• Title/Summary/Keyword: Vitual Community

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가상 커뮤니티 공간에서 블로거를 위한 추천시스템

  • Kim, Jae-Gyeong;O, Hyeok;An, Do-Hyeon
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.415-424
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    • 2005
  • The rapid growth of blog has caused information overload where bloggers in the virtual community space are no longer able to effectively choose the blogs they are exposed to. Recommender systems have been widely advocated as a way of coping with the problem of information overload in e-business environment. Collaborative Filtering (CF) is the most successful recommendation method to date and used in many of the recommender systems. Therefore, we propose a CF-based recommender system for bloggers in the virtual community space. Our proposed methodology consists of three main phases: In the first phase, we apply the "Interest Value" to a recommender system. The Interest Value is a quantity value about user preference in virtual community, and can measure the opinion of users accurately. Next phase, we generate the neighborhood group based on the Interest Value. In the final phase, we use the Community Likeness Score (CLS) to generate the top-n recommendation list. The methodology is explained step by step with an illustrative example and is verified with real data of a blog service provider.

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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.