• Title/Summary/Keyword: 융복합 모바일서비스

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A study on smart launcher features in terms of UX (UX 관점에서의 스마트 런처 특징연구)

  • Lee, Jung-Ae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.463-468
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    • 2015
  • A study on how a launcher as smart phone application was utilized as brand communication by deriving a characteristic element that could be changed into an extended function which carried out brand communication function going beyond the basic function of launcher pre-installed for the purpose of UI differentiation according to each device brand. In the results of analyzing the items and features of brand communication shown in each detailed item after classifying properties of launcher components into that of home component and personalization function element, (1) brand image identity element and (2) service marketing commitment element was derived.

A Study on the Online Media Usage Strategies of Anyang Municipal Library for the Post-Covid-19 Era (포스트 코로나 시대 안양시 도서관의 온라인 미디어 활용 방안 연구)

  • Song, Min Sun
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.499-512
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    • 2022
  • The purpose of this study is to propose effective plans for Anyang municipal library to use online media in preparation for the post-covid-19 era. For this purpose, the main implications were summarized by analyzing the operation cases of 5 excellent libraries that received government awards in the libraries' operation evaluation in 2021. And based on the analysis, strategies that can help Anyang municipal library use online media to operate library effectively even after COVID-19 were derived. This study is meaningful in that it is an empirical study that summarizes the online media usage strategy of the Anyang municipal library in preparation for the post-COVID-19 era based on actual cases of excellent libraries in the COVID-19 period.

Development of Game management system suitable for mobile games (모바일 게임에 적합한 게임운영 시스템 개발)

  • Lee, Dong-Seong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Dong-Yeop;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.371-377
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    • 2016
  • In the area of mobile game, the job of data analysis is very important. As the mobile game market is being expanded, the characteristics of the market have been so much changed, that the contents updating and marketing strategy should be built on thorough understanding and analysis result of the gamers' needs and their play pattern. Thus the importance of the mobile game management system can not be overemphasized. However, in practice, most of the mobile game companies are small scale, and they have intrinsic problem to provide successful game service to user with a dedicated operating team. To overcome these problems, this paper suggests an efficient mobile game management system based on our already developed mobile game. And the effectiveness of our system is illustrated by our case examples such as prompt response to user question or refund request. Our proposed system also played an important role to plan additional contents update, providing scientific data analysis result on user's play pattern and purchase trend.

A Study on IoT Service for Game Development (게임 개발을 위한 IoT 서비스)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.291-297
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the IoT development trend in game field. In order to achieve this purpose, first, the IoT technologies for game development based on sensor network technology and middleware, application is mentioned. Second, covers serious game and gamification that is expected to be a growing that is expected to be a growing, by applying IoT technologies to the game field. It can help for game developers by using IoT technologies.

Synergy and contingency fit analysis for digital convergence value attributes (디지털융합 가치요소의 시너지와 상황 적합 분석)

  • Han, Hyun-Soo;Moon, Tae-Eun
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.403-418
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    • 2012
  • In this paper, we attempted to theorize the synergy effect between the value creating attributes for digital convergence model in the service industry. Our investigation is based upon contingency fit theory to understand the strategic fit for the two inherent value attributes of fixed and mobile value, as well as resolving fundamental limitations of service processes. Empirical validation of the derived research model is analyzed using hierarchical regression method. The results indicate that the relative advantage of each value creating attributes are strongly associated with the characteristics of domain service industries, and compatibility is critical to user adoption of convergent service model. Moreover, the less significant statistical impact of the synergy between mobile and fixed value attributes and others implies that each value attribute uniquely contributes to particular IT convergence model, which thereby offers critical insight that focusing the convergent value in conjunction with specific application domain is the most appealing managerial focus. The findings provide useful insight for the further research in IT based industry convergent business model areas.

