• Title/Summary/Keyword: Mobile messenger

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An Empirical Study of the Usage Performance of Mobile Emoticons : Applying to the Five Construct Model by Huang et al.

  • Lim, Se-Hun;Kim, Dae-Kil;Watts, Sean
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.21-40
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    • 2011
  • Emoticons perform an important role as an enhancement to written communication, in areas such as Windows Live Messenger instant messaging, e-mails, mobile Short Message Services (SMS), and others. Emoticons are graphic images used in communications to indicate the feelings of people exchanging messages via mobile technology. In this research, the perceived usefulness of the emoticon in mobile phone text messages is verified with consumers using the five construct model of Huang. A K-means clustering technique for separating three groups based on levels of perceived usefulness of mobile emoticons is used with a structural equation model test using Smart PLS 2.0, and the bootstrap re-sampling procedure. We analyzed relationships among use of emoticons, enjoyment, interaction, information richness, and perceived usefulness. The results show there are relationships among use of emoticons, enjoyment, interaction, perceived usefulness, and information richness, however enjoyment of emoticons did not significantly affect the perceived usefulness of messages with emoticons alone. The results suggest emoticons have different affects on emotion in both mobile, and Messenger contexts. Our study did not consider more detailed media properties, and thus more studies are needed. Our research results contribute to mobile communication activation, provides companies with an understanding of key characteristics of consumers who use emoticons, and provides useful implications for improving management and marketing strategies.

Digital Coupon Gift-giving Model through Gift-Giving Motivation (선물동기에 따른 모바일 메신저 디지털 쿠폰 선물 증여 모형)

  • Jung, Jong-Duk;Yeo, Hyun-Jin
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.105-110
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    • 2015
  • Since a smart phone has been popular, 91% of the internet users are utilizing the technology in all places for chatting and messenger which overtake share of voice and visual call utilization. The phenomenon is remarkable to young generations between teenager and thirties, which leads to mobile messenger shopping such as mobile digital voucher and coupon buy. In this research, we clarify whether traditional gift-giving motivations works on digital coupon gift-giving, and two technology acceptance model factors: perceived usefulness and ease of use affects between motivations and intention to gift-giving. The result shows three traditional gift-giving motivations: experiential, obligated and practical attitude affects intention to digital mobile coupon gift-giving and ease of use of the digital mobile coupon works parameter of the relation rather than usefulness. In other words, gift-giving purpose digital coupon users give a gift with traditional gift-giving motivation but has the stronger intetnion to gift-giving by technology ease of use.

Effects on mobile phone functional use of ego resilience, peer attachment and mobile phone-related characteristics in male and female middle school students - focused on uses of SNS & messenger, music and internet in era of convergence- (남녀 중학생의 자아탄력성, 또래애착 및 휴대폰 이용관련 특성이 휴대폰의 기능별 사용에 미치는 영향 - 융복합시대의 SNS와 메신저, 인터넷, 음악기능 사용을 중심으로 -)

  • Kim, Eun-Ju
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.383-391
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    • 2016
  • Purpose: This study was conducted to analyze the effect of ego resilience, peer attachment and mobile phone-related characteristics on mobile phones functional uses, focused on the use of SNS & messenger and music and internet in middle school students. Methods: The subjects were 217 middle school students in 2 cities. Results: The factors affecting mobile phones SNS & messenger usages were interpersonal relation, viability of ego-resilience in male, and communication of peer attachment in female. The factors affecting internet usages were curiosity of ego-resilience in both sexes. The factors affecting music usages were viability of ego-resilience in both sexes. Conclusion: Education and management about mobile phone functional use should be made, by intervening reflected subregions effect factors of peer attachment and ego-resilience.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Mobile Coupon Gift-giving Motivation Disparity Fusion Model among Groups decided by giving Frequency (모바일 쿠폰 선물증여 빈도에 따른 군집별 증여동기 차이에 관한 융합모형연구)

  • Yeo, Hyun-Jin
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.7-13
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    • 2016
  • Since a smart phone became popular that leads mobile era, we've faced diverse life style changes. Particularly, a mobile messenger which changes communication method from voice and video call to text based multi media messenger, leads new gift-giving culture called mobile voucher gift-giving. Although many researches have validated diverse models about digital voucher, this research utilize the model which divide motivation of gift-giving from three theories: gift-giving motivation theory, technology acceptance model, and consumer value theory. The purpose of this research is not only validate the model but also grouping by giving frequency of samples and validate disparity among groups. In conclusion, there are three groups founded and shows difference motivations.

A Study on UI Design of Social Networking Service Messenger by Using Case Analysis Model

  • Youn, Jong-Hoon;Seo, Young-Ho;Oh, Moon-Seok
    • Journal of information and communication convergence engineering
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    • v.15 no.2
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    • pp.104-111
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    • 2017
  • The visual presentation is one key feature which gives much consideration in designing mobile applications as it acquires attention from the end user. It takes only a few milliseconds to form an impression on a person and this is not any different to the web and mobile application designs. The first few milliseconds are a crucial time for developers as the impression produced would indicate further engagement of the service. Developers should continuously update the designs based on human needs. A few of these contents have actually paved its way to being continuously used. By synthesizing results of preceding researchers, this paper considers layout, color, and font as UI design elements of SNS messenger, and illustration and animation as the graphic image of it. In this study, the preference for messaging application chat layout was being surveyed and analyzed. As a result, there has been little significance identified since the instant messaging, so chat layout shows very minimal variance in their design.

