• Title/Summary/Keyword: Online Platforms

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Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

A Study on Influencer Food-Content Sentiment Keyword Analysis using Semantic Network based on Social Network

  • Ryu, Gi-Hwan;Yu, Chaelin;Lee, Jun Young;Moon, Seok-Jae
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.95-101
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    • 2022
  • The development of the 4th industry has increased social media, and the rise of COVID-19 has stimulated non-face-to-face services. People's consumption patterns are also changing a lot due to non-face-to-face services. In this paper, food content keywords are derived through social network-based semantic network analysis, emotions are analyzed, and keywords applied to food recommendation platforms are input. We collected food, influencer, and corona keyword analysis data through Textom. A lot of research has been done through online reviews of existing influencer content. However, there is a lack of research on keyword sentiment analysis provided by influencers rather than consumers and research perspectives. This paper uploads language and topics derived through online reviews of existing publications and subscribers, and goes beyond the limits used in marketing methods. By analyzing keywords that influencers suggest when uploading content, you can apply data that applies them to food recommendation platforms and applications.

Music License in the Metaverse

  • Kyungsuk Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.44-54
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    • 2023
  • This paper provides a comprehensive analysis of the implications of the metaverse on the music industry, focusing on copyright issues and potential solutions. It delves into the concept and characteristics of metaverse platforms, describing them as environments that immerse users in a variety of virtual experiences. A significant portion of the paper is dedicated to exploring music use and copyright infringement in the metaverse. It examines how users incorporate existing music into their content, often leading to legal challenges due to copyright infringement. The paper discusses the role of online service providers (OSPs) in this context and the legal implications of their actions. The paper also addresses the 'safe harbor' provisions for OSPs and examines the balance between protecting rights holders and limiting OSP liability. It highlights the challenges and limitations of copyright enforcement in the metaverse, especially given the unique nature of content on platforms such as Roblox. Finally, the article proposes solutions to simplify music licensing in the metaverse, suggesting a shift from property rules to liability rules and the establishment of Collective Management Organizations (CMOs) to streamline the licensing process and better protect copyright holders' interests.

Machine Vision-based Billiards Ball Detection (머신 비전 기반 당구공 검출)

  • SunWoo Lee;Heon Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.29-34
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    • 2024
  • Since the outbreak of COVID-19, there has been a surge in sports conducted through online platforms due to the increase in remote and non-contact activities. Billiards, being suitable for online platforms, has received much attention, leading to research on detecting the position and trajectory of balls. In this paper, we propose a new method utilizing machine vision to detect the position of the balls accurately. The proposed method detects the outline of the ball using the Canny edge detection and then employs simple correlation to determine its position. This correlation-based approach offers satisfactory system performance and is easily applicable in practical systems due to its low implementation complexity and robustness to noise.

A Study of Platform-Based ERP+ System Design (플랫폼기반 ERP+ 시스템 설계에 관한 연구)

  • Cheng, Zhi-Chao;Jin, Chang-Hai;Kwon, Young-Jik
    • Journal of Information Technology Applications and Management
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    • v.22 no.4
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    • pp.95-103
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    • 2015
  • In this paper, we designed a platform-based $ERP^+$ system, which integrates ERP system and SCM system. With platform-based technology we can connect online and offline platforms, enterprise management systems, and government systems. In our research, first we examined the problems of the existing ERP systems, and second we discussed all basic tasks of our $ERP^+$ system. We also designed several modules for this platform-based system and system network. Our results showed that a platform-based $ERP^+$ system can effectively manage the information and the human/material resources, by using O2O (online to offline) technic. Even different systems can be integrated effectively. It can reduce the costs of enterprise management activities, enhance the enterprise competitiveness.

A Blockchain Copyright Information Registration System for Content Protection of Online Sharing Platforms (온라인 공유 플랫폼용 콘텐츠 보호를 위한 블록체인 저작권 정보 등록 시스템)

  • Kim, Minyoung;Lee, Hyoun-Sub;Kim, Jin-Deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1718-1721
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    • 2020
  • This paper proposes a method to protect the copyright of creators' content shared through an online sharing platform in a legal battle. When creators upload their independent creation content to the online sharing platform, it automatically upload information necessary for copyright effect to this system. The data warehouse of this system is as a private blockchain for to ensure non-repudiation and transparency of the information. We present that the data warehouse is to build as Hyperledger Fabric in this paper. And We present the transaction data structure of the blockchain to prevent orphan works. We also dealt with how to build a website where users can conveniently check the data (copyright related information) of this blockchain.

Game-type as Metaverse System for Problem Based Learning Classes

  • Sung-Jun, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.211-221
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    • 2023
  • After COVID-19, various metaverse platforms for online lectures are being provided. Most of the classrooms are tiered type, and they are divided into intensive classrooms and open classrooms depending on the shape of the classrooms. Intensive classrooms provide a one-sided lecture format, so there are many difficulties in conducting communication-based classes that carry out team missions like PBL classes. In this study, we propose a metaverse classroom that applies the functions of a multiplayer online role-playing game (MMORPG), one of the game genres suitable for PBL classes. The proposed system provides various interaction techniques for PBL classes. We evaluated user satisfaction when this was applied to actual classes. As a result of the evaluation, it was found that users preferred text and voice chatting more than video chatting and solving missions like games was very helpful in online classes.

The Current State of Cyber-Readiness of Saudi Arabia

  • Alhalafi, Nawaf;Veeraraghavan, Prakash
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.256-274
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    • 2022
  • The continuous information technology and telecommunication (ICT) developments inspire several Saudi Arabia citizens to transact and interact online. However, when using online platforms, several people are likely to lose their personal information to cybercriminals. In the survey, 553 Saudi Arabia citizens and 103 information technology (IT) specialists confirm the expansion of digital economy and the need for smart cities with various services, including e-commerce and solid cyber security. 96.6% of the participants believe Saudi Arabia is digitalizing its economy; yet, 33.3% of the participants believe that residents are uninformed about living and operating in smart cities. Several people (47.29%) with medium internet speed are more aware about smart cities than those with fastest internet speed (34%). Besides, online transactions via credit cards subjected 55.5% of the participants to privacy and security issues. These findings validate the essence of cyber security awareness programs among Saudi Arabia citizens and IT professionals to boost public trust and acceptance of cybersecurity frameworks.

Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Consumer Experience and Management Response Under the Impact of COVID-19 Crisis

  • Hyunsoo YOO
    • Korean Journal of Artificial Intelligence
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    • v.12 no.2
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    • pp.25-33
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    • 2024
  • This study examines the relationship between customer satisfaction and management response in the hotel industry amid the COVID-19 pandemic. By applying regression analysis and topic modeling to consumer reviews on online platforms, we assess how consumer perceptions and management behaviors have shifted since the onset of the pandemic. The findings reveal a significant decline in customer satisfaction linked to COVID-19. Significantly, while the pandemic has reduced overall customer satisfaction levels, high response rates and high review-response content similarity mitigate the impact of the crises. These results highlight the critical need for hotel managers to continuously monitor online reviews and adapt their engagement strategies to maintain and enhance customer satisfaction during ongoing and future crises. This research not only corroborates existing theories on customer satisfaction but also exposes novel dynamics introduced by the pandemic, offering new insights for effective customer relationship management in turbulent times.