• Title/Summary/Keyword: online communication

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Churn Analysis of Maximum Level Users in Online Games (온라인 게임 내 최고 레벨 유저의 이탈 분석)

  • Park, Kunwoo;Cha, Meeyoung
    • Journal of KIISE
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    • v.44 no.3
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    • pp.314-322
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    • 2017
  • In MMORPG (Massively Multiplayer Online Role-Playing Game), users advance their own characters to get to the maximum (max) level by performing given tasks in the game scenario. Although it is crucial to retain users with high levels for running online games successfully, little efforts have been paid to investigate them. In this study, by analyzing approximately 60 million in-game logs of over 50,000 users, we aimed to investigate the process through which users achieve the max level and churn of such users since the moment of achieving the max level, and determine possible indicators related to churn after the max level. Based on the result, we can predict churn of the max level users by employing behavioral patterns before the max level. Moreover, we found users who are socially active and communicate with many people before the max level are less likely to leave the service (p<0.05). This study supports that communication patterns are important factors for persistent usage of the users who achieve the max level, which has practical implications to guide elite users on enjoying online games in the long run.

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

The Sizing Communications in Online Apparel Retail Websites - Focusing on Ready-to-Wear Women's Tailored Jacket - (온라인 의류 쇼핑 사이트의 제품 사이즈 정보 실태 분석 - 여성용 테일러드 재킷을 중심으로 -)

  • Lee, Ah Lam;Kim, Hee Eun
    • Fashion & Textile Research Journal
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    • v.22 no.5
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    • pp.617-627
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    • 2020
  • This study investigates the apparel sizing communication presented in online retail websites focusing on women's ready-to-wear tailored jackets and to analyze the meaning of these information as the actual product size guide factor. A total of 34 retail websites were selected based on the highest growth fashion companies list and the best fashion brands list. We collected size information in two types: size specifications including sizing code, body measurements, garment measurements, and size references including customized size guide tools, size information in customer reviews, model size information, and others. Most websites prefer to present garment measurements rather than body measurements that are recommended notations under Korean standards and related regulations. In addition, there was the absence of consistency in presenting measurements list and terms that can confuse consumers in size communication. This study found that the stature measurement was a key factor in size reference despite that it did not represent a proper garment size. The obsolete Korean numbering sizing code such as '55 and '66 was still used in many ways such as idiomatic expressions for body shape. It also implied that we can take advantage of the old sizing code for accessible size information. The finding of this study gives an in-depth diagnosis of current online sizing information problems and suggests useful basic data for developing online apparel size standards and marketing strategies.

The Influence of Cultural Orientation on Electronic Word-of-Mouth in Online Communities (온라인커뮤니티에서 문화적 성향이 구전에 미치는 영향)

  • Park, Seongho;Kim, Pansoo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.4
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    • pp.228-237
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    • 2018
  • The importance of eWOM (electronic word-of-mouth) communication through online communities is increasing on a daily basis. This study analyzed how the relationship between eWOM (electronic Word-Of-Mouth) factor and eWOM communication depends on the cultural orientation of users in the online community. The research model was developed based on four cultural orientations of individual affect Social tie and usefulness. The model consists of variables such as social tie and perceived usefulness as predecessors of eWOM, four dimensions of cultural orientation (Horizontal Individualism, Horizontal Collectivism, Vertical Individualism, Vertical Collectivism), and eWOM. The model was tested empirically using the PLS (partial least squares) structure equation model. Survey was conducted for online community users in South Korea. Data was statistically validated whether fits on research model. The study results reveal that Social Tie have a positive effect on Perceived Usefulness. Social Tie and Perceived Usefulness have a positive effect on eWOM. 3 of cultural orientations (HC, VI, VC) have a positive effect on Social Tie. Only one of cultural orientations (HC) have an negative effect on Perceived Usefulness. Especially, horizontal collectivism (HC) shows strong correlation with perceived usefulness, whereas vertical collectivism (VC) shows weak correlation with perceived usefulness andvertical individualism (VI) shows strongly correlation with social tie, whereas horizontal individualism (HI) shows weak correlation with social tie. Based on the study results, customized service strategy could be formulated according to the different vertical styles and various eWOM factors.

A Study on the Determinants of Purchase Intention in Online Shopping Through Augmented Reality Application (증강현실 애플리케이션을 통한 온라인쇼핑에서의 구매의도 결정요인 연구)

  • Su-Ji Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.257-266
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    • 2024
  • This study explored the determinants that influence purchase intention in online shopping based on augmented reality applications. The main results are discussed focusing on hypotheses as follows. First, interactivity had a positive effect on psychological ownership. Second, interactivity had a positive effect on decision comfort. Third, psychological ownership had a positive effect on decision comfort. Fourth, psychological ownership had a positive effect on purchase intention. Fifth, decision comfort had a positive effect on purchase intention. Therefore, in online shopping based on augmented reality applications, interaction determines psychological ownership and decision comfort, and psychological ownership and decision comfort can be evaluated as key factors that promote product purchase intention in online shopping. In order to increase purchase intention in online shopping, a marketing strategy is required to increase interactivity, psychological ownership, and decision comfort through augmented reality applications.

