• Title/Summary/Keyword: Smartphone Impact

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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Assessing the Impact of Network Effects on Brand Choice in the Growth Market: A Multi-Brand Diffusion Model

  • Seungyoo Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.279-293
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    • 2023
  • This study investigates network effects to measure how strongly the early adopters affect the brand choice of the potential consumer. By using the Gumbel-Hougaard (GH) copula, this study checks the magnitude of network effects varied from country to country. To consider consumer heterogeneity and network effects in the growth market, this study proposes the multi-brand Gamma/Shifted-Gompertz (m-G/SG) model based on the GH copula. Out of eighteen Western European cellular phone market data and South Korea smartphone data sets, the m-G/SG model provides an improvement in the estimation accuracy over the Libai, Muller, and Peres model. The results show that network effects enhance (i) the polarization of brand choice probabilities as time elapses; (ii) the dominance of the more preferred and the earlier entered brand; and (iii) the deceleration of category-level diffusion. Potential followers can analyze their relationship with earlier entrants through the m-G/SG model and also establish an optimal market entry strategy.

The Adverse Effects of Education Using Smart Devices on Students (스마트 기기 활용교육이 학생에게 미치는 역기능)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.471-482
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    • 2014
  • It is known that the smart education has a positive impact of critical thinking skills and problem solving, communication and collaboration, creativity and innovation in the 21st century. However, some people concern about the adverse effects of smart education such as smart devices addiction and health problems. In this study, we conducted the adverse effects of education using smart devices on students. The questionnaire survey was conducted and analyzed for students in 9 schools at A city(four elementary schools, three middle schools, two high schools) that are receiving smart education. The types of adverse effects of smart education includes smartphone addiction, lack of information ethics, health problems, and lack of social and learning ability. We showed the differences each item compared among elementary school, middle school and high school about adverse effects of smart education. The result of survey didn't have any adverse affect of smart education such as internet addiction or smartphone addiction. However in order to protect the copyright, the school needs to fight against indiscriminated downloads and perform the information ethics education. Plus we surely need to be more open-minded in reading and exercise at school and home.

QoS-Aware Power Management of Mobile Games with High-Load Threads (CPU 부하가 큰 쓰레드를 가진 모바일 게임에서 QoS를 고려한 전력관리 기법)

  • Kim, Minsung;Kim, Jihong
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.328-333
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    • 2017
  • Mobile game apps, which are popular in various mobile devices, tend to be power-hungry and rapidly drain the device's battery. Since a long battery lifetime is a key design requirement of mobile devices, reducing the power consumption of mobile game apps has become an important research topic. In this paper, we investigate the power consumption characteristics of popular mobile games with multiple threads, focusing on the inter-thread. From our power measurement study of popular mobile game apps, we observed that some of these apps have abnormally high-load threads that barely affect the user's gaming experience, despite the high energy consumption. In order to reduce the wasted power from these abnormal threads, we propose a novel technique that detects such abnormal threads during run time and reduces their power consumption without degrading user experience. Our experimental results on an Android smartphone show that the proposed technique can reduce the energy consumption of mobile game apps by up to 58% without any negative impact on the user's gaming experience.

The IT System Model for The SME-Type Smart Work System (중소기업형 스마트워크 시스템을 위한 IT 시스템 모델)

  • Kim, Bong-gi;Son, Jin Seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.827-830
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    • 2013
  • Due to strong wind of smartphone, change in human life is facing 21 Century's new revolution. The end of 2012, The record rate of supply of smartphone is up to 58.8 percent. So the reputation of IT power are continuing. Korea is boasting IT infrastructure, and the reputation of IT power with rapidly evolving. But Korea is one of OECD country with the longest working hours and in labor productivity, yet is located in the lower rank. Now, common social issues such as low-carbon, green growth, low birthrate, graying, labor productivity growth, the reduce greenhouse gas is constantly increasing in worldwide. So Smart Work is getting attention as a way to resolve this. In this paper, we study the impact of small business on local economy and the status information of small business on statistical point of view. And we offer the smart work countermeasures of small business through detailed action elements and the model proposed fot driving factor for the promotion of smart work. Through this, we propose the IT system model for The SMEs-type smart work system.

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A Study on Utilizing Smartphone for CMT Object Tracking Method Adapting Face Detection (얼굴 탐지를 적용한 CMT 객체 추적 기법의 스마트폰 활용 연구)

  • Lee, Sang Gu
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.588-594
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    • 2021
  • Due to the recent proliferation of video contents, previous contents expressed as the character or the picture are being replaced to video and growth of video contents is being boosted because of emerging new platforms. As this accelerated growth has a great impact on the process of universalization of technology for ordinary people, video production and editing technologies that were classified as expert's areas can be easily accessed and used from ordinary people. Due to the development of these technologies, tasks like that recording and adjusting that depends on human's manual involvement could be automated through object tracking technology. Also, the process for situating the object in the center of the screen after finding the object to record could have been automated. Because the task of setting the object to be tracked is still remaining as human's responsibility, the delay or mistake can be made in the process of setting the object which has to be tracked through a human. Therefore, we propose a novel object tracking technique of CMT combining the face detection technique utilizing Haar cascade classifier. The proposed system can be applied to an effective and robust image tracking system for continuous object tracking on the smartphone in real time.

