• Title/Summary/Keyword: Contents Customers

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Determinants of the Willingness to Pay of Terrestrial Broadcasting Video Contents in Online : focused on Copyright Awareness, Contents Characteristics and Platform Characteristics (온라인에서의 지상파방송 동영상콘텐츠 지불의사에 영향을 미치는 요인: 저작권 인식, 콘텐츠 특성, 플랫폼 특성을 중심으로)

  • Cho, Sung-Soo;Choi, Seong-Jin;Lee, Yeung-Ju
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.348-359
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    • 2013
  • The core of contents monetization is the consumer's willingness to pay. In the past, the terrestrial contents can be used through the frequency for free. As the terrestrial contents use via online services has been increased, the importance of willingness to pay for the broadcasting contents is getting bigger. To find critical factors which can influence on the willingness to pay for the terrestrial contents, independent factors are categorized into three. The independent factors are users' awareness for copyright protection, contents characteristics, and platform characteristics. The results show that attitude for paying, subjective norms for copyright protection, rapid providing of contents, quality of service, social critical point, and expected service value are found out as significant factors. This result implies that it is necessary to enhance platform competitiveness to survive in convergence environment and customer relationships should be reinforced to maintain them as loyal customers.

A Case Study of a Role-Play Course for Undergraduate Airline Service Students

  • Ra, Mijin
    • Korean journal of aerospace and environmental medicine
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    • v.30 no.3
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    • pp.108-112
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    • 2020
  • This study utilizes the image contents, one of the social interaction activities, in role-play. The one-semester class results were used for analysis to prepare teaching-learning plans for the department of aviation services. This study helped students in the Department of Aviation Services understand the airline cabin organization and examined whether it would help them understand the airline cabin organization and examine whether it would help them communicate with customers. In role-play classes, learners or groups of learners use role-playing dialogues to create role-plays and create communication situations similar to the real world.

Study of the Activation Plan for Rural Tourism of the Jeollabuk-do Using Big Data Analysis (빅데이터 분석을 통한 농촌관광 실태와 활성화 방안 연구: 전라북도를 중심으로)

  • Park, Ro Un;Lee, Ki Hoon
    • The Korean Journal of Community Living Science
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    • v.27 no.spc
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    • pp.665-679
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    • 2016
  • This study examined the main factors for activating rural tourism of Jeollabuk-do using big data analysis. The tourism big data was gathered from public open data sources and social network services (SNS), and the analysis tools, 'Opinion Mining', 'Text Mining', and 'Social Network Analysis(SNA)' were used. The opinion mining and text mining analysis identified the key local contents of the 14 areas of Jeollabuk-do and the evaluations of customers on rural tourism. Social network analysis detected the relationships between their contents and determined the importance of the contents. The results of this research showed that each location in Jeollabuk-do had their specific contents attracting visitors and the number of contents affected the scale of tourists. In addition, the number of visitors might be large when their tourism contents were strongly correlated with the other contents. Hence, strong connections among their contents are a point to activate rural tourism. Social network analysis divided the contents into several clusters and derived the eigenvector centralities of the content nodes implying the importance of them in the network. Tourism was active when the nodes at high value of the eigenvector centrality were distributed evenly in every cluster; however the results were contrary when the nodes were located in a few clusters. This study suggests an action plan to extend rural tourism that develop valuable contents and connect the content clusters properly.

The Protection System of Digital Contents using a Frame Filter Information based on Public Key (공개키 기반의 프레임 필터 정보를 이용한 디지털 콘텐츠 보호 시스템)

  • Koh Byoung-Soo;Jang Jae-Hyuk;Kang Seok-Jue;Choi Yong-Rak
    • Journal of Internet Computing and Services
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    • v.5 no.3
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    • pp.1-9
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    • 2004
  • The growth of Internet is the main factor that activates the Digital Contents Market and gives the convenience, efficiency and usefulness to the users. However the Digital Contents Market could be shrunk by an illegal reprinting and imprudent using. As a result, recently we can see that using the contents illegally through Internet makes the troubles between providers and customers and finally they are at law. Therefore we urgently need a new technology which can prevent the contents from illegal using, illegal reprinting and imprudent using, We developed the system prohibits a imprudent using in order to activate the Digital Contents Market, We developed the system protects the contents safely by removing the dangerous for the illegal reprinting with providing the encoded contents and the system removes the contents according to the number of usage and the user authentication through network.

