• Title/Summary/Keyword: User Generated Contents (UGC)

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A Study on Attribute of User Generated Content in Ubiquitous Technology (유비쿼터스 비즈니스를 위한 참여자 기반의 디지털 콘텐츠 속성에 관한 연구)

  • Lee, Hong-Joo;Jahng, Jung-Joo;Ahn, Joong-Ho
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.287-295
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    • 2009
  • These days, information technology is rapidly changing our society. Thus, considering such a business environment, many companies are seeking revenue models for successful business. In particular, digital content with the convergence of culture and information technology create revenue for businesses. For this reason, many companies are interested in UGC (User Generated Content), which refers to various kinds of publicly accessible media content that are produced by end-users. Thus, this paper analyzed the attributes of UGC and businesses using ubiquitous technology. From this analysis, this paper shows the critical success factors for UGC in ubiquitous business environments. In addition, this paper analyzed the attributes of UGC through the research of literature reviews and expert reviews. Based on this research, many companies are encouraged to develop successful digital content generated by end-users.

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Development of the UGC Support WebGIS System for Marine Spatial Data (웹 GIS 기반 해양 공간데이터의 사용자 콘텐츠 제작 지원시스템 개발)

  • Oh, Jung-Hee;Choi, Hyun-Woo;Kim, Sung-Dae;Lee, Charm
    • Spatial Information Research
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    • v.19 no.5
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    • pp.13-25
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    • 2011
  • Until now, most of the Web GIS system has been developed with one-sided service type that provides pre-built spatial information to users. Recently, however, interactive web system is getting attention because users can create directly spatial information contents that meet their needs. In line with this trend, this study had a aim to develop a UGC(User Generated Contents) support system for marine science researchers who can generate spatial data by themselves on the web. The main advantage of this system is that it provides marine survey data and marine spatial information that needed to work for marine science research. Furthermore, it provides the functions of extracting of coastline as point data for their marine study area, and making of the spatial planning map for marine field survey work and marine science thematic maps for exploratory analysis after research survey. Such kinds of interactive UGC support system gives researchers a chance for utilizing marine spatial information more easily. Therefore, it is expected that the improving of the efficiency of research works, as well as increasing of the utilization of marine spatial data.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

A Study on the UCC Copyright which uses the Broadcasting Contents and the ODR(Online Dispute Resolution) through the Online Technical embodiment : Focusing on the CCl as the Conversational law Approach (방송콘텐츠를 이용한 UCC의 저작권 문제와 온라인 기술 구현을 통한 ODR(Online Dispute Resolution)의 가능성에 관한 연구 : Conversational Law 접근으로써 CCL을 중심으로)

  • Kim, Mi-Sun;Yu, Sae-Kyung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.558-564
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    • 2008
  • The study aims to examine the UCC (User Created Contents) Copyright which use the broadcasting contents. UCC are classified by UGC(User Generated Contents), UMC(User Modified Contents), and URC(User Recreated Contents). Especially UMC and URC correspond to a problem of copyright. Following the Copyright Protection Center investigation in 2006, it reported that 83.7% UCC are infringement of copyright. In spite of remarkable the UCC copyright problem, the concrete resolution does not exist. Also it is difficult to apply the offline legal conformity because of online nature of the UCC. The study observes the UCC copyright dispute instances which use the broadcasting contents and investigates a resolution of the UCC copyright. Considering the online media nature, it tries to analyse CCL(Creative Common License) as the ODR(online Dispute Resolution). It is meaningful to search the possibility of UCC copyright problem through the online technical embodiment.

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개인 방송 플랫폼 기술: 아프리카 TV와 유튜브를 중심으로

  • Yun, Yeong-Seok;Lee, Hyeon-U
    • Information and Communications Magazine
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    • v.33 no.4
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    • pp.56-63
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    • 2016
  • 개인 방송에 대한 관심이 폭증하고 있음에도 불구하고, 이에 대한 학술적 연구를 찾아보기는 어렵다. 본고는 대표적인 개인 방송 플랫폼인 아프리카 TV와 유튜브의 콘텐츠-시청자 매칭 기술과 대용량 데이터의 효율적 전송 기술을 중심으로 알아 본다. 개인 방송 플랫폼은 UGC(User Generated Contents)의 생산과 소비의 접점을 제공하는 중요한 역할을 담당한다. 개인 방송의 가장 큰 문제는 부적합한 콘텐츠의 무분별한 노출과 확산이다. 개인 방송 콘텐츠 생산자와 콘텐츠에 대한 정제 기술이 요구된다.

Effect of Web-services' Technological Interactivity on User-generated Contents' Perceived Efficiency and Quality (웹서비스의 기술적 상호작용성이 사용자 콘텐츠 생산 효율성과 품질 인식에 미치는 영향 연구)

  • Lee, Yoon-Jae
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.380-388
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    • 2012
  • One of the key factors for success in fostering web-service is the supply of user-generated contents(UGCs). Technological interactivity is an environmental factor which stimulates user-content interaction, and reflects the system's capability for supporting various interactions that are allowed by a medium. The present study uses a structural equation model to investigate the influence of three components of technological interactivity-user control, synchronicity, and responsiveness-on web-services' perceived content performance. The results show that web-services' user control and synchronicity exhibited a positive relationship with the perceived efficiency of content generation; further, perceived efficiency boosts perceptions of content quality, which means that the user control and synchronicity of a web-service also have an indirect effect on perceived content quality. Additionally, responsiveness has a positive effect on perceived content quality. These findings are important for marketers and operators seeking to make their web-service successful.