A Study on the Effect of Online Exhibitions in Art Museums on the Aesthetic Experience and Offline Viewing Intentions of Visitors (미술관 온라인 전시가 관람객의 미적 경험과 오프라인 관람의도에 미치는 영향)

  • Park, So Ra;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.60
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    • pp.121-153
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    • 2021
  • The purpose of this study is to empirically clarify the relationship between the aesthetic experience of visitors and the effect of online exhibitions at museums on the degree of viewing an offline exhibition. For this reason, the attributes of online exhibitions are composed of accessibility, interaction, informativeness, playfulness, etc., and the aesthetic experience is composed of four factors: emotional, communicative, cognitive, and perceptual areas. A survey was conducted to analyze the effect on viewing intention. The results of multiple regression analysis of the questionnaire results revealed that first, the online exhibition service had a partially significant positive(+) effect on the aesthetic experience. It was analyzed that informativity had the greatest effect on the emotional domain of aesthetic experience, playfulness had the greatest impact on the communication and perceptual domains, and access had the greatest impact on the cognitive domain. Second, it was found that online exhibitions had a partially significant positive (+) effect on offline exhibition viewing intention in the order of playfulness, interactivity, and informativity. Third, it was found that aesthetic experiences had a significant positive (+) effect on offline exhibition viewing intention in the order of cognitive, emotional, communication, and perception. In addition, it was confirmed that the aesthetic experience partially mediated the intention to view online and offline exhibitions. We hope that this study will serve as an opportunity to spark academic discussion along with practical implications for inducing online exhibition users to offline exhibitions.

Message Quality, Structural Positions in Discussion Network, and Opinion Leadership: A Case Analysis of 'Free-Lunch Debate' in Online Political Discussion (메시지 품질과 토론 연결망의 구조적 위치, 그리고 여론지도력: 서울시 '무상급식 논란'의 온라인 정치토론 사례 분석)

  • Kim, Kyung-Mo;Song, Hyun-Jin
    • Korean journal of communication and information
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    • v.56
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    • pp.194-218
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    • 2011
  • Focusing on the individuals' structural positions and roles in the internet discussion network, this research explores whether and how the opinion leaders' network characteristics are associated with the message quality and interpersonal influence in terms of attention-drawing and response-generation, which prior studies often failed to fully explicate. Findings suggest that discussion participants with high message quality occupy more central positions in the discussion network, thus enjoy more attention and responses of other following participants. However, opinion leader's network centralities, which tap the structural positions and unique roles in the online discussion network, systematically mediate the effect of the message quality on interpersonal influence. Moreover, significant interaction between opinion perception and network centrality was found only on the majority opinion group, rendering the entire discussion structure toward more enclaved deliberation and group polarization. Taken together, the results imply that the influence of the online opinion leader can only be substantiated with participant's central positions in the discussion network, which has been ignored by the prior opinion leadership research.

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A Study on the Overcoming of the Legal Limits and the Status-Consolidating of the Online Services of the German Public Broadcasting System as the Third Media (독일 공영방송 온라인 서비스의 법적 한계 탈피와 제3의 미디어로서 위상 확립과정에 관한 연구)

  • Ko, Su-Cha
    • Korean journal of communication and information
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    • v.47
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    • pp.74-95
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    • 2009
  • With the digital technical development, the German public broadcasting system has enlarged their online services with the rapid growth of internet population and digital channels. In the debate on online services of public broadcasting systems the major issue is that broadcasting fees finance their broadcast, though they are intended to support mass communication only. Therefore the German private broadcasting claimed to the European Union, that broadcasting fee of the German public had to be regarded as state aid concerning fair competition. Due to the autonomy of the German public broadcasting systems, guaranteed by the German Constitutional Law, a public value test was proposed to the EU and was accepted domestically. The cut in rise of broadcasting fees was stated unconstitutional by the German Constitional Court in 2007, when online services were consolidated as the third media amongst TV and radio with regard to basic provision. This with the public value tests of the public and the accept of the EU's Audio Visual Media Services Directive was constituted in the 12th amendment of the State Contract of Broadcasting. This three-dimensional legislative process could be instructive for the korean process, because Korea too is on the verge of constituting a regulatory system of convergence media.

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The Design of the Information & Communication Ethics Education Web Contents for Prevention of Internet reverse functions (인터넷 역기능 예방을 위한 정보통신 윤리 교육용 웹 콘텐츠 설계)

  • Lee, Yun-Bae;Kim, Hye-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.7
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    • pp.1604-1612
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    • 2011
  • This is the development of educational content that provides online ethical education to adolescents. Internet oriented education content is not only limited by time and place, but also enables students to do self-motivated study. In addition, it is not unilateral education in which teachers only give lectures but also requires students to seek for information so that they can interact with teachers. Therefore, in this paper, we are going to observe the basic concept and principle of information communication ethnical education, educational contents and how to do self-motivated study to reveal the necessity of implementing educational content. This course of education is compared and analyzed to preceding studies on which online educational contents are established.

Electricity Cost Minimization for Delay-tolerant Basestation Powered by Heterogeneous Energy Source

  • Deng, Qingyong;Li, Xueming;Li, Zhetao;Liu, Anfeng;Choi, Young-june
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.5712-5728
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    • 2017
  • Recently, there are many studies, that considering green wireless cellular networks, have taken the energy consumption of the base station (BS) into consideration. In this work, we first introduce an energy consumption model of multi-mode sharing BS powered by multiple energy sources including renewable energy, local storage and power grid. Then communication load requests of the BS are transformed to energy demand queues, and battery energy level and worst-case delay constraints are considered into the virtual queue to ensure the network QoS when our objective is to minimize the long term electricity cost of BSs. Lyapunov optimization method is applied to work out the optimization objective without knowing the future information of the communication load, real-time electricity market price and renewable energy availability. Finally, linear programming is used, and the corresponding energy efficient scheduling policy is obtained. The performance analysis of our proposed online algorithm based on real-world traces demonstrates that it can greatly reduce one day's electricity cost of individual BS.