• Title/Summary/Keyword: Music Streaming

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An Empirical Study on Customer Subscription Intention and Satisfaction on Subscription-based Music Streaming Platform (구독형 음원 스트리밍 플랫폼 고객의 구독의도 및 고객만족에 대한 실증 연구)

  • Lee, Sang Hoon;Kim, Seo Young;Park, Min Seo;Kim, Youn Sung
    • Journal of Korean Society for Quality Management
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    • v.50 no.3
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    • pp.593-615
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    • 2022
  • Purpose: The purpose of this study was to explore and examine the factors influencing customer satisfaction and subscription intention in order to propose useful implication regarding subscription economy model. Methods: This study adopts the extended Unified Theory of Acceptance and Use of Technology model (UTAUT2) as the theoretical framework. On the basis of literature review, this study suggested 9 related hypothesis. To examine the hypothesis proposed, the study designed surveys with 32 questions and 456 answers were collected for the analysis. The study adopted a structural equation model and path analysis, using AMOS and SPSS programs. Results: The results of this study are as follow: All hypothesis except performance expectancy and effort expectancy have significant influence on customer satisfaction. Performance expectancy and effort expectancy have no significant influence on customer satisfaction and facilitate condition is significant but negatively associated with customer satisfaction. Conclusion: Result of this study is expected to suggest data regarding subscription economy and customer satisfaction for business with subscription model. In detail the result implies that highly sophisticated curation system would create more customer satisfaction and subscription intention rather than how a subscription-based platform is easily used. Moreover, curation system of subsription-based music platform should function with high accuracy on recommendation in a creative visual form in order to gain comparative advantage while most platforms have built own curation service.

A Study on the Cultural and Creative Industry in the COVID-19 Era (코로나 시대의 국내외 문화예술산업 현황과 정책 탐색 연구)

  • Lee, Sunghoon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.567-573
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    • 2020
  • The COVID-19 outbreak had a substantial impact on our lives. Social distancing policies are especially causing severe concern for the cultural and creative industries across the globe. Most performing arts festivals and other venues are being canceled due to COVID-19 fears and social distancing measures. Instead, many individual artists and organizations attempt to deliver their arts online using ICT and live streaming. The actions of the Government in responding to the COVID-19 crisis also provide financial support toward freelance artists and creators, and company. Finally, future directions and areas that need further support are described.

The present and prospect of Online Video, Music service and Media Usage (온라인 동영상, 음악서비스 및 미디어 이용 현황과 전망 - 20대 대학생을 중심으로)

  • Kim, Sun-Jin
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.137-144
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    • 2015
  • This study tried to anticipate the near future changes of domestic online video, music service and media usage through the status quo. The research group was focused on the twenties, University students because they are the active media contents users. It surveyed the students in Busan, and used the method of descriptive statistics analysis for the understanding of the present state and near future prospect. This study shows that almost half of them use both services, and three people out of ten are the heavy users who use the services for over 3 hours a week. The streaming method is higher proportion than download method in using type. They are getting accustomed to pay contents cost, but it couldn't be said the paying content cost has been established. Preferred contents genre appears to be the RMC(Ready Made Contents) such as existing broadcaster contents and movies. Notable result on media usage was the proportion of the so-called 'Zero-TV'. It was 32%, significantly higher than the proportion of the total population(4.4%). Integrating the analysis results, we can expect that the usage pattern will be changed gradually, thus the advent of various revenue models will emerge.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Scrambling Technology using Scalable Encryption in SVC (SVC에서 스케일러블 암호화를 이용한 스크램블링 기술)

  • Kwon, Goo-Rak
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.575-581
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    • 2010
  • With widespread use of the Internet and improvements in streaming media and compression technology, digital music, video, and image can be distributed instantaneously across the Internet to end-users. However, most conventional Digital Right Management are often not secure and not fast enough to process the vast amount of data generated by the multimedia applications to meet the real-time constraints. The SVC offers temporal, spatial, and SNR scalability to varying network bandwidth and different application needs. Meanwhile, for many multimedia services, security is an important component to restrict unauthorized content access and distribution. This suggests the need for new cryptography system implementations that can operate at SVC. In this paper, we propose a new scrambling encryption for reserving the characteristic of scalability in MPEG4-SVC. In the base layer, the proposed algorithm is applied and performed the selective scambling. And it encrypts various MVS and intra-mode scrambling in the enhancement layer. In the decryption, it decrypts each encrypted layers by using another encrypted keys. Throughout the experimental results, the proposed algorithms have low complexity in encryption and the robustness of communication errors.

Development of Intelligent Green Fountain Culture System for Healthy Emotional Self-Concept (건강한 정서 자아를 위한 지능형 녹색경관 제어시스템 개발)

  • Park, Seung-Min;Lee, Young-Hwan;Kim, Jun-Yeup;Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.3
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    • pp.281-286
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    • 2012
  • In the growing standard of people's lives, we want desire to create eco-friendly water space what is called the Green Technology that is in the limelight. These green space is introduced the cultural contents and we use the water, music, and nature as tool of emotional verbalism. Presently, when we want to make scenario, water landscape scenario is made by director. but these systems have some disadvantages as the cost and limitation of direction. There is a growing interest in the integrated control system based on PC and Internet. In this paper, it is about fountain control system. Previous research area was only one using programmable logic controller or industrial PC. we proposed the development of intelligent green fountain culture system for healthy emotional self-concept. And we made automatic weather sensing system that is designed by the intelligent green fountain culture system to estimate the time-variant system.

