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must be overcome in order to adapt recommendation algorithms. First, content availability on live-

               streaming platforms is dynamic, which limits users to selecting only a subset of items at any given
               time; during training and inference, we must exercise caution. This factor must be considered in

               order to properly account for such signals, where non-interactions reflect both availability and
               implicit preference. Streamers are also fundamentally different from 'items' in traditional settings

               in that repeat consumption of specific channels is important, despite the fact that the content itself

               is ephemeral.

                   Video  streaming  platforms  like  Twitch  and  YouTube  Live  are  becoming  an  increasingly

               important  part  of  people's  daily  lives.  Twitch  reported  3  million  monthly  broadcasters  as  of

               February 2020. There are 15 million active users every day. The growing number of concurrent
               broadcasts, an expanding audience, and the long tail of niche content all imply the need for systems

               specifically  designed  for  such  platforms.  Content  creators  broadcast  video  on  live-streaming
               platforms on their respective channels in real time. The transmission of real-time content implies

               that  videos  can  only  be  viewed  at  specific  time  intervals.  This  dynamically  changing  stream
               availability means traditional methods face difficulties. Methods of implicit feedback that have

               been trained to capture preference signals from positive interactions.


                   Because users repeatedly consume content produced by the same streamers, a live-streaming

               model should account for repeat consumption, which accounts for a large portion of observed
               interactions. This is in contrast to typical recommendation domains (for example, movies), (e-

               commerce) that is based on one-time user-item interactions. At the same time, it contrasts with
               ongoing lines of work consumption because channel content is dynamic and varies with each new

               interaction. (J Rappaz, J McAuley & K Aberer 2021).


                   Live-streamers  are  seen  as  an  important  node  connecting  the  brand  and  consumers.
               Professionalism is about a seller's ability to provide accurate information about the product. Unlike

               in a brick-and-mortar shop where a consumer can make a purchase decision based on the sense of

               touch  and  smell,  providing  accurate  information  is  crucial  in  a  live-streaming  shopping
               environment that supports consumers in framing their choices. "Buy intention" is the behavioral

               possibility of consumers to purchase products or services in marketing activity.

                   Interaction is the process of information exchange and mutual communication between the e



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