• Title/Summary/Keyword: Media decision

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The Impact of Hallyu 4.0 and Social Media on Korean Products Purchase Decision of Generation C in Vietnam

  • Truong, Nguyen Xuan
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.3
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    • pp.81-93
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    • 2018
  • This study developed and tested the impact of hallyu 4.0, social media, and consumer ethnocentrism on the decision to purchase Korean products of Generation C in Vietnam. Both qualitative and quantitative methodologies were utilized in this study. Qualitative research was first carried out with in-depth interview, conducted to derive measurement items for the interested constructs. Quantitative research used cross-sectional field design by pilot study and official study. The model was tested and developed using data collected by questionnaires, from a sample of 575 respondents, by both electronic and paper surveys with non-probability and convenience sampling techniques. SPSS 20 and AMOS 20 software were employed to analyze the data. The results of structural equation modeling showed that hallyu 4.0, social media, and consumer ethnocentrism influenced the intermediates variables: subject norms, trust, attitude and behavioral intention and influenced purchase decision. The hallyu 4.0, social media, and consumer ethnocentrism are independent variables. They impact purchase decision through mediating variables such as trust, subjective norms, attitude and behavioral intention. Social media influences not only to trust but also to subjective norms. Subjective norms influence on purchase decision. This study also discovers an interesting fact that trust and attitude variables have an impact on behavioral intention and purchase decision.

A Study on the Exploration of Factors Influencing Media Device Addiction in Third Grade Students: Application of Decision Tree Analysis Method (초등학교 3학년 아동의 미디어기기 중독 영향요인 탐색에 관한 연구: 의사결정나무 분석법의 적용)

  • Lee, Kyungjin;Kwon, Yeonhee;Hwang, Aram
    • Korean Journal of Childcare and Education
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    • v.18 no.5
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    • pp.79-99
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    • 2022
  • Objective: This study was conducted to examine the significant factors affecting media device addiction using the data mining technique for large-scale data from the Panel Study on Korean Children Survey (PSKC). The PSKC data of this study were gathered from the elementary school students in their 10th survey (1,286 3rd grade students). Methods: The SPSS 21.0 program was used for data mining decision tree analysis, and the results are as follows. Results: First, the most important predictor of media device addiction was planning-organization which was among the sub-factors of executive function. Second, as a result of the decision tree analysis, the children with the highest probability of addiction to media devices were ones that had difficulties in planning and organizing, had mothers with a permissive parenting attitude felt difficulties in controlling behavior, and were alone at home for more than two hours a day without any adult supervision. Conclusion/Implications: The results of this study can help guide the direction of future research related to children's addiction to media devices by exploring and analyzing factors that significantly affect children's addiction to media devices.

NPC Control Model for Defense in Soccer Game Applying the Decision Tree Learning Algorithm (결정트리 학습 알고리즘을 활용한 축구 게임 수비 NPC 제어 방법)

  • Cho, Dal-Ho;Lee, Yong-Ho;Kim, Jin-Hyung;Park, So-Young;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.61-70
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    • 2011
  • In this paper, we propose a defense NPC control model in the soccer game by applying the Decision Tree learning algorithm. The proposed model extracts the direction patterns and the action patterns generated by many soccer game users, and applies these patterns to the Decision Tree learning algorithm. Then, the proposed model decides the direction and the action according to the learned Decision Tree. Experimental results show that the proposed model takes some time to learn the Decision Tree while the proposed model takes 0.001-0.003 milliseconds to decide the direction and the action based on the learned Decision Tree. Therefore, the proposed model can control NPC in the soccer game system in real time. Also, the proposed model achieves higher accuracy than a previous model (Letia98); because the proposed model can utilize current state information, its analyzed information, and previous state information.

The Determinant Factors of Media in Solving Performance Assessment Task of Elementary and Middle School Students (수행평가 과제 해결에 있어 초·중학생의 매체 결정 요인에 관한 연구)

  • Lee, Seung-Min;Lee, Byung-Ki
    • Journal of Korean Library and Information Science Society
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    • v.48 no.3
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    • pp.131-152
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    • 2017
  • The purpose of this study was to investigate the relationship between media richness, media usefulness, media experience and media decision in order to identify factors that determine the media of school library in solving performance evaluation tasks. For this purpose, 132 primary and middle school students were surveyed and their structural equation was set up by hypothesis setting, validity test, and causal model. As a result, it was confirmed that media experience of school library is a major factor in media decision. Also, media richness and media experience appeared to influence media decision through media usefulness. The analysis implies that school library is centered on teaching - learning process and evaluation, so information literacy education should be carried out in school curriculum and school library is required to provide students experience on media as the center of school education.

