• Title/Summary/Keyword: Mobile Digital Contents

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A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

Analysis on the Correlation Between Mobile Contents Use and Active Attitude toward Mobile Internet (모바일 콘텐츠 활용과 모바일 인터넷에 대한 적극적 태도와의 연관성 분석)

  • Jang, Sejung;Jin, Seohoon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.15-28
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    • 2016
  • As the industry of Mobile Internet has been gradually developed, the major device for accessing the web is predicted to shift from PC to Mobile devices in the near future. This drastic increase of demand in Mobile devices has drawn a more convenient standard of living by transcending time and space in our lives, however, it triggered various side effects such as a digital divide. This study was conducted to analyze how people utilize the contents via Mobile devices and their active attitude toward Mobile Internet by dividing individual characteristics into generations, education level and income level, and also identify whether Mobile contents utilization has an effect on the active attitude. The research results could be used for establishing a policy to narrow the gap in Mobile contents use and active attitude by individual characteristics.

Digital Coupon Gift-giving Model through Gift-Giving Motivation (선물동기에 따른 모바일 메신저 디지털 쿠폰 선물 증여 모형)

  • Jung, Jong-Duk;Yeo, Hyun-Jin
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.105-110
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    • 2015
  • Since a smart phone has been popular, 91% of the internet users are utilizing the technology in all places for chatting and messenger which overtake share of voice and visual call utilization. The phenomenon is remarkable to young generations between teenager and thirties, which leads to mobile messenger shopping such as mobile digital voucher and coupon buy. In this research, we clarify whether traditional gift-giving motivations works on digital coupon gift-giving, and two technology acceptance model factors: perceived usefulness and ease of use affects between motivations and intention to gift-giving. The result shows three traditional gift-giving motivations: experiential, obligated and practical attitude affects intention to digital mobile coupon gift-giving and ease of use of the digital mobile coupon works parameter of the relation rather than usefulness. In other words, gift-giving purpose digital coupon users give a gift with traditional gift-giving motivation but has the stronger intetnion to gift-giving by technology ease of use.

An Efficient Spatial Data Cache Algorithm for a Map Service in Mobile Environment (모바일 환경에서 지도 서비스를 위한 효율적인 공간 데이터 캐시 알고리즘)

  • Moon, Jin-Yong
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.257-262
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    • 2015
  • Recently, the interests of mobile GIS technology is increasing with the spread of wireless network, the improvement of mobile device's performances, and the growth of demands about mobile services. Providing services in a wireless environment with existing wired-based GIS solutions have many limitations such as slow communication, processing rates and screen size. In this paper, we propose a cache algorithm on client side to solve the above problems. The proposed algorithm demonstrates the performance improvement over known studies by utilizing unit time and spatial proximity. In addition, this paper conducts a performance evaluation to measure the improvement in algorithm efficiency and analyzes the results of the performance evaluation. When spatial data queries are conducted, according to our performance evaluation, hit rate has been improved over the existing algorithms.

Mobile Web Magazine Design based on Kansei Engineering and Universal Design (간사이 공학을 적용한 유니버설 모바일웹 매거진 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1227-1237
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    • 2017
  • In this research, a design of mobile web magazine based on Kansei engineering is studied. Following the procedure of Kansei engineering, we executed user survey to discover latent emotion elements in mobile web magazine, which were 'attractive', 'open', and 'unique'. Corresponding design elements were found to be slide design, text layout, and proportion of image. The methodology of universal design was adopted to improves on those design elements so that the proposed design can be applicable to wide range of users. We could verify the potential of the proposed design method through expert interviews on the developed prototype mobile web magazine.

A Study on the influencing factors for Satisfaction of Mobile Coupon Service (모바일 쿠폰 서비스의 만족에 미치는 요인 연구)

  • Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.301-307
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    • 2012
  • This study deals with the influencing factors for satisfaction of mobile coupon service. Thus researcher examined a structural equation modeling methodology of the path within word of mouth, satisfaction, and other exogenous variables (economic value, trust, joyfulness, innovativeness). As a result of this study, mobile coupon users understand the characteristics of basic coupon concept, and First, it was confirmed that the economic value, innovativeness affected user's trust for coupon service and joyfulness for using coupon. Second, it was confirmed that trust and joyfulness affected user's satisfaction and word of mouth activities. Moreover, this paper's contribution point is the proposes of the one of the post adoption model with the quantitative study of the industrial development stages of current various mobile coupon application.

Load Balancing Metric for a Mobile Router with Heterogeneous Network Interfaces (이기종 네트워크 인터페이스를 갖는 이동 라우터의 부하 균등 메트릭)

  • Na, TaeHeum;Park, PyungKoo;Ryu, HoYong;Park, Jaehyung;Hwang, Buhyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.983-987
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    • 2017
  • Multi-homing mobile router separates network for user connection and network for internet access using various interfaces for internet access. This paper proposes a load balancing metric in order that multi-network mobile router distributes its traffic to one of several heterogeneous network interfaces. To evaluate the performance of the load balancing metric, experiments on traffic balancing is performed on real commercial networks were used in Korea and Hong Kong.

A Study on Multi-Media Contents Security Using Android Phone for Safety Distribution (멀티미디어 콘텐츠의 안전한 유통을 위한 안드로이드 폰에 기반을 둔 보안에 관한 연구)

  • Shin, Seung-Soo;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.231-239
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    • 2012
  • This paper tries to solve the problems which previous methods have such as the WCDRM(Watermark and Cryptography DRM) and the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

A Study on Multi-Media Contents Security using Smart Phone (스마트 폰을 이용한 멀티미디어 콘텐츠 보안에 관한 연구)

  • Kim, Dong-Ryool;Han, Kun-Hee
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.675-682
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    • 2013
  • This paper tries to solve the problems which previous methods have the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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