• Title/Summary/Keyword: Streaming services

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A Study on the Effect of Service Quality and Product Characteristics on the Adoption Intention of New Brands in Taiwan's Influencer Live Streaming Platforms

  • Chiang, Hsin-Chieh;Lee, Hyoung-Ju;Yoon, Sung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.169-181
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    • 2022
  • Currently, due to the activation of SNS live broadcasting, online services based on influencer live broadcasting are becoming a major consumption trend around the world. This study aims to verify the relationship between service quality, customer satisfaction, product characteristics, and acceptance intention for influencer broadcasting based on nfluencer broadcasting experiences in an Internet environment. This study conducted a survey of users who experienced live broadcasting on social media in Taiwan from June 29 to August 30, 2020, and a total of 253 copies were used for empirical analysis. The collected data were analyzed through SPSS 25.0. The results of the empirical analysis are summarized as follows. First, it was found that the service quality factors (reliability, tangibility, responsiveness, certainty, and empathy) of Taiwan's influencer live broadcast had a significant effect on live broadcast satisfaction. Second, it was found that the product characteristics of Taiwan's influencer live broadcasting had a significant effect on product satisfaction. Third, it was found that live broadcasting satisfaction and product satisfaction had a significant effect on the acceptance intention of new brands in Taiwan's influencer live broadcasting. This study will provide useful data for establishing efficient marketing strategies to improve live and product satisfaction and increase acceptance of new brands by identifying service quality factors and product characteristics of Taiwan's influencer Live Broadcasting.

Factors Affecting the Viewing Intention for Untact Performance Using Value-Based Acceptance Model (가치기반수용모델을 활용한 언택트 공연 관람의도 영향요인 연구 : COVID-19 팬데믹 시기 온라인 스트리밍 공연을 중심으로)

  • Kwon, Sunjung;Son, Jaeyoung
    • 지역과문화
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    • v.8 no.2
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    • pp.49-68
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    • 2021
  • The pandemic of COVID-19 also affected performing arts business and stimulated 'Untact' performances, which means online streaming of the shows including real-time streaming. This study sought to examine factors to the consumers' acceptance. The research framework was based on the VAM, a revised model of TAM for the ICT products and services. For the research, consumer survey was conducted, where ndependent variables are perceived usefulness, pleasure, technicalty and innovation resistance, and dependent variables are percieved value and acceptance. Smart PLS was used to test the hypothesis. The result shows that the significant factors were percieved usefulness(+), pleasure(+) and innovation resistance(-). The percieved technicalty was not significant, the major reason would be that the digital devices and the internet technology are percieved a commodity these days in Korea. Percieved value was significant factor to acceptance. This study is meaningful because it is about the new phenomenon of 'untact' performance through the VAM methodology and it examined the significant factors to the attitude from the perspective of benefits and costs. There is limit that this study didn't consider old peoples' attitude. It is the reason that the continuous researches are necessary.

A Study for Factors Influencing the Usage Increase and Decrease of Mobile Data Service: Based on The Two Factor Theory (모바일 데이터 서비스 사용량 증감에 영향을 미치는 요인들에 관한 연구: 이요인 이론(Two Factor Theory)을 바탕으로)

