• Title/Summary/Keyword: Online Broadcasting

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A Study on User Perception of Tourism Platform Using Big Data

  • Se-won Jeon;Sung-Woo Park;Youn Ju Ahn;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.108-113
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    • 2024
  • The purpose of this study is to analyze user perceptions of tourism platforms through big data. Data were collected from Naver, Daum, and Google as big data analysis channels. Using semantic network analysis with the keyword 'tourism platform,' a total of 29,265 words were collected. The collection period was set for two years, from August 31, 2021, to August 31, 2023. Keywords were analyzed for connected networks using TexTom and Ucinet programs for social network analysis. Keywords perceived by tourism platform users include 'travel,' 'diverse,' 'online,' 'service,' 'tourists,' 'reservation,' 'provision,' and 'region.' CONCOR analysis revealed four groups: 'platform information,' 'tourism information and products,' 'activation strategies for tourism platforms,' and 'tourism destination market.' This study aims to expand and activate services that meet the needs and preferences of users in the tourism field, as well as platforms tailored to the changing market, based on user perception, current status, and trend data on tourism platforms.

Design and Implementation of Integrated E-Coaching system Based on Synchronous and Asynchronous (동기/비동기 기반의 통합 E-코칭 시스템 설계 및 구현)

  • Kim, DoYeon;Kim, DoHyeun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.1-7
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    • 2015
  • Until now, face to face coaching has been applied almost for completing the goal in various field. Face to face coaching is difficult always to reach each other anywhere, anytime due to the availability of internet and mobile devices. Recently, e-coaching is attempted to expend. But current e-coaching is supporting the secondary role for face to face coaching. E-coaching system has many benefits to use advancement technologies in internet. Therefore, the development of e-coaching system based on horizontal relationships between coach and coachee needs to communication anytime and anywhere in Internet. Usually previous online coaching systems have four types of interactions i.e. electronic mail, video chat, text chat, phone call. Most of the e-coaching approaches are easy to access and provide communication synchronous; video chat is an excellent visibility, whereas e-mail is asynchronous and document-centric. In this paper, we design and implement the integration e-coaching system based on synchronous and asynchronous. This system provides the asynchronous coaching offered by way of e-mail, and the synchronous coaching used P2P (Peer to Peer) video chat and text group chat. This system allows simultaneously asynchronous and synchronous coaching, and supports individual and group communication for periodical or informal coaching.

The Sociological Antecedents of Brand Attachment: A comparison of Broadcasting and Passive Consumption on Social Networking Sites (상표 애착의 사회적 선행변수에 대한 연구)

  • Shin, Jong-Kuk;Park, Min-Sook;Ross, Corey Allen
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.159-170
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    • 2016
  • In this study, the authors examine the ways in which social media ultimately affects the attachment of individuals to their favorite brands. Through an analysis of data using multiple linear regression, this study finds that SNS (social networking site) users that post status updates for a wide audience have no bearing on the individual's use of socialization agents. Those who consume social news passively are, however, likely to depend on socialization agents for determining their final purchase decisions. Socialization agents, both personal and non-personal, also play a role in the formation of brand attachment among individuals who depend on these social sources. Based on these results, marketers are encouraged to establish an online footprint of a social nature to formulate brand awareness and to provide a means for users of social media to improve their brand attachments to their favored brands. As this research was conducted exclusively in the predominantly collective culture of South Korea, further studies could attempt to analyze social networking use and socialization agent use via a cross-culture study, particularly one including an individualistic culture.

WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.

A Study on the Actual Use of Mobile Electronic Notification Service (모바일 전자고지서비스의 사용실태에 대한 조사 연구)

  • Kim, Jong-Bae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.5
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    • pp.167-180
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    • 2021
  • Due to the development of IT technology and the spread of infectious diseases, online non-face-to-face services are rapidly expanding. In particular, the information delivery process is also changing from the past postal branch-based to an information delivery system using mobile devices. This change is due to the change from the information delivery using the telephone line to the information delivery system using the Internet. Mobile notification service is a service that sends electronic notices to mobile devices held by users to deliver information and is validated for delivery, which has the advantage of reducing the benefits of unnecessary mail production, exposure to personal information, and misdelivery. However, user identification information must be provided to operators that provide mobile electronic notification services. In this paper, the current state of use of the mobile electronic notice service, which has been in effect since 2019, is investigated and analyzed, and the current mobile electronic notice service is to be safely provided and to take appropriate protection measures for personal information. In providing the mobile electronic notification service to users, it is possible to identify the service standards required by the sending agency, and based on this, prepare the technical standards for the mobile electronic notification service that the sending agency must comply with in advance and use it for the mobile electronic notification service.

