• Title/Summary/Keyword: continuous media

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Continuous Use Intention of Paid Reading Media: Influencing Factors, Mechanisms, and Improvement Paths--Empirical Research Based on Expectation Confirmation (ECT) Model

  • Congying Sun;Ziyang Liu
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.85-96
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    • 2024
  • As users of paid media readers' satisfaction with usage directly affects the promotion and development of paid media in China. Based on relevant research literature on user sustained use behavior, using the Expectation Confirmation Model as the framework, China paid media Caixin is used as a content product to construct a sustained use model for paid media. At the same time, the operational definition and theoretical assumptions of the variables in the model were provided, laying the foundation for subsequent empirical research on the effectiveness of the model.The research results show that paid media's social influence and performance expectations have a positive impact on Caixin App readers' adoption behavior,perceived usefulness and expection confirmation has a positive impact on Caixin App readers' satisfaction . Adoption behavior and satisfaction has a positive effect on continue using intention, what's more,the perceived usefulness also has a positive effect on continue using intention.

Transmission of Continuous Media by Send-rate Control and Packet Drop over a Packer Network (패킷망에서 전송율 제어와 패킷 폐기에 의한 연속 미디어 전송방안)

  • 배시규
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.12a
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    • pp.121-129
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    • 1999
  • When continuous media are transmitted over the communication networks, asynchrony which can not maintain temporal relationships among packets may occur due to a random transit delay. There exist two types of synchronization schemes ; for guaranteed or non-guaranteed resource networks. The former which applies a resource reservation technique maintains delay characteristics, however, the latter supply a best-effort service. In this paper, I propose a intra-media synchronization scheme to transmit continuous media on general networks not guaranteeing a bounded delay tome. The scheme controls transmission times of the packets by estimating next delay time with the delay distribution. So, the arriving packets may be maintained within a limited delay boundary, and playout will be performed after buffering to smoothen small delay variations. The continually increasing delay due to network overload causes buffer underflow at the receiver. To solve it, the transmitter is required to speed up instantaneously. Too much increase of transmission-rate may cause network congestion. At that time, the transmitter drops the current packet when informed excessive delay from the receiver.

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Design and Evaluation of a Distributed Multimedia synchronization Algorithm based on the Fuzzy Logic

  • Oh, Sun-Jin;Bae, Ihn-Han
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.246-251
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    • 1998
  • The basic requirement of a distributed multimedia system are intramedia synchronization which asks the strict delay and jitter for the check period of media buffer and the scaling duration with periodic continuous media such as audio and video media, and intermedia synchronization that needs the constraint for relative time relations among them when several media are presented in parallel. In this paper, a distributed multimedia synchronization algorithm based on the fuzzy logic is presented and the performance is evaluated through simulation. Intramedia synchronisation algorithm uses the media scaling techniques and intermedia synchronization algorithm uses variable service rates on the basis of fuzzy logic to solve the multimedia synchronization problem.

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A Study on Factors Affecting Intention to Continuous Use of O2O Service : Focused on Cinema Ticketing Systems (O2O서비스의 지속이용의도에 영향을 미치는 요인에 관한 연구 : 영화관 티켓 발권서비스를 중심으로)

  • Park, Soeun;Lee, Seonghye;Ji, Deabum;Choi, Jeongil
    • Journal of Information Technology Services
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    • v.16 no.4
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    • pp.197-212
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    • 2017
  • This study aims to investigate factors affecting the intention of continuous use of O2O service by referring new media adoption theory and value-based acceptance model for movie ticketing services. For this study, a questionnaire survey was conducted for users of tickets ticketing service of the cinema online (including mobile) within the last 6 months. A total of 500 copies was collected and 404 copies were analyzed excluding 96 copies because of errors. As a result of the analysis, the ease of use and service ubiquity has a positive effect on perceived functional value and perceived emotional value, and usability has a positive effect on perceived functional value. Compatibility and trialability has a positive effect on both perceived functional value and emotional value. Previous experience has a positive effect on both perceived functional value and perceived emotional value, and inertia has negative effect on perceived functional value. Finally, the perceived emotional value has a positive effect on the intention to continuous use, but perceived functional value appeared to have no significant effect. This study shows a theoretical implication for new technology-based services such O2O. It was suggested to establish a practical marketing strategy and help to activate the O2O service field.