Consumer Heterogeneity and Price Promotion Effectiveness in Subscription-based Online Platforms (소비자 특성에 따른 가격 촉진 효과에 대한 실증 연구: 플랫폼 구독 경제를 중심으로)

  • Changkeun Kim;Byungjoon Yoo;Jaehwan Lee
    • Information Systems Review
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    • v.22 no.3
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    • pp.143-156
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    • 2020
  • Price promotion is one of the most frequently marketing strategies with a long history. According to various studies, the effect of price promotion is controversial. Some studies have argued that price promotion has a positive effect, while others have found that it has no effect or rather has a negative effect. This study aims to examine the effect of price promotion in a subscription-based service. First, we check the effect of price promotion on the repurchase of the consumer. And we investigate how this effect varies depending on the characteristics of the consumer. Using the data from one of the music streaming service in South Korea, the effect of consumers' price promotion experience, demographic characteristics, and behavioral characteristics on their repurchase is analyzed through logistic regression analysis. As a result of the study, it is found that consumers' experience of price promotion has a positive effect on repurchase. In addition, the positive effect of price promotion is relatively greater in younger and female consumers. This study has implications in that it not only confirmed the positive effect of price promotion in a subscription-based environment but also empirically confirmed that the characteristics of consumers should be considered when performing price promotion.

Clustering Method based on Genre Interest for Cold-Start Problem in Movie Recommendation (영화 추천 시스템의 초기 사용자 문제를 위한 장르 선호 기반의 클러스터링 기법)

  • You, Tithrottanak;Rosli, Ahmad Nurzid;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.57-77
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    • 2013
  • Social media has become one of the most popular media in web and mobile application. In 2011, social networks and blogs are still the top destination of online users, according to a study from Nielsen Company. In their studies, nearly 4 in 5active users visit social network and blog. Social Networks and Blogs sites rule Americans' Internet time, accounting to 23 percent of time spent online. Facebook is the main social network that the U.S internet users spend time more than the other social network services such as Yahoo, Google, AOL Media Network, Twitter, Linked In and so on. In recent trend, most of the companies promote their products in the Facebook by creating the "Facebook Page" that refers to specific product. The "Like" option allows user to subscribed and received updates their interested on from the page. The film makers which produce a lot of films around the world also take part to market and promote their films by exploiting the advantages of using the "Facebook Page". In addition, a great number of streaming service providers allows users to subscribe their service to watch and enjoy movies and TV program. They can instantly watch movies and TV program over the internet to PCs, Macs and TVs. Netflix alone as the world's leading subscription service have more than 30 million streaming members in the United States, Latin America, the United Kingdom and the Nordics. As the matter of facts, a million of movies and TV program with different of genres are offered to the subscriber. In contrast, users need spend a lot time to find the right movies which are related to their interest genre. Recent years there are many researchers who have been propose a method to improve prediction the rating or preference that would give the most related items such as books, music or movies to the garget user or the group of users that have the same interest in the particular items. One of the most popular methods to build recommendation system is traditional Collaborative Filtering (CF). The method compute the similarity of the target user and other users, which then are cluster in the same interest on items according which items that users have been rated. The method then predicts other items from the same group of users to recommend to a group of users. Moreover, There are many items that need to study for suggesting to users such as books, music, movies, news, videos and so on. However, in this paper we only focus on movie as item to recommend to users. In addition, there are many challenges for CF task. Firstly, the "sparsity problem"; it occurs when user information preference is not enough. The recommendation accuracies result is lower compared to the neighbor who composed with a large amount of ratings. The second problem is "cold-start problem"; it occurs whenever new users or items are added into the system, which each has norating or a few rating. For instance, no personalized predictions can be made for a new user without any ratings on the record. In this research we propose a clustering method according to the users' genre interest extracted from social network service (SNS) and user's movies rating information system to solve the "cold-start problem." Our proposed method will clusters the target user together with the other users by combining the user genre interest and the rating information. It is important to realize a huge amount of interesting and useful user's information from Facebook Graph, we can extract information from the "Facebook Page" which "Like" by them. Moreover, we use the Internet Movie Database(IMDb) as the main dataset. The IMDbis online databases that consist of a large amount of information related to movies, TV programs and including actors. This dataset not only used to provide movie information in our Movie Rating Systems, but also as resources to provide movie genre information which extracted from the "Facebook Page". Formerly, the user must login with their Facebook account to login to the Movie Rating System, at the same time our system will collect the genre interest from the "Facebook Page". We conduct many experiments with other methods to see how our method performs and we also compare to the other methods. First, we compared our proposed method in the case of the normal recommendation to see how our system improves the recommendation result. Then we experiment method in case of cold-start problem. Our experiment show that our method is outperform than the other methods. In these two cases of our experimentation, we see that our proposed method produces better result in case both cases.