• Title/Summary/Keyword: Social Video

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Video-Induced Visit to a Destination: The Psychological Mechanism and the Role of Video Sharing Sources

  • Wang, Erin Yirun;Luo, Sara Yushan;Fong, Lawrence Hoc Nang;Law, Rob
    • Journal of Smart Tourism
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    • v.1 no.3
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    • pp.7-16
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    • 2021
  • Promotional videos have been increasingly adopted in social media marketing. Given that video production incurs high costs, evaluating the effectiveness of promotional videos is necessary. This research examines the effect of promotional video on visit intention through affective and cognitive destination images, respectively. Furthermore, grounded in the theoretical reasoning of social ties and persuasive intent, the effects of promotional videos disseminated by different sources (i.e., unknown users, friends, and marketers) are compared. Two experimental studies were carried out with 200 participants in Study 1 and 243 participants in Study 2. Study 1 revealed that the presence of promotional video induces visit intention through affective and cognitive destination images. Study 2 found that promotional videos disseminated by friends (versus unknown users) are more effective to induce visit intention because of positive cognitive destination image, while the video effects are indifferent between marketers and users. Meaningful implications are provided for destination marketers.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

The Effect of Appearance of 'the other' and 'I' to Positive Attitude and Sense of Community on Social Video Platform - Based on Social Impact Theory and Self-Monitoring Theory (소셜 비디오 플랫폼 상에서 '나'의 개성과 '다른 사람'의 개성이 사용자의 긍정성과 소속감에 미치는 영향 - 사회적 영향이론과 자기 점검 이론 관점)

  • Kim, Bomyeong;Kim, HyunYoung;Kim, Jinwook;Shin, Hyunsik;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.480-493
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    • 2016
  • Recently, the method of social interaction is transforming into a method that utilizes videos. We are suggesting a new social video platform that contains a video of 'I' and 'the other'. We studied how the appearance of 'the other' and 'I' affected the user. So we applied the Social Impact Theory and Self-Monitoring Theory. The platforms were then used to investigate how the user's positive attitude and sense of community were affected by having the user view his/her and 'the other's appearance watching the same video. As the result, users felt more positive attitude when their own appearance was shown on the screen. However, the positive attitude decreased when there were more femininity in the surrounding videos along with their own appearance. Also, when there were more masculinity in the surrounding video, the users felt a stronger sense of community. We believe this research will provide implications for developing the structure and organization of a new social video platform.

Recognizing User Engagement and Intentions based on the Annotations of an Interaction Video (상호작용 영상 주석 기반 사용자 참여도 및 의도 인식)

  • Jang, Minsu;Park, Cheonshu;Lee, Dae-Ha;Kim, Jaehong;Cho, Young-Jo
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.6
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    • pp.612-618
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    • 2014
  • A pattern classifier-based approach for recognizing internal states of human participants in interactions is presented along with its experimental results. The approach includes a step for collecting video recordings of human-human interactions or humanrobot interactions and subsequently analyzing the videos based on human coded annotations. The annotation includes social signals directly observed in the video recordings and the internal states of human participants indirectly inferred from those observed social signals. Then, a pattern classifier is trained using the annotation data, and tested. In our experiments on human-robot interaction, 7 video recordings were collected and annotated with 20 social signals and 7 internal states. Several experiments were performed to obtain an 84.83% recall rate for interaction engagement, 93% for concentration intention, and 81% for task comprehension level using a C4.5 based decision tree classifier.