User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

Multi-Topic Sentiment Analysis using LDA for Online Review (LDA를 이용한 온라인 리뷰의 다중 토픽별 감성분석 - TripAdvisor 사례를 중심으로 -)

  • Hong, Tae-Ho;Niu, Hanying;Ren, Gang;Park, Ji-Young
    • The Journal of Information Systems
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    • v.27 no.1
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    • pp.89-110
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    • 2018
  • Purpose There is much information in customer reviews, but finding key information in many texts is not easy. Business decision makers need a model to solve this problem. In this study we propose a multi-topic sentiment analysis approach using Latent Dirichlet Allocation (LDA) for user-generated contents (UGC). Design/methodology/approach In this paper, we collected a total of 104,039 hotel reviews in seven of the world's top tourist destinations from TripAdvisor (www.tripadvisor.com) and extracted 30 topics related to the hotel from all customer reviews using the LDA model. Six major dimensions (value, cleanliness, rooms, service, location, and sleep quality) were selected from the 30 extracted topics. To analyze data, we employed R language. Findings This study contributes to propose a lexicon-based sentiment analysis approach for the keywords-embedded sentences related to the six dimensions within a review. The performance of the proposed model was evaluated by comparing the sentiment analysis results of each topic with the real attribute ratings provided by the platform. The results show its outperformance, with a high ratio of accuracy and recall. Through our proposed model, it is expected to analyze the customers' sentiments over different topics for those reviews with an absence of the detailed attribute ratings.

UCC Sharing Motives and their effects of UCC Sharing Intention

  • Park, Do-Hyeong;Lee, Seong-Uk;Han, In-Gu
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.103-108
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    • 2007
  • 인터넷 사용자들의 증가와 여러 기기들의 발달에 따라 인터넷 사용자들은 새로운 형태의 커뮤니케이션을 스스로 발전시킬 수 있었고, 이러한 흐름이 최근 UCC의 폭발적인 증가로 이어졌다. 하지만 최근까지 사용자들이 왜 자신이 스스로 노력을 들여서 UCC를 공유하는 지에 대한 명확한 설명은 부재한 상황이다. UCC공유동기는 기존에 지속적으로 연구되어 왔던 가상커뮤니티나 온라인구전활동의 참여동기를 상당부분 가지고 있으나 이들로 설명할 수 없는 새로운 참여동기를 포함하고 있는 것으로 보여진다. 본 연구에서는 이러한 UCC 공유 동기를 파악하기 위해 UCC 공유 경험이 있는 사람들을 대상으로 설문을 수행하였고, 요인분석을 통해 UCC공유동기가 '자가 창조의 즐거움', '커뮤니티에 대한 책임감', '자아표현 욕구', '타인과의 교제', '보상'의 동기로 요인화될 수 있음을 밝혀냈다. 그리고 이들 동기가 UCC 공유 의도에 어떤 영향을 주는지를 알아보았다. UCC공유의도를 양적인 측면과 질적인 측면으로 나누어, 앞에서 요인화 된 5가지 UCC동기가 각각에 어떤 영향을 주는지를 확인하였다. 본 연구의 결과를 통해 UCC를 공유하는 사용자들을 좀 더 이해할 수 있을 것이고, UCC를 비즈니스모델로 하는 온라인기업들에게 UCC참여 및 양질의 서비스를 제공할 수 있는 가이드를 제시할 수 있을 것이다.

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UCC 공유동기 파악을 위한 탐색적 연구;동영상 UCC를 중심으로

  • Park, Do-Hyeong;Lee, Seong-Uk;Han, In-Gu
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.171-178
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    • 2007
  • 인터넷 인구 증가와 정보자원 고도화에 따라 인터넷 사용자들은 새로운 형태의 커뮤니케이션을 스스로 발전시켜왔고 이러한 흐름이 최근 UCC의 폭발적인 증가로 이어졌다. 하지만 아직까지 사용자들이 UCC를 공유하는 동기에 대한 명확한 설명은 부재한 상황이다. UCC는 기존에 지속적으로 연구되어 왔던 온라인 커뮤니케이션 형태인 가상공동체나 온라인 구전의 참여 동기를 상당부분 계승하고 있으나 최근의 인터넷 문화와 기술 수준 변화에 부합하는 새로운 참여동기를 포함하고 있는 것으로 보여진다. 본 연구에서는 이러한 UCC 제작 동기를 파악하기 위해 UCC 제작 경험이 있는 300명의 샘플을 대상으로 설문을 수행했고, 이를 통해 UCC 제작 동기가 Self-Creation Motive, Community Commitment Motive, Self-Expression Motive, Community-Relatedness Motive, Reward Motive로 요인화될 수 있음을 밝혀냈다. 본 연구의 결과를 통해 UCC를 비즈니스 모델로 하는 온라인 기업들은 보유 고객의 UCC 공유 동기 성향을 파악할 수 있고, 이를 통해 고품질의 UCC를 확보하기 위한 차별화된 전략을 제시할 수 있게 될 것이다.

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