• Title/Summary/Keyword: internet advertisement

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Behavior based Routing Misbehavior Detection in Wireless Sensor Networks

  • Terence, Sebastian;Purushothaman, Geethanjali
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5354-5369
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    • 2019
  • Sensor networks are deployed in unheeded environment to monitor the situation. In view of the unheeded environment and by the nature of their communication channel sensor nodes are vulnerable to various attacks most commonly malicious packet dropping attacks namely blackhole, grayhole attack and sinkhole attack. In each of these attacks, the attackers capture the sensor nodes to inject fake details, to deceive other sensor nodes and to interrupt the network traffic by packet dropping. In all such attacks, the compromised node advertises itself with fake routing facts to draw its neighbor traffic and to plunge the data packets. False routing advertisement play vital role in deceiving genuine node in network. In this paper, behavior based routing misbehavior detection (BRMD) is designed in wireless sensor networks to detect false advertiser node in the network. Herein the sensor nodes are monitored by its neighbor. The node which attracts more neighbor traffic by fake routing advertisement and involves the malicious activities such as packet dropping, selective packet dropping and tampering data are detected by its various behaviors and isolated from the network. To estimate the effectiveness of the proposed technique, Network Simulator 2.34 is used. In addition packet delivery ratio, throughput and end-to-end delay of BRMD are compared with other existing routing protocols and as a consequence it is shown that BRMD performs better. The outcome also demonstrates that BRMD yields lesser false positive (less than 6%) and false negative (less than 4%) encountered in various attack detection.

Design of a PPL System using Online Game (온라인 게임을 이용한 간접광고시스템 설계)

  • Jang, Su-Min;Cho, Yong-Jun;Kwak, Nae-Joung;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.348-355
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    • 2008
  • With recent development of internet, a lot of people use online games through internet networks. Since people that utilize the online games increase, a special company and an advertisement company adopt the PPL(Product in Placement) on online game instead of the advertisement through TV or radio. This paper persents applications of the PPL on online games and problems which was occurred by them. We propose an advertisement system architecture which processes it efficiently. To prove that our proposed PPL system on online game is efficient, we process various questionnaires on PPL efficacy in online game and analyze them.

A Study on the Effects of Advertising Attributes in YouTube e-sport Video

  • Byun, Kyung-Won;Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.137-143
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    • 2020
  • The purpose of this study is to analyze the structural relationship among advertising attribute, advertising attitude, product attitude and purchase intention in YouTube advertising. The survey subjects to achieve the purpose of this study were selected the group of 300 students who have been watching YouTube VOD once more and are attending in three universities that are located in Seoul, Gyeonggi and Chungnam. Data processing was done with SPSS 23 for frequency analysis, Cronbach's α analysis. Also, AMOS 18 was used for confirmatory factor analysis and structural equation model analysis. information, irrtation and individuality affect viewers' advertisement attitude, their product attitude and purchasing intent, among advertisement attributes of e-sports items perceived by viewers of YouTube's e-sports videos with the insertion of advertisements that cannot be skipped in the middle of the video.Therefore, the similarity between the video and the advertised product or brand should be taken into account when producing advertisements inserted in the YouTube video, and a more positive advertising effect can be achieved when advertisement can be carried out reflecting the characteristics of the target viewers.

An analysis of user behaviors on the search engine results pages based on the demographic characteristics

  • Bitirim, Yiltan;Ertugrul, Duygu Celik
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.7
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    • pp.2840-2861
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    • 2020
  • The purpose of this survey-based study is to make an analysis of search engine users' behaviors on the Search Engine Results Pages (SERPs) based on the three demographic characteristics gender, age, and program studying. In this study, a questionnaire was designed with 12 closed-ended questions. Remaining questions other than the demographic characteristic related ones were about "tab", "advertisement", "spelling suggestion", "related query suggestion", "instant search suggestion", "video result", "image result", "pagination" and the amount of clicking results. The questionnaire was used and the data collected were analyzed with the descriptive statistics as well as the inferential statistics. 84.2% of the study population was reached. Some of the major results are as follows: Most of each demographic characteristic category (i.e. female, male, under-20, 20-24, above-24, English computer engineering, Turkish computer engineering, software engineering) have rarely or more click for tab, spelling suggestion, related query suggestion, instant search suggestion, video result, image result, and pagination. More than 50.0% of female category click advertisement rarely; however, for the others, 50.0% or more never click advertisement. For every demographic characteristic category, between 78.0% and 85.4% click 10 or fewer results. This study would be the first attempt with its complete content and design. Search engine providers and researchers would gain knowledge to user behaviors about the usage of the SERPs based on the demographic characteristics.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Mobile Advertisement Strategies through Data Mining Techniques (데이터마이닝 기법을 이용한 이동통신 광고 전략)

