• Title/Summary/Keyword: Online Streaming Service

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Analysis of the Effectiveness of Application of Content Quota System for On-Demand Video Streaming Platform: Focusing on the European Union Response to Netflix (온디맨드 비디오 스트리밍 플랫폼에 대한 콘텐츠 쿼터제 적용의 실효성 분석: 넷플릭스에 대한 EU의 대응을 중심으로)

  • Kim, Hyun-jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1191-1198
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    • 2018
  • This paper illustrates not only the effectiveness of applying content quota system for on-demand video streaming platform, but also the effect of OTT regulation on copyright protection and cultural industry protection in a single market, focusing on the community's response to Netflix's entry into the EU market. Additionally, this paper examines on-demand video streaming services, growth of Netflix. The EU policy on the on-demand video streaming service market consists of 'portability' in the digital single market and content quota for copyright protection. In this paper, I analyze the market protection and the aspect of improving competitiveness of online streaming service industry. The EU is trying to protect the cultural industry and copyright protection in the region by applying and regulating the OTT business in content quota system, which has been applied only to European broadcasting companies.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

Legal Study and Legislative Suggestions about Donation by Minors on Live Streaming Platforms - Focusing on protection of the counterparty - (인터넷 개인방송 플랫폼상 미성년자 후원행위에 대한 법적 고찰 및 입법론적 개선방안 - 미성년자의 상대방 보호 필요성을 중심으로 -)

  • Kil, Gi-Beom;Kim, Chang-Hyeon;Lee, Min-Jae;Yoo, Ha-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.292-309
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    • 2022
  • Recently, with the development of interactive communication system, demands for video live streaming service has increased. Live streamers generate revenues from donations, but existing laws are inadequate to handle these donations. Problems arise when minors donate because they have the right of revocation. In the case of donations that request benefits in return, legal characteristics and results are different from unilateral donations. If minors exercise their right of revocation, live streamers must pay back without getting proper compensation for their services. In this paper, we detect the characteristics of bilateral contract in live streaming donation, indicate the harms that live streamers can get, examine precedents and donation processes focusing on cases when minors can not exercise the right of revocation due to deception, and propose revisions that can protect the streamers without invading minors' rights. Through academically identifying ambiguous legal situations and presenting dispute prevention procedures, this paper can bring positive impacts on the online industry.

Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.

Factors Boosting Impulse Buying Behavior in Live-streaming Commerce - Roles of Para-social Interactions, Task Complexity and Perceived Amount of Information (라이브 커머스의 충동구매행동에 대한 영향 요인 - 의사사회적 상호작용, 과업 복잡성과 지각된 정보의 양을 중심으로 -)

  • Kim, Hyojung;Lee, Yuri;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.70-83
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    • 2021
  • Live-streaming commerce is attracting attention as a noticeable trend in the retail industry. It is a new mobile shopping service platform developed by combining live streaming with e-commerce technologies. This study examined the impact of para-social interactions on consumer impulse buying behavior and investigated the impact through task complexity as well as perceived amount of information. To achieve this goal, 203 women using a mobile commerce participated in an online survey after experiencing beauty live-streaming commerce. The collected data were analyzed using SPSS 25.0, AMOS 23.0, and SPSS PROCESS Macro program. The results of the study revealed that para-social interactions negatively influenced task complexity, positively influenced perceived amounts of information, and positively influenced impulse buying behavior. In addition, impulse buying behavior was negatively influenced by task complexity versus positively that was influenced by perceived amounts of information. The impact of para-social interactions on impulse buying behavior is mediated by task complexity and perceived information. The findings of this study contribute to the theoretical extension of para-social interaction on impulse buying behavior in the context of live-streaming commerce. The implications of the findings suggest practical marketing strategies for digital media commerce retailers.

