• Title/Summary/Keyword: user innovation

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Global Big Data Analysis Exploring the Determinants of Application Ratings: Evidence from the Google Play Store

  • Seo, Min-Kyo;Yang, Oh-Suk;Yang, Yoon-Ho
    • Journal of Korea Trade
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    • v.24 no.7
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    • pp.1-28
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    • 2020
  • Purpose - This paper empirically investigates the predictors and main determinants of consumers' ratings of mobile applications in the Google Play Store. Using a linear and nonlinear model comparison to identify the function of users' review, in determining application rating across countries, this study estimates the direct effects of users' reviews on the application rating. In addition, extending our modelling into a sentimental analysis, this paper also aims to explore the effects of review polarity and subjectivity on the application rating, followed by an examination of the moderating effect of user reviews on the polarity-rating and subjectivity-rating relationships. Design/methodology - Our empirical model considers nonlinear association as well as linear causality between features and targets. This study employs competing theoretical frameworks - multiple regression, decision-tree and neural network models - to identify the predictors and main determinants of app ratings, using data from the Google Play Store. Using a cross-validation method, our analysis investigates the direct and moderating effects of predictors and main determinants of application ratings in a global app market. Findings - The main findings of this study can be summarized as follows: the number of user's review is positively associated with the ratings of a given app and it positively moderates the polarity-rating relationship. Applying the review polarity measured by a sentimental analysis to the modelling, it was found that the polarity is not significantly associated with the rating. This result best applies to the function of both positive and negative reviews in playing a word-of-mouth role, as well as serving as a channel for communication, leading to product innovation. Originality/value - Applying a proxy measured by binomial figures, previous studies have predominantly focused on positive and negative sentiment in examining the determinants of app ratings, assuming that they are significantly associated. Given the constraints to measurement of sentiment in current research, this paper employs sentimental analysis to measure the real integer for users' polarity and subjectivity. This paper also seeks to compare the suitability of three distinct models - linear regression, decision-tree and neural network models. Although a comparison between methodologies has long been considered important to the empirical approach, it has hitherto been underexplored in studies on the app market.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

Categorization of UX method based on UX expert's competence model (UX 전문가의 역량 모델에 기반한 수행역량유사도에 따른 UX 방법론 분류에 대한 연구)

  • Lee, Ahreum;Kang, Hyo Jin;Kwon, Gyu Hyun
    • Design Convergence Study
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    • v.16 no.4
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    • pp.1-16
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    • 2017
  • As the local manufacturing industry has entered a phase of stagnation, service and product design based on user experience has been highlighted as an alternative for the innovation. However, SMEs(Small and Medium-sized Enterprises) are still struggling to overcome the current crisis. One of the reasons is that SMEs do not have enough contact points with the validated UX firms and experts. Thus, SMEs has a high barrier to invest in new opportunity area, user experience. In this study, we aim to figure out UX experts' competence to perform the UX method to solve the UX problems based on the KSA framework(Knowledge, Skill, Attitude). Based on the literature review and expert workshop, we grouped the UX method according to the similarity of the competence required to conduct the method. With cluster analysis, 5 different groups of UX method were defined based on the competence, Panoramic Analysis, Meticulous Observation and Analysis, Intuitive Interpretation, Agile Visualization, and Logical Inspection. The results would be applied to compose a portfolio of UX experts and to implement a mechanism that could recommend the professional experts to the company.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.171-184
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    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.

Customer Model Analysis for UCC Knowledge Sharing Service : A Case (UCC 지식 동영상 공유 서비스의 고객 모델 분석 사례)

  • Yoon, Eun-Jung;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.15 no.1
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    • pp.15-30
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    • 2009
  • As knowledge is now being distributed and shared through the Internet not only in the form of text but also in that of video, UCC (User Created Content) knowledge video sharing services have emerged on the Internet such as Instructables.com. This paper deals with a UCC knowledge video service in real world and reports the case of analyzing its customer model. The knowledge video sharing service can be considered as both a kind of discontinuous innovation, which requires knowledge provider's technical ability of creating and editing UCC video, and a value network, which matches UCC providers and consumers therefore brings network effect, we first adopt the Chasm theory as the base of the customer model and refine the customer model referencing the Technographics, which is also an Internet-refinement of the Chasm model. Finally, non-customer analysis of Blue Ocean strategy is applied for exploring potential customers of the service.

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A Study on the Acceptance Factors of Healthcare Information Services Converged with Cognitive Computing (인지 컴퓨팅 융합 헬스케어 정보서비스 수용요인에 관한 연구)

  • Pae, Young-Woo;Bong, Jin-Sook;Min, Wonki;Shin, Yongtae
    • Journal of KIISE
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    • v.42 no.6
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    • pp.734-747
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    • 2015
  • The aging population and the advancement of science and technology are transforming the healthcare industry to focus on health management for the prevention of diseases. The U-health and remote healthcare services have not yet achieved the social agreement in the nation; however, these have been extensively used in the global scale. The innovation of user experience through cognitive computing are expected to increase the health effects of consumers, by converging with healthcare information services. This study suggests the conceptual model of healthcare information service converged with cognitive computing. Then, the acceptance factors for consumers have been investigated. For this purpose, reliability and validity analysis have been conducted using an online survey. The path analysis was performed to verify the hypotheses and moderating effect based upon the gender, by using structural equation modeling.