  • 나종화;김정숙;장영미
    • Proceedings of the Korean Association for Survey Research Conference
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    • 2001.04a
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    • pp.87-108
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    • 2001
  • Recently, the user of mobile and cordless internet is growing rapidly. So the advertising methodologies are appeared on stage through the internet and mobile service. But the current advertisement(AD) service into mobile phones supplies a short-sentence AD using letter-message, and gives mobile phone users an inconvenience by making them first listen to and then check the AD. Until now the AD service using mobile has been on the beginning level. In this study, we suggest the new advertising methodologies and propose both target marketing strategies and demand forecast through the data mining techniques.

Vocabulary Expansion Technique for Advertisement Classification

  • Jung, Jin-Yong;Lee, Jung-Hyun;Ha, Jong-Woo;Lee, Sang-Keun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.5
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    • pp.1373-1387
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    • 2012
  • Contextual advertising is an important revenue source for major service providers on the Web. Ads classification is one of main tasks in contextual advertising, and it is used to retrieve semantically relevant ads with respect to the content of web pages. However, it is difficult for traditional text classification methods to achieve satisfactory performance in ads classification due to scarce term features in ads. In this paper, we propose a novel ads classification method that handles the lack of term features for classifying ads with short text. The proposed method utilizes a vocabulary expansion technique using semantic associations among terms learned from large-scale search query logs. The evaluation results show that our methodology achieves 4.0% ~ 9.7% improvements in terms of the hierarchical f-measure over the baseline classifiers without vocabulary expansion.

Mobile Advertisement Strategies through Data Mining Techniques (데이터마이닝 기법을 이용한 이동통신 광고 전략)

  • 나종화;김정숙;장영미
    • Survey Research
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    • v.2 no.1
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    • pp.87-108
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    • 2001
  • Recently, the user of mobile and cordless internet is growing rapidly. So the advertising methodologies are appeared on stage through the internet and mobile service. But the current advertisement(AD) service into mobile phones supplies a short-sentence AD using letter-message, and gives mobile phone users an inconvenience by making them first listen to and then check the AD. Until now the AD service using mobile has been on the beginning level. In this study, we suggest the new advertising methodologies and propose both target marketing strategies and demand forecast through the data mining techniques.

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Application of Advertisement Filtering Model and Method for its Performance Improvement (광고 글 필터링 모델 적용 및 성능 향상 방안)

  • Park, Raegeun;Yun, Hyeok-Jin;Shin, Ui-Cheol;Ahn, Young-Jin;Jeong, Seungdo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.1-8
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    • 2020
  • In recent years, due to the exponential increase in internet data, many fields such as deep learning have developed, but side effects generated as commercial advertisements, such as viral marketing, have been discovered. This not only damages the essence of the internet for sharing high-quality information, but also causes problems that increase users' search times to acquire high-quality information. In this study, we define advertisement as "a text that obscures the essence of information transmission" and we propose a model for filtering information according to that definition. The proposed model consists of advertisement filtering and advertisement filtering performance improvement and is designed to continuously improve performance. We collected data for filtering advertisements and learned document classification using KorBERT. Experiments were conducted to verify the performance of this model. For data combining five topics, accuracy and precision were 89.2% and 84.3%, respectively. High performance was confirmed, even if atypical characteristics of advertisements are considered. This approach is expected to reduce wasted time and fatigue in searching for information, because our model effectively delivers high-quality information to users through a process of determining and filtering advertisement paragraphs.

An Analysis on Humor Expression in Internet Banner Advertising (인터넷 배너광고의 유머 표현 분석)

  • Park, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.170-177
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    • 2011
  • As the Internet market develops and grows, the Internet advertising has emerged as a critical medium of advertisement and become important in a modern society. In addition, the Internet advertising is more fascinating and attractive than other media in terms of diversity and absorption. In the Internet banner advertising, for example, various expression methods which attract attention from users have been more than just visual advertisement, arousing curiosity and interest. Especially, humorous expressions in the Internet banner advertising have brought a new paradigm to advertising market. Therefore, this paper has investigated the patterns of humorous expressions in banner advertising and analyzed the related case studies to make a contribution to the effective production of the Internet banner advertising, which induces user awareness and selection. For this, it has been attempted to analyze humorous patterns and involvement that are found in humorous banner advertisings such as CIA Athletica, Panadol, Toy & Stok, Adidas and Lipton among the banners which have relatively high preference in Banner blogs.