• Title/Summary/Keyword: Sports Mobile Services

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An Empirical Study on Influencing Factors of Mobile Game Satisfaction through Mediating Factors of Self-fulfillment and Flow (자아성취감과 몰입 매개요인을 통한 모바일게임 만족도 영향요인의 실증적 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • Journal of Information Technology Services
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    • v.18 no.2
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    • pp.17-35
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    • 2019
  • The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.

Factors Influencing Mobile Internet Service Acceptance: Extension of Technology Acceptance Model Using The Flow Theory (무선인터넷서비스 수용의 영향요인 분석: 플로우이론을 가미한 기술수용모델의 확장)

  • Chang, Chung-Moo;Kim, Jong-Uk;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.14 no.3
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    • pp.93-120
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    • 2004
  • The current study investigates major factors which influence the acceptance of mobile internet services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This research extended the Davis' TAM model(1989) by including the flow concept as another major factor towards the intention to use the mobile device in order to explain the acceptance of divers mobile services. According to the marketing studies(Ghani & Desphande, 1994; Novak, Hoffman & Yung, 2000), flow is regarded a psychological state in which one is absorbed in something he or she is doing, and is known to be widely adopted in explaining one's acceptance in the area of game, sports, and even hobby. This study developed a research model to explain the use of mobile services employing usefulness, ease of use and flow as major research variables, and collected 221 survey responses from the high school students who had experiences with such mobile services as game and audio file download. The results of the current research indicates that usefulness and flow influence the intension to use mobile services, but the effect of ease of use did not appear significant to the intention to use. It was also found that flow affects both usefulness and ease of use, and then ease of use next influences usefulness.

Development of Sports Mobile Service Platform Based Content-oriented Networking (콘텐츠 중심 네트워킹 기반의 스포츠 모바일 서비스 플랫폼 개발)

  • Lee, Eun-Jin;Kang, Hun-cheol;Yang, Seongwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.115-116
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    • 2017
  • 본 논문에서는 스포츠 경기장에서 응원 그룹 서비스를 제공하기 위한 사용자가 밀집된 그룹 통신을 위한 효율적인 CCN 멀티캐스트 라우팅 및 캐싱 기법을 사용한 스포츠 모바일 서비스 플랫폼과 모바일 응원 어플리케이션을 개발하였다. 응원 그룹 운영을 위해 CCN 코어 라우터는 경기 시작 전에 서비스 서버로부터 콘텐츠 이름, 데이터, 콘텐츠의 라이프타임이 포함된 경기 관련 콘텐츠를 전달받아, 경기가 시작되면 서비스한고, 경기가 끝나면 라이프타임 후에 삭제할 수 있도록 설계하였다.

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An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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Cognitive Lattice for Service Adaptation on Ubiquitous Computing

  • Kim, Svetlana;Yoon, Yong-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.828-834
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    • 2007
  • Lately the usage of multimedia equipment with small LCD displays is rapidly increasing. Although many people use devices like cell phone and PDA, videos intended for TV or HDTV are sent to these mobile devices. Therefore, situation where it is hard for the user to view the desired scenes are growing more frequent. Currently, most services simply reduce the size of the content to fit the screen when they offer it for mobile devices. However, especially with sports broadcasts, there are many areas that cannot be seen very well because it was simply reduced in size. We are suggesting new motion how to let the user choose an area of interest based on Cognitive lattice. And present then sending it to the user in a way based on Focus Of Choice that fits the device.