Ensemble of Fuzzy Decision Tree for Efficient Indoor Space Recognition

  • Kim, Kisang;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.4
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    • pp.33-39
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    • 2017
  • In this paper, we expand the process of classification to an ensemble of fuzzy decision tree. For indoor space recognition, many research use Boosted Tree, consists of Adaboost and decision tree. The Boosted Tree extracts an optimal decision tree in stages. On each stage, Boosted Tree extracts the good decision tree by minimizing the weighted error of classification. This decision tree performs a hard decision. In most case, hard decision offer some error when they classify nearby a dividing point. Therefore, We suggest an ensemble of fuzzy decision tree, which offer some flexibility to the Boosted Tree algorithm as well as a high performance. In experimental results, we evaluate that the accuracy of suggested methods improved about 13% than the traditional one.

A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

Fast intra prediction mode decision based on rough mode decision and most probable mode in HEVC (HEVC에서 Rough mode decision과 Most probable mode에 기반을 둔 고속 인트라 예측 모드 결정 방법)

  • Lee, Seung-ho;Park, Sang-hyo;Jang, Euee Seon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.11a
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    • pp.71-74
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    • 2013
  • 차세대 동영상 표준 코덱인 High Efficiency Video Coding(HEVC)은 기존의 AVC/H.264 보다 동일 화질 대비 최대 약 2배의 압축 성능을 보여준다. 이러한 HEVC의 성능을 얻기 위하여 복잡한 연산이 많은 기법이 도입되었고 이로 인하여 HEVC의 시간 복잡도는 AVC/H.264보다 더욱 증가하였다. HEVC의 시간 복잡도를 줄이기 위해서 다양한 고속 알고리즘이 논의되고 있고 인트라 예측 모드에서의 고속 알고리즘 연구 또한 많은 연구가 이루어지고 있다. 본 논문에서는 인트라 예측 모드 결정과정에서 HEVC에 구현된 Rough mode decision(RMD)와 Most probable mode(MPM)의 결과를 활용하여 고속화된 최종예측 모드 결정 방법을 제안한다. 실험 결과, HM 10.0의 All Intra 환경을 기준으로 BD-rate에서 약 0.9%의 손실과 함께 평균 24%의 속도 향상을 얻을 수 있었다.

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A Fast Block Mode Decision Scheme for P- Slices of High profile in H.264/AVC

  • Kim, Jong-Ho;Pahk, Un-Kyung;Kim, Mun-Churl;Choi, Jin-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.142-147
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    • 2009
  • The recent H.264/AVC video coding standard provides a higher coding efficiency than previous standards. H.264/AVC achieves a bit rate saving of more than 50 % with many new technologies, but it is computationally complex. Most of fast mode decision algorithms have focused on Baseline profile of H.264/AVC. In this paper, a fast block mode decision scheme for P- slices in High profile is proposed to reduce the computational complexity for H.264/AVC because the High profile is useful for broadcasting and storage applications. To reduce the block mode decision complexity in P- pictures of High profile, we use the SAD value after $16{\times}16$ block motion estimation. This SAD value is used for the classification feature to divide all block modes into some proper candidate block modes. The proposed algorithm shows average speed-up factors of 47.42 ${\sim}$ 67.04% for IPPP sequences.

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Fast Intra Prediction Mode Decision based on Rough Mode Decision and Most Probable Mode in HEVC (Rough Mode Decision과 Most Probable Mode에 기반을 둔 HEVC 고속 인트라 예측 모드 결정 방법)

  • Lee, Seung-Ho;Park, Sang-Hyo;Jang, Euee Seon
    • Journal of Broadcast Engineering
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    • v.19 no.2
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    • pp.158-165
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    • 2014
  • High Efficiency Video Coding (HEVC), the latest video coding standard, has twice of the compression efficiency compared to AVC/H.264 under the same image quality condition. To obtain the improved efficiency, however, it was adopted for many methods which need complicated calculation, and the time complexity of HEVC was increased more than that of AVC/H.264. To solve this problem, the various fast algorithms have been researched. In this paper, we propose a fast intra prediction mode decision method which uses result of Rough Mode Decision (RMD) and Most Probable Mode (MPM). The proposed method selects a best predicted mode by comparing each predicted directions which are calculated through RMD and MPM. We applied the proposed method to HM 10.0 and conducted an comparing experiment in All-Intra environment. The experiment result showed that total encoding time is reduced by about 26% on average with about a 0.8% loss of BD-rate.

Effects of Purchase Intention according to Media Type for Advertising and Publicity in Viewing Performance of Popular Arts (광고 및 홍보를 위한 매체별 유형이 대중예술 공연관람 구매의사 요인에 미치는 영향)

  • Kwon, Hyeog-In;Joo, Hi-Yeob;Jung, Soon-Gyu
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.133-144
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    • 2012
  • In this paper, we analyzed that a performing director can make effective advertising and publicity with any medium during the overall performance planning. We discovered 3 steps which are before viewing(viewing motive), during view(service quality) and after viewing(content quality) which affect purchase decision on viewing performance followed by an adjustment effect according to media type. Through surveying and analyzing the results, we confirmed that viewing motive, service quality, and content quality have significant effect on purchase decision and significant adjustment effect according to media type. Therefore, we expect that a performing director can make an effective advertising and publicity decision with any medium during performance planning.