Exploring Factors Affecting Active Video Gaming and General Physical Activity

  • Choi, Ji Hye
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.99-108
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    • 2022
  • Despite the widespread use of digital games as a means of promoting physical activity, little is known about the factors that affect active video gaming. Based on the ecological model of health behavior, this study examined how personal, environmental, and social factors would influence active video gaming and general physical activity. The results showed that while all three factors significantly influence general physical activity, social factor is the only factor that affects active video gaming. The finding highlights the importance of social factors in predicting the use of active video games.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

The Effects of Social Media Advertising on Social Search in China: Evidence from Luxury Brand

  • GAO, XING;Kim, Sang Yong;Kim, Da Yeon;Lee, Seung Min
    • Asia Marketing Journal
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    • v.21 no.3
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    • pp.65-82
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    • 2019
  • This study examines the relationship between social media advertisement and customer interest in the context of luxury brands. Further, this study investigates the effective ways to utilize visual types (pictorial advertisement and video advertisement) and contents types (website link and hash-tag) in social media advertising by proposing a time-series model to estimate the long-term effect of social media advertising on social search. We find that the pictorial advertisements are more effective than video advertisements, which provides a different result from previous existing research. In addition, advertisements using hashtags are more effective than web links due to efficiency of the search feature. Finally, since the number of brand fans also have a positive effect on advertising interest, it is essential to utilize social media advertising for the enhancement of customers' interests. Confirming that the effectiveness of social media advertising varies depending on how the visual contents and text are presented, this research can help marketing managers to assess predicted outcomes of using various methods of social media advertising.

Effects of a Video-Based Infection Control Education Program Applying the Social Cognitive Theory on Caregivers

  • Cho, Hye Young
    • International Journal of Contents
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    • v.15 no.2
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    • pp.20-28
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    • 2019
  • This study was conducted with a non-equivalent control group experimental design to investigate the effects of a video-based infection control program through the application of the social cognitive theory on caregivers. Forty-six caregivers were recruited, with 23 pairs being randomly assigned to the control and experimental groups each. While the experimental group took part in the video-based education, the control group was involved in typical lectures. For two weeks, both groups were educated on the principles of infection control, medical and external handwashing, standard precautions, and quarantine. Their knowledge, performance, and self-efficacy were evaluated before and after the program. There was a significant increase in knowledge (p<.001 and p=.005) and infection control performance (p<.001) in the experimental and control groups. Similarly, self-efficacy, self-regulatory efficacy, task-difficulty preference and confidence significantly increased in the experimental group (p<.001). In the control group, only task-difficulty preference significantly increased (p=.005). Consequently, the online video-based infection control education program applying the social cognitive theory proved effective in improving the caregivers' knowledge and performance in infection control, and their self-efficacy. We suggest the use of this program in effective infection control education for caregivers in the future.

A Study on Analysis of Intelligent Video Surveillance Systems for Societal Security (사회안전을 위한 지능형 영상감시분석시스템)

  • Kang, Heau-Jo
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.273-278
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    • 2016
  • Disasters are linked with some attributes of modern society in diversity, complexity and unpredictability, so various approach and remedies of them will appease the nation's anxiety upon them. For this reason, in this paper we review the building plans and its application and its application Province pros and cons of intelligent video surveillance analysis system for social security, the future proposed service is the safety of people while performing a comprehensive urban traffic control functions as a video monitoring system for social security and to ensure, to prevent crime and accidents, it is to crack down on criminal offenses in advance expected to protect the property of citizens and public facilities.

A Study on Negative Word-of-mouth Virality of Social Media Using Big Data Analysis: From the Supply Chain Risk's Perspective (빅데이터 분석을 이용한 소셜 미디어의 부정적 구전 파급력에 관한 연구: 공급사슬 리스크 관점에서)

  • Jeong, EuiBeom
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.2
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    • pp.163-176
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    • 2022
  • As the business ecosystem has become more uncertain, the sources of supply chain risk have also been becoming more diverse. In particular, due to the development of informational technology in recent years, firms need to consider the emerging supply chain risk sources as well as traditional supply chain risk sources. A typical example is negative word-of-mouth by social media. Therefore, we investigated the virality of negative word-of-mouth on manufacturing firms by using YouTube as a representative social media. More specifically, we investigated how the social capital of the video creator influences the virality of negative word-of-mouth and how the emotional tone of the video affects the virality of negative word-of-mouth. In conclusion, the social capital of the video creator influenced the scale and speed of negative word-of-mouth. Furthermore, negative emotion words moderated the relation between the social capital of the video creator and the scale of negative word-of-mouth.