• Title/Summary/Keyword: Mobile IS Success

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The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Adaptive Success Rate-based Sensor Relocation for IoT Applications

  • Kim, Moonseong;Lee, Woochan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3120-3137
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    • 2021
  • Small-sized IoT wireless sensing devices can be deployed with small aircraft such as drones, and the deployment of mobile IoT devices can be relocated to suit data collection with efficient relocation algorithms. However, the terrain may not be able to predict its shape. Mobile IoT devices suitable for these terrains are hopping devices that can move with jumps. So far, most hopping sensor relocation studies have made the unrealistic assumption that all hopping devices know the overall state of the entire network and each device's current state. Recent work has proposed the most realistic distributed network environment-based relocation algorithms that do not require sharing all information simultaneously. However, since the shortest path-based algorithm performs communication and movement requests with terminals, it is not suitable for an area where the distribution of obstacles is uneven. The proposed scheme applies a simple Monte Carlo method based on relay nodes selection random variables that reflect the obstacle distribution's characteristics to choose the best relay node as reinforcement learning, not specific relay nodes. Using the relay node selection random variable could significantly reduce the generation of additional messages that occur to select the shortest path. This paper's additional contribution is that the world's first distributed environment-based relocation protocol is proposed reflecting real-world physical devices' characteristics through the OMNeT++ simulator. We also reconstruct the three days-long disaster environment, and performance evaluation has been performed by applying the proposed protocol to the simulated real-world environment.

An Analysis on Success and Failure Factors of Domestic and Foreign Businesses Using Social Network Service (SNS를 활용한 국내외 비즈니스의 성공요인과 실패요인 분석)

  • Kim, Chang Su;Kim, Tae Hyun;Park, Gyeong Won
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.229-240
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    • 2014
  • While the digital environment continues to diffuse rapidly, SNS has been playing important roles in business growth. This study analyzes businesses that have used social network services (SNS) in order to more successfully manage companies by utilizing SNS and to suggest the proper steps In order to accomplish this, major domestic and foreign business cases were selected in order to investigate factors of success and failure for each of them. The analysis results show that the companies that utilized SNS successfully understood the characteristics of SNS and constantly tried creative marketing. On the other hand, enterprises that failed to use SNS properly showed low understanding of SNS and abnormal ways of marketing. Therefore, this research suggests the following conclusion. First of all, sufficient knowledge and understanding of the characteristics of SNS are necessary in order to properly utilize SNS. Next, it is imperative to use SNS not only as a tool to communicate with customers, but also to understand the generations that use SNS. Finally, it would be best to implement a more open wireless internet mobile environment for more active use of SNS.

Low-Cost IR Sensor-based Localization Using Accumulated Range Information (누적된 거리정보를 이용하는 저가 IR 센서 기반의 위치추정)

  • Choi, Yun-Kyu;Song, Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.8
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    • pp.845-850
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    • 2009
  • Localization which estimates a robot's position and orientation in a given environment is very important for mobile robot navigation. Although low-cost sensors are preferred for practical service robots, they suffer from the inaccurate and insufficient range information. This paper proposes a novel approach to increasing the success rate of low-cost sensor-based localization. In this paper, both the previous and the current data obtained from the IR sensors are used for localization in order to utilize as much environment information as possible without increasing the number of sensors. The sensor model used in the monte carlo localization (MCL) is modified so that the accumulated range information may be used to increase the accuracy in estimating the current robot pose. The experimental results show that the proposed method can robustly estimate the robot's pose in indoor environments with several similar places.

Person-following of a Mobile Robot using a Complementary Tracker with a Camera-laser Scanner (카메라-레이저스캐너 상호보완 추적기를 이용한 이동 로봇의 사람 추종)

  • Kim, Hyoung-Rae;Cui, Xue-Nan;Lee, Jae-Hong;Lee, Seung-Jun;Kim, Hakil
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.1
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    • pp.78-86
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    • 2014
  • This paper proposes a method of tracking an object for a person-following mobile robot by combining a monocular camera and a laser scanner, where each sensor can supplement the weaknesses of the other sensor. For human-robot interaction, a mobile robot needs to maintain a distance between a moving person and itself. Maintaining distance consists of two parts: object tracking and person-following. Object tracking consists of particle filtering and online learning using shape features which are extracted from an image. A monocular camera easily fails to track a person due to a narrow field-of-view and influence of illumination changes, and has therefore been used together with a laser scanner. After constructing the geometric relation between the differently oriented sensors, the proposed method demonstrates its robustness in tracking and following a person with a success rate of 94.7% in indoor environments with varying lighting conditions and even when a moving object is located between the robot and the person.

