• Title/Summary/Keyword: Content Popularity

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Does Social Distance Always Increase Content Performance in Online Distribution Channels? (온라인 유통 채널에서 컨텐츠의 성과는 사회적 거리에 의해 항상 증가하는가? YouTube의 문화별컨텐츠를 중심으로)

  • Son, Jung-Min;Kang, Seong-Ho
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.97-104
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    • 2015
  • Purpose - This study examines the positive impact of the social distance between producers and users of online content, investigating and analyzing the most popular Web content. In addition, it tries to elicit the matching effect that appears when the individuals'cultural background is consistent with social distance. Research design, data, and methodology - We collected and analyzed actual data about 4,981 videos clips on YouTube, looking at six countries in order to verify the content of this study. Based on the results of the data analysis, the study conducted behavioral measurements on popularity, social distance, culture, and user engagement. The unit of analysis was the content and we collected information about the content producers and the content records. We controlled the views, comments, likes, calendar dates, and ages in the empirical models. The data was collected in 2011, with the records coming from South Korea, Japan, China, U.S., German, and France. A total of 4,980 elements were analyzed in the model. The empirical model estimated is the bivariate negative binomial distribution (NBD) model. Results - It turns out that there is a possibility that the matching effect can be diminished by variables that reflect the psychological involvement of user engagement. This study proposes academic and practical implications based on these research results. This research shows the positive effect of social distance between users and producers on the increased performance of the online content. We find the effect of social distance to be a stronger tendency in collectivism. The collectivists follow their sense of friendship and intimacy in their culture and, the social congruence effect can be found there as well. The effect, however, could erode in a social case where users are motivated by strong intrinsic and psychological factors. In addition, user engagement complicates the process of user decision making regarding the information. Conclusions - This study examines how the differential effects of social distance caused by culture could disappear through user commitment as a complicated user motivation. Some potential implications are as follows. First, a firm in the collectivism culture has to communicate based on the social distance. In fact, most online channels do not have a function that indicates the social distance as measured by favorites or subscribers. This function could help increase the performance of the content in online channels, but this increasing effect can only be found in a collectivist culture. Based on this, the firms have to communicate and announce to users the actual social distance between users and producers. Second, firms should develop a system that discovers the social distance and culture and shows these measures to users and producers, since the congruence effect between social distance and culture is found only for low user engagement. The firms can take the advantage of the congruence effect only for the development of the social distance and culture visualized system.

An Empirical Study on the Success Factors of Digital Classical Music (클래식 음원의 흥행요인에 관한 실증적 연구)

  • Kim, Hye-Su;Jang, Yu-Jin;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.227-239
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    • 2022
  • This study conducted an exploratory empirical analysis on the factors affecting the performance of digital classical music based on signaling theory. For this purpose, using the classical weekly chart provided by the music platform Genie, 297 digital music sources that entered the top 100 chart from March 2020 to October 2020 (35 weeks). In this study, as signals that can influence consumers' choice to listen to classical nusic, we set an the artist's award history, artist's broadcast content linkage, taking the top spot in the first classical music chart entry, producing companies' competency, and the popularity of classical music repertoire. The effect of these signals on the chart success of digital classical music was verified subsequently. As a result of the verification, it was found that the artist's broadcast content linkage, taking the top spot in the first classical music chart entry, and the popularity of the classical music repertoire indeed had a positive effect on the chart success of a classical music. On the other hand, the artist's award history and the producing companies' competence did not significantly affect the chart success of digital classical music. This study is the first empirical study on the success factors of digital classical music performed from a business perspective, and is expected to contribute to subsequent studies related to classical music.

Design and Implementation of GeoVideo Making Tool and Viewer Software (GeoVideo 제작 도구 및 뷰어 소프트웨어 설계 및 구현)

  • Kim, Chang-Min;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1135-1142
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    • 2014
  • With the continued popularity of mobile devices such as smart-phones and tables, the development of the various kinds of digital contents making tools has not increased only the productivity of the digital contents, but also the demand of them rapidly. Geo-contents which means the digital contents related to location(geographic) information has enabled the user custom services. Especially, there are already some commercial location-based services that provide the user to POI (Points of Interest) with the geo-image contents such as photos tagged by the location. In the geo-video contents, there could be several related locations in the whole video, but only one representative location is used to tag a location to the video. In this paper, we have define the geo-video as a video content which has as many locations as the number of frames composing the video. We have also proposed the geo-video making tools and a viewer to create and utilize the geo-video contents. The geo-video contents proposed in this paper, are widely used in location based video contents searching services.

