• Title/Summary/Keyword: User generated content

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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.

A Study on the Effectiveness of Video Advertisements Generated by Social Media Users: Centered on Video Content Type and Information Framework (소셜미디어 사용자가 만드는 동영상 광고효과에 관한 연구: 동영상 콘텐츠 유형 및 정보 프레임워크 중심으로)

  • Zhang, Ning;KIM, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.103-113
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    • 2022
  • Based on the information framework and regulatory focus theory, this paper verifies the impact on the advertising effect when the matching effect forms between the video advertising content type (Information Type, Entertainment Type) and the information framework (Promotional, Prevention) and the regulatory focus (Promotion Orientation, Prevention Orientation) in social media. In order to verify, after selecting of the experimental subjects and finishing the prior investigation of the experimental operation, four video advertisements and formal experiments were performed. The experimental results showed that first, the content type affects the advertising effect of the video and the information framework; when the information video matches the preventive information framework, it will have a more obvious positive effect on the advertising effect; when the entertainment video matches the promotion information framework, it will have a more obvious positive effect on the advertising effect. Second, with the two matches of video content type and information framework, the entertainment-oriented video has a more obvious positive effect for the information-oriented video audience; the above results enrich user created content research and improve the quality and communication efficiency of video in social media.

Effective Indexing for Evolving Data Collection by Using Ontology (온톨로지를 이용한 변화하는 데이터의 효과적인 인덱싱 방법)

  • Kim, Jong Wook;Bae, Myung Soo
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.240-247
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    • 2014
  • Data which is created and shared on the Web is characterized by the massive amount of user generated content on various applications and dynamically evolving content on the basis of user interests. Thus, in order to benefit from Web data, it is essential to provide (a) the mechanisms which enable scalable processing of large data collections and (b) the organization schemes which reduce the navigational overhead within complex and dynamically growing content. Between these two impending needs, in this paper, we are interested in developing an indexing scheme which aims to reduce the time and effort needed to access the relevant piece of information by leveraging ontologies. In particular, considering evolving nature of Web contents, the proposed technique in this paper computes the sub-ontology, which best matches a given data collection, from the existing large size of ontology. Case studies show that the proposed indexing scheme in this paper indeed helps organize dynamically evolving content.

A Fuzzy Rule-based System for Automatically Generating Customized Training Scenarios in Cyber Security

  • Nam, Su Man
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.39-45
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    • 2020
  • Despite the increasing interest in cyber security in recent years, the emergence of new technologies has led to a shortage of professional personnel to efficiently perform the cyber security. Although various methods such as cyber rage are being used to cultivate cyber security experts, there are problems of limitation of virtual training system, scenario-based practice content development and operation, unit content-oriented development, and lack of consideration of learner level. In this paper, we develop a fuzzy rule-based user-customized training scenario automatic generation system for improving user's ability to respond to infringement. The proposed system creates and provides scenarios based on advanced persistent threats according to fuzzy rules. Thus, the proposed system can improve the trainee's ability to respond to the bed through the generated scenario.

A case study to standardize odor metadata obtained from coffee aroma based on E-nose using ISO/IEC 23005 (MPEG-V) for olfactory-enhanced multimedia

  • Choi, Jang-Sik;Byun, Hyung-Gi
    • Journal of Sensor Science and Technology
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    • v.30 no.4
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    • pp.204-209
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    • 2021
  • Immersive multimedia comprising metadata for five senses can provide user experience by stimulating memory and sensation. In the case of olfactory-enhanced multimedia, a computer-generated smell is combined with additional media content to create a richer and/or more realistic experience for the user. Although several studies have been conducted on olfactory-enhanced multimedia using e-nose and olfactory display, their practical applications have been severely restricted owing to the absence of a related standard. This paper proposes a method to standardize odor metadata obtained from an e-nose system, which has been particularly used to acquire data from different coffee aromas. Subsequently, the data were transferred to an odor display applicable for olfactory-enhanced multimedia using the ISO/IEC 23005 (MPEG-V) data template.

An Optimized User Behavior Prediction Model Using Genetic Algorithm On Mobile Web Structure

  • Hussan, M.I. Thariq;Kalaavathi, B.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.5
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    • pp.1963-1978
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    • 2015
  • With the advancement of mobile web environments, identification and analysis of the user behavior play a significant role and remains a challenging task to implement with variations observed in the model. This paper presents an efficient method for mining optimized user behavior prediction model using genetic algorithm on mobile web structure. The framework of optimized user behavior prediction model integrates the temporary and permanent register information and is stored immediately in the form of integrated logs which have higher precision and minimize the time for determining user behavior. Then by applying the temporal characteristics, suitable time interval table is obtained by segmenting the logs. The suitable time interval table that split the huge data logs is obtained using genetic algorithm. Existing cluster based temporal mobile sequential arrangement provide efficiency without bringing down the accuracy but compromise precision during the prediction of user behavior. To efficiently discover the mobile users' behavior, prediction model is associated with region and requested services, a method called optimized user behavior Prediction Model using Genetic Algorithm (PM-GA) on mobile web structure is introduced. This paper also provides a technique called MAA during the increase in the number of models related to the region and requested services are observed. Based on our analysis, we content that PM-GA provides improved performance in terms of precision, number of mobile models generated, execution time and increasing the prediction accuracy. Experiments are conducted with different parameter on real dataset in mobile web environment. Analytical and empirical result offers an efficient and effective mining and prediction of user behavior prediction model on mobile web structure.

