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        검색결과 382

        81.
        2018.07 구독 인증기관 무료, 개인회원 유료
        Theoretical Background Online tribalism is an unofficial network in virtual community due to common interests and affiliation to a topic, a belief, a figure, a ritual, or a culture (A. Taute and Sierra 2014, Badrinarayanan, Sierra and Taute 2014, Hamilton and Hewer 2010). In an interconnected world, consumers influence each other by initiating, spreading, appraising, receiving and internalising beliefs via social network and shape self - attitude and information status (Hilder 2004). These widely-existing phenomena suggest more efforts to be completed to address the gaps in knowledge in the following aspects: First, the information dissemination process should be understood with a stronger support of quantifying approaches to bring forward a systematic understanding to accommodate a wide range of drives for the complex social learning and assimilating procedure (Feliciani, Flache and Tolsma 2017, Macy et al. 2003, Huet, Deffuant and Jager 2008). For example, many qualitative research such as digital anthropology and netnography abound to explain the motivations, process, and outcomes of disseminating messages in the texture of social group (Flache and Macy 2011, Granovetter 1977). As the consequence, many tentative explanations have attempted to focus on the utilities of information circulation (Dupor, Kitamura and Tsuruga 2010, Gruhl et al. 2004, Kim and Baek 2014) and social influences (Gupta and Kim 2004, Kim and Baek 2014) but ended up with only incapability of modelling and quantifying the process. Within this trend, notably, two factors underpinning the changes in virtual community, i.e., individual’s information utility, motivation of seeking for conformity, remains a secret. In addition, it’s unclear that why and how active customers behave different from inactive ones from a perspective of information flow and social learning. Second, there is a lack of knowledge of how the intrinsic connections and dialectical dynamic between self-solicited individuals take place and adapt in the growth and evolution. With the tool of digitals, paradoxically, the essential ambiguity of digital openness and closure (Phelps et al. 2004), viability and tribalism (A. Taute and Sierra 2014, Badrinarayanan et al. 2014, Hamilton, Schlosser and Chen 2017), enculturation and acculturation, devastatingly remains under-investigated. Among these various perspectives to explain and model the dynamics of online community and social learning, there should exist a general framework that combines decisive bases of recipients and senders with various motives and constraints, with both subjectivity and objectivity. Opinion dissemination can therefore be understood not only as an objective procedure, but also with subjective intervention of participants where cognitive, psychological, and sociocultural factors intertwine to influence the collective learning pattern. Thirdly, some contextual findings are to be tested how the conditional relations may be established under different social settings. For example, theories show that engaged consumers usually exhibit enhanced consumer loyalty, satisfaction, empowerment, connection, emotional bonding, trust and commitment. However, literature rarely provide an answer that within a social group, how are traditions, patterns, communications, rewards, and punishments formed and evolved to lead to either conformity or dispute. To address the above gaps, this research adopts an interactive approach to deconstruct information into inputs (motivation, potential), action (interpersonal connection), and output (utility and identity). This research delivers several simulated experiments to identify how the evolution of customer opinions evolves out various patterns of self-efficacy and social recognition. The author assembles four aspects of input variables, including information utility, accordance utility, self-efficacy, and social status of consumers, and test the overall information prosperity and propensity of the social earning with different activeness levels. Findings The analytical firstly results show that active individuals exist in social group as the information hubs to dismiss the information and share a higher level of delight of owning knowledge and over time, become similar in knowledge standard. Consequently, a wider connection with and influence on mass audience of active members usually lead to a higher psychographic gain of attitudinal accordance compared with inactive and isolated ones in group. Secondly, at the individual level, the author found that the activeness in tribal group obviously result in a higher level of both self-recognition and social recognition on average. This pattern is consistent with vast literature in ethnography. And the relation between the activeness level and the self- and social-recognition level is positive. While at the aggregate level, it’s investigated that active individuals of online tribes have a stronger inclination, evidenced by a stronger propensity of spreading message, to further generate messages to impact other more profoundly when compared with inactive ones. The simulation experiment also indicated that a few contextual relations between variables, e.g., information-based and accordance -based delights, self-recognition and social recognition, information prosperity and transmission propensity, etc., moderated by the member activeness. It’s also found that extreme active individuals have a much higher marginal increase in accordance originated from the growing information volume owned in the process of influencing the society. Not coincidentally, their overall social recognition and attitudinal accordance from the group are significantly higher by the growth of personal knowledge. Conclusions This research contributes to the literature on the drives of tribal dynamics and its’ consequences on the changes of information valence and attitudinal changes and further to this, how the engagement level of individuals will influence these micro and macro outcomes. Notably, by adopting a self-reasoning method, the motives and outcomes are incorporated in a simulated method to develop not only the individual and the aggregate level of outcomes. This study also bears methodological significance by examining a series of hypotheses under the setting of a simulated online community. These findings suggest a series of contextual causality moderated between the characteristics, intentions and actions.