An content analysis of facilitating and conflicting factors on the Korea's educational uses of emerging technologies and trends (신기술·트렌드의 국내 교육적 활용을 위한 촉진 및 방해 요인 분석)

  • Cha, Hyunjin;Park, Taejung;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.567-581
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    • 2017
  • The purpose of this study is to analyze the facilitating and conflicting factors on the emerging technologies and trends predicted to impact future education in Korea. To do this, open online questionnaires on 20 emerging technologies and trends derived from a comprehensive literature review were completed by 24 experts in research, policy, schools, and corporate fields, and a content analysis of the collected qualitative data was conducted. As a result of the study, the effectiveness of the content and the maturity of technology were found to be the most important facilitating factors and obstacles. In addition, the potential for innovative teaching and learning methods and motivation, and the maturity and popularity of technology were found to be the main facilitating factors. On the other hand, health problems and negative effects on students in ethical aspects, the lack of research and development, and poor networks and infrastructures in terms of education environment were found to be the main impeding factors of emerging technologies and trends.

The Creator Economy on the Metaverse Platform (메타버스 플랫폼의 크리에이터 이코노미: 광고수입 모델과 수익배분 구조를 중심으로)

  • Kim, Eunjin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.275-286
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    • 2022
  • The metaverse platform has been gaining popularity since the pandemic. It facilitates non-face-to-face interaction among creators, users, advertisers, various forms of organizations, and itself. Such interaction has brought light to the new forms of economy, which is called the "creator economy." By providing the virtual space, easy tools, and methods, the platform allows the creators to produce value for the users in the forms of virtual items, content, and experiences. At the same time, it provides audiences to the organizations that need attention. In the course, the platform and the creators generate revenue. Among the diverse revenue sources, this study focuses on revenue generated from advertising and studies how the revenue sharing between the platform and the creator is affected by the abilities of the metaverse platform. With an analysis of the analytical model, we show that if the platform has the ability to reduce advertising avoidance, it can reduce the revenue share of the creator without discouraging the creator from making the proper effort in content creation. Also, as the platform provides effective tools and methods for quality content creation, it can reduce the revenue share of the creator without damaging the creator's required motivation. The ability of the platform in increasing advertising effectiveness helps it to reduce the revenue share of the creator as well.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

Cache-Filter: A Cache Permission Policy for Information-Centric Networking

  • Feng, Bohao;Zhou, Huachun;Zhang, Mingchuan;Zhang, Hongke
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.12
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    • pp.4912-4933
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    • 2015
  • Information Centric Networking (ICN) has recently attracted great attention. It names the content decoupling from the location and introduces network caching, making the content to be cached anywhere within the network. The benefits of such design are obvious, however, many challenges still need to be solved. Among them, the local caching policy is widely discussed and it can be further divided into two parts, namely the cache permission policy and the cache replacement policy. The former is used to decide whether an incoming content should be cached while the latter is used to evict a cached content if required. The Internet is a user-oriented network and popular contents always have much more requests than unpopular ones. Caching such popular contents closer to the user's location can improve the network performance, and consequently, the local caching policy is required to identify popular contents. However, considering the line speed requirement of ICN routers, the local caching policy whose complexity is larger than O(1) cannot be applied. In terms of the replacement policy, Least Recently Used (LRU) is selected as the default one for ICN because of its low complexity, although its ability to identify the popular content is poor. Hence, the identification of popular contents should be completed by the cache permission policy. In this paper, a cache permission policy called Cache-Filter, whose complexity is O(1), is proposed, aiming to store popular contents closer to users. Cache-Filter takes the content popularity into account and achieves the goal through the collaboration of on-path nodes. Extensive simulations are conducted to evaluate the performance of Cache-Filter. Leave Copy Down (LCD), Move Copy Down (MCD), Betw, ProbCache, ProbCache+, Prob(p) and Probabilistic Caching with Secondary List (PCSL) are also implemented for comparison. The results show that Cache-Filter performs well. For example, in terms of the distance to access to contents, compared with Leave Copy Everywhere (LCE) used by Named Data Networking (NDN) as the permission policy, Cache-Filter saves over 17% number of hops.

