• Title/Summary/Keyword: Live Streaming

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The Distribution of Cosmetics Products, Brand Trust and Promotion Impact on Purchase Decision during Live Streaming

  • Indah PUSPITARINI;Ricardo INDRA;La MANI;Feby LARASATI;Adzra Athira ARIEF
    • Journal of Distribution Science
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    • v.22 no.7
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    • pp.1-11
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    • 2024
  • Purpose: Shopee, Indonesia's most frequently visited marketplace in November 2023, had 427.2 million visits. Supported by the live streaming feature, Shopee has become the most widely used online shopping platform, with an 83.4% market share in 2022. Several factors, such as brand trust and promotions, have significantly influenced Shopee's dominance and consumer purchasing decisions. This research aims to investigate the effect of cosmetic product distribution, brand trust, and promotions on purchasing decisions, considering gender and age as control variables. Research design, data and methodology: A quantitative approach using a survey research method was employed with a sample of 150 respondents, who were followers of the Shopee ESQA Cosmetics account, obtained through the Yamane formula. Data was collected via an online questionnaire. The data analysis technique used in this study was PLS-SEM with Smart PLS software. The results of this research indicate a significant effect of the distribution of cosmetics products, brand trust, promotions, gender, and age as control variables on the purchase decision variable. Conclusions: The distribution of cosmetic products, brand trust and promotions have a positive and significant impact on purchase decisions during live streaming on Shopee, and control variables (gender and age 36-45) have a positive and significant influence on purchase decisions.

The Study on the Development of the Realtime HD(High Definition) Level Video Streaming Transmitter Supporting the Multi-platform (다중 플랫폼 지원 실시간 HD급 영상 전송기 개발에 관한 연구)

  • Lee, JaeHee;Seo, ChangJin
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.65 no.4
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    • pp.326-334
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    • 2016
  • In this paper for developing and implementing the realtime HD level video streaming transmitter which is operated on the multi-platform in all network and client environment compared to the exist video live streaming transmitter. We design the realtime HD level video streaming transmitter supporting the multi-platform using the TMS320DM386 video processor of T.I company and then porting the Linux kernel 2.6.29 and implementing the RTSP(Real Time Streaming Protocol)/RTP(Real Time Transport Protocol), HLS(Http Live Streaming), RTMP(Real Time Messaging Protocol) that can support the multi-platform of video stream protocol of the received equipments (smart phone, tablet PC, notebook etc.). For proving the performance of developed video streaming transmitter, we make the testing environment for testing the performance of streaming transmitter using the notebook, iPad, android Phone, and then analysis the received video in the client displayer. In this paper, we suggest the developed the Realtime HD(High Definition) level Video Streaming transmitter performance data values higher than the exist products.

Design and Implementation of A Smart-phone App. for Song-sharing SNS Function and Real-time Streaming Service (노래공유 SNS 기능과 실시간 스트리밍 서비스를 위한 스마트폰 앱의 설계 및 구현)

  • Cho, Byungho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.275-281
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    • 2012
  • A streaming service is considered as an important fact to listen musics at mobile device in the popular smart-phone era. An apple's HTTP Live Streaming method is used in iOS and a RTSP(Real-time Streaming Protocol) method is used in Android OS. A Wowza Media Sever will be used to support both apple and android mobile streaming. This paper describes a design and implementation of smart-phone app. to record user's songs by userself with smart-phone recording function, upload to the streaming server and to service real-time mobile streaming play for an user's selected song and provide song sharing SNS functions.

The Influence of Key Opinion Consumers on Purchase Intention in Live Streaming Commerce

  • Cong-Ying Sun;Jin-Yan Tian
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.211-221
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    • 2024
  • Live streaming commerce has emerged as an innovative e-commerce model. This study, based on the Elaboration Likelihood Model (ELM), aims to explore the impact of Key Opinion Consumers' (KOCs) attributes in live streaming commerce on purchase intentions on short video platforms. A survey was conducted with 411 consumers, and data analysis and hypothesis testing were performed using SPSS 24.0 and AMOS 23.0 software. Research has found that differences in consumers' information processing abilities lead to different pathway selections. Central route factors such as recommendation consistency, product involvement, and professionalism, as well as peripheral route factors such as recommendation timeliness, all have significant positive effects on consumers' purchase intention. However, visual cues in the peripheral route do not have a significant impact. This study aims to provide theoretical support and practical guidance for the development of the live streaming commerce industry, and to help companies adjust their promotion strategies based on differences in consumer information processing, thereby improving purchase conversion rates.