        3,000원
        82.
        2018.07 구독 인증기관·개인회원 무료
        Festival branding is undergoing a revolution based on the consolidation of new communicative behaviours in virtual brand communities (VBC), above all channelled through social media platforms (Hudson & Hudson, 2013; MacKay, Barbe, Van Winkle, & Halpenny, 2017). Although generic literature (Dessart, Veloutsou, & Morgan-Thomas, 2015) has highlighted the role of user engagement in VBC, there are no in-depth analyses of how users modulate engagement attributes and behaviours and how they are related to festival branding, as well as other possible and sometimes interrelated drivers (social capital creation, place making). Thus, this paper aims to characterise these elements in festivals’ VBC to cover these shortcomings. This proposal performs a multi-platform, multi-period, multi-user and mixed-method analysis of nearly 2,150 references in the Twitter and Facebook VBC of one of the most prominent music festivals in Europe, Sónar (Barcelona). Results show the benefits for organisers (and other relevant users) of jointly understanding these elements (and their mutual relationships) with the aim of retaining various positive economic and social impacts.
        83.
        2018.07 구독 인증기관·개인회원 무료
        The purpose of this study is to investigate how social media and user-generated content (UGC) foster consumer engagement through the development of a good city image. Special emphasis is placed on the attitudes of potential visitors, how these attitudes affect a city’s image, and the perceived social distance between users and the authors of social media content. The study adopts a 2 x 2 experimental design in which high/low green image and high/low social distance are examined. The results suggest that a green city image has a significant effect on potential visitors’ attitude towards cities. Moreover, this study found that the effects of social media content varies according to the perceived social distance between the author of the post and potential visitors.
        84.
        2018.07 구독 인증기관·개인회원 무료
        By increasing awareness of product offers and availability in the consumer’s proximity, Location Based Marketing (LBM) increases relevance of placed advertisements. However, depending on how it is executed, such advertising can also be perceived as intrusive, irritating, or even violating consumer’s privacy. Existing knowledge does not offer clear directions for retailers, who are keen to know of LBM’s effectiveness on sales. In this paper, authors investigate the effects of LBM on application (app) driven revenues of 116 major mobile retailers from around the globe. In particular, we examine the contingency effects of the roles of device as well as privacy needs of the brand audience. Findings reveal that effects of LBM on app-based revenues vary by tactic (inbound vs. outbound), type of device (Tablet vs. Phone), and user type based on brand of app (Android vs. Apple). Overall, this research identifies critical factors for retailers to consider, in order to best monetize their location based efforts. Contributions of the analysis and managerial implications are discussed.
        85.