Deep learning-based Multilingual Sentimental Analysis using English Review Data (영어 리뷰데이터를 이용한 딥러닝 기반 다국어 감성분석)

  • Sung, Jae-Kyung;Kim, Yung Bok;Kim, Yong-Guk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.9-15
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    • 2019
  • Large global online shopping malls, such as Amazon, offer services in English or in the language of a country when their products are sold. Since many customers purchase products based on the product reviews, the shopping malls actively utilize the sentimental analysis technique in judging preference of each product using the large amount of review data that the customer has written. And the result of such analysis can be used for the marketing to look the potential shoppers. However, it is difficult to apply this English-based semantic analysis system to different languages used around the world. In this study, more than 500,000 data from Amazon fine food reviews was used for training a deep learning based system. First, sentiment analysis evaluation experiments were carried out with three models of English test data. Secondly, the same data was translated into seven languages (Korean, Japanese, Chinese, Vietnamese, French, German and English) and then the similar experiments were done. The result suggests that although the accuracy of the sentimental analysis was 2.77% lower than the average of the seven countries (91.59%) compared to the English (94.35%), it is believed that the results of the experiment can be used for practical applications.

A study on ICO-based fund investment (ICO 기반 자금 투자에 대한 연구)

  • Yoo, Soonduck
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.25-32
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    • 2019
  • The purpose of this study is to investigate how to make a proper investment in ICO in the market. Previously, companies used to borrow money from banks or to obtain investments from venture capital (VC) and angel investors, but now ICOs are used as a new type of funding and financing model. The ICO sells the tokens or coins created on the blockchain openly online to raise the necessary funds, and provides the market value by paying the tokens or coins as much as the investment amount. According to this study, the limitations of the ICO market are (1) difficulties in evaluating the company, (2) uncertainties in investments, (3) lack of legal safeguards, and (4) measures to secure corporate stability after recruitment. At present, there is no way to cope with this systematically since the ICO is not protected in the legal framework. Nevertheless, we investigated the ways to make proper investment in the existing ICO market. In investing in ICO, investors should (1) consider investment methods and profitability, and (2) verify and judge investment fraud through various channels (ex. Homepage, composition team profile, etc.) and make investments based on this. This study will contribute to the formation of a healthy ICO market by understanding the newly emerged ICO market and studying the considerations when investing in it, thereby contributing to the right investor training and reducing the mass production of consumer damages caused by fraud. The limitation of this study is that the domestic ICO has not yet been examined in the legal framework, so further research is needed when policy changes occur in the future.

The Online Live Broadcasting and Fandom Formation Process of the Audition-Turned-Star: Phantom Singer 3 Kang Dong-Hoon's Fan Cafe (오디션 출신 스타의 인터넷 라이브 방송과 팬덤 형성과정: 팬텀싱어3 강동훈 팬카페를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.855-869
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    • 2021
  • Since 2009, stars produced through audition programs have appeared through the process of establishing familiar ties with viewers, unlike stars created by entertainment agencies. This study is a case study that examines the characteristics, roles, and identity of internet live broadcasts (Labang) of vocalists Kang Dong-hoon and his fan cafe(fan community) who appeared in JTBC Phantom Singer 3 in 2020. As a result of the study, fans gathered around SNS even before the fan cafe was created, at their request, 'Labang' began. "Labang" is a "freely participating talk show" in which fans actively participate. This brought about the bond of fans, a sense of belonging, and the activation of fandom. Both stars and fans recognized "Live Broadcast" as "a window of communication to get to know each other," and expressed satisfaction that they could see the sincerity of familiar and unpretentious stars, not unrealistic images reproduced on TV through "immediate comment communication." "Labang" consists of a variety of contents, including stars' daily lives, music activities, broadcast appearances, and hobbies, and is showing "aesthetic differentiation" from those who do not watch "Labang" while sharing the daily lives of stars and fans with active participation.

Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

Automatic Recommendation of (IP)TV programs based on A Rank Model using Collaborative Filtering (협업 필터링을 이용한 순위 정렬 모델 기반 (IP)TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.238-252
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    • 2009
  • Due to the rapid increase of available contents via the convergence of broadcasting and internet, the efficient access to personally preferred contents has become an important issue. In this paper, for recommendation scheme for TV programs using a collaborative filtering technique is studied. For recommendation of user preferred TV programs, our proposed recommendation scheme consists of offline and online computation. About offline computation, we propose reasoning implicitly each user's preference in TV programs in terms of program contents, genres and channels, and propose clustering users based on each user's preferences in terms of genres and channels by dynamic fuzzy clustering method. After an active user logs in, to recommend TV programs to the user with high accuracy, the online computation includes pulling similar users to an active user by similarity measure based on the standard preference list of active user and filtering-out of the watched TV programs of the similar users, which do not exist in EPG and ranking of the remaining TV programs by proposed rank model. Especially, in this paper, the BM (Best Match) algorithm is extended to make the recommended TV programs be ranked by taking into account user's preferences. The experimental results show that the proposed scheme with the extended BM model yields 62.1% of prediction accuracy in top five recommendations for the TV watching history of 2,441 people.