• Title/Summary/Keyword: 커뮤니케이션 플랫폼

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V+Incubator - (주)포비커

  • Choe, Mun-Seon
    • Venture DIGEST
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    • s.130
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    • pp.28-29
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    • 2009
  • 하루가 다르게 세상은 변화하고 있다. 호출기가 유행을 하더니 얼마 지나지 않아 휴대폰이 등장하고, 또 지금은 스마트폰이 우리 생활 속에 자리를 잡아가고 있다. 이처럼 모바일 세상 속에 살아가는 지금 시대에 모바일로 차원이 다른 커뮤니케이션을 만들어가는 사람들이 있다. (주)포비커(대표 고종옥, www.fobikr.com)의 고종옥 대표와 직원들이 그 주인공들이다. 모바일 하나로 세계 여러 사람들과 교류할 수 있는 플랫폼을 구현하겠다는 큰 목표를 세우고 앞만 보며 전진하고 있는 그들을 만나보자.

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Ads Impact of Communication Convergence Platform's Creative Strategy and Personal Attributes (커뮤니케이션 융합플랫폼의 크리에이티브 전략과 개인적 성향에 따른 광고효과)

  • Kim, Jea-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.99-107
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    • 2020
  • The new characteristic of Millennial High-Tech Media is breaking the existing standardized creative grammar. The destructive form of high-tech media is differently accommodated according to the consumer's tendency or characteristics. The purpose of this study is to explore guidelines for effective creative strategy creation of high-tech media. In consumer psychology, consumer innovation is a key factor in evaluating the creativeness of high-tech media. The results of finding out the effect of persuasive communication on consumer innovation and advertising creative type are as follows. Informative(image) creative type showed higher attitude toward advertisement, brand attitude, purchase intention, and prior intention to consumers with high innovation than consumers with low innovation.

Technology Acceptance Model in Live Commerce Context: The Effect of Para-social Interactivity and Source Characteristics on Consumers' Shopping Intention on Live Commerce Platform (라이브 커머스의 의사사회적 상호작용성과 정보원 특성이 소비자의 지속적 쇼핑 의도에 미치는 영향: 기술수용모델을 중심으로)

  • Liu, Mengqiu;Park, Jee-Yun;Lee, Hye-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.138-154
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    • 2021
  • 'Live commerce', a brand new format of online shopping, is actively promoted in China recently. This research focused on 'Taobao-live', China's largest live commerce platform to investigate the relationships among para-social interaction, source characteristics (e.g., trustworthiness, attractiveness, and expertise), perceived ease of use, perceived usefulness, and shopping intention based on Technology Acceptance Model. A total of 536 Taobao live users were recruited through the Chinese research platform. The results showed that para-social interactivity positively affected perceived ease of use and usefulness, whereas the source characteristics had no significant effect on consumers' perceptions. Furthermore, higher perceived ease of use generated higher perceived usefulness, and both perceived ease of use and usefulness positively influenced consumers' intention to shop through Taobao live. This research can provide theoretical background for understanding the potential of live commerce platforms and help brands come up with effective online shopping strategies using live commerce platforms.

Design and implementation of an integrated management system for infants in a mobile service environment

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.223-229
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    • 2022
  • The emergence of smartphones is creating a faster and easier digital communication society along with the existing Internet. Among the various methods of communication, the smart notification is most often used in early childhood education institutions for information exchange between parents, teachers and directors. And the notification helps parents understand the development status and curriculum of infants more easily. Therefore, this paper developed an integrated infant management system based on a web-based platform and a mobile app platform for exchanging various information on infants management between directors, teachers and parents. Through the established system, the director, teachers, and parents can check the information they need at any time, and it is possible to provide a mobile service environment where multiple guardians can safely take care of one infant. In addition, multiple guardians can provide appropriate feedback information through the collection and analysis of various data by using the infant and toddler integrated management system. In the future, if the functions provided based on the smartphone app are configured according to the user, it is expected that it will be able to expand from daycare centers to educational institutions.