        2018.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The objective of this study was to develop software to predict the kinetic behavior and the probability of foodborne bacterial growth on processed meat products. It is designed for rapid application by non-specialists in predictive microbiology. The software, named Foodborne bacteria Animal product Modeling Equipment (FAME), was developed using Javascript and HTML. FAME consists of a kinetic model and a probabilistic model, and it can be used to predict bacterial growth pattern and probability. In addition, validation and editing of model equation are available in FAME. The data used by the software were constructed with 5,400 frankfurter samples for the kinetic model and 345,600 samples for the probabilistic model using a variety of combinations including atmospheric conditions, temperature, NaCl concentrations and NaNO2 concentrations. Using FAME, users can select the concentrations of NaCl and NaNO2 meat products as well as storage conditions (atmosphere and temperature). The software displays bacterial growth patterns and growth probabilities, which facilitate the determination of optimal safety conditions for meat products. FAME is useful in predicting bacterial kinetic behavior and growth probability, especially for quick application, and is designed for use by non-specialists in predictive microbiology.
        4,000원
        86.
        2018.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        몰입감은 게임을 플레이 하는데 중요한 요소이며 궁극적으로 게임 자체의 성공을 좌우하는 재미 그 자체아 결부되기도 한다. 시각적 영역과 밀접한 연관이 있는 해상도는 게임 개발에 있어서 비중있는 요소이며 게임을 개발할 때 염두에 두어야 할 요소이기도 하다. 그래픽 기술의 발전은 하드웨어 발전과 함께해 왔으며, 대부분의 게임은 현재 고해상도의 고품질 그래픽으로 개발되고 있다. 현재 다양한 사용자들의 다양한 해상도 정보 분석 및 시장 조사는 게임 개발자들에게 효과 적인 정보를 제공해 줄 것이며 연구 가치가 있다고 할 수 있다. 본 연구는 지난 4년 간 네이버 소프트웨어 문서분야에서 가장 많은 다운로드 수를 기록하고 있는 문서 뷰어인 'DAVU'의 사용자 정보를 통해 한국인 IT사용자들의 평균 해상도를 분석한다. 'DAVU'는 국내 통합 뷰어 솔루션으로 2014년 국내 문서 및 이미지 뷰어 솔루션을 통해 서비스를 시작했으며 사용자가 뷰어를 실행할 때 개인정보를 제외한 사용자 정보(해상도, 파일 포맷, OS, IE정보 등)를 서버로 전송하여 집계가 가능하다. 이 연구는게임 및 소프트웨어뿐만 아니라 모니터 하드웨어 산업에도 효율적 정보를 제공해 주는 연구가 될 것이다.
        4,000원
        87.
        2018.05 구독 인증기관·개인회원 무료
        The purpose of this study was to analyze the relationship between the emotional factors of human and the physical design elements of shopping mall website and to improve the desire to purchase the products through the screening of emotional factors influencing the purchasing decision. The results of the study suggested the effective ways to develop the internet on-line website design that the users want through human sensibility ergonomics approach.
        88.
        2018.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문에서는 가변요소와 불변요소에 관한 사용자의 상태를 미하이 칙센트미하이의 플로우 이론을 이용하여 분석하고자 하였다. 연구를 위하여 우리는 pc플랫폼의 게임서비스 스팀의 가장 많은 유저수를 보유한 3개의 게임 “플레이어언노운즈 배틀그라운드”, “카운터 스트라크 글로벌 오펜시브”, “톰 클랜시의 레인보우 식스 시즈”을 선정하였다. 우리는 유저의 승패에 직접적으로 영향을 미치는 5가지 요소: 탄착군패턴, 반동패턴, 장비, 스폰 위치, 적 스폰 위치를 선별하였으며, 해당 요소가 가변, 불변요소를 얼마나 내포하였는지, 유저의 의 도에 따라 변화가 가능한지를 확인하고 분류하였다. 또한 우리는 미하이 칙센트미하이의 플로우 이론과 스팀 통계사이트 게임유저수 분석그래프를 통하여 유저풀의 변화를 분석하였다. 이 방법으로 우리는 각각의 게임이 가변요소와 불변요소의 비중에 따라 어떤 유저풀을 가지고 있는지 확인할 수 있었다. 이방법을 통해 우리는 유저심리와 게임개발 모델링에 관하여 공부하고 이것이 장차 앞으로의 게임 개발에 긍정적인 도움이 되기를 바란다.
        4,000원
        89.
