• Title/Summary/Keyword: 차이나모바일

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Big-data Analysis based Mobile Services using Individual Skin-type and Genes for Cosmetic Recommendation (화장품 추천을 위한 개인의 피부 유형 및 유전자를 이용한 빅데이터 분석 기반 모바일 서비스)

  • Lee, Eun-Ju;Song, Je-O;Kim, Ina;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.495-496
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    • 2018
  • 사람의 피부는 개인마다 상태의 차이가 있으며, 개인의 피부 상태에 따가 피부고민도 다르다. 이에 따라, 일반 소비자들의 화장품 사용에 대한 선호도는 나만의 것, 내 피부에 맞는 화장품, 자세한 카운슬링 순으로 선호도가 나타나고 있다. 민간기관에서도 유전자 검사가 가능해짐으로써 상기와 같이 피부에 대한 유전자 분석도 활성화되고 있는 실정으로, 본 논문에서는 개인의 피부 유형과 유전자 정보를 고려하고 소셜 네트워크에서의 데이터를 수집하여 빅데이터 분석을 통한 맞춤형 추천 서비스를 제안한다.

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Effects of FIN-TECH use motivation on User Attitude and Word Of Mouth Intention: Focus on a Innovation Resistance Tendency and Type of Message (Rational, Emotional) (핀테크 이용 동기에 따른 이용자 태도와 구전의도의 관계 - 혁신저항과 메시지 유형의 조절효과 -)

  • Seol, Sang-Cheol;Jung, Sung-Gwang;Choi, Woo-Young
    • Management & Information Systems Review
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    • v.36 no.5
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    • pp.195-222
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    • 2017
  • Today's economy is becoming more and more convergence between different industries as the demarcation of the boundaries of all areas is leading to innovations such as mobile and social network services. So Fin-tech is a new technology that can combine the advantages of mobile and Internet with the technology revolution to easily handle financial and IT tasks. This Fin-tech is a compound word of finance and technology. The purpose of this study is to investigate the overall structural relationship between Fin-Tech use motivation (usefulness, enjoyment) on user attitude and word of mouth intention. In addition, we investigated how FinTech use motivation, user attitude, and word of mouth intention change according to innovation resistance tendency. And, we examined how the motivation, user attitude, and word of mouth intention of FinTech change according to the message type (rational and emotional). The main results of this study are as follows. First, the usefulness and enjoyment of motivation for using FinTech have a positive effect on user attitude, and user attitude also has a positive effect on word of mouse intention. Second, the relationship between FinTech use motivation, user attitude, and word of mouth intention was found to difference according to consumers' innovation resistance. Third, it was found that the relationship between FinTech use motivation, user attitude, and word of mouth intention differs according to type of message (rational, emotional). At the conclusion of the study, the summary of the research results, implications and limitations, and future research direction are described.

Mobile phone payment system using a light signal (휴대폰의 광원을 이용한 디지털 카드 시스템)

  • Hu, Moon-Heang;Shin, Moon-Sun;Ryu, Kuen-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.6
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    • pp.1237-1244
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    • 2009
  • In this paper, we proposed a mobile phone payment system using light signal containing payment related information. The digicard system we proposed creates virtual mobile card such as credit numbers and the created information is loaded in mobile phone. The virtual card information should be changed to pulse signal by light signal devices of mobile phone and the specific digicard system reader is able to read light signal. In recent years, a mobile phone payment system has been developed in order to provide user's convenience. But the mobile phone payment system has problems such as the production costs and complex and large size. In order to solve the aforementioned problems, we proposed mobile phone payment system being implemented by updating software without additional hardware modules. Therefore it is possible to apply the proposed digicard system to all kinds of mobile phone. Also encryption module is implemented to solve the problem of the security and privacy. According to an aspect of the present invention, there is provided a mobile phone payment system using a light signal containing payment-related information, comprising: a mobile phone; a photo receiver: and a control server.

Enhanced EDCF Algorithm Supporting Fair Transmissions in IEEE 802.11 WLAN (IEEE 802.11e 무선 LAN에서 공평성 있는 전송을 지원하는 Enhanced EDCF 알고리즘)

  • Kim Seong-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1647-1653
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    • 2004
  • In a contention-based wireless LAN protocol, maximization of channel utilization and fair bandwidth allocations are main topics to deal with. But it is very difficult to achieve these two goals simultaneously. Many studies have been done to achieve these goals. In this paper we propose a control mechanism to support fair transmissions among traffic classes in IEEE 802.11e Wireless LAN. The proposed algorithm uses short-term and long-term transmission times of each traffic classes to control their $CW_{min}$ for fairness. The proposed algorithm don't need to know the exact number of nodes in the networks to support fairness as other studies do. Furthermore any modifications in AP and mobile hosts are not required.

