• Title/Summary/Keyword: social network service (SNS)

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Relationship-based Dynamic Access Control Model with Choosable Encryption for Social Network Service (소셜 네트워크 서비스를 위한 선별적 암호화 기능을 제공하는 관계 기반 동적 접근제어 모델)

  • Kwon, Keun;Jung, Youngman;Jung, Jaewook;Choi, Younsung;Jeon, Woongryul;Won, Dongho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.1
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    • pp.59-74
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    • 2014
  • The social network service is a online service letting users express the personality and enhancing the human network. However, these features result in side effects which diffuse personal information and make users access to treacherous information. Therefore, various access control models have been proposed. However, the access control mechanisms which encrypt data are only able to be applied for controlling access from direct node, and the access control mechanisms without data encryption allow service provider to access all the information. Moreover, both mechanisms do not consider dynamic changes in reliability of the users. In this paper, we propose relationship-based dynamic access control model including encryption of sensitive data, which consider the characteristics of SNS and improves the security of SNS.

A Study on the Social Commerce in Smartphone Environment (스마트폰 환경에서 소셜커머스 사용에 대한 연구)

  • Ahn, Hyunchul;Lee, Hyoung-Yong
    • Journal of Information Technology Services
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    • v.14 no.1
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    • pp.145-158
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    • 2015
  • Currently, Social Commerces have increasingly gained popularity with the growth of Social Network Services (SNS). As the applications of smartphones are being applied in widespread areas, social commerces in the smartphone environment have entered a new chapter. The applications of social commerces on smartphones are widely used, which has increased the market share of social commerces exponentially. Thus, we tried to find out factors which may affect the user acceptance of social commerces in the smartphone environment. We develop a research model to examine how social commerces in the smartphone environment are accepted by users based on the academic factors-switch costs, trend-seeking tendency, richness in media. The theoretical model is validated through an survey of social commerce users in the smartphone environment from the undergraduates and the graduates in Seoul, Korea. The structural equation analysis is conducted based on the partial least square (PLS) approach. The results reveal that the switch cost will have positive mediating influences to the intention to use social commerce in the smartphone environment. We also find that the perceived usefulness of the smartphone is affected by the media richness. The results also suggest that the trend-seeking tendency has no influences to the users of social commerces in the smartphone environment. Also, theoretical and practical implications are discussed. The findings are believed to increase our understanding an interesting mobile phenomenon, as well as making contributions.

An Exploratory Study on the Framework to Classify Social Commerce Models

  • Cho, Nam-Jae;Lee, Hyung-Ju;Oh, Seung-Hee
    • Journal of Information Technology Applications and Management
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    • v.19 no.1
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    • pp.25-36
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    • 2012
  • Social Commerce recently attracted the attention of academic and industry researchers. Social Commerce aims to make a transactional environment which is beneficial to three parties-social commerce service provider, buyer and seller by way of using the platform of SNS. As Social Commerce is a new technology issue, there is no existing conceptual framework, e.g. appropriate classification the business types, that help to understand the nature of Social Commerce. This study suggests one classification framework and tries to verify whether it works.

The Impacts of Acceptance Decision Factors of Tour Social Network Service on Continuous Use Intention from the Viewpoint of User Participation : Focusing on Mediating Effect of Perceived Value and Satisfaction (이용자 참여관점에서의 관광 쇼셜 네트워크 서비스의 수용결정요인이 지속적 이용의도에 미치는 영향: 지각된 가치와 만족을 매개로 하여)

