• Title/Summary/Keyword: Mobile Era

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The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

Discussion of Alternatives for Inter-Korean Mobile Communication Cooperation in the era of 5G Technology (5G시대, 남북한 이동통신 협력 대안 논의)

  • Lee, Jeong-Jin
    • Informatization Policy
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    • v.29 no.1
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    • pp.84-102
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    • 2022
  • Changes have been taking place in North Korea, which has been pushing for selective informatization with a priority on a system safety. North Korea has been developing its own mobile communication industry over the past decade by expanding base stations, producing smartphones on its own, and developing applications useful in real life. Recently, the introduction of 5G technology has been elevated to the status of a national agenda to be fostered as a key industry for national economic development. The time has arrived when the needs of North Korea, which has to advance technology, are aligned with the capabilities of South Korean mobile communication companies, which are seeking to new markets to overcome stagnant growth. The purpose of this paper is to illustrate a cooperative scenario for mobile communications companies between the two Koreas in the early stages of the 4th Industrial Revolution and its core technology 5G, while also making a timely proposal to position North Korea in the GVC. Mobile communications is a large-scale industry that can create synergies from inter-Korean economic cooperation by facilitating exchanges and cooperation between the two Koreas, inducing numerous derivative industries and driving job creation. Joint mobile communications activities with North Korea would be an effective cooperative aspect that can contribute to the economic prosperity of the entire Korean Peninsula.

A Case Study on Smart Work through the Lens of Time-Geography Theory (시간지리학 관점에서 본 스마트워크 사례 연구)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.13 no.3
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    • pp.99-121
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    • 2011
  • With the advancement of mobile information technology, the era of smart work emerges as a means for enabling us to overcome temporal and spatial constraints. Thanks to smart mobile devices with seamless access, organizations can assign tasks to employees and provide services to the appropriate customers in mobile environments. In addition, smart work facilitates the improvement of coordination and collaboration among individuals and groups performing organizational tasks. The dramatic performance improvement is manifest by utilization of smart work in organizations. Therefore, the interest in the introduction of smart work is growing. With the lens of time-geography, this study investigates what makes smart work successful. This research, especially, concentrates on the processes for overcoming the temporal and spatial constraints in the field. A case study of the Seoul Metropolitan Rapid Transit Talk and Flash (SMRT T&F) is developed and analyzed through the framework of time-geography and the implementation processes and success factors of SMRT T&F are investigated.

The Implementation of a User Location and Preference-based Appointed Place Recommendation Mobile Application (사용자의 위치와 선호도에 기반한 약속 장소 추천 모바일 애플리케이션 구현)

  • Bae, Hyeji;Song, Jina;Lee, Yujin;Lee, Jongwoo
    • KIISE Transactions on Computing Practices
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    • v.21 no.6
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    • pp.403-411
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    • 2015
  • Nowadays, in the so-called 'smart era', people are likely to feel more comfortable in on-line meetings than in off-line meetings. However, on-line meetings are often considered unimportant and it is difficult for participants to share their feelings. This paper suggests a mobile application that can revitalize off-line meetings to address these problems. Wecok Application, which suggests the best meeting place by applying users' preferences and their locations, provides a function-oriented user interface and simple touch flow. Wecok consists of a client/server software, and currently supports only three users simultaneously. It enables exchange of off-line and on-line communication by expanding meetings from on-line to off-line. By using Wecok, users can easily decide on an off-line meeting place.

Community Mobile App Design to Relief Loneliness in Elderly People (고령층의 사회적 고독감 해소를 위한 커뮤니티 모바일 앱 설계)

  • Kim, Ki Hwan;Kim, Min Bum;Kim, Sung Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.210-212
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    • 2018
  • According to the OECD (Organization for Economic Cooperation and Development) report, the suicide rate of senior citizens has been high since 2009 due to lower social participation compared to their youth and depression. As entering the Information Era, it became easier to form and expand relationships due to the influence of online community sites. However, it is difficult to use these community sites for the elderly because they lack accessiblity for seniors. In this paper, we describe the content of community mobile apps for senior citizens' social solitude and participation in information society. We also, analyze why community sites are difficult to use, and suggest community mobile app interfaces and content considering physical and cognitive conditions, focusing on user scenarios based on PACMAD, one of the user assessment models. This will serve as the basis for encouraging the elderly to participate in the information society.

