• Title/Summary/Keyword: Mobile Era

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Development of a ICT Convergence Business Model based on Smart Phone (스마트 폰 기반의 ICT 융합 비즈니스 모델 개발)

  • Park, Young-Jae
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.81-89
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    • 2015
  • Recently, according to rapid technological development trend of mobile devices revolutionary transforming our lives in various fields, thereby combining the latest in communications technology. These mobile devices to celebrate the digital convergence era are now created a new business model due to mobility. The mobile business operators obtains a user's location information using the smart phone. The mobile business operators provide users with the area or building-related information for the user on. The mobile business operators provide users profiles to advertisers and product sellers. In this study, I propose the mobile business model and that there are no technical problems design a conceptual framework on mobile agents for mobile operators.

File Sharing System Between Heterogeneous System Using Mobile Server (모바일 서버를 이용한 이기종간의 파일 공유 시스템)

  • Park, Sung-hyun;Kim, A-Yong;HE, YILUN;CHU, XUN;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.1041-1043
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    • 2013
  • As the mobile device supply is increasing currently, the era of N mobile devices per person has opened. Types of mobile devices and OS are increasing continuously. Samsung and Intel are developing TIZEN, the OS mobilized by UBUNTU of Linux is going to be released as well as the market share of Google's Android and Apple's IOS remains above 90%. However, it is a reality that there are not specific technologies or systems which can share files between different OS. Despite of technologies such as Bluetooth and WiFi Direct, constraints are shown in device compatibility and file formats. In this paper, we have studied how to share files between OS as well as mobile devices, and to share files in a wireless LAN environment of heterogeneous variety. Future research includes the mobile phone integration server system that provides services such as introduction, management, maintenance, and repair in one-touch Mobile Server that spread and building are easy.

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Volume Rendering Architecture of Mobile Medical Image using Cloud Computing (클라우드 컴퓨팅을 활용한 모바일 의료영상 볼륨렌더링 아키텍처)

  • Lee, Woongkyu;Nam, Doohee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.101-106
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    • 2014
  • The era came that by having fastest internet and smart phone makes cloud computing really a big merit. This paper proposes architecture for medical image volume rendering in mobile environment using cloud computing. This architecture to replace expensive workstation server and storage it use one of the service of cloud computing IaaS(Infrastructure as a Service). And this paper propose to use webGL to get rid of restriction of mobile hardware. By this research, it is expected that medical image volume rendering service in mobile environment is more effective and can be a foundation work.

Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.41-51
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    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

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Television Viewing in the Post-TV Era: An In-depth Interview Study of Young People's Television Experiences (포스트 TV 시대의 텔레비전 시청 경험에 관한 질적 연구: 20대들과의 심층 인터뷰를 중심으로)

  • Lee, Dong-Hoo
    • Korean journal of communication and information
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    • v.60
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    • pp.172-192
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    • 2012
  • Over the last ten years, media convergence and multiple platform expansion have affected the ways that people watch conventional television. In the post-TV era, the growing use of the Internet and mobile multi-media devices, such as smart phones, as well as the availability of abundant television content, allows television consumption to be more personalized, diversified, and linked with various media activities, especially social media uses. This study attempts to examine how television viewing experiences have been transformed with the development of the trans-media uses. Based on Walter J. Ong's concept of relation-ism, which posits that new media transform the meanings and relevance of old media rather than making old media obsolete, this study will pay particular attention to how the cultural meanings of television viewing have been redefined in the post-TV era. For the examination, this study has looked at concrete cases of the television viewing experiences of 29 young people in their twenties. Based on in-depth interview data, this study discusses the newly emerging characteristics of television viewing, its temporal and spatial experiences, and the significance of television as a medium and as a social place.

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Effect of Constraint and Supporting Features of Mobile Social Networking Games(SNGs) on User's Satisfaction (모바일 소셜 네트워크 게임의 제약과 지원 기능이 사용자의 만족에 미치는 영향)

  • IM, Chae-Rin;SHIN, Young-soo;KIM, Jin-woo;LEE, In-seong
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.353-367
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    • 2015
  • From the era of feature phone to the current smart phone which bloomed Social Network Games(SNGs), mobile games have held the top position as killer contents of mobile market. Mobile game has many constraints such as specification of device, network status, and external environment. Based on common perspective of game research, these factors have negative influences on flow of user. Even with these opinions, most mobile gamers have felt satisfaction. To explain this phenomenon, our research focuses on the constraints. Referring to theoretical concepts, we attempt to clarify the relationship between game features and flow through survey methodology. Our finding shows that the constraints have a positive effect on flow even though it disaccords with previous studies. Therefore, we argue that users of mobile game have sense of satisfaction not a cognitive overload as discomforts.

