• 제목/요약/키워드: Popularity

검색결과 2,051건 처리시간 0.031초

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

Sentiment Analysis for COVID-19 Vaccine Popularity

  • Muhammad Saeed;Naeem Ahmed;Abid Mehmood;Muhammad Aftab;Rashid Amin;Shahid Kamal
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권5호
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    • pp.1377-1393
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    • 2023
  • Social media is used for various purposes including entertainment, communication, information search, and voicing their thoughts and concerns about a service, product, or issue. The social media data can be used for information mining and getting insights from it. The World Health Organization has listed COVID-19 as a global epidemic since 2020. People from every aspect of life as well as the entire health system have been severely impacted by this pandemic. Even now, after almost three years of the pandemic declaration, the fear caused by the COVID-19 virus leading to higher depression, stress, and anxiety levels has not been fully overcome. This has also triggered numerous kinds of discussions covering various aspects of the pandemic on the social media platforms. Among these aspects is the part focused on vaccines developed by different countries, their features and the advantages and disadvantages associated with each vaccine. Social media users often share their thoughts about vaccinations and vaccines. This data can be used to determine the popularity levels of vaccines, which can provide the producers with some insight for future decision making about their product. In this article, we used Twitter data for the vaccine popularity detection. We gathered data by scraping tweets about various vaccines from different countries. After that, various machine learning and deep learning models, i.e., naive bayes, decision tree, support vector machines, k-nearest neighbor, and deep neural network are used for sentiment analysis to determine the popularity of each vaccine. The results of experiments show that the proposed deep neural network model outperforms the other models by achieving 97.87% accuracy.

머신러닝 기반의 유튜브 먹방 콘텐츠 인기 예측 모델 (A Machine Learning-based Popularity Prediction Model for YouTube Mukbang Content)

  • 서범근;이한준
    • 인터넷정보학회논문지
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    • 제24권6호
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    • pp.49-55
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    • 2023
  • 본 연구에서는 유튜브 먹방 콘텐츠의 인기를 예측하는 모형을 제안하고 사후 분석을 통하여 먹방 콘텐츠의 인기에 영향을 주는 요인들을 식별하였다. 이를 위해 API와 Pretty Scale을 활용하여 구독자수 상위 먹방 채널들로부터 22,223개 콘텐츠의 정보를 수집하고 Random Forest, XGBoost 및 LGBM 등의 머신러닝 알고리즘을 기반으로 조회수와 좋아요수 예측모델을 구축하였다. SHAP 분석 결과 조회수 예측 모형에서는 구독자수가 예측에 가장 큰 영향을 미치는 반면, 좋아요수 예측 모형에서는 크리에이터의 매력도가 중요변수로 도출되는 등 콘텐츠 조회와 좋아요 반응에 대한 선행요인이 다름을 확인할 수 있었다. 본 연구는 대량의 온라인 콘텐츠를 분석하여 실증 분석을 진행하였다는 점에서 학술적 의의가 있으며 먹방 크리에이터들에게 시청자들의 콘텐츠 소비 경향을 알려주고 상품성 높은 콘텐츠 제작의 가이드를 제공한다는 점에서 실무적인 의의를 지닌다.

패션전공 대학생의 디자인권 실태 및 교육에 관한 연구 (Research on actual condition and education of fashion major college students on fashion design copyright)

  • 이영주
    • 복식문화연구
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    • 제26권1호
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    • pp.45-55
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    • 2018
  • The purpose of this study was to investigate the changes in perception and attitude of fashion major college students before and after receiving their design copyright education. A questionnaire survey was distributed to 200 fashion major college students in Seoul. The results of this study were as follows: First, 46.0% of fashion major students had an experience of purchasing counterfeit fashion goods. Out of those, 81.5% students acknowledged that the product was counterfeit and still purchased it. Categories of counterfeit goods purchased were bags, clothes, and accessories, in order of popularity. The students reported purchasing counterfeit goods twice and three times, in order of popularity. The prices of the counterfeit products were 100,000 to under 200,000 won, and under 100,000 won, in order of popularity. Second, the cognitive domain, the practical domain, and the value domain all showed significant differences between before and after the copyright education. Among these, the differences in the practical domain were the most distinctive. Third, prior to receiving their copyright education, most of the students had no perception about the design copyright system and so most of the students gained helpful information from the education. For future design copyright education, the students want to learn about how to protect their own designs, how to apply copyright in a fashion company, how to avoid invading other people's designs, and categories of design copyright.

