• 제목/요약/키워드: 유료화모델

Search Result 50, Processing Time 0.035 seconds

Proposal Convergence profitable model of mobile games that utilize the mileage system (마일리지 시스템을 활용한 모바일게임의 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
    • /
    • v.13 no.7
    • /
    • pp.333-340
    • /
    • 2015
  • Mileage system in some online media, I have a lot of use. In addition, there are a lot of companies that are making money by using the mileage system. A mileage system is the first airline in such a way that the service in the late 1980s, many states now listed sungineung and features. In addition, there are many industries that reported good results using a mileage system used by carriers in other industries. However, mileage of the current game industry has not been introduced, it is not the service by using the concept of point returning to the user is purely a function of mileage. So a lot of developed payment systems in the mobile industry since 2010, proposed a better and more current online payment systems industry has an easy hybrid revenue model for mobile games service convergence mileage using this system.

A Study on the Development of a 3D Visualization Program from Geotechnical Information (지반정보로부터 3차원 가시화 프로그램 개발에 관한 연구)

  • Bong-Jun, LEE;Hong, MIN;Hoon-Joon, KOUH
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.25 no.4
    • /
    • pp.49-62
    • /
    • 2022
  • Borehole Data is geotechnical information provided so that workers can safely perform construction at the field. It creates 3D data and supports viewing as a 3D image. Currently, all Korean companies that develop programs using 3D visualization use the MVS program developed by C Tech Development Corporation. However, the MVS program is a commercial program, and it is difficult to use MVS in 3D related programs developed by Korean Companies. In this paper, we propose to develop a program that can replace MVS to generate a 3D stratum model from clustered borehole information using Python's Gempy open-source. The 3D stratum model program can creates point data for each stratum and can creates a surface for each stratum through interpolation. Then, the 3D stratum model program is completed by merging the surfaces of each stratum. It was confirmed that there was no difference when a 3D model was created and compared with the MVS program and the proposed program from the borehole data of a Goyang area.

Efficient Offered Contents Using Broadcast Encryption (브로드캐스트 암호화를 이용한 효율적인 컨텐츠 제공)

  • 이덕규;이임영
    • Proceedings of the Korea Information Assurance Society Conference
    • /
    • 2004.05a
    • /
    • pp.65-70
    • /
    • 2004
  • The method of broadcast encryption has been applied to the transmission of digital information such as multimedia, software, and paid TV on the open network. In this broadcast encryption method, only previously authorized users can gain access to digital information. When broadcast message is transmitted, authorized users can first decode the session key using the previously given private key and get digital information using this session key. This way, users retrieve a message or a session key using the key transmitted by broadcasters. For their part, broadcasters need to generate and distribute keys. Broadcasters should also carry out efficient key renewal when users subscribe or un-subscriber. In this paper use a broadcast, and present the DRM model, using that look into the requirement about the contents and apply also the concept of a broadcast encryption. We offer the authority to copy as the number of reproduction to want to the user, and the low so that we were convenient because we used.

  • PDF

Establishing a Business Model for Social Enterprises in the Fields of Culture, Performance, and the Arts Associated with the Tourism Industry: Gwangju Metropolitan City (관광분야와 연계된 문화·공연·예술 사회적기업 비즈니스모델 구축: 광주광역시를 중심으로)

  • Kim, Chang-Beom;Byeon, Jang-Seop;Na, Ju-Mong
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.9
    • /
    • pp.236-246
    • /
    • 2016
  • Social enterprise is an organization which use business activities as a means to achieve of social purposes. It has grown sharply since 2007 in Korea. However, now it is time had to pursue qualitative growth through the development of specialized business model. This study aims to identify business components using the Analytic Hierarchy Process (AHP) with experts and to develop a tailored business model for social enterprises in the fields of culture, performance, and the arts associated with the tourism based on regional demand within Gwangju. The analysis shows that job creation should be set as the main objectives to create value, and programs that offer hands-on experience with that fields can be the core competency. Cooperation among private corporations, local governments and agencies related to that fields is essential, as are programs provided through on- and off-line platforms. To develop a value proposition, customers must be segmented among a variety of the market participants.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.6
    • /
    • pp.163-173
    • /
    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.43-52
    • /
    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

A Study on the Rise and Success of Korean-style Collection RPG Genre (한국형 수집 RPG 장르 형성 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.327-337
    • /
    • 2018
  • The Korean-style Collection RPG is a unique sub-genre of RPG developed in a new environment of the smartphone era. Based on CCG in Japan, the Korean collection RPG was able to have its own color by adding action style based on the experience of MMORPG development. Since the genre, many games have been released and have had amazing success. This success is not only limited to domestic but also extends overseas. In this study, I try to find out the reasons for the emergence and success of the Korean collection RPG, and analyze "Seven Knights", which has been a great success in Korea, and "Summoners War", which has achieved great success in the world. Through this, I will contribute to the competitiveness of Korean smartphone game industry.

