• Title/Summary/Keyword: Mobile data service

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A Dynamic Market Potential Model for Forecasting the Mobile Telecommunication Service Market in Korea (국내 이동전화 서비스 시장 예측을 위한 동적 포화시장모형)

  • Jun, Duk-Bin;Park, Yoon-Seo;Kim, Seon-Kyoung;Park, Myoung-Hwan
    • Journal of Korean Institute of Industrial Engineers
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    • v.27 no.2
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    • pp.176-180
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    • 2001
  • In Korea, the mobile telecommunication service market is expanding rapidly and becoming more competitive. For service providers in such a dynamic environment, it is very important to accurately forecast demand including market potential in order to work out marketing strategies. In this paper, we suggest a general approach to forecast the market potential using a multinomial logit model, which is applied to individual-level market survey data. Then we develop a dynamic market potential model that can adapt to changes in the external environment without requiring further market survey. The proposed model is applied to the mobile telecommunication service market in Korea.

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The Effects of Cellular Phone Service Quality and Switching Barrier to Customer Satisfaction and Loyalty in Korean Mobile Telecommunication Market (한국 이동통신시장에서 서비스품질과 전환장벽이 고객만족과 고객충성도에 미치는 영향)

  • Zu, Hyung-Lyul;Lee, Jin-Choon
    • Journal of Information Technology Services
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    • v.9 no.2
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    • pp.43-72
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    • 2010
  • The Korean mobile telecommunication service market is faced with a tremendous competitive period, in which the market is entering into the maturity stage with launching of the 3rd generation service and with introduction of mobile number portability. In general, it is more important to sustain the old customers than to attracting new customers, as the life cycle of an industry is entering the maturity stage in which the growth rate of new customers is decreasing gradually or becoming stagnant. Until now, many researches had tested whether the customer satisfaction and loyalty were the core factors of sustaining customers or not. Also service quality and switching cost were given a remarkable attention for their possibility of exogenous factors, which could exercise effects to customer satisfaction and loyalty. In the same context, mobile telecommunication business has to seek a way to maintain the existing customers instead of promoting new customers. So this study investigates whether the service quality and switching barrier of mobile telecommunication could have effects on the customer satisfaction and loyalty, which are recognized as an efficient means to sustain the current customers. In order to test the hypothesis on the effects of service quality and switching barrier of mobile telecommunication to customer satisfaction and loyalty in Korean telecommunication industry, this study collected the questionnaire response data of students including middle and high school students and undergraduates, who are regarded as the major customers in that mobile telecommunication industry.

An Empirical Study on Customer Satisfaction and Service Quality in Mobile Telecommunications Service (이동전화 서비스의 고객 만족도와 서비스 품질에 관한 연구)

  • 이승규;라준영
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.10a
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    • pp.310-313
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    • 2000
  • This paper develops a model of customer satisfaction in the mobile telecommunication services. We examine the relationships among customers'overall satisfaction and underlying dimensions; perceived service quality, service value, and brand image. Variables related to customer satisfaction and dissatisfaction are derived from customer critical incidence survey. The model is estimated with multi-variate data analysis. Results indicate that the (1) technical service quality is the main driver of customer overall satisfaction, (2) some peripheral services are rapidly evolving into the core services of mobile telecommunications, and (3) the current policy of service providers does not focus on customer satisfaction but on establishing churning barrier by increasing switching costs.

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Service Block Based Resource Allocation Scheme for Macrocell-Femtocell Networks

  • Lee, Jong-Chan;Lee, Moon-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.6
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    • pp.29-35
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    • 2015
  • The heterogeneous LTE (Long Term Evolution)-Advanced networks comprising a macrocell and femtocells can provide an efficient solution not only to extend macrocell coverage but also to deal with packet traffics increasing explosively within macrocells. An efficient resource management scheme is necessary to maintain the QoS (Quality of Service) of mobile multimedia services because the LTE-Advanced system should support not only voice but also mobile applications such as data, image and video. This paper proposes a resource management scheme to guarantee QoS continuity of multimedia services and to maximize the resource utilization in OFDMA (Orthogonal Frequency Division Multiple Access) based LTE-Advanced systems. This scheme divides the resources into several service blocks and allocates those resources based on the competition between macrocell and femtocell. Simulation results show that it provides better performances than the conventional one in respect of handover failure rate and blocking rate.

