• 제목/요약/키워드: mobile market

검색결과 1,213건 처리시간 0.032초

m-CRM 전략을 위한 비즈니스 모델 (Business Model for Strategy of m-CRM)

  • Yun, Dae-Jung;Hui, Yoon-Myung
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2003년도 추계학술대회 및 정기총회
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    • pp.317-320
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    • 2003
  • Nowadays, mobile is one of the leading technique fields. So when the company considers adapting CRM$^1$ through using mobile, the company can establish customer's satisfaction more efficiently. However, it hasn't been much studied in this filed of mobile although there has been remarkable advancement research on the technical area. When it comes to CRM in Korea, CBM is developed at the world status on the technique as well as service. And companies are realizing the importance of emerging customers market on their market strategy, so they are trying to attract new customers and also fasten loyal customers. This research will make us foresee and follow m-CRM trend and also give the companies how companies make a module appropriately for their strategy towards m-CRM$^2$.

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약정 위약금 규제와 단말기 보조금 차별금지의 실효성 (Efficacy of Mobile Device Distribution Improvement Act : Long-term Contract and Cap Regulation on Breach Fee)

  • 김원식
    • 한국IT서비스학회지
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    • 제15권1호
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    • pp.81-96
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    • 2016
  • This study analyzes how breach fee under long-term contract and/or cap regulation on the breach fee can affect the impacts of "Mobile Device Distribution Improvement Act" on handset bundle price, average revenue per unit (ARPU), and social welfare. We conduct comparative analysis with an economic model of duopoly competition in price when users are under long-term contract and the breach fee can be regulated. The results show that the Act lowers the equilibrium prices, lower than incumbent price without the Act. Price of non-dominant Mobile Network Operator (MNO) can be lower than poaching price without the Act if significant portion of switching cost is breach fee or the market is significantly asymmetric. Under the significant circumstances, the Act can raise ARPU even though it improves social welfare. By contrast, the Act increases consumer surplus without affecting social welfare if breach fee is the only source of user's switching cost and is capped by the regulation, and more symmetric market and the stronger cap leads to higher consumer surplus.

모바일 가상 뷰어 시스템 기반의 협업 어플리케이션 프로토타입 제안 (Proposal of Collaborative Application Prototype based on Mobile Virtual Viewer System)

  • 박재현;박민희
    • 한국멀티미디어학회논문지
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    • 제22권8호
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    • pp.897-912
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    • 2019
  • The growth of domestic fashion industry market went sluggish affected by long-term slow growth and shrinking consumer sentiment since 2012, and the entire market has shown a slight growth since 2017. Yet only some conglomerates or global businesses experience this growth. Small and medium-sized fashion companies or rising fashion designers in South Korea, face real limitations and problems poor capital, lack of professional workforce, experience, information and educational opportunity as well as difficulty of acquiring distribution network, which lead to further polarization between conglomerates and small businesses. Thus, this study proposed mobile virtual viewer system-based collaborative application prototype capable of overcoming limitations and problems drawn by analyzing business environment of domestic brands launched by rising fashion designers. Especially, through applied template-based 3D virtual fashion design technology and performing the entire process in the virtual reality beyond spatial and temporal restraints, it is assumed that more effective and efficient outcomes can be obtained compared to the previous method.

A Study on Comparison Analysis of Collaborative Filtering in Java and R

  • Nasridinov, Aziz;Park, Young-Ho
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2013년도 추계학술발표대회
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    • pp.1156-1157
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    • 2013
  • The mobile application market has been growing extensively in recent years. Currently, Apple's App Store has more than 400,000 applications and Google's Android Market has above 150,000 applications. Such growth in volumes of mobile applications has created a need to develop a recommender system that assists the users to take the right choice, when searching for a mobile application. In this paper, we study the recommendation system building tools based on collaborative filtering. Specifically, we present a study on comparison analysis of collaborative filtering in Java and R statistical software. We implement the collaborative filtering using Java's Apache Mahout and R's recommenderlab package. We evaluate both methods and describe the advantages and disadvantages of using them in order to implement collaborative filtering.