  • Lim, Chae-Kwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.2
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    • pp.119-135
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    • 2014
  • This study is aimed at understanding the factors behind deciding to accept a social network service (SNS) from the viewpoint of tourists who are users of tourism SNS. The study also seeks to clarify the effects these deduced factors have on the intention of users to continuously use SNS. To this end, individual properties (such as self-efficacy, socio-cultural effects, social presence and people's innovativeness), systematic properties (like system quality and information quality)and usefulness/availability were used as factors with regard to the decision to accept tourism SNS based on previous studies and efforts were made to structurally clarify the effects of such previous factors on people's intention to continuously use SNS through perceived value and satisfaction. SNS had significant effects on satisfaction and, furthermore, significantly affected tourists' intention to continuously use it. Based on such study results, factors behind deciding to accept SNS from the viewpoint of tourists affected customers' perceived value and satisfaction and ultimately affected their intention to continuously use SNS. To achieve the purpose of the study, a survey was conducted on about 250 Busan residents who had used SNS in relation to tourist activities, such as exhibitions, conventions, accommodation, trips, aviation service and transportation. According to an empirical study, factors behind deciding to accept tourism SNS, including individual properties, systematic properties and usefulness/availability had statistically significant effects on perceived value. The usefulness/availability factor had the largest influence, in particular, followed by the systematic factor and individual factor. The value perceived in the process of using tourism SNS had significant effects on satisfaction and, furthermore, significantly affected tourists' intention to continuously use it. Based on such study results, factors behind deciding to accept SNS from the viewpoint of tourists affected customers' perceived value and satisfaction and ultimately affected their intention to continuously use SNS.

An Implementation and Analysis on the Effectiveness of SNS based Blended Learning System for Internet Ethics Education (인터넷 윤리교육을 위한 SNS 기반의 블렌디드 러닝 시스템 구현과 효과 분석)

  • Lee, Jun-Hee
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.61-76
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    • 2011
  • The purpose of this paper was to design and implement effective learning model for internet ethics education, following the learning principle and procedure of PBL(Problem-Based Learning) which is one of the constructivism teaching-learning theories(, and to apply it). In this learning model, online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals and the main module for online learning run on Moodle, an open source LMS(Learning Management System). It is possible for learner to participate actively in creation of micro-contents and reorganize contents using various SNS(Social Network Service). The learner can achieve the learner-oriented learning and select micro-contents in order to reorganize the personalized learning contents to take advantage of SNS among learners. To examine educational effectiveness of the proposed learning model, an experimental study was conducted through the education content and method to the subjects of two classes in the second-grade of university located in OO city. 60 students(treatment group=30, control group=30) participated in the experiment. The result statistically verified that the proposed learning method is more effective in cultivating consciousness of internet ethics than the face-to-face PBL learning method. The results of this paper also showed that a lecture using blended learning is efficient in achieving learning performance and that learners responded positively(, which are indicating that the higher effectiveness of learning would be expected) by forming connectedness among learners using SNS. The results of this paper showed that a lecture using blended learning is effectiveness in achieving learning performance and that learners responded positively, which are indicating that the higher effectiveness of learning would be expected by forming connectedness among learners using SNS.

The Effect of Relationship Building through SNS on an Individual's Intention to Share Information (SNS에서의 관계형성 정도와 개인의 정보공유 태도가 정보공유 의도에 미치는 영향)

  • Kim, Jongki;Kim, Jinsung
    • Informatization Policy
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    • v.19 no.2
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    • pp.57-84
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    • 2012
  • If we observe the formation of communities of people and participation methods within them, we can see that those communities are developing more efficiently due to the penetration of smart phones and the growth of SNS. This trend also has an impact on information sharing activity between people and enables more active information sharing than ever before. But information sharing on SNS does not just involve the SNS users sharing information with each other. Important factors affecting the information sharing activities include the type of relationship between the users and the attitude of the information sharing individuals. Accordingly, this study selected perceived social support, perceived social influence, and perceived network structure as the factors that affect the continuous intention of people to use SNS, and performed a higher order factor analysis on those factors. Between continuous intention to use SNS and intention to share information, we selected relationship quality and information sharing behavior and executed a path analysis between the factors. We carried out an empirical analysis by utilizing SPSS 18.0 and SmartPLS 2.0 as analysis tools. Using these tools, we investigated the factors influencing continuous intention to use SNS, and tested the significance between the role and path of relationship quality and information sharing behavior between continuous intention to use SNS and intention to share information.