A Study on Technophobia and Mobile Device Design

  • Ha, Joong-Gyu;Page, Tom;Thorsteinsson, Gisli
    • International Journal of Contents
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    • v.7 no.2
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    • pp.17-25
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    • 2011
  • Technophobia is described as the 'abnormal fear or anxiety about the effects of advanced technology', affecting one third of the population, causing health problems and the inability to work efficiently. The development of the mobile phone, both in its design process and its following socioeconomic success, has a prominent effect on our society in general; this point will be explicated in this paper. The negative effects of these developments have also been assessed with questionnaire-based interviews, focus groups and media analysis in order to focus on those who are most susceptible to the effects of technophobia, to discover the possible causes and to develop a solution for overcoming the phobia. The findings of the literature review and empirical research have been debated; the results proved inconclusive. All age and sex and groups displayed levels of anxiety around technology. Therefore, designers cannot afford to abandon these individuals in the future, and attention should be directed into inclusive product design. Therefore, various solutions have been suggested for support for these sufferers, such as tuition and bespoke, 'built to specification' mobile phones.

A Study on Development of Backpack Journalism Using Digital Mobile News Gathering (무선통신망 중계방송(DMNG)을 이용한 '백팩 저널리즘' 발전방안 연구)

  • Jeong, Gyoung-Youl
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.334-342
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    • 2017
  • Due to the development of telecommunication technology, the relay broadcasting system is changing rapidly. The introduction of the wireless mobile communication relay (DMNG) method has enabled the one-man relay, which has resulted in absolute reductions in terms of equipment and manpower. However, it is a reality that the basic level of broadcasting such as broadcasting stability and image quality is becoming less complete. This paper analyzes wireless telecommunication relay equipment and broadcasting system called 'backpack', and discusses future development plan. To do this, we analyze the success and failure cases of backpack relay broadcasting and present concrete plans.

A Range-Based Monte Carlo Box Algorithm for Mobile Nodes Localization in WSNs

  • Li, Dan;Wen, Xianbin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.3889-3903
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    • 2017
  • Fast and accurate localization of randomly deployed nodes is required by many applications in wireless sensor networks (WSNs). However, mobile nodes localization in WSNs is more difficult than static nodes localization since the nodes mobility brings more data. In this paper, we propose a Range-based Monte Carlo Box (RMCB) algorithm, which builds upon the Monte Carlo Localization Boxed (MCB) algorithm to improve the localization accuracy. This algorithm utilizes Received Signal Strength Indication (RSSI) ranging technique to build a sample box and adds a preset error coefficient in sampling and filtering phase to increase the success rate of sampling and accuracy of valid samples. Moreover, simplified Particle Swarm Optimization (sPSO) algorithm is introduced to generate new samples and avoid constantly repeated sampling and filtering process. Simulation results denote that our proposed RMCB algorithm can reduce the location error by 24%, 14% and 14% on average compared to MCB, Range-based Monte Carlo Localization (RMCL) and RSSI Motion Prediction MCB (RMMCB) algorithm respectively and are suitable for high precision required positioning scenes.

Implementation of the reading assistance system using mobile device (모바일 장치를 이용한 독서 보조 시스템 구현)

  • Youn, Je-sik;Seo, Eun-Hee;Park, Su-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.317-319
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    • 2009
  • The physical disabled are using various types of assistive devices and reading assistance device is have been researched and development. After all reading assistance device which being marketed present for the physical disabled's features is simply limited to turing the page. In this paper, Implemented prototype model of the reading assistance device for the physical disabled that is have designed to modify to improve the success rate of turing page and conjunction with mobile devices such as PDA to provide more convenient and useful features. And not only for the disabled then take a look at Universal design concept of view of the tool can be useful the public also.

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Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.