• Title/Summary/Keyword: virtual community

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Online Brand Community and Its Outcomes

  • Ha, Yongsoo
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.4
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    • pp.107-116
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    • 2018
  • The aim of this study is to delve deeper into the online brand community study. This study tests (a) the effects of online brand community on its outcomes, (b) the impact of value creation practice construct as a whole, (c) the effects of value creating practice construct on the two types of loyalty, loyalty toward the brand and the community. Participants of this study (N=353) are members of four types of online brand communities (e.g., business-to-consumer virtual product support community, firm-hosted online community, user-generated online community, peer-to-peer problem-solving community, and social media based brand community). Data were collected online using Amazon Mechanical Turk from April 10, 2016 to May 10, 2016. The data were analyzed through structural equations modeling using AMOS 20. The three community markers (e.g., consciousness of kind, rituals and traditions, and moral responsibility) and the four value creation practices (e.g., social networking, impression management, community engagement, and brand use) are proved to be significant indicators of online brand community and value creation practice constructs, respectively. Test results showed that strong and effective online brand communities generate value creation practices, and value creation practices enhance brand loyalty. The mediating effects of community loyalty between value creation practices and brand loyalty were revealed.

Understanding Knowledge Sourcing Behavior in Virtual Communities (가상 커뮤니티에서의 지식소싱행동에 대한 이해)

  • Park, Sang Cheol;Kim, Junghwan;Song, Jaeki
    • Knowledge Management Research
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    • v.12 no.2
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    • pp.35-55
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    • 2011
  • By providing a number of unprecedented knowledge sources, virtual communities have stimulated interests in knowledge sourcing Specifically, virtual communities have triggered fundamental changes in the ways that people interact with one another. Thus, there is a critical need to examine how people try to behave for sourcing knowledge in virtual communities, particularly in terms of the demand-side perspective of knowledge. To address the knowledge gap regarding knowledge sourcing behavior from the knowledge recipients' side, this study draws upon GPA(goal-plan-action) theory with both the social cognitive theory and the goal-setting theory as overarching theories. Furthermore, we apply past experience in virtual communities and trust in knowledge providers as moderating variables to deeply understand the knowledge recipients' behavior. We expect to present theoretical and practical implications through our findings, which are relevant to cognitive goal-setting and knowledge sourcing behavior. In the theoretical perspective, this study illustrates how knowledge recipients determine knowledge sourcing behavior. Based on our findings, this study has practical implications for virtual communities to effectively balance knowledge repositories and knowledge management systems with knowledge providers and recipients.

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The Evaluation of Sleeve Appearance on Sleeve Easing Contraction Using Virtual Garment Simulation (가상착의 시뮬레이션을 이용한 소매 오그림량 배분에 따른 외관평가)

  • Oh, Young Soon;Kim, Yeo Sook
    • The Korean Journal of Community Living Science
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    • v.24 no.4
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    • pp.457-469
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    • 2013
  • The purpose of this study is to quantitatively analyze the impacts of the distribution of easing contraction of the sleeve on the external appearance of bodice and sleeve through virtual clothing simulation. Virtual clothing is conducted by differentiating the sleeve easing in accordance with the experimental condition of bodice and sleeve that are followed by draping. And then the evaluation is carried out. As a result of an analysis of the similarity between the virtual garment and the actual clothing, the whole external appearance of the bodice and sleeve was expressed similarly. The external appearance according to the distribution of easing contraction got better as the easing contraction of sleeve was concentrated on sleeve cap in front while the appearance was better at the back as it was more gently distributed than in the front. In a comparison of armhole form, the clothing of which the top of it was most similar to S0 was S4 in which the gap between the armhole and the arm was the least and the front and rear silhouette fell relatively well. In a comparison between the position of bust circumference line and that of the sleeve base line, the front of the sleeve matched the bust circumference line as the easing contraction was distributed close to the center of the sleeve cap while in the back, the sleeve base line and the bust circumference line matched when some easing contraction ratio was added close to the armpit point. The cross section figures of garment space of the shoulder, the margin was evenly distributed in S4 or S5 with differing distributions of easing contraction in the front and the back. This study is significant in that it supplies the objective baseline data which makes a novice more able to make a good external appearance of the sleeve.

