• 제목/요약/키워드: Online Platforms

검색결과 433건 처리시간 0.023초

Antecedents of News Consumers' Perceived Information Overload and News Consumption Pattern in the USA

  • Lee, Sun Kyong;Kim, Kyun Soo;Koh, Joon
    • International Journal of Contents
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    • 제12권3호
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    • pp.1-11
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    • 2016
  • This exploratory study examines the critical factors associated with news consumers' perception of information overload and news consumption patterns. An online survey was conducted with Qualtrics panels (N = 1001). The demographics and three antecedent factors of perceived information overload were considered including the frequency of news access through multiple media platforms, level of attention to news, and interest in news. Three news consumption patterns were investigated as possible consequences of perceived information overload: news avoidance, selective exposure, and willingness to pay for news. The results of hierarchical regression analyses revealed a meaningful distinction between general and news information overload. Overall, news consumers who paid more attention to news through newer media/platforms/devices perceived higher levels of information overload, were more willing to pay for the news, and often avoided news or selectively exposed themselves to certain sources of news to manage news information overload.

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

A Study on the Contents Security Management Model for Multi-platform Users

  • Joo, Hansol;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제10권2호
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    • pp.10-14
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    • 2021
  • Today people adopt various contents from their mobile devices which lead to numerous platforms. As technology of 5G, IOT, and smart phone develops, the number of people who create, edit, collect, and share their own videos, photos, and articles continues to increase. As more contents are shared online, the numbers of data being stolen continue to increase too. To prevent these cases, an authentication method is needed to encrypt the content and prove it as its own content. In the report, we propose a few methods to secure various misused content with secondary security. A unique private key is designed when people create new contents through sending photos or videos to platforms. The primary security is to encrypt the "Private Key" with a public key algorithm, making its data-specific "Timeset" that doesn't allow third-party users to enter. For the secondary security, we propose to use Message Authentication Codes(MACs) to certify that we have produced the content.

Searching for Comparative Value in Small and Medium-Sized Alternative Accommodation: A Synthesis Approach

  • Baek, Unji;Lee, Seul-Ki
    • The Journal of Asian Finance, Economics and Business
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    • 제5권2호
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    • pp.139-149
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    • 2018
  • In the contemporary era of smart tourism, travelers face more accommodation options than ever before. The rapid expansions of alternative accommodation sector are partially owing to the growth of electronic commerce and the rise of online intermediary platforms. Online travel agencies serve as a critical distribution channel for tourism sectors, and the significance is further increased for small and micro entrepreneurs whose direct communication channels are scarce. Considering the holistic process of customer experience started with a third-party online intermediary, this study explores basic and extended attributes of small and medium-sized alternative accommodation where the comparative value is created. In order to achieve the objective, a research design was developed to synthesize the qualitative evidence. The synthesis encompasses both theoretical and practical perspectives, from a systematic review and opinions of academic professionals to an in-depth interview with an industry expert and the current practices of online travel agencies. This study suggests that the sources of value creation for alternative accommodation are not always consistent with those of the traditional. Accounting for the temporal and spatial dynamics in customer experience, the findings of this study provide insights on the comparative value of alternative accommodation, to both academic and industry audiences.

The Correlation between Online Comments before Broadcasting and Television Content Viewers' Behavior Pattern: The Anchoring Effect Perspective

  • Ma, Alice Kyoungran;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권6호
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    • pp.3023-3036
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    • 2019
  • This study investigated the television (TV) content viewers' behavior influenced by online communication at the choice of new TV series on a terrestrial streaming platform. For exploring the impact of the anchoring effect on the TV content consumption, this study analyzed the correlation between the first episode's TV ratings and the data of online comments or reactions. These data were potential audiences' communication, which were generated on the online article three weeks before the first broadcasting began. To avoid the crucial influence by external factors, such as season and social issue, the test was done with eight (8) TV series which have same genre (drama), similar core audience targeting (20-49's women), similar broadcasting period (Jun-Oct 2016), same scheduling (10.00 to 11.00 pm, weekdays) and aired on terrestrial TV platforms. This research found that not only the amount of comments and reactions, but also the attitude about the comments created before broadcasting, positively influence the audiences' decision-making behavior for new TV content choices. This investigation contributes to the literature on media economics and management by exploring the media content users' consuming behavior with behavioral economics perspectives (anchoring effect) and making a first step for finding a new effect on the media content consumption.

