• Title/Summary/Keyword: Interactive AD

Search Result 40, Processing Time 0.023 seconds

Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
    • /
    • v.14 no.4
    • /
    • pp.47-53
    • /
    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

Session Key Distribution Scheme in V2I of VANET using Identity-Based Cryptography (VANET의 V2I 환경에서 IBC를 이용한 세션키 분배 기법)

  • Roh, Hyo-Sun;Jung, Sou-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.46 no.1
    • /
    • pp.112-120
    • /
    • 2009
  • This paper proposes a session key distribution scheme on non-interactive key distribution algorithm of Identity-based cryptography in V2I of VANET. In the current VANET, IEEE 802.11i is used to provide secure data communication between the vehicle and infrastructure. However, since the 4-way handshake procedure reply when the vehicle handover to another RSU/AP, IEEE 802.11i increases the communication overhead and latency. The proposed scheme using non-interactive key distribution algorithm of Identity-based cryptography provided session key generation and exchange without message exchange and reduced communication overhead and latency than the IEEE 802.11i.

Knowledge Management and E-learning for Organizational Culture

  • Gupta, Omprakash K.;Lee, Yuan-Duen;Wang, Yuan-Ching;Tein, Shih-Chun
    • Journal of Information Technology Applications and Management
    • /
    • v.16 no.1
    • /
    • pp.137-148
    • /
    • 2009
  • Knowledge management becomes the key point for organizations to survive and maintain competitive advantages in the knowledge economy era. E-learning plays a vital role for the organizational learning. How to share the experience of knowledge and the success of the knowledge management has great connection with the organizational culture. This study focuses on the factors of effective E-learning as well as its relation to the organizational culture. A successful e-learning system should not only aim at different statistical variables but emphasize on : course contents, variety of teaching methods and establishes a stable network environment. A stable E-learning platform and speedy bandwidth is a must to achieve the non-barrier communication and built an interactive learning environment. To achieve success in E-learning, it is not necessary to divide the organizational culture to strengthen the course content multiplication and plans the E-learning supervisory work by the sole responsibility unit. It should establish an ample teaching frequency width and platform and also must establish the appropriate study network frequency width and hardware equipment to achieve the best E-learning effect. The interaction in different organizational culture in adapting E-learning, those Ad-hoc and Marketing Culture, are mostly influence by the external environment and have more interactive content. Those in Clan and Hierarchy Culture are affected by traditional conception and lack of interaction. Meanwhile, under the cost consideration, Clan and Ad-hoc Culture on the dynamic side prefer to spend more cost on E-Learning while the stable side, Hierarchy and Marketing culture are willing to pay more expenses on E-Learning.

  • PDF

Effects of δ-Catenin on APP by Its Interaction with Presenilin-1

  • Dai, Weiye;Ryu, Taeyong;Kim, Hangun;Jin, Yun Hye;Cho, Young-Chang;Kim, Kwonseop
    • Molecules and Cells
    • /
    • v.42 no.1
    • /
    • pp.36-44
    • /
    • 2019
  • Alzheimer's disease (AD) is the most frequent age-related human neurological disorder. The characteristics of AD include senile plaques, neurofibrillary tangles, and loss of synapses and neurons in the brain. ${\beta}-Amyloid$ ($A{\beta}$) peptide is the predominant proteinaceous component of senile plaques. The amyloid hypothesis states that $A{\beta}$ initiates the cascade of events that result in AD. Amyloid precursor protein (APP) processing plays an important role in $A{\beta}$ production, which initiates synaptic and neuronal damage. ${\delta}-Catenin$ is known to be bound to presenilin-1 (PS-1), which is the main component of the ${\gamma}-secretase$ complex that regulates APP cleavage. Because PS-1 interacts with both APP and ${\delta}-catenin$, it is worth studying their interactive mechanism and/or effects on each other. Our immunoprecipitation data showed that there was no physical association between ${\delta}-catenin$ and APP. However, we observed that ${\delta}-catenin$ could reduce the binding between PS-1 and APP, thus decreasing the PS-1 mediated APP processing activity. Furthermore, ${\delta}-catenin$ reduced PS-1-mediated stabilization of APP. The results suggest that ${\delta}-catenin$ can influence the APP processing and its level by interacting with PS-1, which may eventually play a protective role in the degeneration of an Alzheimer's disease patient.

Secure Private Key Revocation Scheme in Anonymous Cluster -Based MANETs

  • Park, YoHan;Park, YoungHo
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.4
    • /
    • pp.499-505
    • /
    • 2015
  • Security supports are a significant factor in the design of mobile ad hoc networks. In the dynamic topology where the node changes frequently, private key generation and revocation for newly joining and leaving nodes must be considered. In addition, the identities of individual nodes must be protected as well in mobile networks to avoid personal privacy concerns. This paper proposes ID-based private key revocation scheme and non-interactive key agreement scheme in anonymous MANETs. The proposed scheme provides the user privacy using pseudonyms and private key generation and revocation schemes with consideration of dynamic user changes. Therefore, our schemes can be applied in dynamic and privacy-preserving MANETs which are helpful to share multimedia data.