  • Lee, Sang-Hoon;Kim, Il-Kyung;Lee, Ho-Geun;Park, Hyun-Jee
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.97-122
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    • 2007
  • Conventional networking and telecommunications infrastructure characterized by wires, fixed location, and inflexibility is giving way to mobile technologies. Numerous research reports point to the ultimate domination of wireless communication. With the increasing prevalence of advanced cell-phones, various mobile data services (hereafter MDS) are gaining popularity. Although cellular networks were originally introduced for voice communications, statistics indicate that data services are replacing the matured voice service as the growth engine for telecom service providers. For example, SK Telecom, the Korea's largest mobile service provider, reported that 25.6% of revenue and 28.5% of profit came from MDS in 2006 and the share is growing. Statistics also indicate that, in 2006, the average revenue per user (ARPU) for voice didn't change but MDS grew seven percents from the previous year, further highlighting its growth potential. MDS is defined "as an assortment of digital data services that can be accessed using a mobile device over a wide geographic area." A variety of MDS have been deployed, with a few reaching the status of killer applications. Many of them need to access the Internet through the cellular-phone infrastructure. In the past, when the cellular network didn't have acceptable bandwidth for data services, SMS (short messaging service) dominated MDS. Now, Internet-ready, next-generation cell-phones are driving rich digital data services into the fabric of everyday life, These include news on various topics, Internet search, mapping and location-based information, mobile banking and gaming, downloading (i.e., screen savers), multimedia streaming, and various communication services (i.e., email, short messaging, messenger, and chaffing). The huge economic stake MDS has on its stakeholders warrants focused research to understand associated dynamics behind its adoption. Lyytinen and Yoo(2002) pointed out the limitation of traditional adoption models in explaining the rapid diffusion of innovations such as P2P or mobile services. Also, despite the increasing popularity of MDS, unexpected drop in its usage is observed among some people. Intrigued by these observations, an exploratory study was conducted to examine decision factors of MDS usage. Data analysis revealed that the increase and decrease of MDS use was influenced by different forces. The findings of the exploratory study triggered our confirmatory research effort to validate the uni-directionality of studied factors in affecting MDS usage. This differs from extant studies of IS/IT adoption that are largely grounded on the assumption of bi-directionality of explanatory variables in determining the level of dependent variables (i.e., user satisfaction, service usage). The research goal is, therefore, to examine if increase and decrease in the usage of MDS are explained by two separate groups of variables pertaining to information quality and system quality. For this, we investigate following research questions: (1) Does the information quality of MDS increase service usage?; (2) Does the system quality of MDS decrease service usage?; and (3) Does user motivation for subscribing MDS moderate the effect information and system quality have on service usage? The research questions and subsequent analysis are grounded on the two factor theory pioneered by Hertzberg et al(1959). To answer the research questions, in the first, an exploratory study based on 378 survey responses was conducted to learn about important decision factors of MDS usage. It revealed discrepancy between the influencing forces of usage increase and those of usage decrease. Based on the findings from the exploratory study and the two-factor theory, we postulated information quality as the motivator and system quality as the de-motivator (or hygiene) of MDS. Then, a confirmative study was undertaken on their respective role in encouraging and discouraging the usage of mobile data service.

Client-Based Video-On-Demand System Implementation using Multicast (멀티캐스트를 이용한 사용자 기반의 비디오 주문형 시스템 구현)

  • Hwang, Tae-June;Kim, Back-Hyun;Ik, Soo-Kim
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.127-137
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    • 2005
  • This paper presents implementation of client-based VOD service using multicast delivery, Conventional system provide server-based system in multicast delivery but implemented system provides on-demand client-based multicast system. The Multicast Agent Scheduler aggregates clients' request and it generate multicast group addresses and port numbers according to requested video items and service request time. Then it transmits immediately multicast address to VOD server and client who request service. And then VOD server transmits requested streams with a multicast group address and the client joins the group automatically. The Multicast Agent Scheduler assigns the same multicast group address when other clients request an identical video within the same scheduling duration. The proposed system can reduce load of server and support many clients at the same time and applies it to WMT(window media technology) of Microsoft.

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A Study on the Educational Effects of Interactive Cyber Home Study (상호작용적 사이버가정학습의 교육적 효과에 관한 연구)

  • Song, Tae-ok
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.33-42
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    • 2005
  • The purpose of this study is to develop MICHS(Models of Interactive Cyber Home Study) for effective cyber home study(CHS) and a prototype system to support realtime and non-realtime interaction tools such as chatting with users, to study a method to connect MICHS with selective curriculum, and to verify the educational effect of the model. MICHS consists of two models. One model is an educational system model, and another model is a teaching-learning model. The major results of this study are summarized as follows. In the viewpoint of learning achievement, there is no significant difference in achievement between the experimental group(33 leaners) and the comparative group(33 leaners), but this fact can be construed as the possibility that CHS is an alternative system of school education. The interests on CHS of learners in the experimental group were increased twice. This result means that the system of CHS for active interaction needs various and important interaction tools, and the educational vision of CHS. In the viewpoint of system operation, CHS needs higher system requirements such as 100 Mbps Fast Ethernet. If an old system can not process streaming services in request, it should be upgraded to a new system.

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Design and Implementation of Java Crypto Provider for Android Platform (안드로이드 플랫폼을 위한 자바 보안 프로바이더 설계 및 구현)

  • Son, Mikyung;Kang, Namhi
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.9
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    • pp.851-858
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    • 2012
  • Java crypto library such as SUN JCA/JCE or BC JCE is generally used to implement secure applications for smart devices using Android platform. Programming functions written by Java language are launched and executed inside Java Virtual Machine (JVM), thereby difficult to use system hardware specific functionalities and degrading performance as well. In case of crypto primitive, few secure applications can use crypto primitive executing in JVM because both amount of computing and complexity of such primitives are very high. From the aspect of performance, in particular, time sensitive real time applications such as streaming services or secure application frequently applying public key based crypto algorithm cannot use Java crypto library. To solve the problem, we design and implement crypto library which employ JNI and NDK methods to directly access functions that implemented by native language such as C or C++. The proposed Java Crypto provider supports faster execution. Also developer can use our provider in the same way by writing traditional Java crypto library.