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Geovisualization of Coastal Ocean Model Data Using Web Services and Smartphone Apps (웹서비스와 스마트폰앱을 이용한 연안해양모델 예측자료의 시각화시스템 구현)

  • Kim, Hyung-Woo;Koo, Bon-Ho;Woo, Seung-Buhm;Lee, Ho-Sang;Lee, Yang-Won
    • Spatial Information Research
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    • v.22 no.2
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    • pp.63-71
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    • 2014
  • Ocean leisure sports have recently emerged as one of so-called blue ocean industries. They are sensitive to diverse environmental conditions such as current, temperature, and salinity, which can increase needs of forecasting data as well as in-situ observations for the ocean. In this context, a Web-based geovisualization system for coastal information produced by model forecasts was implemented for use in supporting various ocean activities. First, FVCOM(Finite Volume Coastal Ocean Model) was selected as a forecasting model, and its data was preprocessed by a spatial interpolation and sampling library. The interpolated raster data for water surface elevation, temperature, and salinity were stored in image files, and the vector data for currents including speed and direction were imported into a distributed DBMS(Database Management System). Web services in REST(Representational State Transfer) API(Application Programming Interface) were composed using Spring Framework and integrated with desktop and mobile applications developed on the basis of hybrid structure, which can realize a cross-platform environment for geovisualization.

Video Adaptation Model for User-Centric Contents Delivery in Mobile Computing (모바일 환경에서 맞춤형 콘텐츠 전달을 위한 비디오 적응성 모델)

  • Kim, Svetlana;Yoon, Yong-Ik
    • The KIPS Transactions:PartA
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    • v.16A no.5
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    • pp.389-394
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    • 2009
  • Lately the usage of multimedia equipment with small LCD displays is rapidly increasing. Although many people use devices like this, videos intended for TV or HDTV are sent to these mobile devices. Therefore cases where it is hard for the user to view the desired scenes are growing more frequent. Currently, most services simply reduce the size of the content to fit the screen when they offer it for mobile devices. However, especially with sports broadcasts, there are many areas that cannot be seen very well because it was simply reduced in size. We therefore consider this weakness and are researching how to let the user choose an area of interest and then sending it to the user in a way that fits the device. In this paper, we address the problem of video delivery and personalization. For the delivered video content, we suggest the UP-SAM User Personalized Context-Aware Service Adaptation Middleware) model that uses the video content description and MPEG-21 multimedia framework.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Study on an IT Converged Smart Outdoor Exercise Equipment (IT 융합형 스마트 야외체육기구 연구)

  • Ro, Kwang-Hyun;An, Jae-Sung;Kim, Sang-Hoon;Seo, Jeong-Min;Shin, Myeong-Guk;Lee, Gunn-Yeong;Kim, Dong-Sik;Lee, Kyung-Hun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.874-875
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    • 2016
  • This paper proposes the architecture and major functionalities of IT converged smart outdoor exercise equipment and health cashback system. It provides basic information such as date, time, weather information, and display the amount of exercise, thermal images for monitoring the change of user's body temperature and health cashback point. The amount of exercise is transferred to a health cashback server via mobile communication network and the server provides the exercise history and health cashback point. Also, as additional public services, a fine dust alarm light and an emergency alarm function are embedded. The proposed IT converged smart outdoor exercise equipment will be a reference model for studying and commercializing the next generation product.

Home training trend analysis using newspaper big data and keyword analysis (신문 빅데이터와 키워드 분석을 이용한 홈트레이닝 트렌드 분석)

  • Chi, Dong-Cheol;Kim, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.233-239
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    • 2021
  • Recently, the COVID-19 virus has caused people to stay indoors longer without going out. As a result of this, people's activity decreased sharply, and their weight gained. So people became more interested in health. Home training can be an alternative method to solve this problem. Accordingly, To find out the trends of home training, we collected articles from December 1, 2019, to November 30, 2020, using the news provided by BIG KINDS, a news analysis system. We analyzed frequency analysis, relational analysis according to weighting, and related word analysis with the program using the algorithm developed by BIG KINDS. In conclusion, first, it was found that home training is led by technology and the emergence of artificial intelligence. Second, it can be assumed that people mainly do home training using content and video services related to mobile carriers. Third, people had a high preference for Pilates in the sports category. It can be seen that the number of patent applications increased as the demand for exercise products related to Pilates increased. In the next study, we expect that this study will be used as primary data for various big data studies by supplementing the research methodology and conducting various analyses.