• 제목/요약/키워드: content personalization

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Contents Personalization

  • 김광용
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 2001년도 추계 컨퍼런스: 인터넷 비즈니스 환경에서의 디지털 컨텐츠 기술 발전 및 활용을 위한 컨퍼런스
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    • pp.76-112
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    • 2001
  • Web personalization entails the creation and dissemination of person- or group-specific content -- including, but not limited to, advertising, marketing campaigns, cross- and up-sell recommendations, or service and support information. (omitted)

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유튜브의 개인화 알고리즘이 유도하는 적극이용 경로에 대한 실증분석 (An Empirical Analysis of the Active Use Paths induced by YouTube's Personalization Algorithm)

  • 배승주
    • 한국산업정보학회논문지
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    • 제28권2호
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    • pp.31-45
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    • 2023
  • 본 연구는 유튜브 이용자의 사용 시간이 양적으로 증대하면서 나타나는 질적 단계와 경로에 주목하였다. 그리고 심리학과 신경과학의 이론을 적용하여 추천시스템의 개인화 알고리즘과 적극이용의 구간을 세분화하였고, 이론연구와 실증연구를 병행하였다. 이론연구에서 심리학과 신경과학의 관점으로 포그의 행동모델(FBM), 가변적 보상, 도파민 중독을 적용하였다. 포그의 행동모델(FBM)은 연관 콘텐츠 제시 기능인 개인화 추천 알고리즘이 트리거(계기)로서 쉬운 클릭을 유발하고, 가변적 보상은 검색하는 콘텐츠에 대한 예측불가능성으로 동기부여의 효과성을 높이며, 도파민 중독은 도파민 신경을 자극하면 지속적 적극적으로 콘텐츠를 소비하게 하는 것으로 요약된다. 본 연구는 개인화 추천 알고리즘과 적극이용 구간에서 콘텐츠의 이용 목적을 심리적 측면에서 처음이용, 재이용, 지속이용, 적극이용의 4단계로 구분하고, 경로를 분석하였다는 점에서 학문적 실무적 기여를 할 것으로 기대한다.

자기 환경화를 통한 환경교육 전략의 효과 (The Effect of the Environmental Education Strategy through Personalization of Environment)

  • 이선경;장남기
    • 한국환경교육학회지:환경교육
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    • 제5권1호
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    • pp.71-88
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    • 1993
  • This study was conducted to develop and effective strategy for environmental education. At first, the environmental education strategy through personalization of environment was proposed. Then students in a middle school participated the program according to the strategy and its. effect was investigated. The strategy was designed in basis of the role of the limbic system in brain and involved field-oriented experience such as viewing the non-personal environment as the personal environment. Gokneung stream was selected as the site to conduct this environmental education. Students investigated water quality by senses and biological method. The same content was taught for the classroom group and simple outdoor group selected for the comparison by traditional instructional method. The pre- and post-test by the instrument to test environmental attitude, qualitative questionnaire, cognitive test, the pre- and post-interview were conducted to investigate the effect the program. The achievement of the classroom group(personalization group). But the change of the attitude toward environment of personalization group between pre- and post-test was significantly higher than the classroom group. In qualitative questionnaire and pre- and post-interviews, attitude toward environment differed between two group. The behavioral change to discover and to solve environmental problems was demonstrated in case the personalization group, but was unclear in the classroom group. These results indicated the environmental education strategy through personalization of environment was an effective strategy to change the awareness, attitude and behavior toward the environment compared with a traditional teaching strategy.

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OTT 서비스 이용자의 구전의도에 영향을 미치는 요인에 관한 연구: 감정요인을 중심으로 (A Study on the Precedent Factors of WOM Intention in the Context of OTT Service: Focusing on Emotional Factors)

  • 김유정
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권2호
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    • pp.63-85
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    • 2023
  • Purpose According to a recent survey, more than 90% of customers make purchase or use decisions for their products and services, primarily based on word-of-mouth(WOM) information (reviews, recommendations, ratings, etc.). However, few studies have explored what factors influence user's WOM intention in the context of OTT service. To address this gap, this study investigates the antecedent factors of WOM intention by adopting stimulus-organism-response (SOR) theory and pleasure arousal dominance (PAD) theory as a theoretical basis. Design/methodology/approach The research model consists of stimulus factors (diversity of original content, aesthetics, interactivity, personalization quality), emotional factors (pleasure, excitement, dominance), and behavioral factor (WOM intention). The research hypothesis was tested using the survey data collected from OTT service users of 305. Findings The result reveals that diversity of original content significantly affects on pleasure and arousal whereas it is not associated with dominance. Findings indicate that aesthetics positively influences pleasure, and interactivity is not associated with arousal. It is also proven that personalization quality has a positive effect on dominance. In addition, pleasure, arousal, and domination are proven to be positively and significantly related to WOM intention.

Developing a recommendation system for e-newspaper articles through personalizing digital contents

  • 하성호;이재신
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2004년도 추계학술대회 및 정기총회
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    • pp.430-460
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    • 2004
  • This study presented a personalization system that adopted a methodology which is applicable for digital content recommendation and executed by the Internet service providers. The system made a recommendation to the users on the basis of their preferences, while most techniques for recommending digital content have focused on considering the similarity of content. In addition, it developed a method of evaluation to determine the priority of recommendations and adopted measures when selecting a set of recommendations. To experiment the feasibility and effectiveness of the presented methodology, a prototype system was developed and was applied to an English newspaper on the Internet.

