• Title/Summary/Keyword: Media Use

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A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Formalizing the Role of Social Capital on Individuals' Continuous Use of Social Networking Sites from a Social Cognitive Perspective

  • Guo, Yu;Li, Yiwei;Ito, Naoya
    • Asian Journal for Public Opinion Research
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    • v.1 no.2
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    • pp.90-102
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    • 2014
  • By integrating useful insights from social cognitive theory and social capital theory, we aim to develop a model for better understanding people's behaviors related to the use of social networking sites (SNSs) and formalize the role of social capital in individuals' continuous SNS use. Propositions that emphasize the triadic interactive relationships among environmental, personal, and behavioral factors were highlighted in this study. After reviewing previous studies, in this paper we proposed the following: (1) the causation between SNS use and individuals' perceived social capital might be mutual; social capital may not only be the result of media selectivity, but could also be an essential stimulus initiating the start of using SNSs; (2) the influences of SNSs use on the generation of individuals' online social capital might be conditional upon particular patterns of use; (3) both the level of dependence on SNSs and the differentiated patterns of SNSs use vary according to individuals' perceived offline social capital and their personal characteristics, for instance, personality or self-construal, and social anxiety.

Understanding Perceived Enjoyment, Perceived Risk, and Intention to Use Mobile Multi-Media Service Based on Smart Phones (스마트폰 기반 멀티미디어서비스에 있어서 지각된 즐거움과 지각된 위험이 수용의도에 미치는 영향)

  • Jeong, Yoon Jeong;Choi, Il Young;Xiang, Jun Yong;Moon, Hyun Sil;Kim, Jae Kyeong
    • Journal of Information Technology Services
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    • v.12 no.2
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    • pp.243-256
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    • 2013
  • Recently, due to the proliferation of smartphones, users of mobile multimedia services which are based on wireless internet without constraint of the time and places are significantly increased. In this study, considering the characteristics of mobile multimedia and the user behavior, we analyse the factors which have an effect on the behavioral intention to use the mobile multimedia services. For this purpose, we use the model which is based on Technology Accepted Model (TAM) and add two constructs; the perceived enjoyment and the perceived risk. A survey data for 280 students at the K cyber university is used for statistical analysis As a result, the perceived ease of use affects the perceived usefulness and the perceived enjoyment, and the perceived ease of use. And the perceived usefulness and perceived enjoyment affect continuous intention to use. On the other hand, the hypothesis which the perceived risk would affect adversely the continuous intention to use is rejected. Through this study, we expect to provide the useful implications for the mobile multimedia services and contribute to the development of strategy for them.

A Study on the Predictive Analytics Powered by the Artificial Intelligence in the Movie Industry

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.72-83
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    • 2021
  • The use of the predictive analytics (PA) powered by the artificial intelligence (AI) is more important in the movie sector during the COVID-19 pandemic, because Hollywood witnessed the impact of the 'Netflix Effect' and began to invest in data and AI. Our purpose is to discover a few cases of the AI centered PA in the movie industry value chain based on five objectives of PA: Compete, grow, enforce, improve, and satisfy. Even if movie companies' interest is to predict future success for competing with over-the-tops (OTTs) at a first glance, it is observed, once they start to use the PA with the AI, they try to utilize the enhanced PA platforms for remaining four objectives. As a result, ScriptBook, Vault, Pilot, Cinelytic and Merlin Video (Merlin) are use cases for the objective 'compete.' Movio of Vista Group International and Datorama of Salesforce are use cases for the objective 'grow.' Industrial Light & Magic (ILM) and Geena Davis Institute on Gender in Media (GDI) with Disney are use cases for the objective 'enforce.' Watson, Benjamin, and Greenlight Essential are use cases for the objective 'improve.' Disney Research (DR) with Simon Fraser University and California Institute of Technology is the use case for the objective 'satisfy.'

Study on Application of Multimedia Freeware to Instructional Design: Focused on Chinese Conversation Class (멀티미디어 교수매체수업 설계를 위한 프리웨어 활용방안 - 중국어 회화수업을 중심으로)

  • Park, Chan Wook
    • Cross-Cultural Studies
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    • v.25
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    • pp.549-596
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    • 2011
  • This paper aims to introduce some useful multimedia freewares, and also support Chinese instructor with discussing how to operate them for instructional design of multimedia language learning class. For this aims, this paper consists of three parts: First, instructional design. This part is focused to what kind of instructional model to be based on, for example, Dick & Carey model, ADDIE model, ASSURE model etc. This part introduces these models, and modifies ADDIE and ASSURE model to D.D.A.I.E.S and S.S.A.U.R.E.S as 'A(nalysis)' in these model may apply to the next 'D(evelopment)' on ADDIE, 'S(elect Methods, Media and Materials)' on ASSURE in the practical Chinese class. Second, Programme: What to use. This part is focused to what kind of free software we can use. In the web site online, there are huge free softwares so we usually hesitate to select and also don't know how to operate even though selected one of them. This part, accordingly, introduces ten of useful freewares and compares each other in terms of usefulness for Chinese instructors. Third, Programme: How to use. It is of no use just to know what to use but not to know how to operate, so this part describes how to use freewares like a kind of manual in detail as far as possible. In conclusion, we hope more Chinese instructors to learn and use more useful freewares for designing the better multimedia Chinese class by this paper.

