• Title/Summary/Keyword: social network

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Recommendation Method for Social Service in Ubiquitous Environment

  • Kim, Sung Rim;Kwon, Joon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.2
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    • pp.19-27
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    • 2011
  • Recent development of information technologies produces a lot of community services. Social Network Service is one of the community services on the world wide webs. In the Social Network Service, a user can register other users as friends and enjoy communication through a virtual message. Previous researches show a few social service methods using manually generated tagging. However, the manual social tagging is not widely used in many social network services. Moreover, they do not consider ubiquitous computing environment. We propose a recommendation method for social service using contexts in ubiquitous environment. Our method scores documents based on context tags and social network services. Our social scoring model is computed by both a tagging score of a document and a tagging score of a document that was tagged by a user's friends.

The Social Support Network and The Life Satisfaction of Elderly -The Comparison of The Urban and The Rural Elderly- (사회적 지원망과 노인의 생활만족도)

  • 서병숙
    • Journal of the Korean Home Economics Association
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    • v.33 no.3
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    • pp.43-57
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    • 1995
  • The purpose of this study is to explore the characteristics of interaction between the social support network and the korean eldery and to provide information on the structure and function of the social network which influences the life satisfaction in the aged. The sample of this study was selected from the elderly living in korean urban and rural areas. 213 out of urban respondent and 350 out of rural respondent were selected as data sources. The methodological instrument was the questionnaire. The major findings of this study can be summarized as follows : 1. most of the elderly had the relationship with all kinds of social support network-family, kin, neighbors and friends. 2. the elderly having contact with all kinds of the social support network showed the highest life satisfaction. 3. the size, the frequency and the distance weren't important factors in influencing the family, the kin and the neighbors support network in the urban elderly. In the rural elderly the size was an important factor in all the support network. Also the frequency had effect upon all networks except the neighbors and the distance had significant effect upon the family support network. 4. In the urban elderly the friends support network had the positive correlation with life satisfaction. the rural elderly having contact with all kinds of the social support network showed high life satisfaction.

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Privacy Protection Method for Sensitive Weighted Edges in Social Networks

  • Gong, Weihua;Jin, Rong;Li, Yanjun;Yang, Lianghuai;Mei, Jianping
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.540-557
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    • 2021
  • Privacy vulnerability of social networks is one of the major concerns for social science research and business analysis. Most existing studies which mainly focus on un-weighted network graph, have designed various privacy models similar to k-anonymity to prevent data disclosure of vertex attributes or relationships, but they may be suffered from serious problems of huge information loss and significant modification of key properties of the network structure. Furthermore, there still lacks further considerations of privacy protection for important sensitive edges in weighted social networks. To address this problem, this paper proposes a privacy preserving method to protect sensitive weighted edges. Firstly, the sensitive edges are differentiated from weighted edges according to the edge betweenness centrality, which evaluates the importance of entities in social network. Then, the perturbation operations are used to preserve the privacy of weighted social network by adding some pseudo-edges or modifying specific edge weights, so that the bottleneck problem of information flow can be well resolved in key area of the social network. Experimental results show that the proposed method can not only effectively preserve the sensitive edges with lower computation cost, but also maintain the stability of the network structures. Further, the capability of defending against malicious attacks to important sensitive edges has been greatly improved.

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.

User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

Random Generation of the Social Network with Several Communities

  • Huh, Myung-Hoe;Lee, Yong-Goo
    • Communications for Statistical Applications and Methods
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    • v.18 no.5
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    • pp.595-601
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    • 2011
  • A community of the social network refers to the subset of nodes linked more densely among them than to others. In this study, we propose a Monte-Carlo method for generating random social unipartite and bipartite networks with two or more communities. Proposed random networks can be used to verify the small world phenomenon of the social networks with several communities.

