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Convergence of Internet, Broadcasting and Communication

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

첫 페이지 보기
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) 바로가기
  • 간행물
    International Journal of Internet, Broadcasting and Communication 바로가기
  • 통권
    Vol.13 No.4 (2021.11)바로가기
  • 페이지
    pp.66-71
  • 저자
    Se-won Jeon, YounHee Choi, Seok-Jae Moon, Kyung-Mi Yoo, Gi-Hwan Ryu
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A403640

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원문정보

초록

영어
The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

목차

Abstract
1. Introduction
2. Research Methods
2.1 Research Targets and Data Collection Methods
2.2 Investigation Tools and Procedures
2.3 Data Processing Method
3. Research Results
3.1 Analyze Keyword Associations Frequency
3.2 Network Visualization Analysis Results for Keywords
3.3 CONCOR Analysis Results for Museum Gamification
4. Conclusion
References

키워드

Museum Gamification Big data Textom Semantic network analysis

저자

  • Se-won Jeon [ Master D. student, Department of Tourism and Food Industry, Graduate School of Smart Convergence, KwangWoon University, Korea ]
  • YounHee Choi [ Ph. D student, Department of Immersive Content Convergence, Graduate School of KwangWoon University, Korea ]
  • Seok-Jae Moon [ Professor, Institute of Information Technology, KwangWoon University, Seoul, Korea ] Corresponding Author
  • Kyung-Mi Yoo [ Professor, Department of Tourism Management, Institute of Information Technology, KwangWoon University ]
  • Gi-Hwan Ryu [ Professor, Department of Tourism Industry, Graduate school of smart convergence, KwangWoon University ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • 설립연도
    2000
  • 분야
    공학>전자/정보통신공학
  • 소개
    인터넷방송, 인터넷 TV , 방송 통신 네트워크 및 관련 분야에 대한 국내는 물론 국제적인 학술, 기술의 진흥발전에 공헌하고 지식 정보화 사회에 기여하고자 한다.

간행물

  • 간행물명
    International Journal of Internet, Broadcasting and Communication
  • 간기
    계간
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 수록기간
    2009~2025
  • 십진분류
    KDC 326 DDC 380

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