세대, 성별에 따른 쇼핑 플랫폼 이용 선호도 차이 (Differences in preference for shopping platform use by generation and gender)

  • 박진희;박혜민;이영우;최훈;이용설
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.599-601
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    • 2022
  • 4차 산업혁명 이후 스마트폰 사용의 증가로 pc를 이용한 인터넷 쇼핑이 아닌 스마트폰을 이용한 모바일 쇼핑이 증가함에 따라 모바일 쇼핑의 시장 규모가 성장하는 추세이다. 모바일 쇼핑 시장이 급격하게 성장하면서 온라인에서는 소셜커머스와 오픈마켓이 성장하였다.

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Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

무선인터넷 망 접속료 산정 방안 (Interconnection Pricing for Mobile Internet Network)

  • 김태성;김민정;변재호
    • 기술혁신학회지
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    • 제8권3호
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    • pp.1139-1156
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    • 2005
  • The explosive growth in wireless networks and Internet services has created considerable demand for mobile Internet services based on the mobile phone. Mobile Internet has become the new business model in telecommunication market, therefore the open network policy for mobile Internet has been formulated and implemented by the government in Korea. In spite of the open network policy for mobile Internet, there has been no systematic analysis of the various interconnection issues, including pricing, in mobile Internet network. This paper aims to suggest the interconnection pricing methods for mobile Internet network by reviewing the current pricing models for various communications services, and adapting them to mobile Internet communications circumstances. Results of this paper can be used as a guideline for government policy directions and management decision making after the introduction of the open network policy for mobile Internet.

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위치기반 모바일 게임 콘텐츠의 활성화 방안 (A study on the promotion of LBS Mobile Games)

  • 김대희
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.3-10
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    • 2004
  • 휴대폰 사용인구가 3600만으로 증가한 가운데, 다양한 휴대폰 기능을 이용한 모바일 게임 역시 빠른 속도로 성장하고 있다. 그 중에서도 위치기반정보서비스(LBS)를 접목시킨 모바일 게임은 아직 시장 도입 단계에 있으나, 종래의 모바일 게임과는 다른 새로운 장르의 게임 시장을 창출하는 중요한 계기가 되리라 예상된다. 이에 본 연구에서는 위치기반 모바일 게임의 현황과 발전 가능성, 게임 서비스 시행을 위한 당면과제를 분석해보고, 활성화 방안을모색해 보고자 한다.

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A Study of the Performance Prediction Models of Mobile Graphics Processing Units

  • Kim, Cheong Ghil
    • 반도체디스플레이기술학회지
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    • 제18권1호
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    • pp.123-128
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    • 2019
  • Currently mobile services are on the verge of full commercialization ahead of 5G mobile communication (5G). The first goal could be to preempt the 5G market through realistic media services utilizing VR (Virtual Reality) and AR (Augmented Reality) technologies that users can most easily experience. Basically this movement is based on the advanced development of smart devices and high quality graphics processing computing power of mobile application processors. Accordingly, the importance of mobile GPUs is emerging and the most concern issue becomes a model for predicting the power and performance for smooth operation of high quality mobile contents. In many cases, the performance of mobile GPUs has been introduced in terms of power consumption of mobile GPUs using dynamic voltage and frequency scaling and throttling functions for power consumption and heat management. This paper introduces several studies of mobile GPU performance prediction model with user-friendly methods not like conventional power centric performance prediction models.

Prospects of OLED Technology

  • 정호균
    • 한국진공학회:학술대회논문집
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    • 한국진공학회 2015년도 제49회 하계 정기학술대회 초록집
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    • pp.51.1-51.1
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    • 2015
  • OLED commercialization has been led in mobile market by Samsung since 2007, but more suppliers in Korea, China and Japan are joining the market. However, there remain some challenges in expanding its application to large size TV and flexible displays, especially in competition with dominant LCD products. This talk will discuss future prospects of the OLED technology after brief review of the progress.

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