자녀의 정서표현에 대한 부모의 태도, 남녀 아동의 정서조절 능력 및 사회적 능력간의 관계 (Social Competence : Its Relationship to Parents' Attitudes toward Children's Expressiveness and Emotion Regulation)

  • 김은경;도현심;김민정;박보경
    • 아동학회지
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    • 제28권3호
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    • pp.115-131
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    • 2007
  • The 305 fathers and mothers of 4- to 5-year-old children and their teachers participating in this study responded to three kinds of questionnaires. Findings were that (1) fathers reported greater control of their sons' negative expressiveness; mothers reported greater control of their sons' positive expressiveness. Mothers perceived daughters more likely to regulate their emotions than their sons and teachers perceived girls more likely to be well-adjusted interpersonally than boys. (2) Fathers who reported higher control of their sons' negative expressiveness had sons with higher popularity/leadership; mothers who reported higher control of sons' negative expressiveness had sons with lower interpersonal adjustment. (3) Boys with higher emotion regulation showed higher interpersonal adjustment and popularity/leadership. (4) Mothers' control of boys' negative expressiveness influenced boys' interpersonal adjustment, and boys' emotion regulation and fathers' control of boys' negative expressiveness influenced boys' popularity/leadership.

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콘텐츠 중심 네트워크에서 성능 향상을 위한 인기도 기반 캐시 교체 기법 (Popularity Based Cache Replacement Scheme to Enhance Performance in Content Centric Networks)

  • 우태희;박흥순;김호길
    • 한국통신학회논문지
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    • 제40권11호
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    • pp.2151-2159
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    • 2015
  • 콘텐츠 중심 네트워크(CCN)는 기존의 IP 방식과는 다른 새로운 네트워킹 패러다임으로써 데이터를 찾는데 필요한 라우팅 정보를 콘텐츠 이름에서 찾는 방식이다. CCN은 노드마다 콘텐츠를 저장할 수 있는 캐시를 가지고 있어서 반복적인 콘텐츠 요청에 효율적으로 처리할 수 있다. 본 논문은 콘텐츠의 인기도를 활용한 캐시 교체 기법을 제안하여 기존의 기법보다 캐시의 히트율을 향상시켰고, 이에 따라 서버의 부하 및 Round Trip Time(RTT) 시간이 감소하여 성능이 향상됨을 증명하였다.

유아기 아동의 사회적 능력: 수줍음 및 자녀의 또래관계에 대한 어머니의 개입행동과의 관계 (Young Children's Social Competence: Its Relations with Their Shyness and Maternal Involvement in Children's Peer Relations)

  • 서유진;최미경;도현심
    • 가정과삶의질연구
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    • 제24권5호
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    • pp.239-249
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    • 2006
  • The main purpose of this study was to examine the relations of children's shyness and maternal involvement in children's peer relations to children's social competence, and the relative influence of children's shyness and maternal involvement in children's peer relations on children's social competence. 195 mothers of 3-year-olds and their 13 teachers in Seoul and Gyeonggi province participated in the study. The data were obtained using three kinds of questionnaires regarding shyness, parental involvement, and social competence. Findings revealed that shy children showed less popularity leadership and social participation for both boys and girls. The more orchestrations mothers exerted, the more popularity leadership boys showed. And the more advice and support mothers provided, the more interpersonal adjustment girls showed. For boys, shyness was more influential on popularity leadership than maternal orchestrations were. Findings are discussed in terms of the role of shyness in children's early social competence for both boys and girls.