An Improved MAP-Elites Algorithm via Rotational Invariant Operator in Differential Evolution for Continuous Optimization (연속 최적화를 위한 개선된 MAP-Elites 알고리즘)

  • Tae Jong Choi
    • Smart Media Journal
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    • v.13 no.2
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    • pp.129-135
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    • 2024
  • In this paper, we propose a new approach that enhances the continuous optimization performance of the MAP-Elites algorithm. The existing self-referencing MAP-Elites algorithm employed the "DE/rand/1/bin" operator from the differential evolution algorithm, which, due to its lack of rotational invariance, led to a degradation in optimization performance when there were high correlations among variables. The proposed algorithm replaces the "DE/rand/1/bin" operator with the "DE/current-to-rand/1" operator. This operator, possessing rotational invariance, ensures robust performance even in cases where there are high correlations among variables. Experimental results confirm that the proposed algorithm performs better than the comparison algorithms.

Design and Evaluation of a Dynamic Continuous Media Streaming Supporting Method on the basis of Logical Grid Hierarchy for MANETs

  • Bae, Ihn-Han
    • Journal of the Korean Data and Information Science Society
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    • v.19 no.2
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    • pp.645-655
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    • 2008
  • As wireless connectivity is integrated into many handheld devices, streaming multimedia content among mobile ad-hoc peers is becoming a popular application. In this paper, we propose a dynamic service replication algorithm for providing guaranteed continuous streaming services to all nodes in mobile ad-hoc networks (MANETs). First, a MANET is comprised of logical grid hierarchy, and a streaming service is replicated to a lower server region of the logical grid hierarchy by considering the link availability between a mobile node and the streaming server within a server region or the popularity of the streaming service. We evaluate analytically the performance of the proposed algorithm, and compared with that of existing Qin's algorithm. Evaluation results show that our algorithm can achieve better streaming performance than Qin's algorithm. Therefore, the proposed algorithm not only improves the sharing availability of replicated streaming services but also controls efficiently the number of streaming service replications.

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Specificity and Commitment: UX approach to Netflix

  • Hwang, Joon Suk;Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.127-136
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    • 2017
  • The strategy that using data collection from Netflix uses for its services is different from traditional human interaction and the communication, and it is represented by the systematic algorithm that rooted from intelligent information system based on the human interaction and communication. These characteristics allowed the study to reflect the influence of 'Asset specificity' which affects the continuous consumption of the media services of Netflix users through economic psychological analysis based on transactional cost economics. The result from the survey on actual Netflix users, three types of specificity (Space specificity, time specificity, relational specificity) reduced perceived searching cost whereas perceived instrumentality has increased, eventually reinforces the commitment to the service. This implies that the service characteristics of Netflix, trying to communicate with the individuals based on intelligent information system are distinct from the existing platform services and it gives the significance of work very effective for user's continuous consumption of the media services.

A Dual Mode Buffer Cache Management Policy for a Continuous Media Server (연속 미디어 서버를 위한 이중 모드 버퍼 캐쉬 관리 기법)

  • Seo, Won-Il;Park, Yong-Woon;Chung, Ki-Dong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3642-3651
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    • 1999
  • In this paper, we propose a new caching scheme for continuous media data where the buffer allocation unit is divided into two modes : interval and object. All of objects' access patterns are monitored and based on the results of monitoring, a request for an object is decided to cache its data with either interval mode or object mode. The results of our simulation show that our proposed caching scheme is better than the existing caching algorithms such as interval caching where the access patterns of the objects are changed with time.

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The Effect of Cosmetics Purchasing Experience through Live Commerce on Purchasing Satisfaction and Continuous Purchase Intention (라이브 커머스를 통한 화장품 구매경험이 구매만족도와 지속적 구매의도에 미치는 영향)

  • Yuan, Meng;Kim, In-Ok;Jeon, Jong-Chan
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.3
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    • pp.638-650
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    • 2021
  • This study collected data from 301 men and women in their teens and 50s living in Seoul and Gyeonggi Province to analyze the impact of gender, age, and experience in purchasing cosmetics through live commerce on purchasing satisfaction and continuous purchase intention. As a result, the purchasing experience through live commerce was classified as 'practical value', 'entertainment value' and 'trusted value', and purchase satisfaction and continuing purchase intention were presented in a single dimension. Depending on gender and age, the experience of purchasing cosmetics through live commerce has had a positive impact on purchasing satisfaction and continuous purchase intention. Depending on gender and age, purchase satisfaction affects continuous purchase intention. The results of this study are expected to be the basis for establishing marketing strategies that utilize live commerce by gender and age in the cosmetics industry.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.