Pub/Sub-based Sensor virtualization framework for Cloud environment

  • Ullah, Mohammad Hasmat;Park, Sung-Soon;Nob, Jaechun;Kim, Gyeong Hun
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.109-119
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    • 2015
  • The interaction between wireless sensors such as Internet of Things (IoT) and Cloud is a new paradigm of communication virtualization to overcome resource and efficiency restriction. Cloud computing provides unlimited platform, resources, services and also covers almost every area of computing. On the other hand, Wireless Sensor Networks (WSN) has gained attention for their potential supports and attractive solutions such as IoT, environment monitoring, healthcare, military, critical infrastructure monitoring, home and industrial automation, transportation, business, etc. Besides, our virtual groups and social networks are in main role of information sharing. However, this sensor network lacks resource, storage capacity and computational power along with extensibility, fault-tolerance, reliability and openness. These data are not available to community groups or cloud environment for general purpose research or utilization yet. If we reduce the gap between real and virtual world by adding this WSN driven data to cloud environment and virtual communities, then it can gain a remarkable attention from all over, along with giving us the benefit in various sectors. We have proposed a Pub/Sub-based sensor virtualization framework Cloud environment. This integration provides resource, service, and storage with sensor driven data to the community. We have virtualized physical sensors as virtual sensors on cloud computing, while this middleware and virtual sensors are provisioned automatically to end users whenever they required. Our architecture provides service to end users without being concerned about its implementation details. Furthermore, we have proposed an efficient content-based event matching algorithm to analyze subscriptions and to publish proper contents in a cost-effective manner. We have evaluated our algorithm which shows better performance while comparing to that of previously proposed algorithms.

Influence of Virtual Reality Games on eye-hand coordination in children with developmental disordered (가상현실게임 프로그램이 발달장애 아동의 눈-손 협응력에 미치는 영향)

  • Cho, Moo-Sin
    • The Journal of Korean society of community based occupational therapy
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    • v.5 no.1
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    • pp.63-69
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    • 2015
  • Objective : This study was the influence of the training program using virtual reality on eye-hand coordination in children with developmental disordered. Methods : Six children(5 males, 1 female)with developmental disordered were recruited and randomly assigned to the control group(n=3) and the experimental group(n=3). Three children in the control group performed a fifty minutes of SI program ten times for ten weeks. In the experimental group, the other three children underwent a fifty minutes of SI program and virtual reality game. K-DTVP-2(Korean Developmental Test of Visual Perception)was used to measure the eye-hand coordination. Results : After a ten weeks of training program, there were significant differences in the eye-hand coordination in the experimental group. Conclusion : The training program using virtual reality games influenced for improving at the eye-hand coordination in children with developmental disordered.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Characteristics of Business based on 'Second Life' Simulation Game (가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 -)

  • Choi, Eun-Young;Suh, Dong-Ae
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.198-206
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    • 2008
  • The fashion in the virtual world is emerging as a new genre. Gammer in virtual community shares the avatars and space for their activities and for flourishing their virtual lives, they start to demand indispensable daily items. The gammer's demands lead to the concept of second life in the virtual world which was introduced in 2003. The trading business system is realized at the virtual world with various daily items, developed by individual programmers, through the virtual money, which may converted into real money. Particularly, fashion industry's inherent nature of snagging on-line trading is no more, now, set to ready in the virtual world let alone various daily virtual items developed by individual programmers. The purpose of this study is, focused on the virtual second life, to introduce the model of fashion business in virtual world and overall informations regarding second life business systems so as to provide the fundamental data for opening the web.3.0 era. Further various fashion items in the virtual world, developed by individual programers, will be another boost for shaping another virtual fashion business genre.

A Study on Cyber house Model for creating Virtual Community (가상공동사회구현을 위한 사이버주거모델에 관한 연구)

  • 송정화;최용의;김은영;정나리;이현수
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2000.11b
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    • pp.189-195
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    • 2000
  • The purpose of this study is to provide a basis for creating virtual community based on Cyber house. Cyber house is a digital architecture which enables multifarious lives based on the self, neighbor, new information. This study presents a process of Cyber house model and suggests scenarios of Cyber house application. Cyber house model has been developed by using SCOL but there were a few problems to design Cyber house. Since Java3D has flexibility to create Cyber house without limitation, even though it is very difficult to develope, it may well suited to make Cyber house. .Therefore Cyber house has to be developed as an instrument which provides various function rather than simple 3 dimensional digital house. Cyber house has a lot of potential and contribute to the Quality of lives.

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Segmentation of Online Game Market Using a Two-Phase Approach

  • Lee, Sang-Chul;Kim, Jae-Kyeong;Suh, Yung-Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.343-346
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    • 2004
  • The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences.

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The Public-Oriented e-Hub Construction for Strategic Alliances by Using Social Network Analysis (전략적 제휴를 위한 공적 e-Hub 구축과 사회 관계망의 활용에 관한 연구)

  • 박기남;김종원
    • Korean Management Science Review
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    • v.20 no.1
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    • pp.165-178
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    • 2003
  • This paper introduces the public-oriented e-Hub construction for strategic alliances in the B2B virtual community. The public-oriented e-Hub can link with all participating Internet firms on the basis of their business models, and consequently help them share their core competence, management resources, and so on. Based upon this perspective, this paper presents the procedures corresponding with social network analysis for strategic alliances of small and medium internet firms. In addition, this paper tries to analyze the relationships among degree of competition, potential of strategic alliance, and financial performance. The results show that the firms with more easily accepting various strategic alliances make higher financial performance under more competitive environment. This suggests that strategic alliances through the public-oriented e-Hub in the B2B virtual community provide the internet firms with various opportunities.