• Title/Summary/Keyword: Media Effectiveness

검색결과 662건 처리시간 0.026초

Online Social Media Review Mining for Living Items with Probabilistic Approach: A Case Study

  • Li, Shuai;Hao, Fei;Kim, Hee-Cheol
    • 스마트미디어저널
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    • 제2권2호
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    • pp.20-27
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    • 2013
  • The concept of social media is top of the agenda for many business executives and decision makers, as well as consultants try to identify ways where companies can make profitable use of applications such as Netflix, Flixster. The social media is playing an increasingly important role as the information sources for customers making product choices etc. With the flourish of Web 2.0 technology, customer reviews are becoming more and more useful and important information resources for people to save their time and energy on purchasing products that they want. This paper proposes the Bayesian Probabilistic Classification algorithm to mine the social media review, and evaluates it by different splits and cross validation mechanism from the real data set. The explored study experimental results show the robustness and effectiveness of proposed approach for mining the social media review.

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Beginning of a New Standard: Internet of Media Things

  • Kim, Sang-Kyun;Sahu, Nevadita;Preda, Marius
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권11호
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    • pp.5182-5199
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    • 2017
  • Recently, Internet of Things (IoT) drives a large variety of research, development, and new type of markets. All type of devices and sensors will be part of the Internet of Things and will be able to communicate not only plain data, but also audio-visual, olfactory, and haptic media data. In addition, as the devices and sensors getting smarter, it is highly probable that they can process acquired media and metadata to extract higher level of information (e.g., semantics). To support such enhanced functionalities, ISO/IEC SC29 WG11 (MPEG) starts a new standard project, ISO/IEC 23093, called Internet of Media Things (IoMT) to provide standard data formats and APIs for media things. This paper presents the standardization activities of IoMT focusing on explaining terms, standard scopes, and major media things with their use cases. One of the use cases, an IoT system for a blind pedestrian navigation assistance, is evaluated to prove its effectiveness.

The Effects of Social Media Advertising on Social Search in China: Evidence from Luxury Brand

  • GAO, XING;Kim, Sang Yong;Kim, Da Yeon;Lee, Seung Min
    • Asia Marketing Journal
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    • 제21권3호
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    • pp.65-82
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    • 2019
  • This study examines the relationship between social media advertisement and customer interest in the context of luxury brands. Further, this study investigates the effective ways to utilize visual types (pictorial advertisement and video advertisement) and contents types (website link and hash-tag) in social media advertising by proposing a time-series model to estimate the long-term effect of social media advertising on social search. We find that the pictorial advertisements are more effective than video advertisements, which provides a different result from previous existing research. In addition, advertisements using hashtags are more effective than web links due to efficiency of the search feature. Finally, since the number of brand fans also have a positive effect on advertising interest, it is essential to utilize social media advertising for the enhancement of customers' interests. Confirming that the effectiveness of social media advertising varies depending on how the visual contents and text are presented, this research can help marketing managers to assess predicted outcomes of using various methods of social media advertising.

가상협업을 위한 프로세스 모형 (A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration)

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제18권2호
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구 (A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design)

