• Title/Summary/Keyword: mobile market

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Mobile Traffic Trends (모바일 트래픽 동향)

  • Jahng, J.H.;Park, S.K.
    • Electronics and Telecommunications Trends
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    • v.34 no.3
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    • pp.106-113
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    • 2019
  • Mobile traffic is one of the most important indexes of the growth of the mobile communications market, and it has a close relationship with subscribers' service usage patterns, frequency demand and supply, network management, and information communication policy. The purpose of this paper is to understand mobile data usage in Korea and to suggest the optimal steps for establishing the frequency supply and demand system by researching the traffic trends that reflect the characteristics of radio resources in the mobile communications field. To achieve this goal, attempts were made to increase the possibility of policy use by analyzing and forecasting mobile traffic trends, and to improve the accuracy of the research through the verification of the existing prediction results. The paper ends with a discussion of the necessity of a frequency management system based on data science.

Malicious Trojan Horse Application Discrimination Mechanism using Realtime Event Similarity on Android Mobile Devices (안드로이드 모바일 단말에서의 실시간 이벤트 유사도 기반 트로이 목마 형태의 악성 앱 판별 메커니즘)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.31-43
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    • 2014
  • Large number of Android mobile application has been developed and deployed through the Android open market by increasing android-based smart work device users recently. But, it has been discovered security vulnerabilities on malicious applications that are developed and deployed through the open market or 3rd party market. There are issues to leak user's personal and financial information in mobile devices to external server without the user's knowledge in most of malicious application inserted Trojan Horse forms of malicious code. Therefore, in order to minimize the damage caused by malignant constantly increasing malicious application, it is required a proactive detection mechanism development. In this paper, we analyzed the existing techniques' Pros and Cons to detect a malicious application and proposed discrimination and detection result using malicious application discrimination mechanism based on Jaccard similarity after collecting events occur in real-time execution on android-mobile devices.

A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation (커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교)

  • Jung, Hee-Young;Jung, In-Hoo;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.37-44
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    • 2016
  • The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

Analysis of Consumer Value for the Business Model Development of Next Generation IPTV: Mobile IPTV (차세대 IPTV 비즈니스 모델 개발을 위한 소비자 가치 분석: 모바일 IPTV를 중심으로)

  • Shin, Min-Soo;Kim, Sung-Hee;Cho, Cheol-Hye
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.1B
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    • pp.60-70
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    • 2011
  • IPTV was introduced as the new growth engine of the broadcasting and telecommunications industry and has experienced a high growth rate as its subscribers exceeded 2 million in early 2010. However there have been some doubts on if the IPTV market will keep current growth drift. One of such suspicions is that IPTV market has not been developed by the competitiveness of IPTV industry itself. In addition, the recent slowdown of subscribers' growth and IPTV players' operating at a loss has been suggested as obstacles to the IPTV market growth. This sort of phenomenon has been brought about by ambiguous proposition of IPTV's own value as well as IPTV service positioning gap. To resolve these problems this study empirically investigates what customers want to get from IPTV service by analyzing switching value of IPTV subscribers. This study also identifies which values must be strategically considered to develop next generation IPTV services, in particular mobile IPTV services. Following the investigation, this study analyzes the possible positioning gap of mobile IPTV. Through this analysis, this study suggests which sort of service values need to be reconciled.

The Effect of Features and Motivators of Mobile Phone on Repurchasing Intention: Focusing on Difference Between Korea and Indonesia (휴대폰의 재구매 동기에 관한 국가간 비교 연구 : 한국과 인도네시아를 중심으로)

  • Lee, Jong-Oh;Whang, Jae-Hoon
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.159-174
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    • 2007
  • The purpose of this research is to investigate the relationships among the perceived satisfaction, the perceived the trust, the commitment, the key features for mobile phone, the brand image, the switching cost and the repurchasing intention. We also examine the differences between Korean and Indonesian markets concerning the relationships of these key successfactors. The structural model is tested with the data form each of the sub-samples (i. e. Korean and Indonesian users taken separately). Properties of the casual paths, including standardized path coefficients, the significance of difference, and variance explained for trust, satisfaction, commitment and repurchasing in the hypothesized model, are presented. This study indicated that hardware (sound quality, LCD display, design) user interface (GUI, Menu, Key pad) and extra functions (camera phone, wireless internet, MP3 player) are the three important factors effecting the trust and the satisfaction. The proposed model has been newly tested from the technological prospective in order to get the more practical result. Following the model test, we conduct a test of the differences in path coefficients between Korean and Indonesian users. MSEM show that, compared to Korean market, Indonesian had more emphasized on extra-function for the mobile phone as well as giving more influence to the satisfaction from the brand image. It means Korean market consider the extra-function as basic or no-premium points. And the satisfaction has been effected by switching-cost in Korea but the trust in Indonesia. Other interesting result from the structural weight invariance indicate that, compared to Korean market, the brand-image has effected the satisfaction in addition to placing more the trust on determining the commitment in Indonesia.