Research on Factors Affecting Smartphone App Market Selection: App Market Platform Provider's Perspective (스마트폰 앱 마켓 선택에 영향을 미치는 요인에 관한 연구: 앱 마켓 플랫폼 사업자 관점으로)

  • Lee, Ho;Kim, Jae Sung;Kim, Kyung Kyu;Lee, Youngin
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.1
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    • pp.11-23
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    • 2018
  • This paper empirically investigates the factors that influence the consumer choice of an app market based on the rational choice theory. The app market is the only channel where a consumer can buy smartphone apps, which give various functional convenience and are considered to be a major contributor to the proliferation of smartphones. Analyses of 281 questionnaires show that usability and structural guarantees as benefit factors significantly influence the app market choice. From the cost perspectives, both monetary and non-monetary conversion costs are found to significantly influence the app market choice. On the other hand, customer trust, information quality, and market image were found to have no significant effect on app market selection. In particular, Korean app market platform providers (KT, LG U +) seem to be superior in terms of structural guarantees, such as customer center operation and damage compensation regulations, compared to overseas app market platform operators (Google). However, in the case of the Google App Market, it is pre-installed on all Android phones, so it is not inconvenient to install additional apps to use other app market. This is disadvantageous to domestic app market platform operators, and it is necessary to establish a policy solution point. In terms of operator costs, both monetary and non-monetary conversion costs have a significant impact on app market choice. In particular, non-monetary conversion costs have a negative impact on Korean app market platform operators. It can be explained that the service expectation level of the domestic app market is low and it is recognized that the time cost factor such as membership is large for new users to use. It seems to be necessary to improve the domestic app market business. Meanwhile, extant research on smartphone apps focuses on the purchase of apps themselves, but not on the selection of the app market itself. In order to fill in this gap, this study focuses on the determinants of app market selection, including the characteristics of an app market and the switching costs.

An Investigation on the Impact of Psychological Factor on the Adoption of Mobile Device: Based on the Preferences of iPhone in China (모바일 기기 수용에 대한 심리적 요인에 대한 고찰: 중국 내 아이폰 선호를 중심으로)

  • Seonyoung Shim
    • Information Systems Review
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    • v.18 no.3
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    • pp.31-50
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    • 2016
  • This study investigates the impact of social-face sensitivity of smartphones on the adoption of iPhone in China. Social-face sensitivity is divided into three dimensions, namely, other-directed sensitivity, self-directed sensitivity, and formality-directed sensitivity. We surveyed 218 university students in China through an online survey site. The results showed that formality-directed and other-directed sensitivity have significant impacts on iPhone preferences. Self-directed sensitivity was not significant. We investigated two moderate variables, namely, financial ability and brand sensitivity. Both variables showed significantly moderate impacts on the intention to purchase iPhone. The impact of social-face sensitivity on iPhone preferences implies that the iPhone has dual characteristics to the Chinese, namely, as utility and luxury goods. This finding offers managerial implications for Apple and other mobile service companies in terms of production and marketing strategies.

A Case Study on the Technology and Innovation Management Process in Smartphone Industry (스마트폰 산업에서의 기술혁신관리 프로세스 사례 연구)

  • Park, Sehyoung;Kim, Byung-Keun
    • Journal of Korea Technology Innovation Society
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    • v.21 no.1
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    • pp.92-129
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    • 2018
  • In general, a technology and innovation strategy has been established first. Then, the technology and innovation activities are conducted accordingly. The literature on the technology management process points out that the technology and innovation activities exist in some sequences, nonlinear or linear pattern. However, it is also argued that a certain technology and innovation activity can be occurred or disappeared at certain timing. In this paper, it has been analyzed and clarified how the technology and innovation activities are performed and working together with the technology and innovation strategies in certain context especially when the handset market moves from feature phone to smartphone during a last decade. Empirical results show that the starting point of the technology and innovation activity changes according to the technology and innovation strategies. And, technology innovation activities exhibit multi-layer architecture types. It is confirmed that technology and innovation activities follow a specific pattern. However, if there are some changes in the technology and innovation strategy due to the external environment change, some technology and innovation activities can be skipped because the priority of the technology and innovation activities would be changed. If the firm which has the strategy type of 'innovators' fails to adapt to the fast changing external environment and has the inadequate technology and innovation activities, it is required to change the technology and innovation strategy. It will have a huge impact on the firm's survival.

Impact of Smartphone Hangul Typography on the Legibility of the Elderly (스마트폰 한글 타이포그래피가 고령자의 가독성에 미치는 영향)

  • Jeong, Seong-Won
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.661-674
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    • 2016
  • Despite a dramatic increase in the use of smartphones these days, the elderly's smartphone usage rate is relatively low. This is because there are some facts limiting the elderly's access to the smartphones: 1) aging in both physical and cognitive abilities and 2) complicated functions that are hard to see in the phones. In this study, we studied how Korean typography influence the elderly's legibility and extracted proper Korean typography factors that would best suit the elderly when they use the smartphones. As a result of the study and legibility evaluation for the 24 seniors over 65, we could witness the excellence of 13pt font size compared to 11 or 12 and the Serif typeface as being better than San Serif typeface. On the other hand, the space between the letters and lines did not make a big influence on the elderly's readability. From the preference evaluation, there were no differences found between Serif typeface and San Serif typeface. However, a bigger font size was preferred in the order of 13pt, 12pt, and 11pt. There was no difference in preference found regarding the space between the letters and the lines. We expect that proper Korean typography in smartphones could help the elderly in using the smartphones well.