• Title/Summary/Keyword: 콘텐츠요인

Search Result 3,662, Processing Time 0.032 seconds

A Study on the Diffusion of Chinese Creator's Contents among Korean YouTube Users: Using Social Network Analysis of Creator Fengtimo's YouTube Video Network (중국 크리에이터 영상콘텐츠의 국내 소비에 대한 네트워크 구조와 확산 영향요인 연구 - '펑티모' 동영상의 유튜브 비디오 네트워크 분석을 중심으로 -)

  • Son, Jaeyoung
    • Korean Association of Arts Management
    • /
    • no.57
    • /
    • pp.59-84
    • /
    • 2021
  • This study examined the structure of YouTube video network and the factors for the diffusion of Chinese creator's videos through the case of famous Chinese creator Fengtimo. There is few interest to the diffusion of Chinese contents among Korean researchers, while they have been studied the consumption of Hallyu(Korean wave) contents overseas. Using the data that YouTube Data API offers, this study analysed the video network that the comments of which are same users with NodeXL tools and the regression model with JASP tools. The study found that there are three groups of the YouTube channels of that network. They are domestic official accounts of Fengtimo, foreign officail accounts of Fengtimo and individual creators' accounts. The official accounts share the videos of Fengtimo's songs and entertainment contents for the fans, where the individual creators share their own meme videos(UGC). The significant factors for the diffusion in the YouTube video network are comments, likes, out-degree, dislikes, in-degree and betweenness centrality. There are significant difference between official channel and indivisual groups on the views. And degree and betweenness centrality have mediating effect. It is necessary to conduct more research on that subject with many other cases if we want to get to know the generalized explanation.

A Study on the Intention to Use of the AI-related Educational Content Recommendation System in the University Library: Focusing on the Perceptions of University Students and Librarians (대학도서관 인공지능 관련 교육콘텐츠 추천 시스템 사용의도에 관한 연구 - 대학생과 사서의 인식을 중심으로 -)

  • Kim, Seonghun;Park, Sion;Parkk, Jiwon;Oh, Youjin
    • Journal of Korean Library and Information Science Society
    • /
    • v.53 no.1
    • /
    • pp.231-263
    • /
    • 2022
  • The understanding and capability to utilize artificial intelligence (AI) incorporated technology has become a required basic skillset for the people living in today's information age, and various members of the university have also increasingly become aware of the need for AI education. Amidst such shifting societal demands, both domestic and international university libraries have recognized the users' need for educational content centered on AI, but a user-centered service that aims to provide personalized recommendations of digital AI educational content is yet to become available. It is critical while the demand for AI education amongst university students is progressively growing that university libraries acquire a clear understanding of user intention towards an AI educational content recommender system and the potential factors contributing to its success. This study intended to ascertain the factors affecting acceptance of such system, using the Extended Technology Acceptance Model with added variables - innovativeness, self-efficacy, social influence, system quality and task-technology fit - in addition to perceived usefulness, perceived ease of use, and intention to use. Quantitative research was conducted via online research surveys for university students, and quantitative research was conducted through written interviews of university librarians. Results show that all groups, regardless of gender, year, or major, have the intention to use the AI-related Educational Content Recommendation System, with the task suitability factor being the most dominant variant to affect use intention. University librarians have also expressed agreement about the necessity of the recommendation system, and presented budget and content quality issues as realistic restrictions of the aforementioned system.

A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.99-112
    • /
    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

A Study on Subjectivity of 1 person Media Contents Broadcasting (1인 미디어 콘텐츠방송에 관한 주관성 연구)

  • Lee, jei-young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.129-130
    • /
    • 2019
  • 이 연구에서는 1인 미디어콘텐츠방송에 관한 대학생들의 주관성을 진단하고, 기능적인 측면에서 세부적인 유형적 효과요인들을 짚어봄으로써 향후 개선과 방향성을 알아보고자 한다. 위에서 제기된 사항들의 해답을 얻기 위하여 주관성연구 분석방법을 활용하며, 1인 미디어콘텐츠방송이 대학생들에게 미치는 영향에 관하여 대학생들의 주관적 성향을 살펴보기 위해서 Q방법론을 이용하였다.

  • PDF

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
    • /
    • v.14 no.12
    • /
    • pp.723-732
    • /
    • 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.

