• Title/Summary/Keyword: Users Content Creators

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A Study on the Relationship between Perception of Information Attributes of Youtube Tourism Contents, Information Satisfaction, and Behavior Intention: Focusing on the Moderating effect of vividness (여행 유튜브의 정보특성 지각, 정보만족도, 행동의도 간의 관계 연구 -생생함의 조절효과를 중심으로-)

  • Eun Chang-Ik
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.47-63
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    • 2024
  • The purpose of this study was to be arranged as part of the phased study to examine a mutual ecosystem between creators and viewers by being interested in individual media environments which have led big changes as a tool of the new concept for obtaining information as well as aspects of information acquisition and availability and exploring activity areas of a minority of media creators. Especially, the purpose is to take note of desires and demands of users of YouTube travel content services which have rapidly grown due to a pike in recent users' interest, examine a study on a relationship among perception of information attributes of Youtube travel content, information satisfaction, and behavior intention and the vividness' moderating effects to form in their relationships, and prove the process to form these relationships through specific data. In conclusion, implications which can be inferred based on the results of the study and suggestions for further studies of the future were presented.

A Service Framework to Digital Fulltext Image for Copyright Protection (저작권 보호를 위한 디지털 원문 서비스 프레임워크)

  • Kim Sang-Kuk;Shin Sung-Ho;Yoon Hee-Jun;Kim Tae-Jung
    • Journal of Korea Technology Innovation Society
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    • v.8 no.spc1
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    • pp.323-336
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    • 2005
  • Digital content industry is growing rapidly because of the property of high-speed networking and greater demand for digital fulltext-image. However, we know the fact that it is many difficulty in production and supply for good quality of content. Hereupon, we suggest digital fulltext-image service framework to protect copyright. More concretely, we propose integrated model and reference model to securely serve digital fulltext-image by recompositing core objects and reconstructing the value-chain structure of digital content industry to framework including the process(from its production (creators or copyrighters) to consumption (users or consumers)). Also, we construct the digital fulltext- image service system based on reference model and reconstruct its interface that occurs between core subjects.

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The Influence of Professional YouTuber's Reputation on Viewer Loyalty and Subscription Intention : Focused on Moderating Effect of YouTuber Authenticity (전문 유튜버의 평판이 충성도 및 구독의도에 미치는 영향 -유튜버 진정성의 조절효과를 중심으로-)

  • Eun Chang-Ik
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.221-237
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    • 2023
  • This study was conducted as part of a phased study aimed at closely examining the mutual ecosystem between creators and viewers through paying attention to the personal media environment that is in the center of rapid changes in the media industry and particularly exploring the areas of activity of the single-person or minority media creators who lead the mobile media environment that could be accessed, viewed and produced anywhere. In particular, this study aimed to not only pay attention to the situation in which the potential to expand professional YouTuber areas encounters the changing desire and demand of content service users who continue to become more evolved as time passes, but also examine the influence of the reputation of professional YouTubers on users' loyalty and subscription intention, examine the moderating effect of sincerity on the relationship between YouTubers and users, and demonstrate such relationship formation process based on concrete data. In the conclusion section, implications that can be drawn from the study results and suggestions for further studies in the future were proposed.

Web3.0 Video Streaming Platform from the Perspective of Technology, Tokenization & Decentralized Autonomous Organization

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.149-160
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    • 2024
  • For examining Web3.0 video streaming (VS) platforms in terms of the decentralized technology, tokenization and decentralized autonomous organization (DAO), we look at four platforms like DLive, DTube, Livepeer, and Theta Network (Theta). As a result, DLive which firstly partnered with Medianova for CDN and with Theta for peer to peer (P2P) network and migrates to Tron blockchain (BC), receives no commission from what creators earn, gives rewards to viewers by measuring engagement, and incentivizes participation by allowing 20% of donation & fees for funding development, 5% to BitTorrent Token (BTT) stakeholders (among these 5%, 20% to partners, 80% to other BTT stakeholders). DTube on its own lower-layer BC, Avalon, offers InterPlanetary File System (IPFS), gives 90% of the created value to creators or curators, and try to empower the community. Livepeer on Ethereum BC offers decentralized CDN, P2P, gives Livepeer Token (LPT) as incentive for network participants, and delegators can stake their LPT to orchestrators doing good. Theta on its native BC pulls streams from peering caching nodes, creates P2P network, gives Theta utility token, TFUEL for caching or relay nodes contributors, and allows Theta governance token, THETA as staking token. We contribute to the categorization of Web3.0 VS platforms: DLive and DTube reduce the risk of platform censorship, promote the diverse content, and allow the community to lead to more user-friendly environments. On the other hand, Livepeer and Theta provide new methods to stream content, but they have some differences. Whereas Livepeer focuses on the transcoding layer, Theta concentrates both on the video application layer and content delivery layer. It means, Theta tries to deliver value to all participants by enhancing network quality, reducing CDN cost, and rewarding users in utility tokens for the storage and bandwidth they provide.

Contents Recommendation Method Based on Social Network (소셜네트워크 기반의 콘텐츠 추천 방법)

  • Pei, Yun-Feng;Sohn, Jong-Soo;Chung, In-Jeong
    • The KIPS Transactions:PartB
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    • v.18B no.5
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    • pp.279-290
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    • 2011
  • As the volume of internet and web contents have shown an explosive growth in recent years, lately contents recommendation system (CRS) has emerged as an important issue. Consequently, researches on contents recommendation method (CRM) for CRS have been conducted consistently. However, traditional CRMs have the limitations in that they are incapable of utilizing in web 2.0 environments where positions of content creators are important. In this paper, we suggest a novel way to recommend web contents of high quality using both degree of centrality and TF-IDF. For this purpose, we analyze TF-IDF and degree of centrality after collecting RSS and FOAF. Then we recommend contents using these two analyzed values. For the verification of the suggested method, we have developed the CRS and showed the results of contents recommendation. With the suggested idea we can analyze relations between users and contents on the entered query, and can consequently provide the appropriate contents to the user. Moreover, the implemented system we suggested in this paper can provide more reliable contents than traditional CRS because the importance of the role of content creators is reflected in the new system.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Watermarking Technique for the Digital Contents Protection (디지털콘덴츠 보호를 위한 워터마킹 기술)

  • Song Hag-hyun;Kim Yoon-ho
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.66-72
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    • 2004
  • Beyond the digital world from the analog age, the contents are very easily copied under the illegal conditions and these are rapidly distributed by the information super highway. The increase of ilegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Watermarking technology support to the legal users by the protection technique based chi the digital content copyright protection method(DRM). Most of previous digital watermarking have embeded to the content. In this paper, we have researched the standardization of digital rights management and developed more efficient watermark embedding method.

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Watermarking Technique for the Digital Contents Protection (영상 콘텐츠 지적재산권 보호 워터마킹 기술)

  • 송학현;김윤호;류광렬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.144-148
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    • 2004
  • Beyond the digital world from the analog age, the contents are very easily copied under the illegal conditions and these are rapidly distributed by the information super highway. The increase of illegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Watermarking technology support to the legal users by the protection technique based on the digital content copyright protection method(DRM). Most of previous digital watermarking have embeded to the content. In this paper, we researched the standardization of digital rights management and developed more efficient watermark embedding method.

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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.

An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
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    • v.26 no.7
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    • pp.145-166
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    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.