A Dynamic Management Method for FOAF Using RSS and OLAP cube (RSS와 OLAP 큐브를 이용한 FOAF의 동적 관리 기법)

  • Sohn, Jong-Soo;Chung, In-Jeong
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.39-60
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    • 2011
  • Since the introduction of web 2.0 technology, social network service has been recognized as the foundation of an important future information technology. The advent of web 2.0 has led to the change of content creators. In the existing web, content creators are service providers, whereas they have changed into service users in the recent web. Users share experiences with other users improving contents quality, thereby it has increased the importance of social network. As a result, diverse forms of social network service have been emerged from relations and experiences of users. Social network is a network to construct and express social relations among people who share interests and activities. Today's social network service has not merely confined itself to showing user interactions, but it has also developed into a level in which content generation and evaluation are interacting with each other. As the volume of contents generated from social network service and the number of connections between users have drastically increased, the social network extraction method becomes more complicated. Consequently the following problems for the social network extraction arise. First problem lies in insufficiency of representational power of object in the social network. Second problem is incapability of expressional power in the diverse connections among users. Third problem is the difficulty of creating dynamic change in the social network due to change in user interests. And lastly, lack of method capable of integrating and processing data efficiently in the heterogeneous distributed computing environment. The first and last problems can be solved by using FOAF, a tool for describing ontology-based user profiles for construction of social network. However, solving second and third problems require a novel technology to reflect dynamic change of user interests and relations. In this paper, we propose a novel method to overcome the above problems of existing social network extraction method by applying FOAF (a tool for describing user profiles) and RSS (a literary web work publishing mechanism) to OLAP system in order to dynamically innovate and manage FOAF. We employed data interoperability which is an important characteristic of FOAF in this paper. Next we used RSS to reflect such changes as time flow and user interests. RSS, a tool for literary web work, provides standard vocabulary for distribution at web sites and contents in the form of RDF/XML. In this paper, we collect personal information and relations of users by utilizing FOAF. We also collect user contents by utilizing RSS. Finally, collected data is inserted into the database by star schema. The system we proposed in this paper generates OLAP cube using data in the database. 'Dynamic FOAF Management Algorithm' processes generated OLAP cube. Dynamic FOAF Management Algorithm consists of two functions: one is find_id_interest() and the other is find_relation (). Find_id_interest() is used to extract user interests during the input period, and find-relation() extracts users matching user interests. Finally, the proposed system reconstructs FOAF by reflecting extracted relationships and interests of users. For the justification of the suggested idea, we showed the implemented result together with its analysis. We used C# language and MS-SQL database, and input FOAF and RSS as data collected from livejournal.com. The implemented result shows that foaf : interest of users has reached an average of 19 percent increase for four weeks. In proportion to the increased foaf : interest change, the number of foaf : knows of users has grown an average of 9 percent for four weeks. As we use FOAF and RSS as basic data which have a wide support in web 2.0 and social network service, we have a definite advantage in utilizing user data distributed in the diverse web sites and services regardless of language and types of computer. By using suggested method in this paper, we can provide better services coping with the rapid change of user interests with the automatic application of FOAF.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Numerical analysis for the punching shear resistance of SFRC flat slabs

  • Baraa J.M. AL-Eliwi;Mohammed S. Al Jawahery
    • Computers and Concrete
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    • v.32 no.4
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    • pp.425-438
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    • 2023
  • In this article, the performance of steel fiber-reinforced concrete (SFRC) flat slabs was investigated numerically. The influence of flexural steel reinforcement, steel fiber content, concrete compressive strength, and slab thickness were discussed. The numerical model was developed using ATENA-Gid, user-friendly software for non-linear structural analysis for the evaluation and design of reinforced concrete elements. The numerical model was calibrated based on eight experimental tests selected from the literature to validate the actual behavior of steel fiber in the numerical analysis. Then, a parametric study of 144 specimens was generated and discussed the impact of various parameters on the punching shear strength, and statistical analysis was carried out. The results showed that slab thickness, steel fiber content, and concrete compressive strength positively affect the punching shear capacity. The fib Model Code 2010 for specimens without steel fibers and the model of Muttoni and Ruiz for SFRC specimens presented a good agreement with the results of this study.

SCORM based Reusability Strategy on Moving Picture Contents (SCORM 기반 동영상 콘텐츠의 재사용 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hya;Kim, Ho-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.203-211
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    • 2008
  • Due to the advent of presumer and digital production of moving picture, a lot of UCC has been generated by editing the previous moving pictures in various way. It causes a lot of problems on copyright, duplication, and content. In reorganizing the contents, it is necessary to increase productivity and reusability by managing production pipeline systematically through the standardization of moving picture content. For this purpose, we try to develop the moving picture content management system that can manage all kinds of information on the production pipeline, based on SCORM of e-learning by considering production, publication and re-editing. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative UCC by reorganizing and packaging the selected objects. The management of copyright by the unit of scene would solve the problem of copyright. The sequencing technique of SCORM as an interactive storytelling method makes it possible to produce individual contents by user's preference.