The effect of live commerce's para-social interaction on satisfaction with the experience - Focused on the moderated mediation effect of self-image congruity - (라이브 커머스의 의사사회적 상호작용이 경험 만족도에 미치는 영향 - 자아 이미지 일치성의 조절된 매개효과를 중심으로 -)

  • Kim, Hyojung;Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.719-737
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    • 2020
  • Live-streaming commerce business is growing as the consumption of video content and Smartphone shopping increases. This study examines the following three aspects: whether para-social interaction influences perceived interactivity; whether seller trust affects satisfaction with the experience; whether relationships are controlled by a moderated mediator of self-image congruity. An online survey was conducted with 203 women aged 20-30 years. They were asked to respond to the survey after watching a beauty category live-streaming commerce broadcast. The results revealed that the para-social interaction had a significant effect on perceived interactivity, seller trust and satisfaction with the experience. The findings also indicated that the perceived interactivity and seller trust mediated the relationship between para-social interaction and satisfaction with the experience. Regarding the mediated moderation effect of self-image congruity, it was statistically significant between para-social interaction and perceived interactivity through seller trust. A higher level of consumer's self-image congruity influenced the greater effect of para-social interaction on live commerce experience. This study makes important theoretical contributions to the para-social interaction in mobile commerce industry by emphasizing the mediating role of perceived interactivity and seller trust. This is achieved by examining the moderating effects of self-congruity on satisfaction with the experience. The results also verify the seller's crucial role in live-streaming commerce market which leads to the consumers greater fulfillment.

A Technique for Distributed Media Object Live Streaming (분산 미디어 객체 실시간 스트리밍 기법)

  • Seo Bong-Kun;Kim Yun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.1
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    • pp.74-79
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    • 2006
  • In this paper, we present a technique for distributed media object live streaming using RMI and JMF. Then, we handle technique that simplify complex control of distributed objects using RMI and do one-to-many live streaming in network environment that do not support multicast using JMF. It can separate transmission and control to use RMI and JMF based on Java. Consequently the technique is available in development of multimedia service application that is independent to platform.

Streamer Motives and User-Generated Content on Social Live-Streaming Services

  • Friedlander, Mathilde B.
    • Journal of Information Science Theory and Practice
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    • v.5 no.1
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    • pp.65-84
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    • 2017
  • Three most popular information services, Periscope, Ustream, and YouNow, vicarious for all Social Live-Streaming Services (SLSSs), are investigated to analyze their streamers' motivations and the user-generated content. Additionally, we collected demographic data (gender and age). More than 7,500 streams by users from the U.S., Germany, and Japan were observed. Main streamer motivations on SLSSs are boredom, socializing, the need to reach a specific group, the need to communicate, and fun. Important content categories on all three SLSSs are chatting, sharing information, 24/7, and 'slice of life.' We were able to identify differences between users from the U.S., Germany, and Japan as well as between the users of Periscope, Ustream, and YouNow. The main motive to stream in the U.S. is to reach a specific group, while in Japan it is socializing, and in Germany boredom. The top content category for both, YouNow as well as Periscope, is to chat; on Ustream it is 24/7 (i.e., webcams).

The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.

The Economics of Para-social Interactions During Live Streaming Broadcasts: A Study of Wanghongs

  • Yongfu Quan;Jin Seon Choe;Il Im
    • Asia pacific journal of information systems
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    • v.30 no.1
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    • pp.143-165
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    • 2020
  • The rapid growth of economic transactions generated by live streaming broadcasts ("LSB") has created opportunities for retailers to increase sales. However, little is known about what impact LSB celebrities have on customers and what causes LSB celebrities to become famous. This study aimed to fill this gap by studying the economics of LSBs. This study was conducted through a para-social relationship and attractiveness theory framework. Consequently, social and task attraction were assumed to be the antecedents of the para-social relationship that induced purchase intention. This study examined the impact of relationship rewards, self-disclosure, affective interactivity, informative interactivity, and the amount of information provided on purchase intentions through LSB. Celebrities can use the results of this study to enhance their appeal to fans and promote customers' purchase on e-commerce. This study contributed to the IS field by investigate the impact of para-social relationship on the online shopping context.

Enhanced Peer-to-Peer Streaming Protocol to Provide The Selective VoD Service in Live Streaming Session (스트리밍 세션에서 선택적 VoD 서비스 제공을 위한 향상된 피어-투-피어 스트리밍 프로토콜)

  • Yi, Seonwoo;Cho, Sunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.1
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    • pp.40-47
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    • 2015
  • We propose a method to provide a selective VoD service during live streaming sessions. In the proposed method, each peer joined the live streaming session receives video stream packets with P2P manner and stores the packets to provide a VoD service. To mitigate the overhead of each peer node to store the video stream packets, the proposed scheme categorizes peers into three different groups based on their link types. To increase data gathering speed and reduce the network load, we also proposes the P2P transmission scheme within the same AP network for the peers with Wi-Fi link. To evaluate the performance of the proposed method, we implement computer simulator using NS-3. Simulation results show that the proposed method reduces the overhead about 66% and increases the P2P data gathering speed about 50% compared to the conventional schemes.