Social Network Games' Commitment Between 2012 and 2016 (2012년과 2016년 소셜네트워크 게임의 몰입)

  • Lee, Sae Bom;Moon, Jae Young;Suh, Yung Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.262-264
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    • 2018
  • Many of users play Mobil Social Network Games (M-SNG). M-SNGs are played through social network, and typically features multiplayer and asynchronous gameplay mechanics. It is most often implemented as mobile devices with mobile instant messenger app. Kakaotalk provids mobile game platform. The purpose of this study is to find significant factors that have effects on the commitment of M-SNGs. We also conduct multi-group comparison test to study the difference in factors of models between time t and time t1. Time t is October, 2012 and time t1 is April, 2016. This study is to empirically test the research model using data collected from M-SNGs' users. We survey two different groups of time t and time t1 people with the same model. We use structural equation model analysis with AMOS 18.0 and compare two models of different times. This study is to give academicians and practitioners insight about its effects and implications

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The Trends and Prospects of Mobile Forensics Using Linear Regression

  • Choi, Sang-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.115-121
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    • 2022
  • In this paper, we analyze trends in the use of mobile forensic technology, focusing on cases where mobile forensics are used, and we predict the development of future mobile forensics technology using linear regression used in future prediction models. For the current status and outlook analysis, we extracted a total of 8 variables by analyzing 1,397 domestic and foreign mobile forensics-related cases and newspaper articles. We analyzed the prospects for each variable using the year of occurrence as an independent variable, seven variables such as text (text message usage information), communication information (cell phone communication information), Internet usage information, messenger usage information, stored files, GPS, and others as dependent variables. As a result of the analysis, among various aspects of the use of mobile devices, the use of Internet usage information, messenger usage information, and data stored in mobile devices is expected to increase. Therefore, it is expected that continuous research on technologies that can effectively extract and analyze characteristic information of mobile devices such as file systems, the Internet, and messengers will be needed As mobile devices increase performance and utilization in the future and security technology.

A Study on Dependence of Mobile Instant Messenger (모바일 인스턴트 메신저의 의존도에 관한 연구)

  • Rho, Heeock;Kim, Jaejon;Jin, Chanyong;Kim, Dogwan;Lee, Yunhee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.89-91
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    • 2013
  • 모바일 사용자가 모바일에서 머무르는 시간이 점점 급증함에 따라 카카오톡, 라인 등의 모바일 인스턴트 메신저 시장이 급성장 하였다. 지금까지 대부분의 정보시스템연구 분야에서는 사용자의 재사용 의도나 지속사용에 대한 많은 연구가 진행되어 왔으나 특정 시스템을 실질적으로나 감정적으로 의지하는 단계인 의존도에 대한 연구는 미흡하다. 본 연구에서는 기술수용모형, 정보시스템 성공모형을 기반으로 모바일 인스턴트 메신저 의존도에 선행요인들을 밝힘으로써, 사용자의 모바일 인스턴트 메신저 의존과정을 전반적으로 설명하였다.

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User Interface Design Research of Mobile Instant Messenger (모바일 인스턴트 메신저의 UI 디자인 연구)

  • Yi, Chae-Yong;Hahn, Sang-Taek;Kang, Seok-Moo
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.21-26
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    • 2007
  • 유선 인터넷에서 인스턴트 메신저는 간단한 질문/확인, 만남이나 작업 조정, 사회적인 친교 등을 위해 광범위하게 활용되고 있다. 이를 무선으로 확장하기 위하여 MSN, Yahoo, AIM, ICQ, 버디버디, 네이트온 등이 모바일용 메신저를 내놓고 있다. 특히 한국 10대의 경우 SMS를 실시간 대화에 가깝게 (짧고 빈번하게) 사용하고 있기 때문에 무선 메신저는 큰 호응이 있으리라 예상하였다. 그러나 네이트온 모바일 메신저의 경우, 2002년 출시된 이후 별다른 인기를 끌지 못하고 있다. 이에 저자들은 네이트온 사용자들의 사용행태를 분석하여 문제점을 파악하고, 일반 SMS 사용자들과 네이트온 사용자들의 무선 커뮤니케이션 사용행태를 1주일간의 Diary Study에 기초한 Contextual Inquiry (Intermittent)를 실시하여 사용률이 저조한 이유를 분석한 뒤, 퍼소나를 구성하여 무선 환경에 맞는 완전히 혁신적인 새로운 형태의 무선 메신저 사용자 인터페이스를 설계하였다. 메신저에 반드시 있는 사용자 등록이나 친구 추가 기능을 없애고 휴대전화 번호 기반으로 동작하며, 상태 정보(Presence)를 없애면서 상대방 상태에 따라 IM 혹은 SMS로 적절히 변환되어 전달되는 것이 주요 특징이다. 이를 사용자들을 통해 다시 검증해 본 결과 사용자들이 무척 쉽게 받아들이는 것을 발견하였다.

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