Multi-Attribute based on Data Management Scheme in Big Data Environment (빅 데이터 환경에서 다중 속성 기반의 데이터 관리 기법)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.263-268
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    • 2015
  • Put your information in the object-based sensors and mobile networks has been developed that correlate with ubiquitous information technology as the development of IT technology. However, a security solution is to have the data stored in the server, what minimal conditions. In this paper, we propose a data management method is applied to a hash chain of the properties of the multiple techniques to the data used by the big user and the data services to ensure safe handling large amounts of data being provided in the big data services. Improves the safety of the data tied to the hash chain for the classification to classify the attributes of the data attribute information according to the type of data used for the big data services, functions and characteristics of the proposed method. Also, the distributed processing of big data by utilizing the access control information of the hash chain to connect the data attribute information to a geographically dispersed data easily accessible techniques are proposed.

Smart Railway Communication Network Structure (스마트 철도 통신 네트워크 구조)

  • Kim, Young-dong;Kim, Jongki;Lee, Sanghak;Park, Eunkyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.357-359
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    • 2021
  • Railway system as a mass transportation is under progress to smart railway system beyond high speed and automation era. Communication network technology including 5G-R(5th Generation - Railway) mobile communication technology and information convergence technology of Big Data, Deep Learnig, AI(Artificial Intelliegnce) and Block Chain have to be used for implementation and operation of this smart railway system. In this paper, a communication network structure is suggested for this smart railway system. This suggested smart railway commnuication network structure is composed with layered structure of plane unit for safety operation of high speed railway, railway system management and customer services, and also have some complexed function of each plane. Results of this study can be used for smart railway communication network implementation, operation and managements, development of railway communication standards.

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An Empirical Investigation on Factors Influencing SNS Addiction (SNS 중독에 영향을 미치는 영향 요인에 대한 실증적 연구)

  • Kim, Jong-Uk;Park, Sang-Cheol;Jeon, Dae-Yong
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.179-185
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    • 2015
  • Along with the recent advances of mobile internet technology, use of social network service(SNS) is very common among adolescents or college students in their daily lives. Although there have been a lot of studies on Internet addiction or mobile phone addiction, however, there were little research on SNS addiction so far. Scholars investigated somewhat broader and obscure phenomenon of Internet addiction. In this regard, the current study tried to examine factors which influence SNS addiction behavior. Unlike Internet addiction, there are positive influencing factors such socialization, enjoyment as well as problematic ones like loneliness. Data were collected from college students in Korea to examine how those factors influence addiction behavior and hypotheses were tested using the partial least square method. All three factors, socialization, enjoyment, and loneliness, were found to significantly influence SNS addiction and socialization was positively associated with enjoyment.

Bayesian network based Music Recommendation System considering Multi-Criteria Decision Making (다기준 의사결정 방법을 고려한 베이지안 네트워크 기반 음악 추천 시스템)

  • Kim, Nam-Kuk;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.345-352
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    • 2013
  • The demand and production for mobile music increases as the number of smart phone users increase. Thus, the standard of selection of a user's preferred music has gotten more diverse and complicated as the range of popular music has gotten wider. Research to find intelligent techniques to ingeniously recommend music on user preferences under mobile environment is actively being conducted. However, existing music recommendation systems do not consider and reflect users' preferences due to recommendations simply employing users' listening log. This paper suggests a personalized music-recommending system that well reflects users' preferences. Using AHP, it is possible to identify the musical preferences of every user. The user feedback based on the Bayesian network was applied to reflect continuous user's preference. The experiment was carried out among 12 participants (four groups with three persons for each group), resulting in a 87.5% satisfaction level.

A Position Tracking System Using Pattern Matching and Regression Curve (RFID 태그를 이용한 실내 위치 추적 시스템에 관한 연구)

  • Cho, Jaehyung
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.211-217
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    • 2019
  • Location positioning systems are available in applications such as mobile, robotic tracking systems and Wireless location-based service (LBS) applications. The GPS system is the most well-known location tracking system, but it is not easy to use indoors. The method of radio frequency identification (RFID) location tracking was studied in terms of cost-effectiveness for indoor location tracking systems. Most RFID systems use active RFID tags using expendable batteries, but in this paper, an inexpensive indoor location tracking system using passive RFID tags has been developed. A pattern matching method and a system for tracing location by generating regression curves were studied to use precision tracking algorithms. The system was tested by verifying the level of error caused by noise. The three-dimensional curves are produced by the regression equation estimated the statistically meaningful coordinates by the differential equation. The proposed system could also be applied to mobile robot systems, AGVs and mobile phone LBSs.