        2018.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        미디어의 구성 요소 중 하나인 사운드는 인간의 청각은 물론 인지와 지각을 자극하여 사용자가 상황이나 공간에 대해 보다 쉽게 이해할 수 있도록 하고 미디어가 전하고자 하는 정보를 효과적으로 전달하는 역할을 한다. 그러한 측면에서, 게임에서의 효과음은 콘텐츠를 전달하는데 중요한 역할을 한다. 게임이 플레이되는 동안 연출되는 다양한 효과음은 사용자에게 밝은 분위기를 조성하고 게임 진행의 긴장감을 놓치지 않게 하며 사용자가 자연스럽게 게임에 집중하게 만든다. 특히 게임에서의 자연스러운 효과음은 게임의 배경음악과 더불어 사용자의 몰입과 사실성을 증대시킨다. 본 연구는 게임 효과음의 사실성 정도에 따른 공간적 실재감, 몰입, 정서적 자기조절, 공격적 태도 및 공격 행동을 측정하기 위해 플레이테스트 실험 방법론을 수행하였다. 실험에 사용된 FPS 게임은 'Left 4 Dead 2'이며, 무기 효과음을 다르게 처치하여 남녀 각각 40명씩 총 80명을 대상으 로 실험을 수행하였다. 연구결과, 공간적실재감, 몰입, 그리고 정서적 자기조절은 실재음을 사용한 게임에서 더 높은 수준을 보였다. 또한 공격적 태도 역시 사실적인 무기 효과음을 사용한 게임에서 더 높은 수준을 나타냈다. 본 연구는 게임 효과음의 사실성이 사용자의 게임 경험과 감정, 그리고 공격성에 영향을 미칠 수 있다는 점에서 향후 게임 효과음 디자인에 대한 이론적 함의를 제공한다.
        4,000원
        90.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Collaborative filtering, one of the most widely used techniques to build recommender systems, is based on the idea that users with similar preferences can help one another find useful items. Credit card user behavior analytics show that most customers hold three or less credit cards without duplicates. This behavior is one of the most influential factors to data sparsity. The ‘cold-start’ problem caused by data sparsity prevents recommender system from providing recommendation properly in the personalized credit card recommendation scenario. We propose a personalized credit card recommender system to address the cold-start problem, using multiple user profiles. The proposed system consists of a training process and an application process using five user profiles. In the training process, the five user profiles are transformed to five user networks based on the cosine similarity, and an integrated user network is derived by weighted sum of each user network. The application process selects k-nearest neighbors (users) from the integrated user network derived in the training process, and recommends three of the most frequently used credit card by the k-nearest neighbors. In order to demonstrate the performance of the proposed system, we conducted experiments with real credit card user data and calculated the F1 Values. The F1 value of the proposed system was compared with that of the existing recommendation techniques. The results show that the proposed system provides better recommendation than the existing techniques. This paper not only contributes to solving the cold start problem that may occur in the personalized credit card recommendation scenario, but also is expected for financial companies to improve customer satisfactions and increase corporate profits by providing recommendation properly.
        4,000원
        91.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        초연결사회의 시대가 도래하여 시간과 공간의 제약없이 효율적으로 정보를 전달할 수 있는 스마트 디바이스의 사용이 보편화되었다. 스마트 디바이스는 사람과 사물 간의 상호작용을 통하여 정보를 전달할 수 있도록 점차 웨어러블 형태로 발전하고 있으며, 의복 형태의 스마트 디바이스인 스마트의류는 인체에 가장 밀착한 상태로 각종 생체신호 등의 측정이 가능하기 때문에 미래 일상생활에서 사용도가 높아질 것으로 주목받고 있다. 기존에 개발된 스마트의류는 의복에 전자장치를 부착한 형태로 개발되어 기기 이물감으로 인해 착용 시 사용자의 불편을 야기하여 지속적으로 생체신호를 측정하기에 한계가 있었다. 이에 따라 점차 전자장치가 텍스타일 내의 한 요소로 통합되어 있는 스마트 텍스타일을 기반으로 한 스마트의류의 개발이 요구된다. 본 연구에서는 현재 소비자에게 가장 근접한 웨어러블 디바이스인 스마트워치 사용자를 대상으로 하여 사용경험에 기반한 감성을 통해 웨어러블 디바이스에서 사용자가 필요로 하는 요구조건을 탐색하고자 하였다. 스마트워치 사용자의 경험에 기반한 감성에 대해 구체적인 답변을 얻고자 반구조화 된 심층인터뷰를 통해 질적 연구를 수행하였으며, 심층인터뷰 내용을 바탕으로 사용자감성을 기능적, 심미적, 사회적, 경험적 네 가지 측면으로 분류하였다. 측면별로 감성키워드를 설정하여 빈도 수 확인을 통해 스마트워치 사용자의 관심도를 알아보았다. 본 연구의 결과를 미래의 웨어러블 디바이스로 주목받고 있는 스마트의류 제작에 필요한 스마트 텍스타일 개발을 위한 기초자료로 활용하고자 한다.