The Study on Relation and Structure of Social Network Service User's Motivation (소셜 네트워크 서비스 이용 동기의 다차원적 구조 및 영향관계)

  • Ock, Jung-Won
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.517-538
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    • 2012
  • The purpose of this study is to explore key factors that influence the intention of continuous use of social network service users in the online environment. Since the intention of continuous use is one of the most critical factors in the profit model of social network service, the findings of this study should be useful to the SNS firms. This study use the personal and network aspects as major behavior intention of that influence user's attachment to a social network service. The results are summarized as follows. First, use motivation in self-determination have effects on emotional attachment, information sharing intention, loyalty. The world's most leading social network services now, the social network service has developed very fast as a kind of new online service. During the past few years, the number of Twitter's registered users around the world has already exceeded 170 million. Not only have the United Sates, many countries around the world have also been hit by the wave of SNS, including those in Korea. Since the intention of continuous use is one of the most critical factors in the profit model of social network service, the findings of this study should be useful to the SNS firms. We need to continue the study of social network.

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Relationship between Social Network Types and Subjective Life Satisfaction of the Elderly : Focused on Non Voluntary and Past Oriented Social Network vs. Voluntary and Present Oriented Social Network (노인의 사회적관계망 유형과 주관적 삶의 만족도와의 관계 : 비자발적과거기반형 사회적관계망과 자발적현재기반형 사회적관계망을 중심으로)

  • Eim, Chang Kyun;Yang, Dong Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.4
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    • pp.119-133
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    • 2014
  • This study examines the effects of social network support types on the subjective satisfaction of life for elderly people focused on the impact of voluntary and present oriented social network type represented by hobby club vs. non voluntary and past oriented social network type for example alumni association in Korean society respectively. According to the advanced studies figured out by preceding researchers, most of social networks had a good and positive effects on the elderly people's subjective satisfaction of life. However, this study tried to classify the social networks by type such as starting time to make relationship among members and voluntary or non voluntary for participation to the networks. As a result of this study, voluntary and present oriented social network represented by hobby club has a very positive relationship with Korean elderly people's subjective satisfaction of life while non voluntary and past oriented social network as alumni association has no relationship with elderly people's subjective satisfaction of life. Therefore, government policies and budget should be concentrated on encouraging or supporting voluntary and present oriented social networks such as hobby club, voluntary agency etc. rather than non voluntary and past oriented social networks so as to maximize the effect for increasing Korean elderly people's subjective satisfaction of life.

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A Study of Social Network Type among Korean Older Persons: Focusing on Network Size, Frequencies of Contact, and Closeness (한국 노인의 사회적 연계망 유형: 연계망 크기, 접촉 빈도, 친밀도를 중심으로)

  • Chung, Kyunghee;Kang, Eun Na
    • 한국노년학
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    • v.36 no.3
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    • pp.765-783
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    • 2016
  • This study examines 2014 National Survey on Older Koreans (10,279 persons aged 65 or above) to understand social networks among older Koreans. In order to classify the types of social relationships, the latent profile analysis is conducted based on such structural aspects of social networks as network size, frequencies of contact, and closeness. The results show that older Koreans can be categorized into 5 distinct social network types: disengaged (11.6%), ritual-family-focused (17.7%), close-family-focused (23.6%), close-restricted (28,4%), and diverse (18.8%). Characteristics by each social network type are compared and multinominal logistic regression analyses are applied to figure out the influencing factors of social network type. Older persons with disengaged social network ties tend to be overwhelmingly female, living alone, old-old, and of low socioeconomic status. On the other hand, older persons with diverse social network ties tend to be young-old and had highly-ranked jobs in their mid-life. Spouse/children are the focal point of social relationships in both ritual-family-focused and close-restricted social network. However, the proportion of men is higher in the close-family-focused type than in the ritual-family-focused. Older Koreans with close-restricted social network ties tend to be female, uneducated, and have engaged in agricultural and allied activities. This study discusses the implications of its findings and how research in this area should develop in the future.