• Title/Summary/Keyword: Mobile technology

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Evaluation of Mobile Application in User's Perspective: Case of P2P Lending Apps in FinTech Industry

  • Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1105-1117
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    • 2017
  • Financial technology, also known as FinTech, is one of the fast growing global businesses in since its inception in 2008. Fintech is a new economic industry, comprised of companies that adopted the latest technologies to provide more efficient financial services than the traditional financial services. Fintech companies are generally small to medium sized startups trying to disintermediate existing financial systems. FinTech companies can be differentiated in several areas, based on its business solutions and target customers. In Korea, the Peer-to-Peer (P2P) lending companies are the most prominent in the FinTech sector. P2P lending is a method of borrowing or lending money to individuals through online services without the use of an official financial institution as an intermediary. The P2P lending companies operate their services entirely online or mobile environment. Consequently, mobile P2P lending application users are dramatically increasing. Thus, it is worth evaluating the acceptance of the mobile apps of the P2P lending companies from a user's perspective. This paper discusses user acceptance of the mobile P2P lending apps, guided by the Technology Acceptance Model. We conclude that the users' acceptance of mobile P2P lending apps are significantly influenced by perceived ease of use, perceived usefulness, and user satisfaction. These in turn influenced their attitude towards using mobile P2P lending apps and intention to use.

Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

Application of Taguchi Method to Robust Design of Acoustic Performance in Mobile Phones (Taguchi Method를 이용한 모바일 폰용 마이크로스피커의 음향 특성 향상 설계)

  • Lee, Hong-Joo;Hwang, Gun-Yong;Hwang, Sang-Moon;Kwon, Joong-Hak;Kim, Tae-Soon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.493-496
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    • 2005
  • With the growth in electronics and the remarkable advance in wireless communication technology, mobile devices, such as mobile phones and PDAs are incessantly improved in their diverse functional performance. Lighter weight and smaller size has been gradually accomplished by recent circuit integration technology resulting in rapid growth in the number of mobile phone subscribers. Driven by customer demand, recent mobile devices are fully capable of realizing a variety of dazzling multimedia effects powered by electro-acoustic parts that have become one of the generic components. However, this paper also presents an oval micro-speaker, that is expected to show an excellent performance within limited space of mobile phone, and its performance design has been suggested as well. Finally, a statistical approach to achieve high characteristic and performance is suggested by Taguchi method to identify a certain relationship between a mobile phone and a micro-speaker.

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Analysis of Characteristics of Load Movement in Mobile Hydraulic Equipment (모바일 유압장치에서 부하의 유지와 내림 특성 비교)

  • Jo, Mi Hyeon;Huh, Jun Young
    • Journal of Drive and Control
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    • v.15 no.4
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    • pp.17-22
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    • 2018
  • Mobile hydraulics require higher energy efficiency, and a simpler as well as robust design, than general industrial hydraulics. The 6/3-way directional control valve is widely used as a mobile hydraulic control valve. However, since the 6/3-way directional control valve is a spool type valve, it is difficult to maintain the load. A counterbalance valve is typically used, to maintain the load, and lift down. However, in an industrial field using a mobile hydraulics device, a pilot controlled check valve may be used to implement holding and lifting operation of the self-weight load, and a relief valve may be used simply to exert back pressure. But no comparative analysis of advantages and disadvantages of each method was revealed. In this study, various methods of holding and unloading load with self-weight in mobile hydraulics are investigated, and compared through simulation using AMESim software. This is experimentally verified by using Festo's mobile hydraulic test rig TP800.

Effect of Object Manipulation Ability and Basic Movement Ability on Mathematical Ability of Young Children

  • Park, Ji-Hee
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.265-273
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    • 2022
  • The aim of this study is to investigate the relationship between the object ability, basic movement ability, and mathematical ability of young children. Next, through this study, the influence of young children's object manipulation ability and basic movement ability on mathematical ability was investigated. The subjects of this study were 80 children aged 5 years old. As a research tool, the non-mobile movement and mobile movement, the basic movement development test scale, and the young children's picture-mathematical ability test scale were used. This survey was conducted from October 2018 to January 2019. For data analysis, correlation analysis and hierarchical multiple regression analysis were performed using the spss program. As a result of the study, it was found that there was a significant positive correlation between the non-mobile ability, movement ability, object manipulation ability and mathematical ability of young children. It was found that young children's ability to manipulate objects and non-movement abilities had positive effect on their mathematical abilities. The movement ability of young children had both negative and positive effects on mathematical ability, but it was not found to be statistically significant. This study is meaningful in that it investigated the effects of non-mobile movement, mobile movement ability, and object manipulation ability, which are sub-capabilities of basic movement ability, which had not been investigated so far, on the mathematical ability of young children.

Development of Sound Design Strategies for Promoting Self-regulated Learning Behaviors in Mobile Learning Environments

  • KIM, Taehyun
    • Educational Technology International
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    • v.13 no.1
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    • pp.101-144
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    • 2012
  • Students mostly precede their learning without any direct support of instructor in e-learning and mobile educational environment. Many useful strategies and tools to facilitate self-regulated learning behaviors in e-learning environment have been introduced, yet, the limit has been reached by only suggesting self-regulated strategies with visual information in the most researches. Accordingly, this research is intent to propose the sound design strategies that facilitate learner's self-regulated learning behaviors in mobile learning environment. To achieve the objective of the research, two research questions are presented. First, what are the sound design strategies that facilitate the self -regulated learning behaviors in mobile learning environment?. Second, what are the results of evaluating the developed sound design strategies in terms of facilitating self-regulated learning behaviors?. To solve these research questions, the literature reviews on characteristics of mobile learning, concepts and features of self-regulated learning and sound were done to establish the sound design strategies. Through formative research method targeting instructional designers, sound design strategies were modified and supplemented. The research to validate these was performed and to verify the effect of the derived sound design strategies, the usability test aimed at instructional designer and learners was conducted. The final sound design strategies through this research process were six general design strategies and the sixteen detailed strategies. This research is meaningful because this offers the basic research on sound information design which has been lacking and help upgrade the upper limit of instructional design which mainly focused on visual information in mobile learning environment that shows information in a small screen.

