• Title/Summary/Keyword: Challenge Contents

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Context-Aware Ad Contents Scheduling over DOOH Networks based on Factorization Machine

  • Nguyen, Van Hoang;Nguyen, Thanh Binh;Chung, Sun-Tae
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.515-526
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    • 2019
  • DOOH(Digital Out Of Home) advertising targets for reaching consumers through outdoor digital display medias. Traditionally, scheduling of advertisement contents over DOOH medias is usually done by operator's strategy, but an efficient ad scheduling strategy is not easy to find under various advertising contexts. In this paper, we present a context-aware factorization machine-based recommendation model for the scheduling under various advertising contexts, and provide analysis for understanding of the contexts' effects on advertising based on the recommendation model. Through simulation results on the dataset adapted from a real dataset of RecSys challenge 2015, it is shown that the proposed model and analysis based on the model will be effective for better scheduling of ad contents under advertising contexts over DOOH networks.

Design of Convergence Contents information quality of u-convergence tourist information3.0 using flow Theory (플로우 이론을 이용한 u-융복합 관광정보3.0 의 융복합 콘텐츠 정보품질 설계)

  • Sun, Su-Kyun;Lee, Seung-woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.191-199
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    • 2015
  • The Journal of Digital Policy & Management. This space is for the abstract of your study in English. In this paper, we propose a u-convergence Tourist Information 3.0 System using Flow Theory. It generates a sense of u-challenge and u-skills to maximize the enjoyment of tourists is u-convergence Tourist Information 3.0. This is a challenge to good sense and adjust the rating of the Convergence Contents information quality(CCIQ) analysis to maximize the enjoyment of tourists. Convergence Contents information quality(CCIQ) of the conductive continuity of the content closed antecedents u-conductive sense, the tourist synchronization adequacy may generate data that can be analyzed. Content Information Quality of rating is the leading factor in the ability of the u-skill mastery of tourists, can generate data availability. The result is to create a meta-model is referred to as content information to reach the best quality maximize enjoyment. Design a sense of u-challenge the skill of the information quality of the tourist information content has the advantage of being able to identify the data formation has the pleasure of tourists. By applying to future national competent standard it is expected to maximize the enjoyment of the job.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

A Study on the Development of Avatar Fashion Item as Cultural Industries Using Digital Contents - Focused on the Off-Line Fashion Brand - (디지털 콘텐츠 문화산업으로서 아바타 패션 아이템 개발 연구 - 오프라인 패션 브랜드의 홈페이지 콘텐츠를 중심으로 -)

  • Lee, Keum-Hee;Ryu, Jin-Kyoung
    • The Research Journal of the Costume Culture
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    • v.15 no.2 s.67
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    • pp.339-351
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    • 2007
  • Many off-line fashion brands currently has construct hompage in the form of digital contents at the website. The purpose of this study is to confirm that fashion item of avartar can be applicate to react for consumer desires by a process of construction for hompage digital contents of fashion brand, and develop various avartar fashion item to satisfy consumer's wants using the computer graphics. The results of this study are as followings. First, it should be the first to decide whether hompage contents can be used for any purposes. And it will offer initial brand concept, followed by the contents of event, blog, avatar, fashion information. Second, portal sites currently service avatar fashion item, but it just bounds the limit of indirect effect. Many fashion brands face a challenge to differenciate themselves, so avatar fashion item should be planned to coordinate the contents and brand concept. Also it is certainly possible that fashion brand communicates larger consumers with a avartar fashion item that appeal to a consumer's sensibility. Third, this study propose design development and application as 3 of the avartar fashion item using the computer graphics. Avatar Fashion item using the computer graphics was presented by application as promotion through event garment, item coordinate, cellular phone service.

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Development of CLICK for Improved Accessibility and Tight coupled Links between Information Resources (정보자원 간 밀겹합 및 접근성 제고를 위한 과학기술정보링크센터 구축)

  • Lee, Sang-gi;Kim, Sun-tae;Lee, Yong-sik;Yae, Yong-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.421-425
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    • 2007
  • The exponential increase of digital contents brought about the e-Challenge crisis to the librarians. How can all the e-resources be managed effectively? How can we detect all the broken links? How can we assist the users to the right resources? This paper concentrates on building CLICK(Cooperative Link Center in KOREA) as a knowledge compass by collecting diverse science & technology information and creating tight coupled links between information resources for reference linking and providing users with the optimal route for the resource per user. If the publishers, Abstract & Index DB, Searching Portal, Electronic Libraries, Full-text DB and Aggregator can be linked by using a standardized way through a CLICK, the service channels can be diversified. Users can select the channels without rein under according to a use purpose and conditions.

