Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2015.10a
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pp.136-138
/
2015
Recently, with the rapid expansion of the mobile phone, such as the high price of the smartphone is being constantly handset subsidies at issue in the social harm caused by excessive competition in the mobile communications market. In this research, we aim to analyze factors influencing of the policy to subsidy regulatory on decision to continue purchasing intention of consumers. Predictor factors were selected the perceived usefulness, the perceived ease of use and the policy to subsidy regulatory on the previous study. Participants of this study be going to 200 mobile users in Busan Gyeongnam and Jeonbuk province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. This study suggests practical and theoretical implications based on the results.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2015.10a
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pp.123-124
/
2015
Recently, with the economy and the information communication technology developed, the smartphone market grows continuously. The market outlook on the wireless rechargeable technology grows rapidly so that the market size is increased about six times bigger than that of the last year, and it will grow about 18 billion dollars in 2014. Because of that, as the interest on this area out focused, many kinds of technology and new product are being exploited in this field. In this research, we aim to analyze factors influencing of the wireless battery charger on continue using intention of Smartphone. Predictor factors were selected perceived usefulness, perceived ease of use and perceived design suggested based extended the technology acceptance model. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. This study suggests practical and theoretical implications based on the results.
Journal of the Korea Institute of Information and Communication Engineering
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v.22
no.7
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pp.970-977
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2018
Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games' charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).
Journal of the Korea Institute of Information and Communication Engineering
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v.22
no.10
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pp.1340-1346
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2018
There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.
Journal of the Korea Institute of Information and Communication Engineering
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v.26
no.4
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pp.541-547
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2022
Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.16
no.6
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pp.243-253
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2016
Company strengthen various information security policy and activity in order to protect important information assets that the company has been dealing with and prevents information security accidents such as personal information spill. However, some study said these policy and activity increase employee's information security stress and still information security accidents by employees have happened so far. Therefore, this study will review preceding theories and studies used in many various fields including Information Security areas needed to explain human's behavioral intention and determinants and summarize characteristic factors that have influence on control of human's behavioral intention in the results of the above theories and studies. Secondly, this study will implement exploratory analysis on characteristic factors perceived by employees that has been stemmed from various company's information security policy and activity in order to increase employee/'s information security compliance intention under the its surrounding security circumstance. Thirdly, this study will fulfil multiple-regression analysis in order to identify cause-effect relationship between employee's perceived information security stress and employee's perceived characteristic factor. Finally, this study will explain casual relationship with same analysis methods between information security stress and information security compliance intention based on results of the survey conducted on the financial firm's employees with same analysis methods.
Today's public libraries in communities are on the processes of changes to integrate information and communication technology into traditional library system in order to support current users' demands for the new digital era. The purpose of this study is to examine the changing characters on space design and space uses of community based public libraries by conducting case studies of three branch libraries which were built after 2004 in Ann Arbor, Michigan in the United States. As the conclusion of this research, the findings of the case studies are utilized as basic data for planning and design guidelines for public libraries as community resources. The study summarizes the characteristics of space design and space uses in public libraries as follow; first, the floor plans of small-scale public libraries are open visually as well as spatially. The space organization of the libraries is arranged by potential noise levels, as placing noisy spaces near the entrance halls and quiet spaces at the back. Main book shelves are located in the middle of the library buildings, while seats are arranged along the window sides. By placing various kinds of furniture in open reading areas, library users can select different types of seats and tables for their comforts. Second. the survey of observation also finds that a large number of users often use library computers and personal computers to connect the internet at the libraries. These personal computer users who are new user group in community based libraries preferred to sit in casual study areas and individual tables with one or two seats only. Third, the libraries, in addition, develop and provide various programs and events for people in communities. Especially, the programs for children, the elderly and new comers from the abroad are well prepared, thus provide opportunities for them to visit the libraries in regular bases. The survey finds that family entertainment and leisure activities are the important parts of the program as well as renting music CD and movie DVD are also important reasons for people to come. Thus, the libraries prepare high quality children's space and CD shelves near the entrance hall.
