• Title/Summary/Keyword: Mobile IS Success

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Implementation of URL Connecting Application Service Platform Based on Recognition of AR Maker Using LED Panel and Smartphone (LED 전광판과 스마트폰을 이용한 AR 마커인식 기반의 URL 연결 서비스 플랫폼 구현)

  • Park, Kunwon;Hwang, Junho;Yoo, Myungsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.8
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    • pp.692-698
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    • 2013
  • As the mobile marketing through the smartphone has gradually increased, the smartphone application services using the AR marker, QR codes and augmented reality have attracted much attention. Furthermore the outdoor advertising is migrated to LED signage, which brings the visible light wireless communication technologies to the trial for mobile marketing. In this paper we present the implementation of AR marker-based URL access application services through smartphone camera using visible-light wireless communication technologies. We analyze the performance of the implemented system in terms of connection time and success rate.

A Study on MAC Protocol Design for Mobile Healthcare (모바일 헬스케어를 위한 MAC 프로토콜 설계에 관한 연구)

  • Jeong, Pil-Seong;Kim, Hyeon-Gyu;Cho, Yang-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.2
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    • pp.323-335
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    • 2015
  • Mobile healthcare is a fusion of information technology and biotechnology and is a new type of health management service to keep people's health at anytime and anywhere without regard to time and space. The WBAN(Wireless Body Area Network) technology that collects bio signals and the data analysis and monitoring technology using mobile devices are essential for serving mobile healthcare. WBAN consisting of users with mobile devices meet another WBAN during movement, WBANs transmit data to the other media. Because of WBAN conflict, several nodes transmit data in same time slot so a collision will occur, resulting in the data transmission being failed and need more energy for re-transmission. In this thesis, we proposed a MAC protocol for WBAN with mobility to solve these problems. First, we proposed a superframe structure for WBAN. The proposed superframe consists of a TDMA(Time Division Muliple Access) based contention access phase with which a node can transmit data in its own time slot and a contention phase using CSMA/CA algorithm. Second, we proposed a network merging algorithm for conflicting WBAN based on the proposed MAC protocol. When a WBAN with mobility conflicts with other WBAN, data frame collision is reduced through network reestablishment. Simulations are performed using a Castalia based on the OMNeT++ network simulation framework to estimate the performance of the proposed superframe and algorithms. We estimated the performance of WBAN based on the proposed MAC protocol by comparing the performance of the WBAN based on IEEE 802.15.6. Performance evaluation results show that the packet transmission success rate and energy efficiency are improved by reducing the probability of collision using the proposed MAC protocol.

Structure Modeling on Factors Influencing the User Satisfaction of Social Network Services by Mediating the Moderator of the Service Types in SNS (SNS 서비스유형을 조절변수로 한 사용자만족도의 구조모형)

  • Yun, Sang-Hun;Kim, Keun-Hyung;Oh, Sung-Ryoel
    • The Journal of Information Systems
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    • v.21 no.3
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    • pp.23-44
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    • 2012
  • The first purpose of this paper is to identify factors having an effect on the user satisfaction of the SNS(Social Network Services) users and to examine causal relationships among those factors. The second is to examine how the causal relationships between the factors could be changed in the service types in SNS, which would be divided into web based SNS and mobile SNS. For achieving the purposes, we established the research model and hypotheses based on Information Success and Technology Acceptance Model. The characteristics of the SNS users consist of Individual Innovation and Social Influence while the characteristics of the SNS system consist of Information Quality and System Quality. The hypotheses were verified by analyzing data, which was collected from survey research on users of the SNS, with AMOS 18.0 statistical package. As a result, the first, we observed that more important the SNS users would consider the social relation, more useful they would recognize the function of SNS. The second, we observed that faster and easier the users could obtain hourly information in diversity, more useful they would recognize the function of SNS. The third, we observed that more innovative the mobile SNS users would become, more negative they would consider the usefulness of SNS. The fourth, we observed that more important the web based SNS users would consider the social relation, more negative they would consider the usefulness of SNS.

A Case of IT System Development for Engineering Education of Low-carbon & Green-growth (저탄소 녹색성장 공학 교육을 위한 IT 시스템 개발 사례)

  • Kang, Minshik
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.27-33
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    • 2011
  • Recently, the most important paradigm is to prepare future and to protect the environment through the carbon savings occurs in everyday life and whole industry. For the success of this new paradigm, Korean government encourages the green certification and the development of green technologies and green growth as one of the important policies are adopted and implemented. Public agencies and companies establish the plans about the carbon savings and implement a lot of research has moved on using IT technology. There are some attempts in Korea to use as an electronic document instead of the use of paper document using these green IT and mobile devices. In this paper, the waiting sequence system using mobile phone is proposed as an example of practical engineering education for 'Low carbon, Green growth'.

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Comparing the ICT industries of Silicon Valley and Route 128: What has law got to do with it?