The Role of Technology and Organization in Building Trust in Mobile Content Services (모바일 콘텐츠 서비스의 신뢰구축을 위한 기술과 조직의 역할)

  • Cho, Nam-Jae;Joun, Hyo-Jae
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.11-26
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    • 2010
  • The purpose of this paper is to study building and maintaining consumer trust in mobile contents for tourism and travel in perspective of public sector. Mobile contents services are increasing rapidly. Tourism contents in mobile services are non profit business model in an early and immature stage toward the ubiquitous era. Non-profit organization plays a role as service provider through Internet and wireless telecommunication in an information-intensive and network-oriented environment. This article is proposed nonprofit organizations as tourism contents service provider to identify a conceptual framework that can build continuous trusted mobile contents under ubiquitous environment according to developing and maintaining stage. The results based on the focus group interview methodology highlights a conceptual foundation for service providers in nonprofit domain.

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A Study on Determinants of Consumers' Choice of Mobile Data Service (모바일 데이터서비스 선택 결정요인에 관한 연구)

  • Choi, Sae-Sol;Han, Sung-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.1
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    • pp.115-123
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    • 2015
  • As LTE service and smartphone are emerging as the mainstream of mobile communications market, the value and importance of mobile data service has been further increased. MNO(mobile network operator)s already recognized the data service as essential market needs, and have appealed to consumers based on various satisfaction elements of data service such as faster transmission speed, expended data volume provided as default, and introduction of unlimited plan. So, in the smartphone market where has been mature, investigating what service attributes affect users' selection of data service is very meaningful from the perspectives of both the industry and the academic. Under this background, this study explores determinants influencing consumer's choice for mobile data service and analyzes relative importance of the attributes among different type of users. The findings of this study makes us extend our understanding of consumer characteristics and their service needs in data service centric era, and it provides some implications for establishing telecommunications policies and business strategies.

A Study on the Usage Factors of Mobile Banking Apps by Korean Banks in Vietnam: Focused on the Viewpoints of App User and App Provider

  • Suk-Gyoo Kim;Sang-Ha Lee;Chun-Su Lee
    • Journal of Korea Trade
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    • v.27 no.1
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    • pp.192-210
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    • 2023
  • Purpose - Vietnam has the fastest growing digital economy in Southeast Asia and is emerging as a critical overseas market for Korean banks in the post-COVID-19 era. Accordingly, many Korean banks entered the Vietnamese market to overcome the limitations of the saturated domestic financial market and create new revenue sources. This study examined the current status of digital finance in Vietnam and the cases of Korean banks that have succeeded in the Vietnamese market. Then, importance-performance analysis (IPA) was conducted on local customers, managers and staff members of Korean banks in Vietnam. Design/methodology - In this study, we analyzed the importance and satisfaction factors of mobile banking app usage in Vietnam through IPA. In particular, we identified the differences between the two groups by considering the viewpoint of customers who use mobile banking apps and that of managers and staff members who provide mobile banking services. Findings - The IPA results from the customer group and managers and staff members group were generally similar, but differences were observed in Ease of Use (Technology), Innovativeness (Organization), and Increase in Revenue (Economic). In the case of the customer group, Ease of Use (Technology) is located in the second quadrant, which shows low satisfaction compared to high importance. However, in the managers and staff members group, Ease of Use (Technology) is located in the first quadrant, which indicates high importance and high satisfaction. This difference in perception can cause complaints from local customers; thus, it is necessary to change the perception of the technological aspect for ease of use of mobile banking apps in consideration of the customer's position. In addition, it is necessary to allocate the resources invested in the Innovativeness (Organization) and Increase in Revenue (Economic) to Ease of Use (Technology). Originality/value - In this study, based on the HOTE framework, factors for using mobile banking apps were derived, and IPA was conducted targeting local customers (app user) and managers and staff members (app provider) of Korean banks in Vietnam. Through this, we presented the results of empirical analysis that can help Korean banks efficiently utilize limited resources and budgets.

Development Direction of Video Contents Service in Mobile Era: on the Case of Afreeca-TV (모바일 시대의 영상 콘텐츠 서비스 발전 방향 : 아프리카 TV 사례를 중심으로)

  • Ryu, Sungil;Lee, Sunmi
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.155-156
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    • 2013
  • 모바일 영상 환경에서는 협소한 스크린과 한정된 배터리 등의 제약으로 RMC(Ready Made Contents) 보다는 UGC 혹은 스낵형 콘텐츠가 적합하다. 이러한 콘텐츠로 포지셔닝 된 아프리카TV도 모바일 시대를 맞아 급성장 할 수 있었다. 향후에도 모바일 영상 서비스는 라이트한 캐주얼 콘텐츠로 계속 진화해 갈 것으로 보인다.

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