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The Effect of SNS Users' Use Motivations on Using SNS and Recognizing Characteristics of SNS Messages: Focused on the Comparison among 'Facebook', 'Twitter', 'Cyworld', and 'Me2day' (소셜네트워크서비스의 이용동기가 실제 이용과 메시지 특성 인식에 미치는 영향: '페이스북', '트위터', '싸이월드', '미투데이'의 비교를 중심으로)

  • Kim, Wi-Geun;Choi, Min-Jae
    • Korean journal of communication and information
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    • v.60
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    • pp.150-171
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    • 2012
  • According to the result of the online survey of SNS users, SNS users' use motivations consist of 'information', 'participation', and 'interaction'. SNS use motivations explain characteristics of an individual SNS very well. SNS users that aim to collect information use much more the SNS for communication like 'Twitter' and 'Me2day' than other SNS. SNS users that aim to participate in communication through SNS use much more 'Cyworld' that is joined by the most subscriber. And SNS users that aim to interact with other users use much more the SNS for network like 'Facebook' and 'Cyworld'. This tendency can also be seen in the use hours and access times of SNS by SNS use motivations. Meanwhile, the SNS Users that aim to collect information and interact with other users positively rate SNS messages. On the other hand, the SNS Users that aim to participate in communication through SNS negatively rate those. This confirms that SNS use motivations affect SNS users' recognition of SNS messages.

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The RELAY Module Design of Multi SNS Channel Auto Streaming Server (다중 SNS 채널 자동 스트리밍 서버의 RELAY 모듈 설계)

  • Ahn, Heuihak;Lee, Daesik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.213-219
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    • 2017
  • Streaming server is that an image produced in real time or a file form of image produced ahead consists of SNS service, and the relay module of streaming server includes output management module that set an output channel more than 2 and control transmission of video content. This thesis intends to suggest how to stream through plural output channel that contains output channel of external streaming server using relay module and do streaming provided to terminal receiving image, and streaming server, streaming system for this. Thus, by extending output channel sending out image to output channel of external streaming server, the scale of streaming server is not limited and the process allotting external streaming server into output channel sending the image becomes simple, so management of output channel becomes efficient even when sending several images.

A Study on the Integrated Analysis System on Internal and External Heterogeneous Data of Enterprise (기업의 내/외부 이기종 데이터 통합 분석 시스템에 관한 연구)

  • Song, Eun-Jee;Kang, Min-Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.643-644
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    • 2014
  • 정보기술의 발달과 인터넷의 확산 등의 사회적인 변화에 따라 고객을 효과적으로 만족시킬 수 있도록 기업은 고객과의 장기적인 관계를 구축하는 고객관계관리(CRM: Customer Relationship Management)을 사용하고 있다. 최근에는 블로그나 SNS등에 기업이 상품이나 서비스를 팔고자 하는 소비자들이 가득 모여 있기 때문에 실시간으로 소비자의 니즈를 파악할 수 있는 방법으로 트위터, 블로그, 카페 등 SNS 상의 빅 데이터를 분석하는 시스템을 이용한다. 본 논문에서는 고객의 보다 효율적인 피드백 수집분석을 위해 기존의 기업/기관에서 운영 및 관리하는 내부 CRM 데이터와 SNS 상의 외부 데이터를 연동하여 분석할 수 있는 이기종 데이터의 통합 분석엔진 시스템을 제안한다. 이를 의료서비스에 적용하여 내부 데이터인 매출, 방문자 수, 진료과 정보, 환자 정보, 고객 불만 유형 등을 분석하고 소셜데이터를 통해 해당 의료기관에 대한 소비자 경험 (진료, 시설 등) 정보를 수집한다.

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Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.