• Title/Summary/Keyword: Online Performance

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Exploring the Performance of Deep Learning-Driven Neuroscience Mining in Predicting CAUP (Consumer's Attractiveness/Usefulness Perception): Emphasis on Dark vs Light UI Modes (딥러닝 기반 뉴로사이언스 마이닝 기법을 이용한 고객 매력/유용성 인지 (CAUP) 예측 성능에 관한 탐색적 연구: Dark vs Light 사용자 인터페이스 (UI)를 중심으로)

  • Kim, Min Gyeong;Costello, Francis Joseph;Lee, Kun Chang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.19-22
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    • 2022
  • In this work, we studied consumers' attractiveness/usefulness perceptions (CAUP) of online commerce product photos when exposed to alternative dark/light user interface (UI) modes. We analyzed time-series EEG data from 31 individuals and performed neuroscience mining (NSM) to ascertain (a) how the CAUP of products differs among UI modes; and (b) which deep learning model provides the most accurate assessment of such neuroscience mining (NSM) business difficulties. The dark UI style increased the CAUP of the products displayed and was predicted with the greatest accuracy using a unique EEG power spectra separated wave brainwave 2D-ConvLSTM model. Then, using relative importance analysis, we used this model to determine the most relevant power spectra. Our findings are considered to contribute to the discovery of objective truths about online customers' reactions to various user interface modes used by various online marketplaces that cannot be uncovered through more traditional research approaches like as surveys.

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A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.22-34
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    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.

A Study of Success Factors and Profitability of the E-village Shopping Mall Supported by the Korean Government (정부주도의 농촌 정보화마을 전자상거래 모델의 성공요인과 수익성에 대한 연구)

  • Jeong, Su-Hyeon;Koo, Chul-Mo;Lee, Dae-Yong
    • Information Systems Review
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    • v.12 no.3
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    • pp.141-158
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    • 2010
  • In this research, we analyzed the performance of the e-village shopping mall as an online agricultural business platform. The results suggested some critical factors that might assist the e-village owners to increase their sales by implementing the e-village information systems. We hypothesized that IT education, IT usage, online community activity, and organizational knowledge sharing influenced the e-village sales. Moreover, we investigated the moderating effect of rural experience tourism on those independent variables (IT education, IT usage, online community activity, and organizational knowledge sharing). The results indicated that online community activity had a positive effect on the online business sales, while IT education, IT usage, and organizational knowledge sharing showed insignificant effects. Furthermore, the interaction effects between rural experience tourism and both IT education and the IT usage were positive and significant. Thus, we conclude that the rural experience tourism moderated the relationship between (1) IT education and e-village sales, and (2) IT usage and e-village sales, but not the relationship between (1) online community activity and e-village sales, and (2) organizational knowledge sharing and e-village sales.

The Effect of Academic Stress and ASE(Attitude-Social Influence-Self Efficacy) Model Factors on Academic Persistence of Online University Students (원격대학 학습자의 학업스트레스와 ASE 모델 요인이 학업지속의도에 미치는 영향)

  • Lee, Da Ye;Seo, Young Sook;Kim, Young Im
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.453-463
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    • 2018
  • An analysis including ASE model accessing based on the intention of behavior performance of online university students is a new approach to improve academic persistence considering the characteristics of students with extensive personal variables, a uniqueness of learning environment. This study aimed to identify the relationship between ASE model including academic stress and academic persistence, and the effect of these factors on academic persistence of online university students. Data were collected from 181 sophomores in K open university from March to June, 2018. Frequency analysis, ${\chi}^2-test$, t-test, F-test, Pearson's correlation analysis, and multiple regression analysis used for data analysis. For factors affecting academic persistence, academic stress (${\beta}=-.16$, p=.016), online learning attitude (${\beta}=.44$, p<.001), and social support among social influential factors (${\beta}=.16$, p=.045) were statistically significant and the prediction model of academic persistence showed 29% explanation power (F=15.76, p<.001). To enhance academic persistence of online university students, it is needed to develop programs to reduce academic stress, improve attitude toward online learning, and improve social support.

Does Online Social Network Contribute to WOM Effect on Product Sales? (온라인 소셜네트워크의 제품판매 관련 구전효과에 대한 기여도 분석)

  • Lee, Ju-Yoon;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.85-105
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    • 2012
  • In recent years, IT advancement has brought out the new Internet communication environment such as online social network services, where people are connected in global network without temporal and spatial limitation. The popular use of online social network helps people share their experience and preference for specific products and services, thus holding large potential to significantly affect firms' business performance through Word-of-Mouth (WOM). This study examines the role of online social network in raising WOM effect on the movie industry by comparing with the similar role of Internet portal, another major online communication channel. Analyzing 109 movies and data from both Twitter and Naver movie, we found that significant WOM effect exists simultaneously in both Twitter and Naver movie. However, we also found that different figures of online viral effects exist depending on the popularity of movies. In the hit movie group, before the movie release, the WOM effect occurs only in Twitter while the WOM effect arises in both Twitter and Naver movie at the same time after the movie release. In the less-popular (or niche) movie group, the WOM effect occurs in both Twitter and Naver movie only before the movie release. Our findings not only deepen theoretical insights into different roles of the two online communication channels in provoking the WOM effect on entertainment products but also provide practitioners with incentive to utilize SNS as strategic marketing platform to enhance their brand reputations.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

