• Title/Summary/Keyword: Second Screen Service

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System Design and Service Scenario for the Second Screen Service

  • Park, Joo Hyun;Lim, Soon-Bum
    • Journal of Multimedia Information System
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    • v.3 no.4
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    • pp.111-118
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    • 2016
  • Today, the proliferation of various mobile devices, such as smart phones and tablet PC, brought changes in the existing TV viewing behavior. People use smart devices as secondary device while watching TV. Researches on a wide range of services linked with second-screen devices around the smart TV in the home network have been actively conducted. While there exist several Web-related technologies for connections between devices, specialized techniques for a second screen service are quite insufficient. There are still some problems related to the display of contents from multiple devices and the efficient transfer of these contents. Considering the characteristics of broadcasting systems In this study, we focus on a second screen service that permits a dynamic transfer of contents by connecting a television (TV) with mobile devices. Here, we propose a second screen service model to enable the personalization of TV contents by combining the existing broadcasting and Web-related techniques.

Identifying Factors Affecting Behavioral Intent of Potential and Existing N-screen Service Users

  • Kwon, Bo-Ram;Ryu, Sunghan;Kim, Young-Gul
    • ETRI Journal
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    • v.37 no.2
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    • pp.417-427
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    • 2015
  • With recent advances in media technology, the creation of a relatively new service, N-screen, has been realized. N-screen provides seamless connections among various media and enables users to enjoy entertainment content at any time and any location. With such recent advances comes opportunity; therefore, for those N-screen service providers who have established an early edge in the ICT industry, it is imperative that they maintain this and stay ahead of the ensuing competition. In this context, the objective of this study is two-fold; first, we aim to find factors influencing the behavior of existing and potential N-screen service users, and then second, to examine the differences in how these factors operate within the two user types. The results of this study show that the perceived value and subjective norm are important influencers in both user types. However, price fairness and innovativeness are only influential on the attitude and intention of potential users, while some aspects of media usage have only significant influences on the behavior and loyalty of existing users. Based on these results, we provide some implications for both researchers and practitioners who wish to better understand the nature of N-screen users.

Relationship between N-screen Service and Home TV: Focusing on the Korean Representative N-Screen Service, Tving (N 스크린 서비스와 홈TV간 대체 및 보완관계에 대한 실증적 연구: 국내 대표 N스크린 서비스인 티빙을 중심으로)

  • Han, Yoon;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.144-153
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    • 2012
  • This study investigates whether the use of N-screen service affects the use of Home TV service as a supplement or substitution. In this study, we collected 132 available survey answers from CJ Hellovision Tving users. We found supplement relationship between Tving and Home TV, which implies that the more use in Tving service, the use of Home TV increases as much as 36.4%. From the result, some meaningful implications were derived. First, a direction for content price negotiation between N-screen providers and terrestrial broadcasters can be suggested. Second, the result will provide a suggestion for establishing a competitive strategy between N-screen providers and Pay-TV providers. Third, this study may solve copyright dispute between content providers and pay TV operators.

Terrestrial Broadcasting Content Distribution Strategy in the Multi Platform Environment (멀티 플랫폼 시대 지상파 방송 콘텐츠 유통 전략 방안)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.117-130
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    • 2012
  • Due to the development of network and device, it is called mobile age that boosts various distribution routes of multi-media content and it constructs a new digital content consumption trend. N-screen is one of the new-introduced examples in the digital age and broadcasting industry believes it as a crisis and challenge as well. It becomes a ubiquitous multi-media environment that people watch multi-media content everywhere and any time they want to and competition happens beyond the boundaries such as network industry, terminal industry, pay TV market, traditional terrestrial TV, etc. And then how should the broadcasting service prepare for the N-screen business? The present research proposes a few terrestial broadcasting content strategies in the multi platform environment. First, instead of N-screen, it proposes multi platform, especially One Source Multi Platform(OSMP). Second, so-called 'Integrated Terrestrial Broadcasting OSMP Alliance(IBPA)' must be founded. Third, IBPA should support multi-tasking UX for viewers to have rich experience. Last, it becomes more important and necessary to support local terrestrial broadcasting service for public service in the multi platform age.

The Effect of Service quality on Customer satisfaction and Behavior intention of Screen Golf (스크린골프의 서비스품질이 고객만족 및 행동의도에 미치는 영향)

  • Lim, Young-Sam
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.936-943
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    • 2020
  • The purpose of this study was to examine the effect of service quality on customer satisfaction and behavior intention of screen golf. Also emphasized the importance of service quality and tried to identify the mediating role between customer satisfaction and behavior intention. The 485 person who experienced purchasing behavior of screen golf were analyzed and chosen from located in Korea. For the purpose of this study, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, simple regression and multiple regression analysis of SPSS Statistics ver. 20 were performed. The research results of this study indicate that First, service quality had a significant influence on customer satisfaction in order of facilities, services, human resources and prices. Second, customer satisfaction had a significant influence on behavior intention. Third, service quality had a significant influence on behavior intention in order of facilities, price, service and human resources.