  • 이일순
    • 만화애니메이션 연구
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    • 통권13호
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    • pp.255-267
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    • 2008
  • 최근 정보디자인 영역에서 애니메이션을 포함한 멀티미디어 활용이 급증하고 디자인 현장에서 응용이 확대되고 있음에도 불구하고 관련 연구는 매우 부족하며, 특히 어떤 특성이 정보전달효과를 향상시키는지에 대한 연구는 많지 않다. 지금까지 디자이너들의 관심은 독창성, 다양성 등 화면의 시각적 완성도에 집중되어 있었으며, 실제로 디자인에서 인지적 문제는 간과되어 왔다. 그러나 정보디자인의 궁극적 목적이 정보의 정확한 전달에 있다는 점을 생각한다면 독창성이나 다양성 이전에 정보 사용자의 혼란을 줄이고 정보전달력을 향상시키기 위한 인간의 시각적 인지능력, 기억력 등에 근거한 연구가 선행되어야 하고 이를 디자인에 적용하는 노력이 필요하다하겠다. 따라서 본 연구는 정보디자인에서 멀티미디어가 사용자인지 및 커뮤니케이션에 어떤 영향을 미치는지를 매체의 효용성 이론에 근거하여 검토하고 어떠한 환경 하에서 효과가 극대화될 수 있는지 살펴보고자 하였다. 매체의 효용성에 관한 이론들을 정리해 보면 멀티미디어와 같은 발달된 정보기술은 매체의 내재된 풍요도로 인하여 정보전달에 효과적으로 작용할 것이나 멀티미디어의 효과는 전적으로 매체풍요도의 관점에서 단순화시키기보다는 과제와의 적절성이나 인지적 적절성의 관점에서 다각적으로 분석해야 한다. 최적의 인터페이스 디자인을 위해서는 불필요한 인지부하를 없애면서 제한된 양의 작동기억을 최대한 활용하여 지식을 습득할 수 있도록 정보를 구조화하는 것이 중요하며, 또한 정확하고 성공적인 심상구축이 가능하도록 정보특성에 맞는 적절한 미디어 선택과 표현방법의 제시가 필요하다 할 것이다. 본 연구는 정보디자인의 커뮤니케이션 효과를 높이기 위하여 어떤 정보기술을 활용해야 하는가에 대한 의문을 매체의 효용성에 관한 이론들을 근거로 살펴봄으로서 향후 디자이너의 의사결정에 있어서 도움을 주고자 하였다.

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멀티비전교육과정이 학습효과에 미치는 영향에 관한 연구 -전문계 고등학교의 유통실무과정을 중심으로- (An Analysis on the Influence Factors of Learning Effectiveness for Multivision Education Process -Focusing on Distribution Working Course in Vocational High School-)

  • 김경우
    • 한국컴퓨터정보학회논문지
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    • 제16권12호
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    • pp.297-304
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    • 2011
  • 본 논문은 멀티미디어 교육자료와 전통적 수업방식의 효과성을 실질적으로 검증하고자 전문계 고등학교의 수업 방법을 비교분석하였다. 실업계의 전문교과 중 유통관리실무과목을 학습내용으로 선정하고, 멀티미디어 교육자료를 MS파워포인트로 디지털화하였다. 이를 위하여 30명의 학생들을 각각 실험집단과 통제집단의 표본집단으로 하고 동질성과 학업성취도를 고려하여 구성하였다. 동일한 교사가 두 집단을 같은 자료로 가르쳤다. 차이점은 두 집단간의 전달방법인데 두 유형의 교수방법으로 학습효과성과 만족도를 분석하기 위하여 사후검증을 실시하였다. 방법은 사전검사 점수를 공변인으로 통제한 후, 학생들의 학업성취도 사후검사 점수를 종속변인으로 공변량분석을 수행하였으며, 결과는 집단 간에 통계적으로 유의미한 차이가 있었다.(F=5.06, p<.05). 그것은 멀티미디어 교육자료를 활용한 수업의 학업성취도가 교과서 위주의 전통적 설명식 수업보다 더 높은 것으로 나타났다. 수업방식에 대한 만족도는 실험 통제집단 검증에서 통계적으로 유의미한 차이가 나타났다(t=5.65, p<.001). 따라서 멀티미디어 교육자료를 활용한 실험집단의 수업방식이 전통적 수업방식을 적용한 통제집단 보다 수업성취도와 만족도 측면에서 더 높은 것으로 나타났다.