남녀 아동의 또래 괴롭힘의 가해와 피해에 또래관계, 우울 및 공격성이 미치는 영향 (The Effect of Peer Relationship, Depression, and Aggression on Bullying and Victim among Boys and Girls)

  • 강인설;박희경
    • Human Ecology Research
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    • 제52권3호
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    • pp.213-228
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    • 2014
  • This study examined the effects of peer relationships, depression, and aggression on bullying and victimization among boys and girls. The subjects were 364 3rd grade students (boys, 218; girls, 146) and 368 6th grade students (boys, 186; girls, 182), that is, a total of 732 students from three elementary schools. Data were collected on bullying, victimization, peer relationships (mutual friendship, mutual antipathy, and peer popularity), depression, and aggression (overt aggression and relationship aggression) from July 12, 2012 to July 13, 2012. These data were analyzed by means of a chi-squared analysis, t-test, and a logistic regression analysis. The results revealed that there were differences by sex in the case of direct bullying and victimization but no differences in the case of indirect bullying and victimization. Among boys, the factors influencing direct bullying were depression and overt aggression, and the factor influencing direct/indirect victimization was depression. Among girls, the factors influencing direct bullying were mutual antipathy relations and relational aggression, the factors influencing indirect victimization were mutual antipathy relations and peer popularity, the factor influencing indirect bullying was mutual antipathy relations, and the factor influencing indirect victimization was peer popularity. The results of this study showed that the factors influencing bullying and victimization are differences in sex. Finally, the implications and methodology for developing bullying prevention education programs were discussed.

John Galliano 컬렉션의 패션메이크업에 나타난 통속성 (The Popularity depicted on Fashion Make-up in John Galliano's Collection)

  • 장애란
    • 복식
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    • 제57권6호
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    • pp.71-86
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    • 2007
  • Affinity between a creative and experimental fashion design and a Fashion Make-up expressed in John Galliano's Collection was analysed to examine the harmony between Beauty and Fashion. This approach may establish the link between the Fashion Make-up analysed in view of Aesthetics and aesthetic characteristics of a fashion design that a fashion designer pursues. The Fashion Make-up plays a significant role to express a relevance to a design spirit because it is a visual text that a audience faces easily in a collection leading the style. Under the proposition that collection is understood as a popular culture as the fashion is preferential and popular, the Fashion Make-up can be analysed in the aspect of aesthetics. The characteristics reflecting the popularity of popular culture, such as the comic, the erotic, the fantastic and the sentimental are used to analyse and interpret the Fashion Make-up. The fashion design and Fashion Make-up with one characteristics or combined ones showing uniqueness in the popular culture are compared and analyzed.

Understanding Watching Patterns of Live TV Programs on Mobile Devices: A Content Centric Perspective

  • Li, Yuheng;Zhao, Qianchuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권9호
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    • pp.3635-3654
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    • 2015
  • With the rapid development of smart devices and mobile Internet, the video application plays an increasingly important role on mobile devices. Understanding user behavior patterns is critical for optimized operation of mobile live streaming systems. On the other hand, volume based billing models on cloud services make it easier for video service providers to scale their services as well as to reduce the waste from oversized service capacities. In this paper, the watching behaviors of a commercial mobile live streaming system are studied in a content-centric manner. Our analysis captures the intrinsic correlation existing between popularity and watching intensity of programs due to the synchronized watching behaviors with program schedule. The watching pattern is further used to estimate traffic volume generated by the program, which is useful on data volume capacity reservation and billing strategy selection in cloud services. The traffic range of programs is estimated based on a naive popularity prediction. In cross validation, the traffic ranges of around 94% of programs are successfully estimated. In high popularity programs (>20000 viewers), the overestimated traffic is less than 15% of real happened traffic when using upper bound to estimate program traffic.