• Title/Summary/Keyword: 이용자 기여 콘텐츠

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Effects of Online Engagement on Uses of Digital Paid Contents (온라인 관여가 디지털 유료 콘텐츠 이용에 미치는 영향)

  • Yang, JungAe;Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.468-481
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    • 2018
  • This study aims to empirically investigate how users' online engagement behaviors predict their uses of paid contents. To this end, the data from the 2016 Korean Media Panel Survey, which has been conducted annually by the Korea Information Society Development Institute(KISDI), were analyzed. Major findings(N=8.313) were as follows. First, the active type of online engagement(e.g., posting, commenting), which contributes to direct creation of online contents, was the most powerful predictor to explain the DV. On the other hand, relatively passive actions of user engagement(e.g., sharing, endorsing, voting) turned out to have no significant effects on the uses of paid contents, just as personality traits and online privacy concerns did. Based on these results, it is recommended that online contents or platform service providers should try to establish clearly-targeted marketing strategies, after thoroughly collecting and analyzing the data of users' various online behaviors.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

A Study on Construction of Web-caching Network for Rapid Transmission of Large Volume Contents (대용량 콘텐츠의 신속한 전송을 위한 효과적인 웹-캐싱 네트웍 구축전략에 관한 연구)

  • 이주헌;조병룡
    • Proceedings of the Korea Database Society Conference
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    • 2001.11a
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    • pp.536-554
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    • 2001
  • 인터넷 이용자의 증가와 멀티미디어 등 대용량 콘텐츠에 대한 수요의 증가로 인해 데이터 트래픽은 기하 급수적으로 늘어나는 데 비해 네트웍 성능향상에 대한 투자는 이에 미치지 못함으로서 결과적으로 인터넷은 트래픽의 병목현상, 즉 정체현상이 발생하게 되었으며 점차 그 정도가 심해지고 있다. 이 문제를 해결하기 위해 제안하는 방안이 바로 전략적 CDN(Content Delivery Network) 이다. 현실적으로, 본 연구는 물리적인 망 증설만으로는 트래픽 체증 문제를 해결하기는 어려우므로 주요 ISP 네트웍에 전략적 캐시서버를 설치하여 CP의 콘텐츠를 각 ISP 네트웍마다 분산하여 저장하고 이용자의 요청 시 이용자의 인터넷 회선이 물려 있는 ISP 네트웍에서 바로 콘텐츠를 전송하여 데이터 손실과 속도 저하 등의 문제를 해결하는 CDN의 구성과 그 효과를 실증적으로 밝혔다.

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Copyright Issues to User-Contributed Content in Participatory Digital Archives (참여형 디지털 아카이브에서의 이용자기여콘텐츠에 관한 저작권 고찰)

  • Kim, Su-jin;Sinn, Donghee
    • The Korean Journal of Archival Studies
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    • no.49
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    • pp.5-49
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    • 2016
  • This study investigates how participatory digital archives should handle user-contributed content in order to legitimately collect from and make available to users according to current copyright laws and related regulations. In doing so, this study surveys the current national and international copyright laws that would apply for digital contents in archives. It also reviews the existing literature that analyzes the understanding and interpretation of regulations and specific infringement cases. Then, it examines the cases of participatory digital archives as to how they deal with the copyright issues to user-contributed content and provide guidance to users in this respect. Based on such analysis, the study suggests a few methods of how digital archives acquire necessary rights for the user-contributed content being housed in archives and how they provide useful guidance to users about their rights and responsibilities. These methods include terms and conditions for contribution/service and essential elements in terms, contributor agreements and their details, and other user guidelines.

An Analysis of Factors InFluencing Copyright Protection Decision-Making among Korean eSports Game Users (e-스포츠 콘텐츠 이용자들의 저작권보호 의사결정에 대한 영향요인 분석)

  • Choi, Eui-Yul;Jeon, Yong-Bae
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.723-732
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    • 2014
  • The purpose of this study was to examine the factors influencing copyright protection decision-making among Korean eSports game users. Data collection was conducted over a month at an eSports arena located in Seoul. Of the surveys collected, 354 valid data (88.5% of response rate) were analyzed in SPSS Ver. 20.0 through descriptive statistics, correlation and multiple regression analysis. The results showed that copyright protection decision-making regarding eSports contents was significantly influenced by legal/moral norm, perceive group norm, and past habit/behavior. Among the factors, legal/moral norm was found to be the most influential on copyright protection decision-making.

