• Title/Summary/Keyword: Video Engagement

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The Influence of Advertising Attributes and Engagement on the Advertising Effectiveness of Fashion Video Ads (패션 동영상 광고속성과 인게이지먼트가 광고효과에 미치는 영향)

  • Sung, Heewon;Kim, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.1
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    • pp.17-32
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    • 2022
  • This study aimed to examine the effect of ad attributes on engagement, the mediating effect of engagement on the relationship between ad attributes and advertising effectiveness (attitudes toward ads, continuous intention to search, and e-WOM intention), and the differences in advertising effectiveness at different levels (low vs. high) of curiosity toward fashion video ads in the online context. For this purpose, a total of 408 responses were collected from consumers who were aged 20-40 years and had viewed fashion video ads via PC/mobile channels in the preceding six months. The results showed that three advertising attributes, namely informativeness, entertainment, and personalization, were significant predictors of engagement. Additionally, engagement had a significant mediating effect on the relationship between entertainment and ad effectiveness. Moreover, both informativeness and entertainment had a significant direct effect on the behavioral intention to search and engage in e-WOM. At the high-curiosity level, engagement had a significant influence on ad attitudes and e-WOM intention. In contrast, at the low-curiosity level, entertainment had a significant influence on e-WOM intention and continuous intention to search. These findings are meaningful in that they extend the advertising attitude model to fashion video ads in the online context.

A Study on Video Length in Pre-class Homework for Effective Application of Flipped Learning (효과적인 플립러닝 적용을 위한 사전 학습 영상 길이에 관한 연구)

  • Park, Jun Hyun
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.79-86
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    • 2023
  • In our research, we delved into the impact of video length assigned for pre-class assignments on students' level of engagement. What we discovered is that as the length of the video increases, student engagement tends to decrease and the time allocated for homework preparation does not significantly influence engagement, as many students tend to complete their assignments just before the due date. Interestingly, the well-known "6-minute rule" often advocated for online educational videos does not align with the dynamics of real university settings. Whether in traditional lecture-based classes or flipped learning environments, students exhibit a high degree of self-responsibility when it comes to video consumption. Our findings strongly suggest that, in the context of flipped learning, it is advisable to create videos that are shorter than 15 minutes in length.

Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

Engagement Analysis Technology for Tele-presence Services (텔레프레즌스 서비스를 위한 몰입도 분석 기술)

  • Yoon, H.J.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.10-19
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    • 2017
  • A Telepresence service is an advanced video conferencing service at aimed providing remote users with the feeling of being present together at a particular location for a face-to-face group meeting. The effectiveness in this type of meeting can be further increased by automatically recognizing the audiovisual behaviors of the video conferencing users, accurately inferring their level of engagement from the recognized reactions, and providing proper feedback on their engagement state. In this paper, we review the recent developments of such engagement analysis techniques being utilized in various applications, such as human-robot interaction, content evaluation, telematics, and online collaboration services. In addition, we introduce a real-time engagement analysis framework employed in our telepresence service platform for an increased participation in online group collaboration settings.

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.

Features of Student Engagement in Chinese Middle School Mathematics Classrooms

  • Ye, Lijun;Si, Haixia
    • Research in Mathematical Education
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    • v.14 no.4
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    • pp.333-345
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    • 2010
  • This study focuses on student engagement in Chinese middle school mathematics classrooms. By the recording and quantitative analysis on video case, this study explored the main acts and time of student engagement. The data showed that among the student engagements: (1) Students' responses to teacher's question occurred most frequently; (2) Collective responses were much more than the individual responses; (3) Students' responses and classroom practice spent the longest time; (4) The most frequent student engagements occurred in the aspects of classroom practice; and (5) Students rarely asked a question to teachers. The study also suggested that teacher's effective guidance could improve the level of student engagement and the content of classroom practice is very important to the quality of student engagement.

Analyzing students' engagement factors in flipped mathematics class (반전학습(flipped learning)을 적용한 수학 수업에서 학생들의 참여 요인 탐색)

  • Yoon, Jungeun;Cho, Hyungmi;Kwon, Oh Nam
    • The Mathematical Education
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    • v.55 no.3
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    • pp.299-316
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    • 2016
  • The abilities for 21st learners have recently changed and learners' engagement is emphasized. In flipped classroom, students learn the prerequisite concepts of the lecture online in advance and perform various types of activities based on interaction and engagement. As students in flipped classroom construct knowledge actively, students' engagement is very important. Therefore, I conducted a research of flipped mathematics class to help teachers to better understand students' engagement in flipped mathematics class. The flipped mathematics class was conducted for about 3 weeks with 29 middle school students and one teacher. Video and audio recordings, completed student worksheets and interview data were collected and analyzed using the qualitative method. The results of this study showed that students' engagement is influenced by diverse factors. Engagement factors were categorized by teacher factors, community factors, material factors, tasks and strategy factors, classroom culture factors. Each factor facilitates or suppresses behavioral, emotional, cognitive, agentic engagements, and sometimes several factors are related. The results of this study increase understanding of engagement through the example of a case study on flipped mathematics class.

The Effects of Social Media on Music-induced Tourism: A Case of Korean Pop Music and Inbound Tourism to Korea

  • Oh, Sehwan;Ahn, JoongHo;Baek, Hyunmi
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.119-141
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    • 2015
  • With the rapid spread of social media, video-sharing social media like YouTube has emerged as a consumption and distribution channel for entertainment goods such as music videos and movie trailers. In tourism research, there has been a lot of research of how the visual media such as movies and soap operas induced tourism. However, no studies have attempted to examine the role of social media as a music consumption channel and its impact on tourism. Expanding a body of media-induced tourism, we analysed the impact of video-sharing social media on music-induced tourism with a case of Korean pop music and inbound tourism to Korea. Developing a Web-crawler, we collected YouTube users' comments data on 166 Korean pop music video clips which were released from 2009 to 2012 with over 1 million view counts. Controlling many of the determinants of tourism and analysing country-by-country impact of YouTube comments with the panel data, we found that engagement of Korean pop music video clips on YouTube is a significant predictor for the flow of inbound tourists to Korea.

The Differential Impacts of Positive and Negative Emotions on Travel-Related YouTube Video Engagement (유튜브 여행 동영상의 긍정적 감정과 부정적 감정이 사용자 참여에 미치는 영향)

  • Heejin Kim;Hayeon Song;Jinyoung Yoo;Sungchul Choi
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.1-19
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    • 2023
  • Despite the growing importance of video-based social media content, such as vlogs, as a marketing tool in the travel industry, there is limited research on the characteristics that enhance engagement among potential travelers. This study explores the influence of emotional valence in YouTube travel content on viewer engagement, specifically likes and comments. We analyzed 4,619 travel-related YouTube videos from eight popular tourist cities. Using negative binomial regression analysis, we found that both positive and negative emotions significantly influence the number of likes received. Videos with higher positive emotions as well as negative emotions receive more likes. However, when it comes to the number of comments, only negative emotions showed a significant positive influence, while positive emotions had no significant impact. These findings offer valuable insights for marketers seeking to optimize engagement strategies on YouTube, considering the unique nature of travel products. Further research into the effects of specific emotions on engagement is warranted to improve marketing strategies. This study highlights the powerful impact of emotions on viewer engagement in the context of social media, particularly on YouTube.

The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.