E-mail has indeed developed from 'a means of instant communication' to an indispensable part of online marketing. Therefore, companies need to implement consistent customer management. Communication with customers and marketing through e-mail is a powerful way of communication and adapting one-to-one marketing strategies to customer trends, habits and taste preferences. Since setting accurate targets is especially important in the fashion industry, e-mail marketing is the most effective way to communicate with customers and one-to-one marketing constitutes a very important strategy. In this study, I will analyze this powerful one-on-one marketing tool, particularly actual e-mail messages sent by an Internet Shopping Mall from June 12 to July 30, 2005, examine the effect of these messages on sales growth and analyze actual feedback received. Regarding e-mail read rates broken down by age and gender, 1 found that females in their late twenties recorded the highest rate at 21.66% and their contribution to sales growth was recorded at 3.5% From actual sales records, found that 28.10% of total sales were attributable to people in their late twenties, showing that the age group that reads e-mails the most also buys the most. Regarding feedback by e-mail title, e-mails from the 'Casual' category seemed to be the most effective, in that most of these e-mails were read. Also, messages sent on Tuesdays were read the most, according to the feedback analysis by weekday. Section e-mails were read more often than regular e-mails. Regarding the view rate according to the time e-mails were sent, messages sent to females in their late twenties at two o'clock in the afternoon were read by 20.93% of recipients, recording the highest read rate. By offering informative content and practical tips, visitors will be attracted to the site and generate site traffic. Therefore, we can conclude that sending e-mail messages can greatly contribute to sales growth and e-mail marketing is very effective. Also, in order to make e-mail campaigns more effective and improve marketing results, we need to analyze actual results and apply our findings in future e-mail campaigns. With this, we get successful marketing results.
Journal of the Korea Institute of Information and Communication Engineering
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v.13
no.4
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pp.765-773
/
2009
Currently Telematics traffic information services have been various because we can collect real-time traffic information through Intelligent Transport System. In this paper, we proposed and implemented a short-term traffic information prediction model for giving to guarantee the traffic information with high quality in the near future. A Short-term prediction model is for forecasting traffic flows of each segment in the near future. Our prediction model gives an average speed on the each segment from 5 minutes later to 60 minutes later. We designed a Bayesian network for each segment with some casual nodes which makes an impact to the road situation in the future and found out its joint probability density function on the supposition of GMM(Gaussian Mixture Model) using EM(Expectation Maximization) algorithm with training real-time traffic data. To validate the precision of our prediction model we had conducted various experiments with real-time traffic data and computed RMSE(Root Mean Square Error) between a real speed and its prediction speed. As the result, our model gave 4.5, 4.8, 5.2 as an average value of RMSE about 10, 30, 60 minutes later, respectively.
Journal of Korea Society of Digital Industry and Information Management
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v.17
no.3
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pp.63-83
/
2021
The appearance of education is also rapidly changing in social changes represented by social networks. And the development of information and communication technology is also having a widespread effect on the education field. In the era of untact caused by Covid-19, education through smart learning is having a greater effect on students as well as adult learners more quickly and broadly. In addition, smart learning is not just limited to learning content, but is developing into personalized, convergence, and intelligent. The purpose of this study is to identify the factors of ARCS motivation theory that can determine the learning motivation of smart learning users, and to empirically study the casual relationship between these factors on education achievement through practical value and hedonic value. Specifically, I would like to examine how the independent variables ARCS motivation factors (attention, relevance, confidence, and satisfaction) affect learners' education achievement through the parameters of practical value and hedonic value. To this end, a research model was presented that applied the main variables of attention, relevance, confidence, and satisfaction, which are four elements of ARCS motivation theory, a specific and systematic motivational strategy to induce and maintain learners' motivation. In order to empirically verify the research model of this study, a survey was carried out on learners with experience using smart learning. As a result of the study, first attention was found to have a positive effect on the hedonic value. Second, relevance was found to have a positive effect on the hedonic value. Third, it was found that confidence did not have a positive effect on the practical value and the hedonic value. Forth, satisfaction was found to have a positive effect on the practical value and the hedonic value. Fifth, practical value was found to have a positive effect on the education achievement. Sixth, hedonic value was found to have a positive effect on the education achievement. Through this, it can be seen that the intrinsic motivation of learners using smart learning affects the education achievement of users through intrinsic and extrinsic value. A variety of smart learning that combines advanced IT technologies such as AI and big data can contribute to improving learners' education achievement more effectively and efficiently. Furthermore, it can contribute a lot to social development.
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