Characteristics and Comparison of Popular Channels on Internet Game Broadcasting: Focus on Twitch TV (인터넷 게임 방송에서 나타나는 인기 채널의 특징과 비교: Twitch TV를 중심으로)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study analyzes popular channels of America's Twitch TV that centers on video game among several Internet broadcasting services. Afreeca TV de facto monopolizes the Internet broadcasting industry in South Korea; however, Twitch TV is popular around the globe and tries to expand business in Korea. Specifically, this study collects data of popular domestic/international channels on every Friday 9:00 p.m. 20 times, and examines differences of between those channels: 1) the number of the audience(users) 2) the frequency of games 3) the genre of games 4) nationality of games. Internet broadcasting streaming service does not have a concept of ratings, but it could be categorized as popular based on users connecting the channels. Thus, this study studies characteristics of Twitch TV, and further discusses the future of the Internet broadcasting.

Mobile Interactive Broadcasting Learning Solution Study on Development of Education (모바일 양방향 화상 교육시스템 개발에 관한 연구)

  • Kim, Tai-Dal;Lee, Byung-Kwon
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.57-63
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    • 2012
  • Recently, Development of high-speed internet networks can be a real-time video conference system. SD-quality still images using the software codec system exists, and two-way system with mobile systems, but in most video only send and receive video system. In this study, HD web-cam using the two-way live broadcasts simultaneously in the education system and the mobile system has developed an audible system. In the study using the H.264 standard video compression techniques were applied to high-bandwidth compression technology, smart phones, to develop a streaming server for broadcasting were applied. Video sharing, document, web-sharing was made possible in real time. In addition, the private IP for WiFi zone, available anytime, anywhere that can be converted to a public IP technology, IP tunneling technology applied.

Scrambling Technology using Scalable Encryption in SVC (SVC에서 스케일러블 암호화를 이용한 스크램블링 기술)

  • Kwon, Goo-Rak
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.575-581
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    • 2010
  • With widespread use of the Internet and improvements in streaming media and compression technology, digital music, video, and image can be distributed instantaneously across the Internet to end-users. However, most conventional Digital Right Management are often not secure and not fast enough to process the vast amount of data generated by the multimedia applications to meet the real-time constraints. The SVC offers temporal, spatial, and SNR scalability to varying network bandwidth and different application needs. Meanwhile, for many multimedia services, security is an important component to restrict unauthorized content access and distribution. This suggests the need for new cryptography system implementations that can operate at SVC. In this paper, we propose a new scrambling encryption for reserving the characteristic of scalability in MPEG4-SVC. In the base layer, the proposed algorithm is applied and performed the selective scambling. And it encrypts various MVS and intra-mode scrambling in the enhancement layer. In the decryption, it decrypts each encrypted layers by using another encrypted keys. Throughout the experimental results, the proposed algorithms have low complexity in encryption and the robustness of communication errors.

Dynamic Buffer Allocation for Seamless IPTV Service Considering Handover Time and Jitter (이동망에서 IPTV 서비스 제공 시 핸드오버 시간과 지터를 고려한 동적 버퍼 할당 기법)

  • Oh, Jun-Seok;Lee, Ji-Hyun;Lim, Kyung-Shik
    • The KIPS Transactions:PartC
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    • v.15C no.5
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    • pp.391-398
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    • 2008
  • To provide IPTV service over mobile networks, the mechanism that reduce packet loss and interrupt of multimedia service during the handover should be supported. Especially, buffering based mechanism is preferable for supporting IPTV services in the way of preserving streaming service using stored data and recovering non-received data after handover. But previous research doesn't consider the buffer allocation for applying various environments which can change handover time or end to end delay of relay node. This paper propose DBAHAJ mechanism that optimize buffer size of mobile nodes and relay node for supporting seamless IPTV service over mobile environments. Mobile node determines buffer size by checking handover time and maximum difference of sequence to keep playing video data. And multicast agent recovers packet loss during the handover by sending buffered data. By these two procedure, node supports seamless IPTV service on mobile networks. We confirm performance of this mechanism on NS-2 simulator.