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研究生(外文):Hsieh, Tung-Tai
論文名稱(外文):Beyond UGC: Discovering Quality of User Experience in Contriving Online Video Streaming Platform
指導教授(外文):Tang, Ying-ChanChang, Shuen-Chuan
口試委員(外文):Ding, Cherng
外文關鍵詞:Video on DemandUser Generated ContentQuality of ExperienceText MiningLong Tail Theory
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隨著網路科技發達及手機、平板等影音裝置普及,輔以各國高網路覆蓋率和WIFI普及,市場對於影音需求有十分顯著的變化。而產業也因應其變化出現各式各樣的新媒體或影音服務模式,傳統媒體企圖透過國際化、增加互動等方式吸引用戶,但線上串流平台的Video on Demand模式及個體戶自媒體的形成在在威脅著傳統媒體的地位。故針對現在環境的變化輔以電腦科技的進步,本研究提出更適切的體驗品質調查方式以了解市場對於影音服務的需求。

With the development of Internet technology and the popularization of audio and video devices such as mobile phones and tablets, supplemented by the high internet coverage and WIFI penetration in various countries, the market has a very lively change in demand for audio and video. In response to the changes in the industry, various new media or video and audio service models have emerged. Traditional media attempts to attract users through internationalization and increased interaction, but the video on Demand model and self-employed media of online streaming platforms are formed. Threatening the status of traditional media. Therefore, in response to the changes in the current environment and the advancement of computer technology, this study propose a more appropriate method of surveying the quality of experience in order to understand the market demand for audio and video services.

In this study, user-generated content (UGC) is used as the core concept to contrive quality of experience. Previous method for quality of experience has serious sample biases and the inability to understand the proportion and interaction of various objective factors. This study uses text mining to analyze the data of user generated content in social media, and understands subjective matrix through posts and responses in social media. The objective matrix is based on comment data and viewing behavior within the streaming platform. Through these User Generated Content data, it is possible to reflect the true ideas of users rather than the framework of deconstructing quality of experience that has serious sample bias.
中文摘要 i
英文摘要 ii
誌謝 iii
目錄 iv
表目錄 vi
圖目錄 vii

第一章 緒論 1

1.1 研究背景 1
1.2 研究動機 1
1.3 研究目的 2
1.4 研究流程 2

第二章 文獻回顧與產業回顧 4

2.1 影音服務產業環境 4
2.2 媒體產業簡介 4
2.2.1 傳統媒體 5
2.2.2 自媒體 5
2.2.3 線上串流平台(Video on Demand) 6
2.3 體驗品質(Quality of Experience)簡介 6
2.3.1 影音傳遞技術 7
2.3.2 體驗品質(QoE)陣列 11
2.4 UGC 模式 12

第三章 研究方法 15

3.1 研究概念 15
3.2 研究架構 16
3.3 資料來源與處理 17
3.4 資料分析方法 18
3.4.1 文字探勘 18
3.4.2 大數據分析 19
3.4.3 品牌發展指數(BDI)與品類發展指數(CDI) 20
3.4.4 長尾理論 21
第四章 研究結果 22
4.1 主觀陣列 22
4.1.1 網路爬蟲 22
4.1.2 文字探勘分析 24
4.1.3 主觀陣列分析 28
4.2 客觀陣列 29
4.2.1 人口資料分析 29
4.2.2 影音內容分析 30
4.2.3 影音內容評點分析 31
4.2.4 使用者行為分析 36
4.2.5 客觀陣列分析 38
4.3 UGC 體驗品質 40
4.3.1 主觀陣列差異 40
4.3.2 客觀陣列差異 40

第五章 結論與建議 42

5.1 結論 42
5.1.1 體驗品質 42
5.1.2 影音內容分群結果 42
5.1.3 影音內容異質性 43
5.1.4 管理意涵 44
5.2 研究限制 45
5.3 未來研究方向 46

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