Current Status of Geo-referenced Contents and a New Street Level Contents (공간정보 콘텐츠의 현황 및 새로운 거리 수준 콘텐츠)

  • Yoon, Bo Ram;Choi, Kyoung Ah;Lee, Im Pyeong
    • Spatial Information Research
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    • v.22 no.6
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    • pp.91-103
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    • 2014
  • The high popularity of geo-referenced mash-up improves the quality and availability of geo-referenced contents. Such contents which accurately represent the real world in street level as well as in aerial level have appeared. Despite the advent of geo-referenced contents of street level, it is still hardly used for mash-up. In this study, we thus find out its obstacles to spatial mash-up and solutions to overcome them to activate the mash-up based on street level contents. By analyzing the current geo-referenced content with respect to its spatial scope and the way of representation, we draw the limitations of current street level contents. Furthermore, we propose the 'new media geo-referenced content' as a solution to overcome those limitations. With 'new media geo-referenced content', it is able to determine the 3D coordinates of given object in real world. Using those coordinates, database linkage can be more closer, flexible and organic. Such 'new media geo-referenced content' can contribute to activation of geo-referenced contents in street level and its mash-up.

Modern sports-inspired fashion through active sportswear development history (액티브 스포츠웨어 발달과정을 통한 현대 sports-inspired fashion 분석)

  • Lee, Young Min;Park, Jae Oak
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.635-654
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    • 2012
  • This paper studied sports-inspired fashion(SIF) that is often characterized as 'designer clothes inspired by active sportswear.' First, we reviewed the social, economical, artistic, and technological background behind its development. Second, we studied the development history of SIF by classifying it into four periods. Third, we analyzed how SIF emerged and developed with its own characteristics from a historical perspective. For a theoretical background, we did a critical review of previous literature in the field of clothing history, history of culture, and art history. We collected the data from magazines, such as Fashion Show and Gap Press and from the internet sources as well, such as firstviewkorea.com. We also did the content analysis of the data by consulting a chosen group of fashion designers. This study revealed that active sportswear started to develop from everyday clothes for functional convenience in the beginning and then SIF emerged later as a major fashion trend with the popularity of sportive look. This trend became stronger with the global spread of American popular culture. SIF eventually became high fashion with collaboration between sportswear industry and designers. This study confirmed that SIF reflects the characteristics of many sports games in silhouettes, colors, and details. It is predicted that sports will continue to be an important source of inspiration for fashion designers.

Internet Personal Broadcasting Service Quality Impact on Continuous Use Intention : Focused on YouTube (1인 미디어 서비스품질이 사용자 만족과 지속사용의도에 미치는 영향 : YouTube를 중심으로)

  • Lee, Youn Sun;Suh, Chang Juck;Lee, Hay Jung
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.99-117
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    • 2019
  • In recent years, the one-person media has increasingly gained popularity. The purpose of this study is to investigate the relationship among the service quality, satisfaction and intention of continuous use of one-person media service and to further examine the mediating effect of satisfaction operating on the relationship between the service quality and intention of continuous use. Based on the literature review, hypotheses were developed and the research model was built for testing. The sample of 358 users was selected to achieve these objectives. From the analysis of PLS(Partial Lease Square Path Analysis), key research findings are summarized as follows. First, relationships among the service quality, satisfaction, and intention of continuous use were all positively correlated each other. Second, the effect of service quality on intention of continuous use was mediated by satisfaction. Third, the content quality of one-person media has the higher effectiveness than platform quality to satisfaction and intention of continuous use. Results of this paper are expected not only to emphasize the importance of satisfaction based on the service quality, but also to provide multifaceted implications and directions for the management of one-person media service effectively.