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A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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A Store Recommendation Procedure in Ubiquitous Market for User Privacy (U-마켓에서의 사용자 정보보호를 위한 매장 추천방법)

  • Kim, Jae-Kyeong;Chae, Kyung-Hee;Gu, Ja-Chul
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.123-145
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    • 2008
  • Recently, as the information communication technology develops, the discussion regarding the ubiquitous environment is occurring in diverse perspectives. Ubiquitous environment is an environment that could transfer data through networks regardless of the physical space, virtual space, time or location. In order to realize the ubiquitous environment, the Pervasive Sensing technology that enables the recognition of users' data without the border between physical and virtual space is required. In addition, the latest and diversified technologies such as Context-Awareness technology are necessary to construct the context around the user by sharing the data accessed through the Pervasive Sensing technology and linkage technology that is to prevent information loss through the wired, wireless networking and database. Especially, Pervasive Sensing technology is taken as an essential technology that enables user oriented services by recognizing the needs of the users even before the users inquire. There are lots of characteristics of ubiquitous environment through the technologies mentioned above such as ubiquity, abundance of data, mutuality, high information density, individualization and customization. Among them, information density directs the accessible amount and quality of the information and it is stored in bulk with ensured quality through Pervasive Sensing technology. Using this, in the companies, the personalized contents(or information) providing became possible for a target customer. Most of all, there are an increasing number of researches with respect to recommender systems that provide what customers need even when the customers do not explicitly ask something for their needs. Recommender systems are well renowned for its affirmative effect that enlarges the selling opportunities and reduces the searching cost of customers since it finds and provides information according to the customers' traits and preference in advance, in a commerce environment. Recommender systems have proved its usability through several methodologies and experiments conducted upon many different fields from the mid-1990s. Most of the researches related with the recommender systems until now take the products or information of internet or mobile context as its object, but there is not enough research concerned with recommending adequate store to customers in a ubiquitous environment. It is possible to track customers' behaviors in a ubiquitous environment, the same way it is implemented in an online market space even when customers are purchasing in an offline marketplace. Unlike existing internet space, in ubiquitous environment, the interest toward the stores is increasing that provides information according to the traffic line of the customers. In other words, the same product can be purchased in several different stores and the preferred store can be different from the customers by personal preference such as traffic line between stores, location, atmosphere, quality, and price. Krulwich(1997) has developed Lifestyle Finder which recommends a product and a store by using the demographical information and purchasing information generated in the internet commerce. Also, Fano(1998) has created a Shopper's Eye which is an information proving system. The information regarding the closest store from the customers' present location is shown when the customer has sent a to-buy list, Sadeh(2003) developed MyCampus that recommends appropriate information and a store in accordance with the schedule saved in a customers' mobile. Moreover, Keegan and O'Hare(2004) came up with EasiShop that provides the suitable tore information including price, after service, and accessibility after analyzing the to-buy list and the current location of customers. However, Krulwich(1997) does not indicate the characteristics of physical space based on the online commerce context and Keegan and O'Hare(2004) only provides information about store related to a product, while Fano(1998) does not fully consider the relationship between the preference toward the stores and the store itself. The most recent research by Sedah(2003), experimented on campus by suggesting recommender systems that reflect situation and preference information besides the characteristics of the physical space. Yet, there is a potential problem since the researches are based on location and preference information of customers which is connected to the invasion of privacy. The primary beginning point of controversy is an invasion of privacy and individual information in a ubiquitous environment according to researches conducted by Al-Muhtadi(2002), Beresford and Stajano(2003), and Ren(2006). Additionally, individuals want to be left anonymous to protect their own personal information, mentioned in Srivastava(2000). Therefore, in this paper, we suggest a methodology to recommend stores in U-market on the basis of ubiquitous environment not using personal information in order to protect individual information and privacy. The main idea behind our suggested methodology is based on Feature Matrices model (FM model, Shahabi and Banaei-Kashani, 2003) that uses clusters of customers' similar transaction data, which is similar to the Collaborative Filtering. However unlike Collaborative Filtering, this methodology overcomes the problems of personal information and privacy since it is not aware of the customer, exactly who they are, The methodology is compared with single trait model(vector model) such as visitor logs, while looking at the actual improvements of the recommendation when the context information is used. It is not easy to find real U-market data, so we experimented with factual data from a real department store with context information. The recommendation procedure of U-market proposed in this paper is divided into four major phases. First phase is collecting and preprocessing data for analysis of shopping patterns of customers. The traits of shopping patterns are expressed as feature matrices of N dimension. On second phase, the similar shopping patterns are grouped into clusters and the representative pattern of each cluster is derived. The distance between shopping patterns is calculated by Projected Pure Euclidean Distance (Shahabi and Banaei-Kashani, 2003). Third phase finds a representative pattern that is similar to a target customer, and at the same time, the shopping information of the customer is traced and saved dynamically. Fourth, the next store is recommended based on the physical distance between stores of representative patterns and the present location of target customer. In this research, we have evaluated the accuracy of recommendation method based on a factual data derived from a department store. There are technological difficulties of tracking on a real-time basis so we extracted purchasing related information and we added on context information on each transaction. As a result, recommendation based on FM model that applies purchasing and context information is more stable and accurate compared to that of vector model. Additionally, we could find more precise recommendation result as more shopping information is accumulated. Realistically, because of the limitation of ubiquitous environment realization, we were not able to reflect on all different kinds of context but more explicit analysis is expected to be attainable in the future after practical system is embodied.