        4,300원
        92.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, the interactive systems with large display have been on the rise, and research on these systems is increasing. While prior research has explored various interaction techniques and input devices developed for large display, it focused on interaction devices used at specific distances from the display. This research introduces a multi-scale user interaction approach that utilizes a multi-touch screen, freehand gestures and mobile interfaces to help users seamlessly interact with the interactive system regardless of their distance from the display. An experiment was conducted to evaluate how users adopted the multi-scale user interaction to more effectively perform various user interaction tasks. The result showed that the multi-scale user interaction helped users improve their overall task performance. It also found that users tended to utilize different multi-scale user interfaces to complete different kinds of tasks.
        4,000원
        93.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The present study investigated the spatial scanning patterns of computer monitor across game expertise. To this goal, we compared the scanning pattern of two groups: novice gamer group who has little experience of game playing and heavy game user group who played MMORPG at least for 3 years. Participants executed an icon-like detection task consisting of 25 squares on the full screen. We measured their response times (RTs) for each cell and compared them. The scanning patterns were largely different between the two groups. The novice group scanned monitor in order of the center, left, upper, lower, and right side of monitor. Where as, the heavy game user group scanned it in order of the center, upper, left, right and lower side. The difference between two group indicates that game playing modify perceptually the scanning pattern of monitor and we need to design the graphical user interface of game more in favor of novice perceptual scanning pattern to lower entry barriers of game.
        4,000원
        94.
        2017.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.
        4,900원
        95.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        3D프린팅에 대한 관심이 증가함에 따라, 3D프린팅에 선행되어야 할 3D모델링 교육에 대한 관심으로 증가하고 있다. 그러나 현존하는 3D모델링 소프트웨어들은 대부분 외국 브랜드에서 개발하였고, 이에 따라 인터페이스가 모두 영어되어 있기에 이러한 용어에 익숙하지 않은 한국인 입문자들을 대상으로 3D모델링 소프트웨어 교육을 수행하기에 는 제약이 있다. 본 연구는 이러한 현실을 반영하면서 3D프린팅을 위한 한국형 3D모델링 교육용 소프트웨어를 개발할 때 고려해야할 사항이 무엇인지 탐색하기 위해 이루어졌다. 이를 위해 3D모델링 경험이 없는 사람들로 하여금 입문자들 의 접근이 용이하다고 알려진 대표적인 무료공개 3D모델링 소프트웨어 123D Design나 Tinker CAD 중 하나로 집 만들기 과제를 수행하게 한 후, 이에 대한 설문을 진행하였다. 결과적으로 Tinker CAD에 대한 사용자 경험이 123D Design에 대한 것보다 호의적이고, 전자를 경험하면서 발생한 오류가 후자를 경험하면서 발생한 오류보다 적으며, 전자에서 과업을 완료한 사람의 비율이 후자에서 과업을 완료한 사람의 비율보다 높음을 확인할 수 있었다. 종합논의에 서는 Tinker CAD의 특성(입체도형을 통해 쉽게 모델링 가능)과 웹 기반 구동방식을 적용한 입문자 교육용 3D모델링 소프트웨어 개발 및 123D Design의 특성(세밀한 치수조작과 도형정렬 가능)과 윈도우 기반 구동방식을 적용한 초?중급 자 교육용 3D모델링 소프트웨어 개발을 제안하였다.