P2P-based Group Communication Management For Scalable P2P Live Video Streaming Communication (확장성 있는 P2P 실시간 비디오 스트리밍 통신을 위한 P2P 기반 그룹 서비스 관리 구조)

  • Chun, Seung-Man;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.81-88
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    • 2012
  • As the performance of the next-generation broadband wireless networks is dramatically enhanced, various services (i.e., education, Live video streaming, Live video conferencing, online games, etc.) have been provided to users through a smart mobile platform. Those services are usually provided by using the centralized communication server. However, since all multimedia traffic is exchanged through a communication server, it often has the scalability problem with regard to traffic management. Our main purpose is for group smart users to provide scalable live multimedia streaming service based on P2P network. To do this, we have designed an architecture of P2P-based service management for mobile group communication management and service management protocol. In order to verify the performance of the proposed scheme, we have mathematically analyzed the performance in terms of the average transmission delay and bandwid th utilization.

Exportation of Korean TV programs in American Media Market (Focused on Digital Distribution) (국내 방송 프로그램의 미국 시장 수출 활성화 방안 (스마트 유통을 중심으로))

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.127-137
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    • 2015
  • American media market produces and consumes video contents the most in the world. Recently, Korean media contents appeals more than ever to Americans who consume them through online streaming service. This phenomenon reveals a green light which shows a need to seek for new methods in concentrated export area of Korean broadcasting market. To revitalize the exportation in this market, more differentiated strategies of exportation are needed. Therefore, in this study, we find out the activation plans to increase the exportation in American market. Through secondary data analyses with articles, home pages of each Korea TV station and depth interviews of executives of exportation of Korean broadcasting company.

Multiple-Class Dynamic Threshold algorithm for Multimedia Traffic (멀티미디어 트래픽을 위한 MCDT (Multiple-Class Dynamic Threshold) 알고리즘)

  • Kim, Sang-Yun;Lee, Sung-Chang;Ham, Jin-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.12
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    • pp.17-24
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    • 2005
  • Traditional Internet applications such as FIP and E-mail are increasingly sharing bandwidth with newer, more demanding applications such as Web browsing, IP telephony, video conference and online games. These new applications require Quality of Service (QoS), in terms of delay, loss and throughput that are different from QoS requirements of traditional applications. Unfortunately, current Active Queue Management (AQM) approaches offer monolithic best-effort service to all Internet applications regardless of the current QoS requirements. This paper proposes and evaluates a new AQM technique, called MCDT that provides dynamic and separated buffer threshold for each Applications, those are FTP and e-mail on TCP traffic, streaming services on tagged UDP traffic, and the other services on untagged UDP traffic. Using a new QoS metric, our simulations demonstrate that MCDT yields higher QoS in terms of the delay variation and a packet loss than RED when there are heavy UDP traffics that include streaming applications and data applications. MCDT fits the current best-effort Internet environment without high complexity.

Model for Mobile Online Video viewed on Samsung Galaxy Note 5

  • Pal, Debajyoti;Vanijja, Vajirasak
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5392-5418
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    • 2017
  • The primary aim of this paper is to propose a non-linear regression based technique for mapping different network Quality of Service (QoS) factors to an integrated end-user Quality of Experience (QoE) or Mean Opinion Score (MOS) value for an online video streaming service on a mobile phone. We use six network QoS factors for finding out the user QoE. The contribution of this paper is threefold. First, we investigate the impact of the network QoS factors on the perceived video quality. Next, we perform an individual mapping of the significant network QoS parameters obtained in stage 1 to the user QoE based upon a non-linear regression method. The optimal QoS to QoE mapping function is chosen based upon a decision variable. In the final stage, we evaluate the integrated QoE of the system by taking the combined effect of all the QoS factors considered. Extensive subjective tests comprising of over 50 people across a wide variety of video contents encoded with H.265/HEVC and VP9 codec have been conducted in order to gather the actual MOS data for the purpose of QoS to QoE mapping. Our proposed hybrid model has been validated against unseen data and reveals good prediction accuracy.

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.