The Importance Analysis on SME's ERP System Introduction Factors (중소기업의 ERP 시스템 도입요인에 대한 중요도 분석)

  • Oh, Sang-Kweon;Yi, Seon-Gyu
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.4
    • /
    • pp.490-499
    • /
    • 2015
  • In this study, for the introduction factors of ERP system suggested in the prior study, I analyzed the importance of each introduction factor by using Delphi methodology and AHP. As a result of analysing the importance of the introduction factors of the 1st layer, the supplier factor was analyzed to be the most important factor among innovation factor, information technology factor, the user factor, the supplier factor, and in the weight analysis on the 2nd layer considering the importance of 1st layer, the standard work model of the supplier factor was a suitable factor, and the CEO participation factor(.086) was analyzed as the second most important introduction factor. These analysis results enable to determine that domestic Small & Medium enterprises' position hope to introduce by selecting a system in which the company characteristics and management strategies are applied well, because they should operate an ERP system that has already been developed, and in this course, the participation of CEO was also found to be a very important factor.

A Study on the Selection Factors of Contents Service for the Popularization of AI Speaker based on AHP (AI Speaker 대중화를 위한 콘텐츠 서비스 선택 요인에 관한 연구 - AHP(계층화 분석)를 중심으로)

  • Lee, Hweejae;Kim, Sunmoo;Byun, Hyung Gyoun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.38-48
    • /
    • 2020
  • The domestic AI speaker market is growing into a full-fledged early audience market beyond the innovative consumer market with 3 million domestic supply units at the end of 2018, but the reality is that for various reasons, we are not satisfied with the use. There are many previous papers on AI Speaker, but the majority of research so far tends to be biased towards the acceptance of the device's own performance. Many changes are being made, such as OTT providers trying to secure the market through collaboration with AI speaker providers. This study tried to identify the priorities for content services, which can be another major selection factor for AI speakers, excluding the factors of unsatisfactory technology. First, this study identified the priorities among AI speaker selection factors using AHP (Analytic Hierarchy Process), based on the AI speaker selection factors derived through literature research. The most important hierarchical factor are Concierge Service, Education Service, and Entertainment Service order in AI speaker selection, and the primary content among the individual factors was the one that ranked weather/temperature/fine dust (11.6%) and child caring content was in the second place (10.8%), and then music service was in the third place (9.8%). The three top priorities were derived from the items in the top tier 1, 2 and 3 priorities. Of the total 15 individual services, 6 sub-layers of Concierge Service (weather/temperature/fine dust, news, voice schedule notification) and Education Service (foreign language, toddler, reading books) were in the top 8, and two of the Entertainment Service Music service and movie service ranked third and sixth.

Importance-Performance Analysis of Influential Factors on Students' Mobile Learning Satisfaction (사이버대학생이 인식하는 모바일러닝 만족도의 영향요인에 대한 중요도-실행도 차이 분석)

  • Joo, Young-Ju;Jung, Bo-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.7
    • /
    • pp.484-496
    • /
    • 2013
  • With diffusion of various mobile devices, mobile learning has been one of the dominant learning styles in education fields. The purpose of this research is to examine the difference between students' perceived importance-performance of mobile learning satisfaction. The researchers reviewed the literature looking for variables which affect influential factors of students' mobile learning satisfaction such as system, contents, service, use, and outcome. As a result of t-test, the performance is lower than the importance of all the influential factors. Also, according to the result of Importance-Performance Analysis(IPA) matrix, it was noted that system factor is the most crucial factor in improving mobile learners' satisfaction. This result implies that offering technical support and simplifying the navigation design for mobile learning are urgently required.

An Analysis of Factors Influencing Switching Intention toward Online Platform-based Easy Payment Service with Moderating Effects of Policy Expectations: Focusing on (정책기대의 조절효과를 고려한 플랫폼 기반 간편결제 서비스로의 전환의도 영향 요인 분석: <카카오페이> 사례를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.426-442
    • /
    • 2019
  • This study identifies possible determinants that may have influences on the switching behavior from the current payment system of credit or check cards to the easy payment service based on push-pulling-mooring model. And this research empirically tests how those determinants affect switching intention to the easy payment service. The moderating effect of policy expectation is also taken into account. The findings show switching intention to the easy payment service is influenced by the followings: dissatisfaction with the current payment system as a pushing factor, perceived easy of use and trust in easy payment service as pulling factors, and affective/cognitive inertia and unfavorable subjective norm as mooring factors. The results also show that moderating effect of policy expectation exists in the relationship between perceived ubiquitousness and switching intention.