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Research on the Effects of Entrepreneurship of Enterpriser on Subjective Well-being: Focusing on job stress factors and relationship (경영자의 기업가정신이 주관적 웰빙에 미치는 영향에 관한 연구: 직무스트레스 요인과 관계성을 중심으로)

  • Byun, Hee-Ji;Seo, Young-Wook
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.128-137
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    • 2020
  • Academic research on entrepreneurship has long been studied in various fields, but research on the relationship between entrepreneurship and subjective well-being is insufficient. This study aims to examine how challenge and hindrance stress affect subjective well-being in the impact of entrepreneurship on subjective well-being in the enterpriser of domestic company, and to determine whether the relationship among the individual characteristics of self-determination factors in this relationship has a mediating effect. According to research results, First, entrepreneurship had a positive effect on challenge stress and subjective well-being, while hindrance stress had an effect of negative. Second, challenge stress had a positive effect on relationships and subjective well-being had a positive influence but was insufficient and hindrance stress had a negative effect on both relational and subjective well-being. Third, Challenge stress and hindrance stress both influenced positive on subjective well-being through relationships. When you summarize the results of the research, It has been confirmed that the entrepreneurship of enterpriser effects subjective well-being, that hindrance stress is a factor that can interfere with subjective well-being, and that relationships play an important role in enhance subjective well-being of enterpriser. Based on these findings, conclusions were discussed and implications and directions for follow-up research were presented.

A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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The Evaluation Model for Interior Design Organizational Technology Integration: The quality of the design aid and economic evidence and factors

  • Choi, Seung-Pok
    • International Journal of Contents
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    • v.8 no.2
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    • pp.67-74
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    • 2012
  • Technological substitution is the process by which a radical technology replaces the dominant technology in an industry. The processes of diffusion and substitution have been modeled extensively (Technology & innovation, 2010). However, the formulation of classical quantitative models encompasses only part of the theoretical space. These models impose many simplified constraints to the achievement of analytical resolution. The interior design organization needs to establish a set of technical system requirements by describing the scope of the accessibility needs of the organization against current technology use. Because of complicated design resources and ongoing advances in design technologies, design systems face the challenge of prioritizing new technologies for supporting. The problem is small design organization administration often displays a lack of concern toward the evaluation of technology integration. In this paper, I will identify the influence of a design organization's technology, and predict how future technology will inform, support, and potentially hinder productivity, culture, and work satisfaction within a design organization in the industry. In addition, I will use current design organizational behavior and leadership models to support my predictions. Finally, I will examine a proven approach to assist designers with evaluating technology integration in interior design organization. The goal is to develop a high quality, professional development scorecards for the evaluation. I will conduct both the evaluation of technology integration and CRM performance evaluation is recommended to assess the effectiveness of technology integration. Therefore, the evaluation of integration technologies oriented design hold the promise of solving the organization application integration challenge. The evaluation of integration technology is a significant pattern for processing such a vision. The careful selection of an integration technology for this purpose is crucial in contributing toward the success of such an interior design organization endeavor.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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The Influence of Job Characteristics and Job Stress on Children's Hospital Nurses' Turnover Intention (직무특성과 직무스트레스가 아동병원 간호사의 이직의도에 미치는 영향)

  • Kim, Se-Young;Back, Seong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.100-113
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    • 2016
  • Purpose: This study was performed to investigate the influence of children's hospital nurses' job characteristics and job stress on turnover intention. Method: The subjects were 148 nurses who have been working in 6 children's hospitals located in G city. Measurement tools used for this study included job characteristics were created by Lee, and modified by Hong, and job stress tool developed Kim & Ku and modified by Choi. And the tools used for assessing turnover intention were created by Mobley and Becker and modified by Kim. The collected data was analyzed using descriptive statistics, the independent t-test, one-way ANOVA, Pearson' Correlation and regression on SPSS 21.0 program. Result: Job challenge and job fitness among the sub-areas of job characteristics, job stress and salary were identified as factors influencing turnover intention. These factors explained 36.5% of variance of turnover intention. Conclusion: In conclusion, this results can be used to help the children's hospitals creates an environment where nurses can enhance Job challenge and job fitness also, reduce job stress which lead to turnover rate and turnover intention.