The Effect of Screen Golf Course Service Quality on Revisit (스크린골프장 서비스품질이 재이용에 미치는 영향)

  • Kuk-Gwen Lee;Seon-Gyeong, Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.343-348
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    • 2023
  • This study attempted to verify and examine the effect of screen golf course service quality on reuse. A total of 300 copies were distributed, and a total of 247 copies were used for analysis, excluding 53 questionnaires with poor responses or many missing questions. Based on these results, the following implications were derived. First, screen golf course users were mainly used by friends, acquaintances, and social groups, and information was obtained through human and Internet, and empathy and reliability among service quality affected the reuse of screen golf courses. When users experience high-quality services, they have high satisfaction and high service quality, and they can increase the probability of forming loyalty and recommending and promoting them to people around them. However, experiencing poor quality services can disappoint customers and leave negative comments on people around them, which reduces the likelihood of reuse. Therefore, in order to increase the reuse of golf courses, quality management, customer opinions and feedback must be accepted, and problems must be dealt with quickly to improve the quality of services and provide services that satisfy customers. Second, although the types, responsiveness, and certainty of sub-factors of screen golf course service quality were not significant in this study, management strategies should be used to increase survival in the highly competitive screen golf industry and reuse them by providing differentiated services.

Effects of Service Characteristics of a Subscription-based OTT on User Satisfaction and Continuance Intention: Evaluation by Netflix Users (구독형 OTT 서비스 특성이 이용자 만족과 지속 사용 의도에 미치는 영향: 넷플릭스 이용자를 대상으로)

  • Chung, Yongkuk;Zhang, Wei
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.123-135
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    • 2020
  • This study examined how the quality of Netflix service affects user satisfaction and continuance intention. This study classified the quality of Netflix service as content diversity, rate system appropriateness, recommendation system, N-screen service, binge viewing, and service quality, and examined the effect of each dimension on user satisfaction and continuous intention. We conduced an online survey on 202 Netflix users and analyzed the data with the SEM. Results are as follows. First, content diversity, recommendation system, binge-viewing and service quality are positively associated with user satisfaction. Second, the N-Screen service has neither direct nor indirect effects on continuance intention. However, rate system has a direct effect on continuance intention. On the other hand, content diversity, recommendation systems, binge-viewing, and quality of service affect continuance intention positively through user satisfaction. Finally, it is shown that user satisfaction and continuance intention have a significant static correlation as predicted.

Influence of Service Characteristics on High Priority Performance Indicators and Standards in the BreastScreen Australia Program

  • Roder, David Murray;Ward, Gail Heather;Farshid, Gelareh;Gill, Peter Grantley
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.14
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    • pp.5901-5908
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    • 2014
  • Background: Data from BreastScreen Australia Screening and Assessment Services (SAS) for 2002-2010 were analysed to determine whether some SAS characteristics were more conducive that others to high screening performance, as indicated by high priority performance indicators and standards. Materials And Methods: Indicators investigated related to: numbers of benign open biopsies, screen-detected invasive cancers, and interval cancers, and wait times between screening and assessment. Multivariate Poisson regression was undertaken using as candidate predictors of performance, SAS size (screening volume), urban or rural location, year of screening, accreditation status, and percentages of clients from culturally and linguistically diverse backgrounds, rural and remote areas, and socio-economically disadvantaged areas. Results: Performance standards for benign biopsies and invasive cancer detection were uniformly met irrespective of SAS location and size. The interval cancer standard was also met, except in 2003 when the 95% confidence interval of the rate still incorporated the national standard. Performance indicators improved over time for: benign open biopsy for second or subsequent screening rounds; rates of invasive breast cancer detection for second or subsequent screening rounds; and rates of small cancer detection. No differences were found over time in interval cancer rates. Interval cancer rates did not differ between non-metropolitan and metropolitan SAS, although state-wide SAS had lower rates. The standard for wait time between screening and assessment (being assessed ${\leq}28$ days) was mostly unmet and this applied in particular to SAS with high percentages of culturally and linguistically diverse women in their screening populations. Conclusions: Gains in performance were observed, and all performance standards were met irrespective of SAS characteristics, except wait times to assessment. Additional descriptive data should be collected on SAS characteristics, and their associations with favourable screening performance, as these may be important when deciding on SAS design

Performance Analysis and Architecture Proposal of IMS based OMA BCAST for 3Screens Service (3Screens 서비스를 위한 IMS 기반 OMA BCAST 구조 제안 및 성능 평가)

  • Hwang, Sung-Oh;Kim, Kyung-Min;Lee, Jai-Yong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11B
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    • pp.1245-1253
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    • 2009
  • Since 2000, the demand for multimedia content consumption has been continuously increasing. The research and standardization for the mobile broadcast service has been done to deliver multimedia contents to the huge number of users with the minimum cost. A few commercial services started after the related standards were released. We call this mobile broadcast service the 1st generation service. Now, many experts are researching and developing the technologies for 3Screens(TV, PC, and Mobile) Services that an user can enjoy multimedia contents at every place with the various networks and devices. To enable this service, two main technical areas exist. The first is a core network technology that can support the various access network and the second is a common application layer technology. To resolve these technical areas, we propose IMS(IP Multimedia Subsystem) based OMA BCAST(Open Mobile Alliance Mobile Broadcast Service Enabler Suite) as the technical solution for 3 Screen Services in the paper. In addition, we propose application layer multicast that is enable to implement IMS based OMA BCAST to the existing network with the minimum cost. Finally, we show how we can save the implementation cost of IMS based OMA BCAST with the simulation results.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.