The Preference on Fashion Advertisement Media by Lifestyle Group Types (라이프스타일 집단유형화에 따른 패션 광고매체 선호도)

  • Kim, Seon-Sook
    • Journal of the Korean Home Economics Association
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    • v.49 no.8
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    • pp.97-111
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    • 2011
  • This study aimed to present marketing communication strategy for lifestyle groups. Consumers' preference on advertisement media/information source, advertisement appeal types, and on-line media use were examined by lifestyle groups. This study was executed by web survey and off-line survey. A total of 141 data was obtained and data were analyzed by PASW 18.0. Results were as follows: First, 4 types of lifestyle groups were made up by holistic approach; 'price oriented', 'traditional symbolic', 'positive life', and 'open mind enjoyment'. 'Positive life type' preferred every type of ads media. 'Traditional symbolic type' liked magazine and 'price oriented type' and 'open mind enjoyment type' thought off-line store display more important. For ads appeal types, 'positive life type' preferred social oriented appeal type. Every group except 'price oriented type' preferred emotional appeal type and especially 'open mind enjoyment type' liked the most emotional ads appeal type.

The Influence of Media, Consumer, and Product Characteristics on Perceived Risk and Purchasing Intention (매체, 소비자, 제품 특성이 지각된 위험과 구매의도에 미치는 영향)

  • 손경희;이현규
    • The Journal of Information Systems
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    • v.12 no.1
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    • pp.117-144
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    • 2003
  • The purpose of this study is to be aware of the relationship between the perceived risk and purchasing intention after investing the impacts by 3 factors-consumer, media, and product characteristics on the perceived risk. The influence on perceived risk is categorized based on the 3 factors' combinations. The result of this study shows that the each characteristics of media, consumer, and product affect consumer's perceived risk and also this risk is affected by the relationship among these 3 independent variables. These results mean that the consumer's perceived risk about buying goods at the internet shopping mall or TV home shopping cannot be measured by a single dimension. Finally, it has a negative relationship between the perceived risk and purchasing intention. Implications for managers' use of shopping media are discussed in terms of the product and media characteristics fit.

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A comparison study on the online media relations reported in homepages of hospitals in Korea and hospitals in USA (국내 병원과 미국 병원의 홈페이지를 통한 언론관계 비교 분석에 관한 연구)

  • Lee, Hyun-Seon
    • Korea Journal of Hospital Management
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    • v.15 no.1
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    • pp.70-92
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    • 2010
  • Now more than ever, many journalists are using hospitals' homepages for articles about hospitals, their mission, research, and events. Therefore hospitals' homepages have to be planned and constructed for journalists. The purpose of this study is to investigate hospitals' online media relations through analysing homepages. For investigating specifically, this study compares hompages of hospitals in Korea and hospitals in USA. This study uses four categories; basic media relations tools, useful information, interactive communication tools, and ease of use for journalists. The result of this study shows that hospitals' homepages in Korea are needed to improve for building with journalists. The hospitals' hompages have to be constructed by a variety of materials; press room, image and graphic archives, multimedia resources, and interactivity or responsiveness. This study suggests that the hospitals' homepages have the potential to achieve the desired public relations objective but are not commonly being used to their full potential in media relations.

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Green-Blue Stripe Pattern for Range Sensing from Single Image (녹-청 띠 패턴을 이용한 단일이미지로부터의 거리영상획득)

  • Changsoo Je;Park, Kyuhyoung;Lee, Sang-Wook
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.661-663
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    • 2003
  • In this paper, we present new methods for rapid high-resolution range sensing using green-blue stripe pattern. We use green and blue for designing high-frequency stripe projection pattern. For accurate and reliable range recovery, we identify the stripe patterns by our color-stripe segmentation and unwrapping method. The experimental result for a naked human face shows the effectiveness of our method.

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Understanding Motivations and Engagement Outcomes of Social Media Television Coviewing

  • Wu, Di;Kim, Eunice Eun-Sil
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.1-13
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    • 2021
  • In today's media environment, TV programmers and advertisers must strive ever harder to attract the attention of audiences. Yet what may be even more crucial is engaging audiences in conversations on social media and nourishing stronger relationships. To provide insights into how to improve audience experiences through social media television coviewing (STVC) behaviors, this study investigates audience motivations for using social networking sites (SNSs) while watching sports program (i.e., social media television coviewing-STVC) and examines relationships between identified motivations and key audience engagement outcomes. The results reveal four motivations for STVC behaviors: sports-related interaction seeking, information seeking, convenience seeking, and socializing. Further, results reveal that sports-related interaction seeking, information seeking, and socializing motivations are significant predictors of satisfaction, investment, and commitment to the program. Audience engagement outcomes are not predicted, however, by convenience seeking or by variables pertaining to SNS-use regarding STVC behaviors.