User Segment Identification Based on Similarity in Content Consumption

Author(s):  
Somdeb Sarkhel ◽  
Wreetabrata Kar ◽  
Viswanathan Swaminathan
Keyword(s):  
2019 ◽  
pp. 10-21
Author(s):  
Dimitris Kanellopoulos

The advent of social networking applications, media streaming technologies, and synchronous communications has created an evolution towards dynamic shared media experiences. In this new model, geographically distributed groups of users can be immersed in a common virtual networked environment in which they can interact and collaborate in real- time within the context of simultaneous media content consumption. In this environment, intra-stream and inter-stream synchronization techniques are used inside the consumers’ playout devices, while synchronization of media streams across multiple separated locations is required. This synchronization is nown as multipoint, group or Inter-Destination Multimedia Synchronization (IDMS) and is needed in many applications such as social TV and synchronous e-learning. This survey paper discusses intraand inter-stream synchronization issues, but it mainly focuses on the most well-known IDMS techniques that can be used in emerging distributed multimedia applications. In addition, it provides some research directions for future work.


2015 ◽  
Vol 154 (1) ◽  
pp. 89-100 ◽  
Author(s):  
Jonathon Hutchinson

The public service media (PSM) remit requires the Australian Broadcasting Corporation (ABC) to provide for minorities while fostering national culture and the public sphere. Social media platforms and projects – specifically ‘social TV’ – have enabled greater participation in ABC content consumption and creation; they provide opportunities for social participation in collaborative cultural production. However it can be argued that, instead of deconstructing boundaries, social media platforms may in fact reconstruct participation barriers within PSM production processes. This article explores ABC co-creation between Twitter and the # 7DaysLater television program, a narrative-based comedy program that engaged its audience through social media to produce its weekly program. The article demonstrates why the ABC should engage with social media platforms to collaboratively produce content, with # 7DaysLater providing an innovative example, but suggests skilled cultural intermediaries with experience in community facilitation should carry out the process.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shavneet Sharma ◽  
Neale Slack ◽  
Kritika Devi ◽  
Tuma Greig ◽  
Samantha Naidu

PurposeWith the increasing popularity of online games like Pokémon Go, a new wave of crowdsourcing communities have emerged, allowing gamers to collaborate, communicate and share useful game-related information. This paper aims to examine the factors that influence gamers' crowdsourcing behaviour.Design/methodology/approachA conceptual framework is developed that combines the DeLone & McLean model, self-determination theory, and different levels of engagement behaviour. The online survey collected 371 responses that were analysed using Covariance Based Structural Equation Modelling (CB-SEM).FindingsThe results show that extrinsic and intrinsic motivation positively influenced gamers' crowdsourcing engagement intention. System quality and information quality were also confirmed to be positively associated with gamers' crowdsourcing engagement intention. Furthermore, crowdsourcing engagement intention was found to be positively associated with crowdsourcing content consumption, contribution, and creation.Practical implicationsThe findings of this study are useful for the owners of Pokémon Go and other gaming-related crowdsourcing platforms in devising tailored strategies to increase the crowdsourcing engagement of gamers.Originality/valueThis study provides the first empirical evidence of factors motivating online gamers' crowdsourcing intention. This study also presents novel insight into online gamers' crowdsourcing intention by combining diverse theories which offer different perspectives and a more comprehensive understanding of the phenomenon. Contribution to the research on the intention-behaviour gap by modelling three behavioural outcomes (content creation, contribution, and consumption behaviour) of crowdsourcing engagement intention, is another important contribution of this study.


Author(s):  
Symeon Papadopoulos ◽  
Fotis Menemenis ◽  
Athena Vakali ◽  
Ioannis Kompatsiaris

The recent advent and wide adoption of Social Bookmarking Systems (SBS) has disrupted the traditional model of online content publishing and consumption. Until recently, the majority of content consumed by people was published as a result of a centralized selection process. Nowadays, the large-scale adoption of the Web 2.0 paradigm has diffused the content selection process to the masses. Modern SBS-based applications permit their users to submit their preferred content, comment on and rate the content of other users and establish social relations with each other. As a result, the evolution of popularity of socially bookmarked content constitutes nowadays an overly complex phenomenon calling for a multiaspect analysis approach. This chapter attempts to provide a unified treatment of the phenomenon by studying four aspects of popularity of socially bookmarked content: (a) the distributional properties of content consumption, (b) its evolution in time, (c) the correlation between the semantics of online content and its popularity, and (d) the impact of online social networks on the content consumption behavior of individuals. To this end, a case study is presented where the proposed analysis framework is applied to a large dataset collected from Digg, a popular social bookmarking and rating application.


