5,528 research outputs found

    Accessing movies' emotional information

    Get PDF
    Emotional information is being used in several systems as a way to understand users while interacting with computers or as a way to explore content classification. Movies are a medium emotionally empowered and technological developments and trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. In this paper we present a user interface for movies' emotion exploration based on a previous usability study. Felt - is an application for movie and users' emotions exploration as a way to access movies by its emotional properties or as a way of recommending movies by the analysis of users emotional profiles. In this paper we also propose novel interactive mechanisms for movie's emotions exploration.info:eu-repo/semantics/publishedVersio

    E-Communication and Customer Satisfaction: a Case of the Mobile Telecommunications Industry in South Africa

    Get PDF
    Electronic communication (e-communication) refers to communicating by electronic means, especially over computer networks. Organisations use the internet to distribute valuable content in a variety of ways including e-newsletters, articles, videos, webinars, chats, live online events, social networks and forums. Customer satisfaction measures how well the expectations of a customer concerning a product or service provided by an organisation have been met. Customers can be satisfied with more than just the organisation’s product offerings. Customers use the Internet to search for general information, instruction guides or tips that they consider interesting or valuable. They often base their buying decisions on what they find. Valuable content can result in positive advertising as customers share positive content-related experiences with others. It can also increase loyalty as customers start to view or perceive an organisation as an expert about industry-related topics. This paper examines the relationship between e-communication and customer satisfaction within the mobile telecommunications industry in South Africa. This research was quantitative, descriptive and cross sectional in nature. The study found that e-communication was being used by the majority of the service providers in the mobile telecommunications industry and that it led to increased customer satisfaction

    An investigation on the consumer demand and behavior in video game live streaming

    Get PDF
    Abstract. Over the past decade, consumption of video games and popularity of eSports has risen gradually over time, which has led to the emergence of many new video game live stream services and their explosive use. The rise of new media, in which user interaction and socialization play a crucial role in influencing user behavior and demand has driven many organizations to begin actively advertising their offerings through video game live streaming platforms. Therefore, the purpose of this study is to make an investigation and gain understanding of what factors affect the overall demand and behavior of the users in video game live streaming services. First, this research approaches the topic by exploring the field of eSports from the perspective of experience economy theory to further understand from where the experience value of eSports consumers is formed. Secondly, the user demand and interaction were investigated thoroughly since they play a significant role in understanding the consumption of video game live streaming. Following this, the theoretical framework was developed by a comprehensive examination of past relevant academic articles, with the goal of presenting an accurate summary of the issues fundamental to the study. The study provides a qualitative empirical perspective on the subject. The empirical data of the study was gathered through semi-structured interviews with the streamers and active users of video game live stream services. The data was thematically analysed in order to evaluate, recognize and identify the fundamental features and issues associated with the phenomena under consideration. A significant portion of the insights from the theoretical framework used and conceived in this thesis were supported by the analysis of empirical data, which highlighted the importance of interaction and socializing elements in watching and consuming video game live streaming. Based on the theoretical and empirical data, a new framework was developed which in addition to factors of user demand, user interaction and platform impact now included external factors and communities which further affect the consumption and overall experience of the users in video game live streaming services. Furthermore, considerable evidence of both theoretical and managerial implications for organizations planning to market their offering in these services was emphasized

    Novel Datasets, User Interfaces and Learner Models to Improve Learner Engagement Prediction on Educational Videos

    Get PDF
    With the emergence of Open Education Resources (OERs), educational content creation has rapidly scaled up, making a large collection of new materials made available. Among these, we find educational videos, the most popular modality for transferring knowledge in the technology-enhanced learning paradigm. Rapid creation of learning resources opens up opportunities in facilitating sustainable education, as the potential to personalise and recommend specific materials that align with individual users’ interests, goals, knowledge level, language and stylistic preferences increases. However, the quality and topical coverage of these materials could vary significantly, posing significant challenges in managing this large collection, including the risk of negative user experience and engagement with these materials. The scarcity of support resources such as public datasets is another challenge that slows down the development of tools in this research area. This thesis develops a set of novel tools that improve the recommendation of educational videos. Two novel datasets and an e-learning platform with a novel user interface are developed to support the offline and online testing of recommendation models for educational videos. Furthermore, a set of learner models that accounts for the learner interests, knowledge, novelty and popularity of content is developed through this thesis. The different models are integrated together to propose a novel learner model that accounts for the different factors simultaneously. The user studies conducted on the novel user interface show that the new interface encourages users to explore the topical content more rigorously before making relevance judgements about educational videos. Offline experiments on the newly constructed datasets show that the newly proposed learner models outperform their relevant baselines significantly

    Design of Back-End of Recommendation Systems Using Collective Intelligence Social Tagging

    Get PDF
    Recommendation systems are the tools whose purpose is to suggest relevant products or services to the customers. In a movie business website, the recommendation system provides users with more options, classify movies under different types to assist in arriving at a decision. Although, with current e-commerce giants focusing on hybrid filtering approach, we have decided to explore the functionality of Content-based recommendation system. This research paper aims to delve deeper into the content-based recommendation system and adding tags to enhance its functionality. The content-based approach is more fit to the movie recommendation as it overcomes the ‘cold start’ issue faced by the collaborative filtering approach, meaning, even with no ratings for a movie, it can still be recommended. The proposed method is to solve the less ‘data categorization’ issue in content-based filtering. Collective Intelligence Social Tagging System (CIST) aims at making a significant difference in content-based recommendation system to enrich the item profile and provide more accurate suggestions. The main gist of CIST is to involve the users to contribute in tagging to build a more robust system in online movie businesses. Tags in the millennial world are the ‘go to’ words that everyone looks up to in an online world of E-commerce. It’s the easiest way of telling a story without actual long sentences. We recommended three main solutions for the concerns of CIST, (a) clustering of tags to avoid synonymous tag confusion and create a metadata for movies under same tags, (b) 5 criteria model to motivate and give the most amount of genuine information for end users to trust and eventually contribute in tagging, and (c) clear way of distinguishing and displaying tags to separate primary tags and secondary tags and give a chance to the users to assess whether the given tags reflect the relevant theme of the film

    Building Streamers’ Personal Brand Loyalty by the Brand Resonance Pyramid Model in Live Streaming Commerce

    Get PDF
    This study explores the issue of building streamers’ personal brands from the brand resonance pyramid model. Brand loyalty brings benefits and lower viewers’ wrong purchase decisions. Factors related to the context, streamers, and the community shape brand awareness and differentiate streamers’ uniqueness. The uniqueness presented by streamers’ credibility and the perceived value of live streamers’ programs deepens viewers’ emotional attachment toward the streamers. The close emotional attachment raises viewers’ loyalty and then induces viewers to purchase the recommended products. Results from analyzing 1082 valid returned data collected by an online survey show the significant path from brand awareness, differentiation, emotional attachment, and loyalty to purchase intention. The atmospherics, streamer attractiveness, streamer admiration, and vicarious experience learning promote viewers’ perceived credibility and distinct part of perceived value and then cultivate emotional attachment. The chained effects of emotional attachment, loyalty, and purchase intention are significant. Theoretical and managerial implications are also listed
    • …
    corecore