Learning Performance of Real-Time Online Classes Using PBL for Clothing and Textiles Majors in College (PBL(문제중심학습)을 이용한 대학 의류학 전공 실시간 온라인 수업의 학습효과)

  • Kim, Tae-Youn
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.143-161
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    • 2022
  • The aim of this study is to identify the learning performance of online classes using problem-based learning(PBL) for clothing and textiles majors in college with the increased use of online learning tools after the COVID-19 pandemic. In order to achieve this goal, the PBL was developed and applied to the 'Fashion Marketing and Merchandising' class conducted in real-time online at University in North Chungcheong Province, Korea for four weeks. After a four-week PBL class, a survey was conducted on 35 students in the 'Fashion Marketing and Merchandising' class and the 35 completed questionnaires were used for analysis. The measurement tools of this study were self-directed learning, cooperative learning ability, problem-solving ability, and learning achievement regarded as an important learning effect in PBL class. In addition, students' self-reflective essays were also analyzed to examine the educational effect of PBL applying online classes. As a result of this study, bivariate correlations among the four variables, students' self-directed learning, cooperative learning ability, problem-solving ability, and learning achievement were significantly positive. Furthermore, the results of multiple regression analysis showed that the three independent variables had significant effects on students' perceived learning achievement, in the order of cooperative learning ability, self-directed learning, and problem-solving ability. The students' self-reflective essays indicated that problem-based learning worksheet was helpful for identifying problems, and clarifying what they already and what they need to study more. Based on this study, it could be recommended that online class applying PBL could contribute to the improvement of student's learning performance.

Risk Perceptions and Risk-reduction Strategies in Internet Apparel Shopping

  • Lee, Mi-Young
    • Journal of Fashion Business
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    • v.9 no.3
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    • pp.134-149
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    • 2005
  • Although Internet retailing is becoming a viable channel for apparel retailing, consumers are still reluctant to use Internet for apparel purchasing because at their concerns at Internet security and the difficulties at virtual shopping in unfamiliar shopping environment. The purpose at this study is to examine the nature at perceived risk associated with Internet apparel shopping and risk-reduction strategies used by Internet apparel shoppers. The data were collected via an online survey by a online research company. A total at 4,254 Internet users participated in this survey. Among these Internet users, 1,146 respondents had previous shopping experience in Internet shopping. Within this group, 195 were Internet apparel information seekers, and 589 were Internet apparel purchasers. Descriptive statistics, analysis of variance, and t-test were used to analyze the data. The perceived risks and risk-reduction strategies used by Internet apparel no-interest shoppers, Internet apparel information seekers (browsers), moderate Internet apparel purchasers, heavy Internet apparel purchasers were examined and compared. The results indicated that these tour groups were significantly different in apparel related risk, performance risk, and privacy risk. Internet purchasers tend to perceive more apparel-related, performance, and privacy risks than others. The results also indicated that these tour groups were significantly different in their opinions of risk-reduction strategies.

A Six-Phase CRIM Driving CVT using Blend Modified Recurrent Gegenbauer OPNN Control

  • Lin, Chih-Hong
    • Journal of Power Electronics
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    • v.16 no.4
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    • pp.1438-1454
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    • 2016
  • Because the nonlinear and time-varying characteristics of continuously variable transmission (CVT) systems driven by means of a six-phase copper rotor induction motor (CRIM) are unconscious, the control performance obtained for classical linear controllers is disappointing, when compared to more complex, nonlinear control methods. A blend modified recurrent Gegenbauer orthogonal polynomial neural network (OPNN) control system which has the online learning capability to come back to a nonlinear time-varying system, was complied to overcome difficulty in the design of a linear controller for six-phase CRIM driving CVT systems with lumped nonlinear load disturbances. The blend modified recurrent Gegenbauer OPNN control system can carry out examiner control, modified recurrent Gegenbauer OPNN control, and reimbursed control. Additionally, the adaptation law of the online parameters in the modified recurrent Gegenbauer OPNN is established on the Lyapunov stability theorem. The use of an amended artificial bee colony (ABC) optimization technique brought about two optimal learning rates for the parameters, which helped reform convergence. Finally, a comparison of the experimental results of the present study with those of previous studies demonstrates the high control performance of the proposed control scheme.

A Method to Manage the Map for On-Line RPG Supporting Full 3D (완전한 3차원을 지원하는 온라인 RPG를 위한 맵 관리 방법)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.9B no.6
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    • pp.863-868
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    • 2002
  • In this paper we suggested a map management method for on line RPG supporting full 3D. In general, it is possible to support full 3D with client engine. Rut the online game server cannot show the expected performance under normal price constrains with current hardware technology, since the amount of data for management of 3D on-line game server increase exponentially with respect to the size of game world. To solve this problem. we introduced the "special object" which makes it possible for on-line game server with low performance hardware. This suggested method gave concrete from to manage full 3D for server as well as clients.s clients.