Performance of under foundation shock mat in reduction of railway-induced vibrations

  • Sadeghi, Javad;Haghighi, Ehsan;Esmaeili, Morteza
    • Structural Engineering and Mechanics
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    • 제78권4호
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    • pp.425-437
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    • 2021
  • Under foundation shock mats have been used in the current practice in order to reduce/damp vibrations received by buildings through the surrounding environment. Although some investigations have been made on under foundation shock mats performance, their effectiveness in the reduction of railway induced-vibrations has not been fully studied, particularly with the consideration of underneath soil media. In this regard, this research is aimed at investigating performance of shock mat used beneath building foundation for reduction of railway induced-vibrations, taking into account soil-structure interaction. For this purpose, a 2D finite/infinite element model of a building and its surrounding soil media was developed. It includes an elastic soil media, a railway embankment, a shock mat, and the building. The model results were validated using an analytical solution reported in the literature. The performance of shock mats was examined by an extensive parametric analysis on the soil type, bedding modulus of shock mat and dominant excitation frequency. The results obtained indicated that although the shock mat can substantially reduce the building vibrations, its performance is significantly influenced by its underneath soil media. The softer the soil, the lower the shock mat efficiency. Also, as the train excitation frequency increases, a better performance of shock-mats is observed. A simplified model/method was developed for prediction of shock mat effectiveness in reduction of railway-induced vibrations, making use of the results obtained.

Efficient Media Synchronization Mechanism for SVC Video Transport over IP Networks

  • Seo, Kwang-Deok;Jung, Soon-Heung;Kim, Jin-Soo
    • ETRI Journal
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    • 제30권3호
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    • pp.441-450
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    • 2008
  • The scalable extension of H.264, known as scalable video coding (SVC) has been the main focus of the Joint Video Team's work and was finalized at the end of 2007. Synchronization between media is an important aspect in the design of a scalable video streaming system. This paper proposes an efficient media synchronization mechanism for SVC video transport over IP networks. To support synchronization between video and audio bitstreams transported over IP networks, a real-time transport protocol/RTP control protocol (RTP/RTCP) suite is usually employed. To provide an efficient mechanism for media synchronization between SVC video and audio, we suggest an efficient RTP packetization mode for inter-layer synchronization within SVC video and propose a computationally efficient RTCP packet processing method for inter-media synchronization. By adopting the computationally simple RTCP packet processing, we do not need to process every RTCP sender report packet for inter-media synchronization. We demonstrate the effectiveness of the proposed mechanism by comparing its performance with that of the conventional method.

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Emoji advertising in social media and its effects on consumer behavior: Assessing purchase intentions and brand metaphorical warmth

  • Chen, Mingyuan;Hu, Jiayu;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • 제13권1호
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    • pp.129-139
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    • 2024
  • In digital marketing, the strategic use of emojis in social media advertising, particularly on the Xiaohongshu app, significantly influences consumer acceptance and purchase behavior. This study examines the impact of emoji-laden advertisements and the role of brand metaphorical warmth on consumer perceptions. Employing a tailored questionnaire, the research explores how emojis affect brand advertisement reception, filling a gap in empirical research on emoji advertising effectiveness. Findings indicate that emojis, when used judiciously, enhance consumer acceptance and contribute to a positive brand perception. However, excessive use may undermine trust. Brand metaphorical warmth emerges as a crucial factor, suggesting that emojis can effectively convey warmth, fostering a deeper emotional connection with consumers. These insights offer practical implications for refining social media marketing strategies, advocating for a balanced approach to emoji usage in advertisements to optimize engagement and influence consumer behavior.

전자민주주의 매체의 효과 분석 (An Analysis of the Media Effectiveness for Electronic Democracy)

  • 오재인
    • 한국경영과학회지
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    • 제23권4호
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    • pp.225-234
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    • 1998
  • little attention has been given to the analysis of electronic democracy media, although electronic democracy, if adopted in Korea, is expected to enhance the quality of the political culture to a large extent. This research is to compare electronic democracy media, such as Internet, cable TV, teleconferencing, fax, and ARS and suggest recommendations on the successful Introduction strategy of electronic democracy in Korea. The analysis of collected data yields research findings, such as the fact that internet will be the most effective medium and a strategy for popularizing internet needes to be developed in advance.

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