.11
no.2
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pp.95-101
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2022
The development of the 4th industry has increased social media, and the rise of COVID-19 has stimulated non-face-to-face services. People's consumption patterns are also changing a lot due to non-face-to-face services. In this paper, food content keywords are derived through social network-based semantic network analysis, emotions are analyzed, and keywords applied to food recommendation platforms are input. We collected food, influencer, and corona keyword analysis data through Textom. A lot of research has been done through online reviews of existing influencer content. However, there is a lack of research on keyword sentiment analysis provided by influencers rather than consumers and research perspectives. This paper uploads language and topics derived through online reviews of existing publications and subscribers, and goes beyond the limits used in marketing methods. By analyzing keywords that influencers suggest when uploading content, you can apply data that applies them to food recommendation platforms and applications.
In the era of untact, the "Chabak" using cars as accommodation spaces is attracting attention as a new form of travel. Due to the advantages, including low costs, convenience, and safety, as well as the characteristics of the vehicle enabling independent travel, the demand for Chabak is continuously increasing. Despite the rapid growth of the market and related industries, little academic has investigated this trend. To establish itself as a new type of travel culture and to sustain the growth of related industries, it is essential to understand the public perception of Chabak. Therefore, based on the marketing mix theory and big data analysis, this study analyzes the public perception of Chabak. The results showed that Chabak has established itself as a consumer-led travel culture, contributing to the aftermarket growth of the automobile industry. Additionally, consumers were found to be increasingly inclined to enjoy travel economically and wisely, and actively share information through social media. This initial study on the new travel trend of Chabak is significant in that it employs big data analysis on a theoretical basis.
Journal of The Korean Association of Information Education
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v.26
no.6
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pp.543-552
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2022
This study tried to analyze the social perception of news coverage on inclusive education by using big data analysis techniques. News articles were collected according to the 5-year policy period for the development of special education, and news big data was analyzed. As a result, the frequency of media reports during the five-year policy period of special education development from 1998 in the first year to 2022 in the fifth year was steadily increased. During this period, the top topic words in news coverage changed from words conceptualizing simple definitions to words expressing the active will of students with disabilities for the actual right to education. In addition, as a result of emotional analysis of the overall keywords in the inclusive education news coverage, it was found that the positive word ratio was high. Through this study, it can be seen that interest in news coverage on inclusive education is increasing quantitatively in accordance with changes in special education policies, and the demand for inclusive education is being concreted in the direction of guaranteeing the actual right to education of students with disabilities.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
Journal of the Korean Data and Information Science Society
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v.26
no.5
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pp.1071-1085
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2015
The researchers attempted to develop a way to extract a near real-time online nation image using social media. Referring to previous studies about nation images and the categories defined in Wikipedia, an ontology considering the characteristics of nation image was constructed. Separately, data sets from various social media were compared and the click view of Wikipedia English-edition was selected. The ontology was applied to the recent six years of the data extracted of the three big exporting countries of the east Asia, China, Japan, and Korea. To compare the nation images, correspondence analysis was employed to show images in the area of politics, society, culture, and economy. The nation images extracted are indeed the reasonable representation of them. The researchers verified them to a few known government policies and confirmed that it could be used to help government officers to make foreign policies to boost nation's export and to employ as a key performance index for them.
Journal of the Korean Institute of Landscape Architecture
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v.51
no.5
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pp.44-56
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2023
This research explores the enhancement of park operation and management by analyzing the changing demands of park users. While traditional methods depended on surveys, there has been a recent shift towards utilizing social media data to understand park usage trends. Notably, most research has focused on text data from social media, overlooking the valuable insights from image data. Addressing this gap, our study introduces a novel method of assessing park usage using social media image data and then applies it to actual city park evaluations. A unique image analysis tool, built on Visual Question Answering (VQA) deep learning technology, was developed. This tool revealed specific city park details such as user demographics, behaviors, and locations. Our findings highlight three main points: (1) The VQA-based image analysis tool's validity was proven by matching its results with traditional text analysis outcomes. (2) VQA deep learning technology offers insights like gender, age, and usage time, which aren't accessible from text analysis alone. (3) Using VQA, we derived operational and management strategies for city parks. In conclusion, our VQA-based method offers significant methodological advancements for future park usage studies.
Today, the fashion business environment of the 4.0 generation is changing based on fashion technology combined with advanced digital technologies such as AI (Artificial Intelligence), big data and IoT (Internet of Things). "Digital Transformation" means a fundamental change and innovation in a digital paradigm including corporate strategy, organization, communication, and business model, based on the utilization of digital technology. Thus, this study examines digital transformation strategies through the fashion brand Burberry. The study contents are as follows. First, it examines the theoretical concept of digital transformation and its utilization status. Second, it analyzes the characteristics of Burberry's digital transformation based on its strategies. For the research methodology, a literature review was performed on books and papers, aligning with case studies through websites, social media, and news articles. The result showed that first, Burberry has reset their main target to Millennials who actively use mobile and social media, and continues to communicate with them by utilizing digital strategy in the entire management. Second, Burberry is quickly delivering consistent brand identity to consumers by internally creating and providing social media-friendly content. Third, they have started real-time product sales and services by using IT to enhance access to brands and to lead consumers towards more active participation. In this study, Burberry's case shows that digital transformation can contribute to increased brand value and sales, keeping up with the changes in the digital paradigm. Therefore, the study suggests that digital transformation will serve as an important business strategy for fashion brands in the future.
The purpose of this study was to explore what social media posts tell us about family life during the COVID-19 pandemic by examining the keywords and topics underlying posts on blogs and online forums. Our criteria for web crawling were (a) blog and forum posts on Naver and Daum, the top portal sites in Korea, (b) posts between February 23 and April 19, 2020, the period of the first heightened social distancing orders, and (c) inclusion of "COVID" and "family" or "COVID" and "home." We analyzed 351,734 posts using TF-IDF values and topic modeling based on latent Dirichlet allocation. We identified and named 22 topics including COVID-19 prevention, family infection, family health, dietary life and changes, religious life, stuck at home, postponed school year, family events, travel and vacations, concerns about family and friends, anxiety and stress, disaster and damage, COVID-19 warning text messages, family support policies, Shin-cheon-ji and Daegu. The results show that COVID-19 impacted various domains of family life including health, food, housing, religion, child care, education, rituals, and leisure as well as relationships and emotions.
Journal of the Korean BIBLIA Society for library and Information Science
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v.28
no.3
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pp.217-240
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2017
The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.
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