Developing an End-User Computing PDM System for Small and Medium Business (중소기업을 위한 최종 사용자 컴퓨팅 PDM 시스템 개발)

  • Do, Namchul
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.41 no.2
    • /
    • pp.162-172
    • /
    • 2015
  • This paper proposes a Product Data Management (PDM) system architecture that supports end-user computing for small and medium businesses (SMBs) in Korea to build and maintain efficient and sustainable information systems for their product development. Its open database with relational tables enables existing common application programs such as Microsoft office suites to access product data in PDM systems. In addition, the interactive query processor provided by database management systems helps design engineers to build ad hoc queries in standard SQL database language to response different data requirements during their product development. The PDM architecture with the open database allows design engineers or technical staffs in SMBs to build and maintain their application programs for product development by themselves. To show the feasibility of the proposed architecture, this study implemented a prototype PDM system based on the architecture and database, and represents real-world product data with the implemented PDM system.

A two-phase model for usability evaluation of software user interfaces

  • Lim, Chee-Hwan;Park, Kyung-S.
    • Proceedings of the ESK Conference
    • /
    • 1997.10a
    • /
    • pp.313-319
    • /
    • 1997
  • There is currently a focus on usability of interactive computer software. Previous research in software ergonomics has indicated the importance of evaluating the usability of software user interfaces. Software developers, interface designers or human foctors engineers often confront the task of comparative evaluation among systems, versions or interface designs. This study presents a structured model for comparative evaluation of user interface designs using usability criteria and measures. The proposed model consists of twomain phases : the prescreening phase ad the evaluation phase. The first phase involves expert judgment-based approach with qualitative criteria. The prescreening phase uses absolute measurement analytic hierarchy process to filter possible altermative interfaces to a reasonable subset. The second phase involves user-based approach such as usability testing, with quantitative criteria. The objective of the evaluation phase is to evaluate a subset of altermatives using objective measures. A set of criteria and measures for evaluating the usability of computer software designs is presented. The proposed model provides practitioners with a structured approach to select the best interface based on usability criteria and measures.

  • PDF

A Development for Interactive 3D Electronic Whiteboard (상호응답형 3D 전자칠판에 관한 연구)

  • Lee, Byong-Kwon;Kim, Doo-Hoon;Seo, Yu-Jeong;Choi, JinKu;Jeon, Joongman
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.04a
    • /
    • pp.1318-1321
    • /
    • 2012
  • 교실 현대화 또는 교과교실 지원 사업에 의하여 현재 대부분의 학교는 2D 형 LCD 타입의 전자칠판을 설치하여 운용하고 있으며, 현재는 3D 전자칠판의 도입이 활성화되고 있는 시기이다. 본 연구는 상호응답형 3D 전자칠판에 대한 연구이다. 상호응답형 3D 전자칠판의 구성은 영상을 제어를 위한 AD보드, 3D 변환을 위한 3D변환 포맷터, 해상도 제어를 위한 FRC보드로 결합되며, 상호응답형 전자칠판을 구현하기위해 {x,y,z} 좌표 축출을 위한 전자팬 및 양안 카메라 기술을 적용했다. 또한 실시간 3D 판서 운용을 위한 3D 판서소프트웨어에 대한 구현 방법과 운용 구성에 대하여 연구했다.

Effect of Visual Biofeedback Simulation Training for Balance in Patients with Incomplete Spinal Cord Injury (시각적 바이오피드백 시뮬레이션훈련이 불완전 척수손상환자의 균형에 미치는 효과)

  • Park, Chang-Sik;Kang, Kwon-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.11
    • /
    • pp.194-203
    • /
    • 2011
  • This study investigated the effectiveness of visual biofeedback simulation training for patients with incomplete spinal cord injuries. Fifteen people with an ASIA impairment scale of C and D, according to the intervention method, were studied. They were randomly divided into two groups, seven people in the experimental group and eight people in the control group. They were studied three times a week for six weeks using a Tetrax Interactive Balance System, for a total of eighteen times, and each test took fifteen minutes. Paired t-tests were used to evaluate the changes before and after intervention. The difference between the groups was compared using an independent t-test. The experimental group showed significantly increased general stability, fall risk index, weight distribution (A, C, D, LEFT, HEEL) and weight distribution index, except for synchronization AC, BD. However, the control group only showed significantly increased weight distribution (A, C, LEFT). In a variation, experimental and control groups showed significantly increased weight distribution (A, B, C, HEEL), general stability, fall risk index and synchronization AD. Consequently, it was found that visual biofeedback simulation training was effective for the balance ability of incomplete spinal cord injury patients, and further studies are required.

Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2004.11a
    • /
    • pp.101-109
    • /
    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

  • PDF