  • Timberman, Alex
    • Asian Journal of Innovation and Policy
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    • v.4 no.1
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    • pp.19-34
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    • 2015
  • Silicon Valley's legal foundation in recent years has surfaced on the radar of policy planners who model Silicon Valley's information and communication technologies (ICT) industry. Precisely, the prohibition of covenants not to compete (CNCs) is linked to firm-to-firm knowledge spillovers by way of mobile workers positioned as nodes in a system of innovation. Meanwhile, traditional frameworks support enforcement of CNCs as a way to encourage R&D activities to the worker and to prevent the worker's tacit knowledge and know-how from fleeing. Amidst the battle for the restraint or release of human capital, we present an industrial approach to reconcile the ostensible strife between enforcement and prohibition frameworks. Theoretically, we contend an industrial approach can maximize the policy tools of discorded planners. Moreover, this article newly compares the ICT industries of Silicon Valley and Route 128 to argue that California's law is a unique factor in the greater success of Silicon Valley firms.

Comparing the ICT industries of Silicon Valley and Route 128: What's law got to do with it?

  • Timberman, Alex;Seol, Sung-Soo
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2014.10a
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    • pp.189-203
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    • 2014
  • Silicon Valley's legal foundation in recent years has surfaced on the radar of policy planners who model Silicon Valley's ICT industry. Precisely, the prohibition of covenants not to compete is linked to firm to firm knowledge spillovers by way of mobile workers positioned as nodes in a system of innovation. Meanwhile, traditional frameworks support enforcement of covenants not to compete as a way to encourage R&D into the worker and to prevent the worker's tacit knowledge and know-how from fleeing. This article examines the ICT industry in Silicon Valley and Route 128 to argue that California's unique law is a key factor in the success of Silicon Valley firms. Theoretically, we reconcile the ostensible strife between enforcement and prohibition frameworks by presenting an industrial approach. We contend that selective enforcement by industry can maximize the policy tools of discorded planners.

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Digitally Printing Electronics with Piezo Ink Jet

  • Creagh, Linda T.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.188-190
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    • 2004
  • As an effort to reduce cost and lead-time and to increase flexibility and responsiveness, manufacturers are using digital printing in numerous process steps. Typically, these processes require the precise dispensing of various fluids. Piezo ink jet printheads are proving to be reliable tools for depositing active materials such as light emitting polymers (LEP) for mobile phone displays and color filter inks for liquid crystal displays. Ink jets are also being used to provide uniform coatings of polyimide alignment layers and spacers for LCDs. Success with legend printing on PCBs using ink jets has encouraged the design of equipment for directly printing both etch resist and solder mask for PCBs. Development of printers for passive components such as capacitors and resistors is underway. This paper will present the attributes of an ink jet printhead designed to a precision deposition tool and discuss how it is being used to digitally print electronic and flat panel display components. Status of commercialization of digital printing will be discussed along with issues to be resolved before wide adoption takes place.

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The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Indonesian Super App Gojek: Focusing on Business Model, Growth Process and Growth Factors (인도네시아 슈퍼앱 Gojek : 비즈니스모델, 성장과정 그리고 성장요인을 중심으로)

  • Yun-Seung Ko
    • Korea Trade Review
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    • v.48 no.1
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    • pp.263-285
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    • 2023
  • The purpose of this study is to examine the business model, growth process, and success factors of the successful super app Gojek in the Southeast Asian and Indonesian markets. Gojek's business model analysis focused on the business canvas (9 blocks) that many companies have used to establish business models. Gojek's growth process was analyzed based on timeline. Gojek 1.0 is from the start of the ride hailing service. Gojek 2.0 is a leap forward into a life-friendly platform. Gojek 3.0 is a process of expanding and diversifying domestic and foreign businesses. Gojek 4.0 is a stage of changing to GoTo through mergers with Tokopedia, and setting a higher leap forward. Based on this, the success factors of Gojek are ① Hyperlocalization ② First mobile ③ A company that is loved through mission execution ④ Provide financial inclusion ⑤ Business expansion and diversification through mergers and acquisitions and partnerships ⑥ Entry into overseas markets ⑦ Attracting various partners and investment ⑧ Lock-in effect and hyperpersonalization. The implications obtained through this study and the limitations and direction of the study were discussed.

A case study on the importance of non-intrusiveness of mobile devices in an interactive museum environment (인터랙티브 전시환경에서 모바일 디바이스의 비간섭적 특성의 중요성에 대한 사례 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.31-42
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    • 2013
  • This research sheds light on the non-intrusive traits of mobile devices (Electronic Guidebook, Rememberer, I-Guides and eXspot) deployed in Exploratorium for enhancing visitor experience via case studies. In an interactive exhibition environment, non-intrusiveness was the key to supporting the immersive experience and meaning-making for visitors. The usability of hand-held devices directly impacted on the non-intrusiveness, thereby reshaping the form-factors of mobile devices. The change in from-factor has also minimized the functions of devices as the remember of museum experience. Furthermore, the role of mobile devices, which turned from a supposed multi-media guide to a mere rememberer, made them virtually impossible for realizing the "seamless visiting model" originally planned. An array of projects carried out in Exploration have achieved some degree of success such as increasing viewing time as well as reinforcing post-visit activities. However, taken from musicological perspective, increase in viewing time is by all means insufficient to be taken as proof since it is assumed to be achieved by photo-taking (i.e. MyExploratorium) rather than by interacting between visitors and exhibits. This issue --increased viewing time -- needs to be analyzed in depth. All in all, mobile devices used in Exploratorium can be defined as a learning tool/educational supporting medium based on personalization for (visitors') optimizing extended museum experience.