포스트 코로나, 코로나 이후 온라인 미술시장 (Post Corona, Online Art Market after Covid19)

  • 권은용
    • 트랜스-
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    • 제10권
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    • pp.15-29
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    • 2021
  • 코로나 팬데믹 이후, 전염병의 창궐 속에서 개인의 건강과 안녕을 위한 수단으로 '언택트 경제' 비대면 경제활동이 주요 이슈가 되면서, 쿠팡, 마켓컬리 같은 온라인 마켓이 생필품을 구매하기 위한 주요 수단으로 부상했다. 이처럼 코로나가 야기한 집합과 국가간 이동제한은 사회 전반적인 활동에 지대한 영향을 미쳤으며 사람들의 행동 방식과 소비습관, 나아가서는 라이프 스타일에까지 큰 변화를 불러왔다. 미술시장 역시 많은 변화를 맞이했다. 집합의 제한, 국가간 이동의 제한 상황 발생은 미술시장 규모에 일차적으로 타격을 입혔으며 나아가 작품이 거래되는 방식, 거래되는 작품의 특성, 작품을 구매하는 사람에게 까지 영향을 미치고 있다. 본 논문에서는 코로나가 미술시장에 미친 영향을 온라인 미술시장 중심으로 살펴보고, 앞으로 야기할 변화와 대응방식을 모색해보고자 한다.

Text Mining in Online Social Networks: A Systematic Review

  • Alhazmi, Huda N
    • International Journal of Computer Science & Network Security
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    • 제22권3호
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    • pp.396-404
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    • 2022
  • Online social networks contain a large amount of data that can be converted into valuable and insightful information. Text mining approaches allow exploring large-scale data efficiently. Therefore, this study reviews the recent literature on text mining in online social networks in a way that produces valid and valuable knowledge for further research. The review identifies text mining techniques used in social networking, the data used, tools, and the challenges. Research questions were formulated, then search strategy and selection criteria were defined, followed by the analysis of each paper to extract the data relevant to the research questions. The result shows that the most social media platforms used as a source of the data are Twitter and Facebook. The most common text mining technique were sentiment analysis and topic modeling. Classification and clustering were the most common approaches applied by the studies. The challenges include the need for processing with huge volumes of data, the noise, and the dynamic of the data. The study explores the recent development in text mining approaches in social networking by providing state and general view of work done in this research area.

메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 - (A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan -)

  • 임상국
    • 한국멀티미디어학회논문지
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    • 제25권6호
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

실시간-비실시간 온라인플랫폼을 통한 역량강화중심 대학영어 교수-학습 모형 개발 (Development of a college English teaching and learning model in online synchronous/asynchronous platforms to enhance Competencies)

  • 이명관
    • 문화기술의 융합
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    • 제7권4호
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    • pp.35-42
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    • 2021
  • 본 연구의 목적은 실시간-비실시간 온라인플랫폼을 통한 역량강화중심 대학영어 교수-학습 모형을 개발하는 것이다. 본 연구에서의 대학영어 교수-학습 모형은 의사소통, 자기주도성, 협동성 등의 역량증진을 위한 딕토글로스 활동을 다양한 온라인플랫폼 기능 활용을 고도화하여 효과적으로 적용하기 위한 것이다. 딕토글로스는 의사소통의 네가지 기능(듣기, 말하기, 읽기, 쓰기)을 통합하여 사용하는 언어 교수-학습 활동이다. 본 연구에서의 대학영어 수업은 의사소통 중심 통합적 영어교육에 중점을 두고 있다. 그리고 본 연구에서의 교수-학습 모형은 구성주의 이론에 입각한 온라인기반 영어통합 교수-학습 방법으로서, 각 단계별로 학습자와 교수자의 역할을 제시하였다.

Cultural Sensitivity and Design Implications of MOOCs from Korean Learners' Perspectives: Case Studies on edX and Coursera

  • AHN, Mi Lee;YOON, Hwan Sun;CHA, Hyun Jin
    • Educational Technology International
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    • 제16권2호
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    • pp.201-229
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    • 2015
  • Culture is a crucial concept that forms the thinking and behaviors of a group of people, and it influences interactions in learning. Thus, it is also essential to consider cultural sensitivity in online learning technologies and instructional design as education is a set of learning actions based on values and perceptions. MOOCs, the latest online learning platform, are global online learning platforms that provide global learners with free and various learning resources including courses from different world-class institutions. Despite globalization having brought learners closer to sharing similar learning resources, the actual experiences with the resource are expected to vary according to cultures, mainly because learning behavior is a set of outcomes based on cultural differences. Taking this into consideration, this study aims to examine MOOCs from a cultural perspective in order to facilitate global learners, especially Korean learners, to utilize MOOCs with user-friendly services and contents. To achieve this objective, the study first identified and developed an evaluation criteria to examine the cultural sensitivity of MOOCs and conducted case studies on courses from major MOOC providers including edX and Coursera. From the findings, design recommendations of contents and courses on MOOCs were suggested to provide Korean learners with optimal learning experiences.