A Study on Location and User Satisfaction of the Green Buffer Zone in Gwanggyo New Town (광교신도시 완충녹지의 입지와 이용만족도 연구)

  • Kim, Ju-Ok;Choi, Won-Bin;Shin, Ji-Hoon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.20 no.6
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    • pp.21-33
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    • 2017
  • The purpose of this study is to find out that it can be provided as a basic data to increase the satisfaction with users in the placement and creation of the Green Buffer Zone. In this study, the research was started on the Green Buffer Zone in Gwanggyo new town, which was rebuilt as the zone to use according to the change of legal installation standard of the zone. The subject of this study is the Green Buffer Zone in Gwanggyo new town, which is expected to be completed in step 4 of 2016. As a result of analysing the location and use characteristics of the Green Buffer Zone, the following conclusions were made. First of all, it is categorized into two categories by Buffering / disaster prevention type and land to use adjustment type. Second, the buffer space of commercial space and housing is satisfying, but in commercial space, there is a need for a cushioning function and housing spaces require improvements in the functioning of the landscape. Third, the function of the Green Buffer Zone resets to cushioning function, disaster prevention function, landscape function, utilization function. and The installation criteria are proposed to environmental pollution, noise abatement, and planting trees, etc. Lastly, the future utilization plan considering the location and use characteristics of the Green Buffer Zone is as follows. In the planning stage, preference is given to the characteristics of use of arranging green facility. It is necessary to manage the planned facilities as much as possible by changing them if necessary. Construction stage, it restrictively reflects landscaping facilities within the Green Buffer Zone function. After stage, This study will prioritize the target areas and select necessary areas and need to make efforts to prevent indiscriminate greenery encroachment.

Cultural Differences impact on the ERP System Implementation (문화 차이가 ERP 시스템 구현에 미치는 영향)

  • Kim, Kyung-Ihl;Park, Ji-Young
    • Journal of Convergence Society for SMB
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    • v.6 no.2
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    • pp.1-9
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    • 2016
  • In the modern business environment, ERP System is a tool for efficient use of the resources of the company. Implementation of the ERP System is not a simple introduction of the unit system. The changes and innovation of the company will be made through the BPR. And then, the BPR is made based on the system design and implementation. Cultural difference creates a difference in the attitudes and relationships of members of company. and, Cultural difference produce differences in organizational culture and operating principles. Cultural differences can mention the differences in the cultures of East and West, and can mention the difference between each country within the same culture. In the paper, we determine the impact of cultural differences on the implementation of the ERP System. Cultural differences affect the implementation process and the decision-making process, user interface.

The Effects of the Social Risk on the Resistance of Purchase in Mobile Shopping (모바일 쇼핑의 사회적 위험이 구매저항에 미치는 영향)

  • Moon, Hye-Mi;Lee, Kyeong-Rak;Lee, Sang-Joon
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.93-106
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    • 2014
  • All of smart phone users not always make a good use of mobile shopping. The main cause is that in case of non-user of mobile shopping, potential apprehension to psychological and security weakness affects building up resistance on mobile shopping. In this paper, we designed models of innovation resistance heavily based on literature reviews and previous studies, and tried to find how perceived risk affects consumer's purchase intention in mobile shopping process. In conclusion, it shows that security, one of psychological factors, affects perceived risk in all aspects, while negative influence of society and cognitive dissonance just affect social risk and delivery risk, and uncertainty also just affects performance risk. Besides, it shows that all of variables made up perceived risk affects resistance of purchase. Especially social risk turns out to be a most influential factor to purchase behavior through smart phone.

A study on the Application of Living Lab in Transportation : Focused on the Auto-Image Sensing Signal System for Pedestrian (교통분야의 리빙랩 적용사례 연구 : 보행자 자동감지 횡단보도 시스템을 중심으로)

  • Jeon, Nayeoung;Kim, Sujae;Choo, Sangho;Lee, Hyangsook
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.2
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    • pp.1-17
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    • 2018
  • The living lab is a user-participatory innovation space where users can solve problems by themselves. Living Lab members are able to participate in all aspects of product development from technology conception. In this study, to prevent pedestrian accidents, auto-image sensing signal system was developed in Jeonju City, using the Living Lab method. In addition, we measured effectiveness of the auto-image sensing signal system with respect to pedestrian waiting time, pedestrian and driver signal violation, and pedestrian jaywalking. It was also compared the measures before installation, after installation and after applying Living Lab method. As a result, all of the three measures of effectiveness appeared to be more effective after Living Lab than after installation. Overall, this study is very significant in that it is the first case where the living lab is applied in transportation.