NFC-based Smartwork Service Model Design (NFC 기반의 스마트워크 서비스 모델 설계)

  • Park, Arum;Kang, Min Su;Jun, Jungho;Lee, Kyoung Jun
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.2
    • /
    • pp.157-175
    • /
    • 2013
  • Since Korean government announced 'Smartwork promotion strategy' in 2010, Korean firms and government organizations have started to adopt smartwork. However, the smartwork has been implemented only in a few of large enterprises and government organizations rather than SMEs (small and medium enterprises). In USA, both Yahoo! and Best Buy have stopped their flexible work because of its reported low productivity and job loafing problems. In addition, according to the literature on smartwork, we could draw obstacles of smartwork adoption and categorize them into the three types: institutional, organizational, and technological. The first category of smartwork adoption obstacles, institutional, include the difficulties of smartwork performance evaluation metrics, the lack of readiness of organizational processes, limitation of smartwork types and models, lack of employee participation in smartwork adoption procedure, high cost of building smartwork system, and insufficiency of government support. The second category, organizational, includes limitation of the organization hierarchy, wrong perception of employees and employers, a difficulty in close collaboration, low productivity with remote coworkers, insufficient understanding on remote working, and lack of training about smartwork. The third category, technological, obstacles include security concern of mobile work, lack of specialized solution, and lack of adoption and operation know-how. To overcome the current problems of smartwork in reality and the reported obstacles in literature, we suggest a novel smartwork service model based on NFC(Near Field Communication). This paper suggests NFC-based Smartwork Service Model composed of NFC-based Smartworker networking service and NFC-based Smartwork space management service. NFC-based smartworker networking service is comprised of NFC-based communication/SNS service and NFC-based recruiting/job seeking service. NFC-based communication/SNS Service Model supplements the key shortcomings that existing smartwork service model has. By connecting to existing legacy system of a company through NFC tags and systems, the low productivity and the difficulty of collaboration and attendance management can be overcome since managers can get work processing information, work time information and work space information of employees and employees can do real-time communication with coworkers and get location information of coworkers. Shortly, this service model has features such as affordable system cost, provision of location-based information, and possibility of knowledge accumulation. NFC-based recruiting/job-seeking service provides new value by linking NFC tag service and sharing economy sites. This service model has features such as easiness of service attachment and removal, efficient space-based work provision, easy search of location-based recruiting/job-seeking information, and system flexibility. This service model combines advantages of sharing economy sites with the advantages of NFC. By cooperation with sharing economy sites, the model can provide recruiters with human resource who finds not only long-term works but also short-term works. Additionally, SMEs (Small Medium-sized Enterprises) can easily find job seeker by attaching NFC tags to any spaces at which human resource with qualification may be located. In short, this service model helps efficient human resource distribution by providing location of job hunters and job applicants. NFC-based smartwork space management service can promote smartwork by linking NFC tags attached to the work space and existing smartwork system. This service has features such as low cost, provision of indoor and outdoor location information, and customized service. In particular, this model can help small company adopt smartwork system because it is light-weight system and cost-effective compared to existing smartwork system. This paper proposes the scenarios of the service models, the roles and incentives of the participants, and the comparative analysis. The superiority of NFC-based smartwork service model is shown by comparing and analyzing the new service models and the existing service models. The service model can expand scope of enterprises and organizations that adopt smartwork and expand the scope of employees that take advantages of smartwork.

A Study on the Development of the Tourism Information Service based on a Service Science - Focus on Using VWORLD - (서비스 사이언스에 기반을 둔 관광정보 서비스 개발에 관한 연구 - VWORLD 활용을 중심으로 -)

  • Oh, Myung Woo;Kim, Hyung June;Koh, Junehwan
    • Spatial Information Research
    • /
    • v.21 no.1
    • /
    • pp.23-36
    • /
    • 2013
  • Recently, the VWORLD was built to ensure competition on the advance of domestic enterprise into foreign markets with rapid expansion of spatial information industry of the world. However, the policy to secure user is insufficient because the VWORLD's service is embryonic stages. Then again, tourist industry is growing rapidly and leading the world economy and number of domestic tourists are also steadily increasing. Although the size was expanded, Korean tourist industry's competition is relatively weak, so some scholars insist that raising the tourist industry's quality. This backgrounds make a study of the tourism information service. So, this paper progressed a study on the development of the tourism information service based on a service science and used VWORLD as a test model. This paper drew the customer's demands on the tourism information service and strategic points of the development from those by using a Quality Function of Deployment of service science's new service development methodologies. After that this study prioritized those strategic points. As a result, 'Face Map' that is a service model was made. Moreover, this study have try to raise the development's effectiveness and efficiency based on service science's a new service development process.

A Study on Family Caregivers' Preferences for Utilization of Community-based Welfare and Health-care Services (요보호 노인 부양가족의 재가복지 및 재가보건 서비스 유형별 이용의향에 관한 연구 - 2002년도 서울시 노인복지 기초수요조사 자료 분석 -)

  • Kim, Hye-Kyung
    • Korean Journal of Social Welfare
    • /
    • v.56 no.4
    • /
    • pp.123-147
    • /
    • 2004
  • The purposes of this study are, 1) to explore the factors related to the family caregivers' preferences for service utilization both of the community-based welfare and health-care services, and 2) to examine the reasons why not want to use services analyzing a survey data obtained from family caregivers(n=1,000). Anderson and Newman's Behavior model was employed to examine the factors related to the preferences for service utilization. The main results are as follows. 1) Logistic regression analyses demonstrated that predisposing factor(such as age and relations with frail elderly) and enabling factor(such as economic status, secondary caregiver, informal informational support provider, etc) were significant predictor for caregivers' preference for service utilization. Contrary to an expectation, needs factor was negatively related to the preference for service. More specifically, the more they have service needs, the less they show their willingness to use community-based service both in welfare and health-care services except for care education program. 2) Caregiver identified 'family caregiving consciousness'(family should take care of frail elderly, elderly dislike be taken care of) as an important reason not want to use community services next to financial factor. These findings have several implications for policy making especially for 'public long-term care insurance' which was planned to start in 2007.

  • PDF