2015 ◽  
pp. 1283-1294
Author(s):  
Jacek Tadeusz Waliński

Portable multimedia devices shape the intensity of intercultural contacts not only through content consumption but also through content creation. Enabling learners to participate in content exchange via the Web 2.0 paradigm (audiences as both media consumers and media creators) can be employed to create new forms of acquiring knowledge. This study demonstrates an application of m-learning in a situated in-the-field examination of cultural diversity with the Linguistic Landscape approach. The application is shown from the pedagogical perspective of authentic, informal learning activities conducted in the framework of connectivism. The examination of cultural diversity is conducted in the context of a local environment, i.e. a location familiar to learners. This paper presents a scenario of m-learning activities intended to demonstrate that cultural awareness is often biased by subjective perspectives and stereotypes. Autonomous discovery of this phenomenon results in elevation of learners' openness toward other cultures, which contributes to intercultural competence development.


Author(s):  
ReeD Martin ◽  
Ana Luisa Santos ◽  
Mike Shafran ◽  
Henry Holtzman ◽  
Marie-Jose Montpetit

Journalism ◽  
2017 ◽  
Vol 21 (9) ◽  
pp. 1300-1319
Author(s):  
Carmen Costa-Sánchez ◽  
Ana-Isabel Rodríguez-Vázquez ◽  
Xosé López-García

Journalism is once again facing a context of technological and social changes. The current stage is characterized for being mobile, multi-screen, and visual. Citizens have adopted with ease the new mobile media for content consumption. Transmedia narratives emerge as structures that can help creators to adapt contents to all platforms and to open the door to new audiences. This article analyzes transmedia strategies in the news offered during the coverage of Greek elections (20-S) by four of the most important news media brands in Europe: El País (ES), The Guardian (UK), La Repubblica (IT), and Público (PT). Results show that mobile platforms have been incorporated into the news coverage following a repurposing strategy as regards web content. The increasing number of published stories, the prioritization of their updating, and the multimedia enrichment make the World Wide Web the main platform of the analyzed practices. The patterns for commenting and sharing do not match, but the most commented and disseminated include multimedia contents.


2004 ◽  
Vol 7 (3) ◽  
pp. 423-431 ◽  
Author(s):  
L Englberger ◽  
GC Marks ◽  
MH Fitzgerald

AbstractBackground:Many factors need to be considered in a food-based intervention. Vitamin A deficiency and chronic diseases, such as diabetes, heart disease and cancer, have become serious problems in the Federated States of Micronesia (FSM) following the decreased production and consumption of locally grown foods. However, agricultural and social conditions are still favourable for local food production.Aim:To identify key factors to consider in a Micronesian food-based intervention focusing on increased production and consumption of four major Micronesian staple foods: banana, breadfruit, giant swamp taro and pandanus.Methods:Ethnographic methods including key informant interviews and a literature review.Results:Pacific and Micronesian values, concepts of food and disease, and food classifications differ sharply from Western concepts. There are few FSM professionals with nutrition expertise. Traditional foods and food cultivars vary in nutrient content, consumption level, cost, availability, status, convenience in growing, storing and cooking, and organoleptic factors.Conclusions:A systematic consideration of the factors that relate to a food-based intervention is critical to its success. The evaluation of which food and cultivar of that food that might be most effectively promoted is also critical. Regional differences, for example FSM inter-island differences between the staple foods and cultivars, must be considered carefully. The evaluation framework presented here may be relevant to Pacific Island and other countries with similar foods where food-based interventions are being planned. An ethnographic approach was found to be essential in understanding the cultural context and in data collection and analysis.


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