        4,900원
        96.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, we conducted a comparative study on user’s perception and behavior on public system service (PSS) using institutionalism theory and MGA (multi-group analysis) methodology. In particular, this study focuses on how institutional isomorphism is applied to public system services and how MGA can be implemented correctly in a variance based SEM (structural equation model) such as PLS (partial least square). A data set of 496 effective responses was collected from pubic system users and an empirical research was conducted using three segmented models categorized by public proximity theory (public firms = 113, government contractors = 210, private contractors = 173). For rigorous group comparisons, each model was estimated by the same indicators and approaches. PLS-SEM was used in testing research hypotheses, followed by parametric and non-parametric PLS-MGA procedures in testing categorical moderation effects. This study applied novel procedures for testing composite measurement invariance prior to multi-group comparisons. The following main results and implications are drawn : 1) Partial measurement invariance was established. Multi-group analysis can be done by decomposed models although data can not be pooled for one integrated model. 2) Multi-group analysis using various approaches showed that proximity to public sphere moderated some hypothesized paths from quality dimensions to user satisfaction, which means that categorical moderating effects were partially supported. 3) Careful attention should be given to the selection of statistical test methods and the interpretation of the results of multi-group analysis, taking into account the different outcomes of the PLS-MGA test methods and the low statistical power of the moderating effect. It is necessary to use various methods such as comparing the difference in the path coefficient significance and the significance of the path coefficient difference between the groups. 4) Substantial differences in the perceptions and behaviors of PSS users existed according to proximity to public sphere, including the significance of path coefficients, mediation and categorical moderation effects. 5) The paper also provides detailed analysis and implication from a new institutional perspective. This study using a novel and appropriate methodology for performing group comparisons would be useful for researchers interested in comparative studies employing institutionalism theory and PLS-SEM multi-group analysis technique.
        4,600원
        97.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to analyze the effect of message frame on Exercise Interest and User Experience including Fitness App Fun, Fitness App Satisfaction, and Fitness App Use Intention in the mobile fitness app game. ‘Enjoy Your Fitness’, a fitness app game developed by Healthcare Media Research Institute, was used for this study and Repeated Measure Design and Playtest methodologies were used for the experiment. The results showed that the persuasive effect of gain messages were higher than loss messages in all factors. This results implies that exercise, as a preventive health behavior, can be promoted more effectively when messages are presented in the frame of gain message rather than loss message. Therefore, messages in the fitness app game need to be presented by emphasizing the positive outcome and benefit of exercise.
        4,000원
        98.
        2017.06 구독 인증기관 무료, 개인회원 유료