A study on Promotional App Development Using an Interactive Movie (인터랙티브 영상을 이용한 프로모션 앱 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.429-437
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    • 2014
  • Product promotion App is developed using an interactive video in order to overcome the existing ATL marketing limitations and to respond to target age groups and lifestyle changes. The product promotion App which is positioned as a smart care center by analyzing customer needs with the Customer Journey Map, is comprised of 3 categories such as interest, information and management reflecting media characteristics of smart mobile contents. It intends to induce viral promotions with comical and interactive alopecia simulator directly described by a specialist doctor which ensures reliability of products. In addition, it is made for customers to continuously manage the alopecia through management tools, and company can expect an effect of being used as a core tool for marketing activities by offering promotional information along with product feedbacks.

Study of the Relationship between Korean Popular Cultural Contents and Intention to visit Korea: The Case of Chinese (중국 내 한국 대중문화콘텐츠와 방한의도의 관계)

  • Nam, Jang-Hyun;Han, Yan-Dong;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.7 no.1
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    • pp.71-82
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    • 2016
  • Korean popular cultural content, "Hallyu", is prevalent in China, and those have changed some life styles of the Chinese people, who are crazy with it. Korean popular cultural content is more than a cultural phenomenon, it has enhanced the national image of the country and the tourism department, especially those popular products which are closely related to our daily life. From this point of views, the current study is to identify the relationship between Korean popular cultural contents, Korean image, and visiting intention to Korea. The questionnaire takes a volunteering method, and analyzed the general characteristics through SPSS21.0. Factor analysis and reliability analysis are provided in order to test the reliability and validity. As the result of the study, Korean popular cultural contents can enhance economic and culture image of Korea, and those are the main factor for the potential customers from China to visit Korea. This study can provide information for maintaining popular cultural contents and gives an implication for enhancing the Korean tourism policy.

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Strategy for Contents Composition of Food Storytelling (음식 스토리텔링의 콘텐츠 구성 전략)

  • Song, Young-Ai
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.120-130
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    • 2013
  • This study attempts to deal with the form of new storytelling by contemplating the study on food-related storytelling which has been studied in earnest since 2008 and analyzing the story. In case of the study on storytelling so far, the studies on the emphasis of necessity of discovering materials and the suggest of the way of development of the menu and tourism commercialization through the story and the attitudes of customers by storytelling have been conducted. Also, this study is explained by being divided into version 1.0, 2.0, 3.0 depending on the composition of the story, and attempts to suggest new version 4.0 strategy of food storytelling which we should aim for in the future as well. This will provide the new paradigm of the field of food storytelling.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.