• Title/Summary/Keyword: Video website

Search Result 40, Processing Time 0.031 seconds

Virtual Reality to Help Relieve Travel Anxiety

  • Ahn, Jong-Chang;Cho, Sung-Phil;Jeong, Soon-Ki
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.7 no.6
    • /
    • pp.1433-1448
    • /
    • 2013
  • This study presents empirical evidence of the benefit of viewing narrative video clips on embedded virtual reality (VR) websites of hotels to relieve travel anxiety. As the effectiveness of using VR functions to relieve travel anxiety has been shown, we proposed that a VR website enhanced with narrative video clips could relieve travelers' anxiety about accommodations by showing the important aspects of a hotel. Thus, we created a website with a narrative video showing the escape route from a hotel room and another narrative video showing the surrounding neighborhood. We then conducted experiments by having human subjects explore the enhanced VR website and fill out a questionnaire. The results confirmed our hypothesis that there is a statistically significant relationship between relief from travel anxiety and the use of narrative videos on embedded VR websites of hotels.

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
    • /
    • v.19 no.4
    • /
    • pp.125-148
    • /
    • 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.

Sensibility Evaluation of Internet Shoppers with the Sportswear Rustling Sounds (스포츠의류 마찰음 정보 제공에 따른 인터넷 구매자의 감성평가)

  • Baek, Gyeong-Rang;Jo, Gil-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.05a
    • /
    • pp.177-180
    • /
    • 2009
  • This study investigates the perception of different fabrics by consumers when provided with a video clip with rustling sounds of the fabric. We utilized sportswear products that are currently on the market and evaluated the emotional response of internet shoppers by measuring the physiological and psychological responses. Three kinds of vapor-permeable water-repellent fabric were selected to generate video clips each containing the fabric rustling sound and images of exercise activities wearing the sportswear made of the respective fabric. The new experimental website contained the video clips and was compared with the original website which served as a control. 30 subjects, who had experience to buy clothing online, took part in the physiological and psychological response to the video clip. Electroen-cephalography (EEG) was used to measure the physiological response while the psychological response consisted of evaluating accurate perception of the fabric, satisfaction, and consumer interest. When we offered video clips with fabric's rustling sound on the website, subjects answered they could get more accurate and rapid information to decide to purchase the products than otherwise they do the shopping without such information. However, such rustling sounds somewhat annoy customers, as proved psychological and physiological response. Our study is a critical step in evaluating the consumer's emotional response to sportswear fabric which will promote selling frequency, reduce the return rate and aid development of new sportswear fabric further evolution of the industry.

  • PDF

Designing a Micro-Learning-Based Learning Environment and Its Impact on Website Designing Skills and Achievement Motivation Among Secondary School Students

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.12
    • /
    • pp.335-343
    • /
    • 2021
  • The study aimed to elucidate how to design a learning environment on the premise of micro-learning (ML) and investigate its impact on website designing skills and achievement motivation among secondary school students. Adopting the experimental approach, data were collected through an achievement test, a product evaluation form, and a test to gauge motivation for achievement. The sample was divided into two experimental groups. Results revealed statistically significant differences at 0.05≥α between the mean scores of the two groups that experienced ML, irrespective of the two modes of presenting the video in the pre-test and post-test, as for the test of websites design skills, product evaluation form, and achievement motivation test. Besides, there have been statistically significant differences at 0.05≥α between the mean scores of the first experimental group that had exposure to ML using the split-video presentation style and the scores of the second experimental group that underwent ML using continuous video presentation style in the post cognitive test of website design and management skills in favor of the group that had segmented-video-presentation ML. Another salient finding is the nonexistence of significant differences at 0.05≥α between the mean scores of the first experimental group that underwent segmented-video-presentation ML and the grades of the second experimental group that received ML with continuous video presentation style in the post-application of the product scorecard of websites designing skills and the motivation test. In light of these salient findings, the study recommended using ML in teaching computer courses at different educational stages in Saudi Arabia, training computer and information technology teachers to harness ML in their teaching and using ML in designing courses at all levels of education.