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Implementation of Augmented Reality Website Using Three.js and React (Three JS와 React를 이용한 증강현실 웹사이트 구현)

  • Kim, Seon-hwa;Moon, Sang-Ho;Lee, Sung-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.529-531
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    • 2022
  • According to the 2021 Mobile Augmented Reality Market Report by Korea Innovation Foundation, the augmented reality market has been growing recently due to the growth of the mobile augmented reality market along with the development of smartphones. In order to provide augmented reality services to mobile users, it is necessary to create native apps for each device. However, there are problems such as maintenance costs for multi-platform and low accessibility due to app download. Recently, the construction of augmented reality system in a web-based environment by using the WebXR Device API is in progress, but it is judged that the system using the WebXR Device API is still in the research stage. In this paper, a responsive multi-platform environment was built using the WebXR Device API, Three JS, and React, and a function to provide augmented reality service to mobile and web users was implemented. As a result of the experiment, it was confirmed that the interlocking of augmented reality was successfully implemented in a responsive web environment, and look forward to the augmented reality service operating on the web in the future.

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The Study of Consumers' Propensity and Characteristic Perceptions Related to Mobile Commerce Influencing on Satisfaction of Use and Intention of Reuse (소비자의 모바일 커머스 관련 소비성향과 특성 인식에 따른 이용만족도 및 재이용의도)

  • Lu, Ting;Lee, Seung Sin
    • Human Ecology Research
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    • v.56 no.4
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    • pp.391-405
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    • 2018
  • There has been an increasing and widespread use of smartphones to make consumer purchases. Given the stark increases in the sales of business transactions using mobile phones, it is obvious that mobile phones have become major mediums for consumer purchases. Through mobile phones, people can make their purchases anytime, anywhere, which leads their impulse of consumption directly to actual actions of consumption. Consequently, mobile commerce has become widely spread and the competition of the market has intensified. The main findings and implications of this study are as follows. First, it is shown that, among the features of mobile commerce, elements of fun, usefulness, convenience, immediateness, and security affect mobile commerce user satisfaction. Second, among mobile commerce-related consumers' propensity, innovative consumption tendency appears to impact mobile commerce user satisfaction and repurchase intention. Third, recognition of elements in regards to fun, usefulness, convenience, immediateness, and security among features of mobile commerce affect consumers' intention to repurchase mobile commerce. Future recognition for mobile commerce has a direct impact on increasing consumers' repurchase intentions. Last, a higher mobile commerce user satisfaction leads to the higher repurchase intentions.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Market Power and Retail Price in Mobile Communications Industry: an International Comparative Study (시장지배력 수준과 요금인하 간의 관계분석: 이동통신서비스시장의 국제비교)

  • Choi, Saesol;Han, Sung-Soo
    • International Area Studies Review
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    • v.18 no.3
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    • pp.231-248
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    • 2014
  • The relationship between market structure and social welfare outcomes has received considerable critical attention in the field of competition policy research. In particular, it is necessary to study in greater depth the impact of market power on social welfare in the telecommunications industry, which is highly likely to form a monopolistic market structure. This is because, when market powers are concentrated on few upper carriers, there are negative effects on social welfare due to an excess of profits. Against this background, the present study investigates the relationship between the market structure of the mobile communications industry (the level of market power) and social welfare outcomes (the retail rate cut) through an international comparison. The results demonstrate that both the market structure and competition status of the Korean market have had significant gaps in global trends. It also points out that the monopolistic market structure (when the leading provider has more than 50% of the market share) has significantly negative effects on consumer welfare (the retail price cut). In addition, the findings of this study suggest that the direction of competition policy should focus on not only improving market concentration(HHI), but also on mitigating the monopoly of power of a dominant operator.