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Customizing Ground Color to Deliver Better Viewing Experience of Soccer Video

  • Ahn, Il-Koo;Kim, Young-Woo;Kim, Chang-Ick
    • ETRI Journal
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    • 제30권1호
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    • pp.101-112
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    • 2008
  • In this paper, we present a method to customize the ground color in outdoor sports video to provide TV viewers with a better viewing experience or subjective satisfaction. This issue, related to content personalization, is becoming critical with the advent of mobile TV and interactive TV. In outdoor sports video, such as soccer video, it is sometimes observed that the ground color is not satisfactory to viewers. In this work, the proposed algorithm is focused on customizing the ground color to deliver a better viewing experience for viewers. The algorithm comprises three modules: ground detection, shot classification, and ground color customization. We customize the ground color by considering the difference between ground colors from both input video and the target ground patch. Experimental results show that the proposed scheme offers useful tools to provide a more comfortable viewing experience and that it is amenable to real-time performance, even in a software-based implementation.

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연구·학습 지원을 위한 대학도서관의 콘텐츠 큐레이션 전략 (Content Curation Strategies of University Libraries for Research and Learning Support)

  • 오선혜
    • 한국도서관정보학회지
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    • 제53권3호
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    • pp.287-314
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    • 2022
  • 본 연구에서는 이용자의 학습과 연구를 지원하기 위한 대학도서관의 콘텐츠 큐레이션 전략을 제시하는 것을 목적으로 하였다. 연구의 목적을 달성하기 위한 방법으로 먼저 문헌연구를 통해 콘텐츠 큐레이션의 개념에 대해 살펴보았다. 이후 대학도서관과 국가도서관, 콘텐츠 기업 등의 콘텐츠 큐레이션 서비스 현황과 사례를 분석하여 시사점을 발견하였다. 연구의 결과, 대학도서관의 성공적인 콘텐츠 큐레이션을 위한 전략으로 양질의 콘텐츠 제공, 선제적 정보서비스 역할 수행, 콘텐츠의 최신성 확보, 이용자 참여를 통한 상호작용성 확보, 개인화 알고리즘 개발의 다섯 가지로 제안하였다.

모바일 환경에서 맞춤형 콘텐츠 전달을 위한 비디오 적응성 모델 (Video Adaptation Model for User-Centric Contents Delivery in Mobile Computing)

  • 김스베틀라나;윤용익
    • 정보처리학회논문지A
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    • 제16A권5호
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    • pp.389-394
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    • 2009
  • 이동하면서도 디지털 방송을 볼 수 있는 모바일 TV가 세계에 보급되기 시작하였다. TV 또는 HDTV와 같은 대화형 데이터 서비스를 제공 하기 위해서 데이터 표현, 전송 및 처리가 아주 중요하다. 특히 제한된 대역폭과 낮은 성능의 단말과 같은 모바일 방송통신 환경에서 오디오, 비디오, 이미지 등의 다양한 멀티미디어 서비스를 제공 받기 위해서는 효율적으로 전송 및 적응형 데이터 서비스 기술이 필수적으로 요구된다. 본 논문에서모바일 환경에서 사용자 중심으로 비디오서비스 대한 미들웨어 기술을 효율적으로 개발하기 위하여 사용자 환경상황인식(Usage Environment), 개인화(Personalization)를 위한 데이터 수정 및 처리 기술, 사용자 중심으로 맞춤형 적응 서비스 미들웨어 UP-SAM(User Personalization Context-Aware Service Adaptation Middleware) 모델을 제안한다.

Infotainment Contents 생성 시스템 개발 (Development of Infotainment Contents Generation System)

  • 김건희;최진우;김태수;하성도;박면웅
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.1034-1037
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    • 2004
  • The goal of this paper is to develop a system which provides infotainment services for the healthy life of the elderly. First, we define the infotainment services for the elderly, and then determine the infotainment contents and categories related to the infotainment service. In order to provide the infotainment service, we define several modules as follow: user representation, contents generation, contents personalization, provision and learning manager. Finally we develop a pilot system which is based on the proposed framework.

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Psychological Effect of Personalized Services on Customer's Website Loyalty in Fashion -Focusing on Cognitive Efficiency, Website Socialness, and Perceived Enjoyment-

  • Lee, Eun-Jung
    • 한국의류학회지
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    • 제39권3호
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    • pp.394-407
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    • 2015
  • Prior research highlighted personalized services as a crucial antecedent to website loyalty, yet little has been discussed on the underlying mechanism. The current study explores the intervening effects of the three psychological constructs in the personalization-loyalty relationship: cognitive efficiency, perceived enjoyment, and socialness. An experiment was conducted with a total of 414 U.S. shoppers on a fictitious e-tail site for jeans that employed different levels of personalized content. The results found that the participants exposed to the high-level personalization condition reported a higher cognitive efficiency and higher socialness perception regarding the fashion e-tail site; however, no direct effect of intensity of e-personalization was found on perceived enjoyment. Cognitive efficiency and enjoyment perceptions on the site significantly increased customers' loyalty intentions regarding the site, while website socialness perception had no direct effect on loyalty intentions. Website socialness showed indirect effects on website loyalty intentions only through cognitive efficiency and perceived enjoyment; however, no direct effect from website socialness was found. Implications and limitations of the study were discussed.