• 제목/요약/키워드: Online Broadcasting

검색결과 277건 처리시간 0.025초

One-Click Marketing Solution for Mobile Videos

  • Lee, Jae Seung;Lee, Seung Heon;Jang, Jin Woo;Kim, Hyun Bin;Nam, Ga Young;Lee, Suk Ho
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권3호
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    • pp.71-76
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    • 2019
  • In this paper, we propose a simple one-click marketing solution for mobile devices which can advertise a product which is embedded in a mobile video while watching the video on a smartphone. If a specific product of interest appears in the video to the user, one can simply click on the product in the video and a pop-up window with information about the product is proposed. The implementation of the system is expected to enable users to gain real-time information about the product while watching the video without having to search for the product again after watching the movie, and thereby facilitating more mobile commerce. We use a two-fold system to prevent the failure of tracking which often occurs on a single online tracking system, so that the user cannot always get the commercial product information.

AR Tourism Recommendation System Based on Character-Based Tourism Preference Using Big Data

  • Kim, In-Seon;Jeong, Chi-Seo;Jung, Tae-Won;Kang, Jin-Kyu;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권1호
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    • pp.61-68
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    • 2021
  • The development of the fourth industry has enabled users to quickly share a lot of data online. We can analyze big data on information about tourist attractions and users' experiences and opinions using artificial intelligence. It can also analyze the association between characteristics of users and types of tourism. This paper analyzes individual characteristics, recommends customized tourist sites and proposes a system to provide the sacred texts of recommended tourist sites as AR services. The system uses machine learning to analyze the relationship between personality type and tourism type preference. Based on this, it recommends tourist attractions according to the gender and personality types of users. When the user finishes selecting a tourist destination from the recommendation list, it visualizes the information of the selected tourist destination with AR.

A Study on the Role of Network Characteristic in Social Commerce Context: Emphasis with the Moderating Effect of Transactive Memory Capability

  • Kairat, Dana;Choi, Do Young
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권3호
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    • pp.109-117
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    • 2021
  • Although previous studies on social commerce have provided much insight, more studies in the perspective of social network are needed because social commerce happens within online communities or virtual groups, where buyers connect and interact with each other by sharing information. So, the purpose of this study is to investigate how transactive memory as network characteristic can affect social commerce behavior through social support and relationship quality. We verified the relational effect among social support, relationship quality, and social commerce intention in the Korean market context. Moreover, we found transactive memory capability also played an essential role in the field of social commerce. Specifically, we found consumer's transactive memory capability plays a significant moderating role in the relation between social support and relationship quality.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

Object Tracking with Histogram weighted Centroid augmented Siamese Region Proposal Network

  • Budiman, Sutanto Edward;Lee, Sukho
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.156-165
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    • 2021
  • In this paper, we propose an histogram weighted centroid based Siamese region proposal network for object tracking. The original Siamese region proposal network uses two identical artificial neural networks which take two different images as the inputs and decide whether the same object exist in both input images based on a similarity measure. However, as the Siamese network is pre-trained offline, it experiences many difficulties in the adaptation to various online environments. Therefore, in this paper we propose to incorporate the histogram weighted centroid feature into the Siamese network method to enhance the accuracy of the object tracking. The proposed method uses both the histogram information and the weighted centroid location of the top 10 color regions to decide which of the proposed region should become the next predicted object region.

A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

A Study on the Acceptance of the 52-Hour Workweek System in Game Industry

  • Chanuk, Park
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.184-194
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    • 2023
  • Recently, there has been a lot of interest in the game industry, which has become more spotlighted due to the beginning of the metaverse, and the industry is gradually expanding and developing. However, workforces leading the game industry are increasingly complaining of fatigue due to the COVID-19 situation. Also, as the situation crosses online and offline at the same time, a 52-hour workweek is becoming increasingly important. Therefore, this study sought to conduct research on the acceptance of a 52-hour workweek system according to the characteristics of the game industry. This study proposed various research questions and presented academic and practical implications by verifying them.

Peer Network Based Shopping Mall Supporting platform with Metaverse Technique

  • Kim, Sea Woo
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.222-229
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    • 2022
  • Through this technology development, companies that operate online shopping malls and prospective startups will support education, consulting and expert group matching so that they can solve various issues that may arise in the course of the entire business life cycle, from startups to closures. It is expected that differentiated consulting programs will be designed for companies that currently operate shopping malls and start ups, and customized consulting programs will be provided to improve the effectiveness of consulting while improving customer satisfaction. It is planning to develop a "successful start-up and operation helper" that helps successful start-ups. It is a system that primarily diagnoses problems of prospective entrepreneurs and operators through an automation system at the start-up and operation stage, and professional consultants participate to derive and solve problems, and takes care of all stages of shopping mall birth and growth. In this paper Metaverse based shopping mall Creation is also discussed. Through Big Data creation these accumulated data, we intend to help operators start and operate shopping malls through accurate information by managing all knowledge of shopping malls as a system in the long run.

Predicting Continuance Intention of Personal Preventive Behavior after COVID-19: A Framework of Health Belief Model

  • Zong-Yi Zhu;Suleimen Madina;Hyeon-Cheol Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.239-249
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    • 2023
  • This study aims to investigate the factors influencing preventive behavior among foreigners residing in Korea. Drawing upon the Health Belief Model (HBM), this study seeks to gain insights into the decisionmaking processes underlying preventive behavior within this specific population. A comprehensive online survey was conducted among 364 foreigners. An analysis revealed that perceived barriers and perceived benefits played crucial roles as mediators, mediating the relationship between the examined factors and preventive behavior. The insights gained from this study have implications for public health interventions and self-preventive product businesses aiming to promote and sustain self-preventive behavior practices among foreigners residing in Korea, even after all COVID-19 restrictions have been lifted.

Factors Influencing the Intention to Continue Using the Metaverse: Focusing on the Influence of Social Norms

  • Mina Lee;Minjung Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.51-60
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    • 2023
  • This study aims to examine factors influencing the intention to continue using the metaverse, focusing on the impact of social norms. Specifically, direct and indirect effects of technical characteristics (perceive quality, interactivity, perceived playfulness), user characteristics (self-efficacy, personal innovativeness), and social influence factors (descriptive norm, injunctive norm, subjective norm) on continuous use intention were examined. The role of perceived ease of use and perceived usefulness as a mediator was also examined. An online survey was conducted with 165 college students attending universities in two large cities in South Korea who had used the metaverse. As a result, perceived playfulness, descriptive norm, and perceived usefulness directly influenced continuous use intention. Perceived playfulness, interactivity, and subjective norm influenced continuous use intention indirectly through perceived usefulness. This study theoretically extends the Technology Acceptance Model by specifying social influence in metaverse contexts. Practical implications are provided in terms of marketing strategy for the metaverse industry to continue to grow and develop.