A Study on the Extended Fair Use of Copyrighted Digital Contents (디지털 콘텐츠 저작물의 공정이용 확대에 대한 연구)

  • Kim, Seong-Mook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.217-222
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    • 2020
  • The concept and discussion of copyright should reflect changes in using environments of digital properties and developments of technology. Further discussions are required about protection, transfer and usage of copyright for user created contents or digital activities. Digital archives should clarify the ranges of permitted usage or guides to quotation. One should not be biased toward regulating digital copying, but consider the value of diverse transformation of digital properties. This will trigger tension between private and public usage, or sharing of digital fabrications, which leads to the necessity of discussions on policy level. The interpretation of copyright is limited to protecting the copyright owner's right, but it should be suggested to widen the range to permitting fair use. The extended fair use of digital contents and by clarifying specific rules will activate creation and distribution of digital contents and contribute to more productive usage of innovation.

A Study on dynamic RSS channel generator development to support Selective Dissemination of information Service (SDI 서비스를 위한 동적 RSS 채널 생성기 개발)

  • Hyun, mi-hwan;Lee, sang-gi;Yoo, su-hyeon;Yae, yong-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.720-725
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    • 2009
  • SDI(Selective Dissemination of Information) is on demand service to inform to the user applies a service after inputting a search strategy, when new information is obtained. This Paper propose the ways to develope the dynamic RSS channel generator for supporting SDI service. The RSS which is a kind of syndication technology enables a part or the whole of the content which it provides from web site to be able to be used in different service. It is protocol to summarize and share various contents on web site. Also, the users register the channel RSS to the RSS aggregator system and recommend it. It can drive to share of knowledge between researchers.

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The Effects of YouTube Summary Contents Features and Contents Provider Credibility on Users' Flow and Satisfaction (유튜브 서머리 콘텐츠 특성과 콘텐츠 제공자 신뢰성이 이용자 몰입과 만족에 미치는 영향)

  • Jeong, Yu-Jin;Lee, Nam-Jung;Lee, Jung-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.35-44
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    • 2021
  • Previous studies have studied short videos, short form content, snack culture and so on, but few studies have been conducted on the form of summary content that compressing and summarizing the original content. This study aims to contribute to the revitalization of the summary content market by exploring ways to enhance user satisfaction through analysis of the YouTube summary content features and the credibility of content providers that bring about flow and satisfaction of YouTube summary content users. The survey was conducted on 202 people who have watched YouTube summary contents for finding out the effects of YouTube summary contents features and content provider credibility on the details of flow. As a result, only entertainment had a significant impact on all flow details. This study is of academic significance in that it defines the features of YouTube summary contents, and has practical significance in that it suggests what direction the summary content should have in order to arouse user satisfaction in future.

The effect of Empathy in Eye vision to users in Facebook using an Eye Tracker (Eye Tracker를 활용한 페이스북상에서 공감 정도가 사용자 시선에 미치는 영향)

  • Kim, Soowan;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.387-393
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    • 2014
  • This study investigates the worlds most favorite SNS, the Facebook, with the theory of Empathy, that there will be an effect to users due to their characteristics. We approach the data scientifically with using an Eye tracker, by analyzing the vision and attention of users of Facebook with stimuli of whether it's an image or text filled contents in newsfeed of Facebook. With the result of an eye tracker, we cross analyzed with General Empathy Scale to compare that users limit of feeling of empathy gave effect on contents of Facebook. Discussion and implications are discussed in terms of empathy.

An Study on the User Satisfaction of Open Access Activities in Korea (국내 오픈액세스서비스의 이용자 만족도에 관한 연구)

  • Choi, Hee-Yoon;Hwang, Hye-Kyong;Baek, Jong-Myung
    • Journal of the Korean Society for information Management
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    • v.29 no.1
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    • pp.279-302
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    • 2012
  • The purpose of this study is to analyze service quality factors that affect user satisfaction of Open Access Korea(OAK) services and to draw strategic assignments for activating open access activities in Korea through a user satisfaction survey. User satisfaction indexes were developed to measure all aspects of the OAK services. The quality index, satisfaction index, and performance index were identified in this survey. According to the survey findings, the levels of social quality and social satisfaction are relatively high, this shows the positive evaluation and expectation of researchers for OAK services. However, relatively low level is identified in the area of service process quality, and many opinions about OA contents shortage in Korea represent the importance of the national level contents development strategy. Sustainable policy support, publishing of open access journals, management of institutional repository, OA governance system, expansion of researchers' participation, construction of global collaboration system are suggested as major implications to promote open access activities in Korea.