Analysis of Chinese Video Website Barrage Language Based On the Influence Of The ACGN Culture

  • Yan, JiHui;Pan, Yang;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.2
    • /
    • pp.195-207
    • /
    • 2021
  • In recent years, with the rapid growth of China's animation industry, the two-dimensional culture and consumption have been immersed in the daily lives of young people. The two-dimensional culture that mainly exists on young people is gradually entering the public's field of vision, making the two-dimensional culture not It is only restricted to the fixed fan circle, but is known to more people outside the circle. At the same time, the "barrage" (screen text) cultures in video websites has become popular with some film and television works, Internet terms, etc., and has attracted the attention on mainstream culture. On the one hand, its cultural products have appeared on traditional mainstream video websites and advertisements on provincial satellite TV. And in the program, on the other hand, a small part of the screen text and cultural terms are also used by some celebrities and other ordinary people who don't understand the meaning of the terms at all, and have caused widespread dissemination. Sometimes the video website itself is also mentioned, which obviously shows a difference. The tendency towards a kind of screen texts subculture to penetrate the mainstream culture.

Development of the Web-based Interview Site With Video Conference (화상을 활용한 온라인면접 웹사이트 구축에 관한 연구)

  • 염인순;이창호
    • Journal of the Korea Safety Management & Science
    • /
    • v.3 no.3
    • /
    • pp.143-149
    • /
    • 2001
  • With the development of computer technologies and the increase of internet users, Internet plays an important role in job-recruitment business. However, almost of the sites which provide job offering and job hunting service, merely have the function such as simple inquiry for information corresponding to job offering and job hunting. In this research, the online website whose task is supporting whole procedure of recruitment for real enterprises is constructed to apply the interview procedures of the real enterprises through internet. We utilize the video conference to increase the reality for interview. Also it has functions such as presentation of application form and resume and self introduction using the video conference. Through the online recruitment website we can expect time and cost saving for recruitment for both sides of enterprise to hunt the person and people to seek the job.

  • PDF

Development of a Product Oriented Group for Mathematics Teachers Professional Growth

  • Liu, Chun-Yi;Cheo, Shu-Tin
    • Research in Mathematical Education
    • /
    • v.15 no.4
    • /
    • pp.341-355
    • /
    • 2011
  • A research group consisting of some mathematics education scholars and school teachers has been formed to build a website which intended to combine both theories and practices of mathematical teaching since 2002. There were three working stages: video-tapping realistic math teaching, developing video discs of different themes, and designing e-Learning. The group members learned knowledge of teaching by actual participating. On the other hand, the products enabled the audience to get professional development in knowledge of both mathematics and teaching. Management process of this group and effects upon the participants and users will be presented and discussed in this paper. A research group consisting of some mathematics education scholars and school teachers has been formed to build a website which intended to combine both theories and practices of mathematical teaching since 2002. There were three working stages: video-tapping realistic math teaching, developing video discs of different themes, and designing e-Learning. The group members learned knowledge of teaching by actual participating. On the other hand, the products enabled the audience to get professional development in knowledge of both mathematics and teaching. Management process of this group and effects upon the participants and users will be presented and discussed in this paper.

An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
    • /
    • v.14 no.1
    • /
    • pp.105-128
    • /
    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

  • PDF

Anatomizing Popular YouTube Channels of English-speaking Countries

  • Han, Sukhee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.4
    • /
    • pp.42-47
    • /
    • 2020
  • YouTube, the online video streaming platform, has become popular and influential around the globe. Due to the development of science and technology, people without expertise in filming can now easily produce their videos with unique content. Many people are more eager to become a popular YouTube creator because they can earn money by placing commercials or Products in Placement (PPL) in their video clips. However, it is yet unknown what genres of YouTube videos are popular. YouTube creators have their channels where they upload videos of a certain type of genre. This study investigates video genres of the top 250 YouTube channels in English-speaking countries (United States, Canada, United Kingdom, and Australia) using Social Blade, which is a research website. The ranking is set based on the number of times people watched a video ("Video Views"). We handsomely analyze popular genres of the channels and also the YouTube ecosystem, and it will be meaningful for today's new media era.

Web-based V-Commerce Development Using Persona Model - For Vietnamese Consumer (페르소나 모델을 활용한 웹 기반의 V-Commerce 개발 -베트남 소비자들을 대상으로-)

  • Chung, Hae-Kyung;Lee, Seung-Min
    • Journal of Digital Contents Society
    • /
    • v.19 no.6
    • /
    • pp.1169-1176
    • /
    • 2018
  • This study aims to create a video-commerce website that uses video for Vietnamese consumers. First of all, we completed the persona by conducting understanding questionnaires, in - depth interviews, and analysis of prior research to understand the content interest and understanding of Vietnamese consumers, purpose of website use. Persona results: First, make it easy for Vietnamese and Korean people to interact with each other by creating a contact menu. Secondly, it would be provided various information about K-pop, Korean fashion, Korean makeup(cosmetics), Korean food, Korean travel, Korean, etc., which Vietnamese people are interested in. Third, it makes it easy to purchase the products that are shown in the video that they watch.