A Study on Smart toy service platform based on Cloud Service (클라우드 서비스 기반의 스마트 토이 서비스 플랫폼 설계에 대한 연구)

  • Lee, Myeongsoo;Kim, Dongmin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1120-1122
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    • 2017
  • IoT(Internet of Things) 기술이 접목 된 스마트 완구는 다양한 센서의 결합으로 점차 고도 지능화 되며 더 많은 서비스를 제공하고 있다. 스마트 완구는 단일 서비스 제공에서 다중 사용자 간 데이터 교환 기술로 발전하여 상호 작용을 위한 서비스 연구도 함께 이루어지고 있다. 이를 위해 국내 통신 망을 이용한 스마트 완구 서비스 플랫폼이 출시되는 등의 다양한 연구가 이루어지고 있으나 사용자 입장에서의 상호 교감 및 콘텐츠 서비스 기술에는 다소 부족한 내용이 있다. 이에 본 연구에서는 클라우드 서비스를 기반으로 스마트 완구를 이용하는 이용자 간의 상호 교감형 커뮤니케이션을 지원하기 위한 스마트 완구의 서비스 플랫폼을 설계하는 내용을 기술한다.

A Comparative Study on Metabus Platform (메타버스 플랫폼 비교 연구)

  • Park, Woong-ki;LEE, Seung-jun;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.484-486
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    • 2022
  • This study compares these two platforms with Gedertown and Zepeto, which have the largest number of users among metaverse that have grown rapidly due to various factors such as COVID-19 pandemic. It focuses on the differences between avatars, usage fees, class rooms, and communication methods. Accordingly, the difference between 2D and 3D of the metaverse platform and the difference in camera use can be seen.

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A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

A Study on Changing SNS Platform Using the Augmented Reality and Pairing (증강현실과 페어링을 이용한 SNS 플랫폼의 변화에 대한 연구)

  • Roh, Chang-Bae;Na, Wonshik
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.587-594
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    • 2014
  • Owing to supply of smart phones and the diffusion of SNS, the number of peoples who are living, linked with us, is incomparably more than in the past. The continuous communication is essential in maintaining good relationship, so peoples have no choice but to seek for most efficient communication method in order to maintain good relationship. This thesis intended to advise how to construct next generation immersive multi-media system, using augmented reality and MPEG-V that have come to the fore recently. In addition, the SNS platform service of new type was suggested in this thesis, in connection with the pairing service. Now, we can create a town in a specific space like the real world, if we utilize the augmented reality that became possible by SNS service and we can talk and exchange informations in that space. This system would provide various services peoples wish to have, interlocking experiences through five senses like sense of vision, sense of hearing, sense of touch and etc..

A Study on Predicting Presidential Election Results by Analyzing Twitter Message Contents: A Focus on the 18th Presidential Election in Korea (트위터 메시지 분석을 통한 선거 결과 예측 고찰: 18대 대선을 중심으로)

  • Lee, SeoYoung;Kwon, SangJib
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.174-186
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    • 2019
  • Twitter is very popluar with users who desire social interaction as it is a highly effective method of communicating compared to traditional communication platforms; and thus has garnered considerable interest from the academic community. This research reveals how election results can be predicted by the factors of total volume of messages, positive messages and negative messages tweeted about a candidate. Social matrix analysis revealed that the quantity of twitter messages was a strong predictor of election results in the 18th presidential election in Korea. In addition, more positive messages than negative messages about a candidate from twitter users recorded better results in the election. This research found that the total quantity of messages, positive messages, and negative messages as key factors for predicting election result. Future studies should investigate other SNS platforms to discover what is the most effective communication strategy on each platform.

Factors Influencing OTT Continued Use: Focusing on the Behavioral Economics Perspective (행동경제학 관점에서 본 온라인 동영상 서비스(OTT)의 지속적 이용에 영향을 미치는 요인에 관한 연구)

  • Yang, Ah-Jung;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.159-169
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    • 2022
  • The study explored the key factors(content satisfaction factor, functional satisfaction factor, inertia factor and situational factor) that influence OTT users' continued use from the perspective of Behavioral Economics. In addition to rational factors that make OTT users feel satisfied after experiencing the contents and functions by the platform, we assumed that it would also affect habitual factors from the 'status quo bias'. To verify this, an online survey was conducted on 523 adults in 20s and 40s who have subscribed to the Top3 OTT platform(Netflix, Wavve, and Tving). As a result of regression analysis, 'content satisfaction factor', 'functional satisfaction factor' and 'inertia factor' were significant in OTT continued use. 'Inertia factor' did not affect domestic OTT users. Unlike previous studies that supposed OTT service users as beings with complete rationality, this study is meaningful to explain OTT continued use by applying 'bounded rationality'.