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Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO - (가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 -)

  • Ryu, Sang-Hyun;Sur, Da-Eun;Kim, Kyeong-Mok;Ban, Jae-Eun;Huh, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.583-589
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    • 2022
  • Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.

Mobile Ultra-Broadband, Super Internet-of-Things and Artificial Intelligence for 6G Visions

  • Hamza Ali Alshawabkeh
    • International Journal of Computer Science & Network Security
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    • v.23 no.12
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    • pp.235-245
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    • 2023
  • Smart applications based on the Network of Everything also known as Internet of Everything (IoE) are increasing popularity as network connectivity requires rise further. As a result, there will be a greater need for developing 6G technologies for wireless communications in order to overcome the primary limitations of visible 5G networks. Furthermore, implementing neural networks into 6G will bring remedies for the most complex optimizing networks challenges. Future 6G mobile phone networks must handle huge applications that require data and an increasing amount of users. With a ten-year time skyline from thought to the real world, it is presently time for pondering what 6th era (6G) remote correspondence will be just before 5G application. In this article, we talk about 6G dreams to clear the street for the headway of 6G and then some. We start with the conversation of imaginative 5G organizations and afterward underline the need of exploring 6G. Treating proceeding and impending remote organization improvement in a serious way, we expect 6G to contain three critical components: cell phones super broadband, very The Web of Things (or IoT and falsely clever (artificial intelligence). The 6G project is currently in its early phases, and people everywhere must envision and come up with its conceptualization, realization, implementation, and use cases. To that aim, this article presents an environment for Presented Distributed Artificial Intelligence as-a-Services (DAIaaS) supplying in IoE and 6G applications. The case histories and the DAIaaS architecture have been evaluated in terms of from end to end latency and bandwidth consumption, use of energy, and cost savings, with suggestion to improve efficiency.

Supporting Measures for Mobile Application Development Activation (모바일 애플리케이션 개발 활성화 지원에 관한 연구)

  • Sim, Myungsik;Bae, Junseong;Lee, Sangjoon
    • Information Systems Review
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    • v.15 no.1
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    • pp.91-104
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    • 2013
  • As coming smart computing era, the government and leading telecommunication companies have actively supported the development of mobile applications. However, since it is processed apart from the characteristics of small businesses, policy problems and support ways have continuously been pointed out. In this study, we selected priority of support project for the activation of the mobile application development, then proposed support ways for the success of small development business. Firstly, we researched the mobile business literatures, support projects and policy trends of the Korean government, academia and private sector. Next, we developed the activation model for small development business by synthesizing of support projects, literatures and expert group interviews. Based on this model, we selected priority of support projects according to AHP (Analytic Hierarchy Process) analysis results. In conclusion, we categorize the five support ways for the activation of mobile application development. We are expecting that these support ways will be useful to the development of effective policies and selection of detail tasks for the support of small business or developers.

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UX Design of Mobile Banking Usage Improvement for Seniors (시니어들을 위한 모바일 뱅킹 이용률 개선을 위한 UX 디자인)

  • Jongbin Lee;Homin Boun
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.7
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    • pp.325-332
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    • 2023
  • Currently, the world's population has already entered a super-aging era, and the rate is expected to increase rapidly to about 40% by 2050. However, the rapid development of automation technology and the online service sector, the main technologies of the Fourth Industrial Revolution, are still further isolating them in a world where many inconveniences and development technologies are applied. As such, alienation in daily life is widely expanded in various fields, but the financial service sector is one of the must-use areas regardless of age because of its strong nature in the public service sector, and is a very important factor in the period when branches are rapidly decreasing. However, the current utilization rate of mobile banking services is not around 5%, so users over 60 are rarely able to use them. The UX design of the most frequently used remittance service screen in mobile banking services was proposed, and the difficulty of trying to find the preferred bank among 56 or more banks was solved by analyzing the usage rate of each bank and dividing it into three stages by age group from 50 or older. In addition, it was designed to strengthen customized services by showing their recently used banks as the top priority. The design proposed in this study obtained an average of 4.8 points or more out of 5 points as a result of usability satisfaction through interviews with less than 50 senior groups. This study is believed to help each bank upgrade its different mobile banking designs in a unified manner.

Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.493-503
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    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.