        인터넷의 연결이라는 특징은 인터넷 서비스의 이용과 관련하여 필연적으로 관할과 준거법의 문 제를 야기하는데, 구글, 페이스북과 같은 외국의 인터넷 서비스 제공자들은 이용약관에서 외국에 전속적 재판관할권이 있다고 정하고 있어, 이와 관련하여 이용자의 보호가 문제된다. 위와 같은 조항에도 불구하고 국내에 거주하는 이용자들이 국내 법원에 소를 제기할 수 있는지 있는지에 관하여 최근 구글 Inc.(피고)의 전속적 재판관할합의 항변을 배척한 제1심 판결이 선고 되었다. 법원은, 구글 Inc.는 각종 구글 서비스를 국내 이용자들도 이용할 수 있도록 국내 이용자들 을 위한 별도의 도메인 주소를 운영하면서 한국어 로 된 특화된 서비스를 제공하고 있고, 대한민국 외의 지역에서 인터넷 등을 통하여 대한민국을 향 하여 구글 서비스에 관한 광고를 하는 등의 방법 으로 구글 서비스 이용계약 거래의 권유를 비롯한 영업활동 및 국내에서 활동하는 기업이나 개인들 로부터 광고를 수주하는 등의 방법으로 수익을 얻 는 영업활동을 영위하고 있으며, 국내의 구글 서 비스 이용자는 국내에서 인터넷망에 연결된 컴퓨 터 단말기 등을 이용하여 구글 서비스에 가입하여 구글 계정을 생성함으로써 이용계약을 체결하게 되므로 이는 국제사법 제27조 제1항 제1호에서 정한 소비자계약에 해당한다고 판시한 뒤, 미국 캘리포니아 주 산타클라라 카운티의 연방 또는 주 법원의 관할로 하도록 정한 것은 대한민국 법원의 국제재판관할권을 배제하기로 하는 합의에 해당 하고, 이러한 합의는 국제사법 제27조 제6항에 위반하여 효력이 없다고 판시하였다. 프랑스 파리 법원도 페이스북의 이용약관은 소 비자계약으로 소비자법의 적용을 받는데, 프랑스 법원의 국제재판관할권을 배제하는 내용의 페이 스북 Inc.의 약관은 상인과 비상인 또는 소비자 사이에 심각한 불균형을 초래하여 불공정하고 이 는 소비자법 R132-2, L132-1에 의하여 효력이 없다고 판시하였다. 위 각 판결은 각 사업자들이 무상, 즉 0원의 서 비스를 제공하고 있으나 광고 등의 수익을 얻고 있다는 실질을 지적하고, 위 서비스의 이용자를 소비자로 보아 소비자 보호의 관점에서 관할합의 의 효력을 판단하였다는 의의가 있다. 한편, 약관의 규제에 관한 법률은 국제적 강 행규정이 아니지만, 공정거래위원회는 준거법이 외국법인 경우에도 약관의 시정 명령 등의 행정 적 규제를 하여 국내 소비자들을 보호하고 있다. 최근 공정거래위원회의 약관심사로 인하여 페이 스북 아일랜드 리미티드, 트위터 인터네셔널 컴 퍼니, 인스타그램엘엘씨의 불공정약관이 개정되 었다.
        4,900원
        99.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Jo, Jinsu & Park, Jae-hyun. 2017. “Educational Direction by User Perception Type for Military Slangs and Unfamiliar Sino-Korean Words”. The Sociolinguistic Journal of Korea 25(1). 213~238. The purpose of this study is to suggest an educational direction about military slangs and unfamiliar Sino-Korean words used in the military considering the need for refinement and acceptability of the language users. To this end, military personnel, the users of the military language, have been surveyed to examine their use and views of the military language, principally military slangs and unfamiliar Sino-Korean words. Focus-group interviews have also been performed to make an in-depth analysis on their language practice. According to the survey results, the perceived need for refinement is high but acceptability is remarkably lower than the perceived need for refinement. While respondents agree that the suggested terms need to be refined, they think that the purified words or alternative terms are unlikely to be accepted by the men in the military. Compared to military slangs, unfamiliar Sino-Korean words are, in general, regarded in more need of improvement, which is also more likely to be accepted. The result also implies that the following should be considered in establishing an education method; whether the substitute words have the same meaning as the original words, in what context the words are used, and how the substitute words are formed. In conclusion, this study suggested education method about military slangs and unfamiliar Sino-Korean words used in the military based on the refinement needs and user acceptability.
        6,400원
        100.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The objective€of this study is to analyze the needs and€determine the requirements of€elder drivers for effectively€using In-vehicle Information Systems (IVIS), by reducing cognitive and physical impact on this vulnerable group. The persona method was used to determine the relevant characteristics of older drivers. Task analysis was performed in order to obtain general interaction problems of the personas when using a common function of recent days IVIS. The results were classified in the different usability goals as general requirements, specific needs. This study suggest improvement directions in order to develop an elderly friendly IVIS; in addition, different usability metrics were suggested. In this way, elder drivers would easily interact with new powerful functions supplied by IVIS of modern cars; while improving safety and comfort of an rapidly aging society.
        4,300원
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