Spatial Data Service Based on RIA for Mobile Environment (모바일 환경을 위한 RIA 기반 공간 데이터 서비스)

  • Lee, Jae-Il;Kim, Ji-Ho;Oh, Byoung-Woo
    • Journal of Korea Spatial Information System Society
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    • v.11 no.4
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    • pp.56-64
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    • 2009
  • As the Internet has been improved to Web 2.0, it introduces new approaches including Rich Internet Application (RIA) technology such as Flash, AJAX, Silverlight, etc. The RIA which is platform independent technology allows applications to provide rich client-side interfaces, and allows the browser to interact with users without communication to server. In this paper, we propose a method of spatial data service based on RIA technology. Internet map service using spatial data generally requires rich client-side interfaces and various interactions. These features can be provided by the RIA. The proposed method uses Flash developed by Macromedia as RIA technology. It can be applicable on any platform including mobile environment. The spatial data server makes Flash file known as SWF (Shock Wave File) with manipulation code for map and spatial data that is requested by user, and send it to the web browser. Once the web browser receives a SWF, client SWF manipulates user interactions, such as zooming and panning, without communication with server. Experiments that execute the application on various web browsers including mobile web browser and measure time of map interaction are carried out to compare with traditional bitmap based WMS (Web Map Service). As a result of experiments, we have confirmed improvement of interactivity and performance with RIA approach.

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What is the Switching Intention from Existing Payment to Mobile Payment Service?

  • Lee, Sae-Bom;Lee, Joon-Young;Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.59-66
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    • 2018
  • Recently, the use of mobile payment, called "Pay" payment, is increasing such as 'KakaoPay' and 'SamsungPay'. In Korea, various mobile payment services are running and emerging. The purpose of this study is to examine the intention to switch from using existing credit cards or check card to mobile payment service based on the two-factor theory. We empirically examined the effect of the two factors, the factors that enable switching and the factors that inhibit switching. Therefore, the study use switching cost and switching benefit as parameters to confirm the effect on the switching intention. In addition, this study intends to analyze the differences between two subgroups by the degree of personal innovativeness. We survey smartphone users and credit card or check card users, and analyzed the Smart PLS 3.0 using structural equation model to verify the significance of the research hypothesis.

The CDMA Mobile System Architecture

  • Shin, Sung-Moon;Lee, Hun;Han, Ki-Chul
    • ETRI Journal
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    • v.19 no.3
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    • pp.98-115
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    • 1997
  • The architecture of the CDMA mobile system (CMS) is developed based on three function groups - service resource, service control, and service management groups. In this paper, the CMS architecture is discussed from the point of view of implementing these functions. The variable length packets are used for transmission. The synchronization clock signals are derived form the GPS receiver. The open loop and closed loop techniques are used for the power control. The internationally accepted signaling and network protocols are employed. The call control for the primary services in designed to provide efficient mobile telecommunication services. The softer handoff is implemented in one card. The mobile assisted handoff and the network assisted handoff are employed in the soft and hard handoffs. The authentication is based on the secret data which includes random numbers. The management functions, which include the location management, resource management, cell boundary management and OAM management, are implemented to warrant the system efficiency, maximum capacity and high reliability. The architecture ensures that the CMS is flexible and expandable to provide subscribers with economic and efficient system configuration. The dynamic power control, adaptive channel allocation. and dynamic cell boundary management are recommended for future work.

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Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

An Empirical Study on the Factors Influencing the Acceptance of Mobile Banking Services (모바일뱅킹서비스 수용요인에 관한 실증연구)

  • Ryu Il;Shin Seon-Jin;So Soon-Hoo
    • Journal of Information Technology Applications and Management
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    • v.13 no.2
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    • pp.67-86
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    • 2006
  • Based on literature relating to the TAM (technology acceptance model) and TPB (theory of planned behavior), this study extends the TAM in a mobile banking context. The extended model was tested using LISREL analysis on the sample of 222 users who have experience with the banking service. The model was partially supported in a mobile banking context, accounting for 49% of the variance in the usage intention. The results showed that the perceived usefulness, the perceived credibility, and the perceived financial cost play a significant role in influencing the usage intention of the mobile banking service. In addition, instant connectivity and perceived credibility were found to influence the perceived usefulness, and self-efficacy and instant connectivity were found to influence the perceived ease of use. Implications of these findings are discussed for researchers and practitioners.

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A Study of Secure Mobile Multicast Architecture and Protocol based on Adaptive Service Mode (적응적 서비스 모드에 기반한 이동보안멀티캐스트 구조 및 프로토콜에 관한 연구)

  • 안재영;구자범;박세현;이재일
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.12 no.2
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    • pp.153-172
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    • 2002
  • In this paper, we propose an architecture and a protocol fur Secure Mobile Multicast(SMM) offering efficient and secure multicast services to many mobile nodes. In this framework, we use Indirect and Direct Service Mode adaptively, according to the movement of mobile nodes around the overlapped service area, to provide reliably secure multicast with low latency, minimum key update, and minimum data loss.