Development and User Satisfaction of a Mobile Phone Application for Image-based Dietary Assessment (카메라가 장착된 모바일 폰을 이용한 24시간 식사 회상 앱 개발 및 만족도 연구)

  • Kim, Seo-Yoon;Chung, Sang-Jin
    • Korean Journal of Community Nutrition
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    • v.22 no.6
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    • pp.485-494
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    • 2017
  • Objectives: The objective of this study was to develop mobile phone application for image-based dietary assessment and evaluate satisfaction regarding respondent's use of the mobile phone application. Methods: We developed a mobile phone application to assess dietary intakes using 24 hour dietary recall. After initial development, application was reviewed by ten adults and revised based on their comments. We recruited 192 volunteers (92 males, 100 females) to use the mobile phone application and to respond to a satisfaction survey. Participants were instructed to use the mobile phone application with fiducial marker five centimeter in width, length and two centimeter height at each eating occasion during designated 4 days, capturing $45^{\circ}$ angle and $90^{\circ}$ angle images of all food and beverage items before and after consumption. After using the mobile phone application for 4 days, participants were asked to complete an online questionnaire on the satisfaction of the mobile phone app. User satisfaction items composed of 12 questions of application user interface, 8 questions of emotional response, 9 questions of eating behavior in 5 likert scale. Participants were also asked to provide additional open-ended comments on the use of mobile phone application. Statistical analysis was performed by using the SPSS 23.0 (Statistical Package for the Social Science). Results: The average user interface score was $2.82{\pm}1.08$, which was close to the 'normal' response. Responses for emotion and eating behavior also were borderline to the 'normal'. Conclusions: This study found that the mobile phone application using 24-hour recall was acceptable to be used to assess dietary intakes for several days. However, there should be a need for such technology to be user-oriented instead of researcher-oriented. Easy and cost-effective new technology is needed for estimating the amounts of food eaten automatically when the photos are taken.

Analysis on Mobile Forensic of Smishing Hacking Attack (Smishing 사고에 대한 Mobile Forensic 분석)

  • Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.2878-2884
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    • 2014
  • The Smishing attacks are caused using smartphone since 2013. Smishing hacking attacks are increasing due to the approximately 104 million private information leakage incidents by the 3 domestic credit card companies occurred in January 2014. The Smishing attack occurred in conjunction with hacking illegal leakage of personal information and direct financial damage. In this paper, i am analyze real-world case studies in the lab and study accident on Smishing Mobile Forensic analysis. I am study of a real case Smishing hacking attacks. And studying evidence for a Mobile Forensic analysis of the technical principles of Smishing attacks. The study for the Mobile Forensic evidence proved the Smishing hacking attacks using Mobile Forensic technic and create Mobile Forensic reports. Through this paper, the research will be safe for the people living in the smartphone can be used safely and conveniently, with the development of Mobile Forensic technology, to study the extraction of Smishing accident evidences from the court.

Diffusion Patterns of Mobile Telecommunications Services in the European Countries (이동통신서비스 확산패턴 - 유럽국가 자료를 중심으로)

  • Kim, Jin Ki
    • Journal of Korea Technology Innovation Society
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    • v.20 no.4
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    • pp.1243-1261
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    • 2017
  • Mobile telecom markets have dramatically increased in the last decade due to a remarkable subscriber base growth. The diffusion patterns of the services are a major concern for mobile carriers preparing those new services. We assume that the diffusion patterns of those services will be similar to those of previous mobile services, and discovering the diffusion patterns of those services is an essential task of mobile carriers for preparing the next mobile services. This study attempts to classify some groups which show similar diffusion patterns of mobile services. Using a traditional diffusion model, this study estimates diffusion patterns of twenty five western European countries. The estimation is based on the monthly penetration ratio of those countries from 1993 to 2004. Based on the estimation, the cluster analysis discovers that there are two different countries groups in terms of mobile diffusion pattern: high imitation countries and low imitation countries. The critical point for classifying the two groups in terms of imitation effect was 0.90. The results provide the basis for developing a causal relationship model which explains the different diffusion pattern of mobile services and planning new networks for the advanced mobile services.

Development of Data Synchronization Client based on SyncML (SyncML 기반의 자료 동기화 클라이언트 개발)

  • Jang, Dae-Jin;Park, Kee-Hyun;Ju, Hong-Taek
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.4
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    • pp.357-367
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    • 2005
  • According to the recent advancement of mobile computing technology and the hardware technology, the mobile device has rapidly come into wide use.'rho data in the central management server needs to confirm to that in mobile devices in order for the mobile device users to access the needed data regardless of time and place. This is called Data Synchronization. Currently, major mobile device manufacturing companies provide the data synchronization solutions, but these solutions are not compatible with other mobile devices/other applied services. In order to solve this problem, OMA(Open Mobile Alliance), mainly composed of mobile telecommunication companies, has suggested using the SyncML(Synchronization Markup Language) data synchronization method. This is an attempt to make a public standard. In this paper, the data synchronization client that synchronizes the PIMS (Personal Information Management System) data in mobile devices like PDA is developed, complying with the SyncML standard requirements.