A Design Direction for Mobile phones between Comparison of Users from Korea, China and Japan (한중일 사용자 비교분석을 통한 모바일폰 디자인 방향)

  • Eune, Ju-Hyun;Jung, Hee-Yun;Kim, Yun-Jun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.29-38
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    • 2007
  • The competition to capture a larger slice of the market in Mobile Communication business is increasing among companies. In order to achieve and maintain a competitive advantage in the Asian market, it is critical to continue to develop new technology. Understanding the underlying distinctive characteristics and needs of each market and the cultural backgrounds that drive those needs is a necessary focus. Companies with marketing strategies based on a correct understanding of market needs will capture dominant positions in the market. The purpose of this study is to identify those differences in user behavior and cultural tendencies among different people in different countries in the mobile telecommunication market. This research is based on an on-line survey in three countries (Korea, China, and Japan). Below are the contents of the survey on the mobile phone based on: 1) User behavior 2) Design preference 3) Purchasing behavior 4) User awareness on manufacturer brand. Through the analysis of this questionnaire it is possible to identify the differences and similarities among countries dearly. 1) Cultural trends and perceptions related to mobile phone usage were largely caused by differences in the state of technology, policies and business strategies of mobile sonics carriers and manufacturers, and national tendencies, of each country. 2) Korean and Japanese users produced similar responses to the questions related to advanced technology, whereas Korean and Chinese users responded similarly to national tendency-related questions. 3) To the questions related to business strategies of mobile service carriers and manufacturers, users in all three countries displayed markedly different responses. Once again, accurate analysis of the differences and similarities related to mobile phone usage in each country will help the companies in this industry to gain a competitive edge in the market. This study should not stop at simple comparison but be a framework for giving companies a dear future direction for technological development.

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Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

Implementation of the automatic standby power blocking socket outlet having a blocking power threshold per electronic device by the smart machine (스마트 기기에 의해 전자기기별 차단전력문턱치 설정기능이 장착된 자동대기전력 차단콘센트 구현)

  • Oh, Chang-Sun;Park, Chan-Young;Kim, Dong-Hoi;Kim, Gi-Taek
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.481-489
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    • 2014
  • In this paper, the automatic standby power blocking socket outlet to reduce standby power by blocking power threshold is implemented. Where, the standby power means a flowing power when a disused power electronic is plugged into the socket outlet. The proposed socket outlet can cut off the standby power by establishing a proper block power threshold electronic device according to each electronic device because it can monitor the amount of power through the smart machines such as the real-time PC or mobile phone and directly control the blocking power threshold. The software is implemented by using Visual Studio software, code vision and SN8 C studio, and the hardware is embodied in ATmega128, SN8F27E93S, USB to UART, and relay etc. Through the simulation, we find that the standby power of the proposed method is similar to that of the conventional method in case of the cellular phone but the standby power of the proposed method is much less than that of the conventional method in case of the computer, air conditioning, and set-top box. Therefore, it is proved that the proposed socket outlet has a superior performance in terms of the standby power.

Prediction of Noise Power Disturbance from Antenna to Transmission Line System (안테나로부터 인접 전송선로에 전달되는 노이즈 전력 예측)

  • Ryu, Soojung;Jeon, Jiwoon;Kim, Kwangho;Jo, Jeongmin;Lee, Seungbae;Kim, SoYoung;Nah, Wansoo
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.25 no.11
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    • pp.1172-1182
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    • 2014
  • In these days, many kinds of goods are more light and more integrated. As frequency range of mobile applications have increased to improve performance of antenna furthermore, EMI(ElectroMagnetic Interference) problem has frequently caused by disturbance of antenna in device which aggravates other circuit. This paper proposes a technique for the prediction of noise power to the transmission line from antenna located near the line. Although noise power transferred to transmission line is varied by source impedance of antenna and load impedance of transmission line basically, the power magnitude can be presented in a square form of S-parameter between antenna and transmission line due to small variation of transferred power. For this reason, we can use the index expressed the transferred power varied along geometrical shapes of transmission line. As a result, big difference is occurred along location of antenna especially the bended line. And this such experiment is correspond with simulation, these results have meaning physically considering electromagnetic field distribution in near and far field. HFSS of Ansys and CPW with ground is used in this paper.