• Title/Summary/Keyword: mobile market

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User Acceptance of the Mobile Internet Services (무선 인터넷 서비스의 사용자 수용)

  • Lee, Won-Jun;Lee, Chung-Seop;Kim, Tae-Ung;Paik, Tae-Young
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.61-86
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    • 2004
  • Despite their potential value, the mobile Internet services in the domestic market have not been widely accepted as industry experts have expected. To understand why, this study uses the TAM, Technology Acceptance Model, and explores the factors affecting the usage behavior of the end-users. Based on statistical analysis of survey data, we show that social influence and perceived ease of use affect perceived usefulness, and that self-efficacy and focus significantly influence perceived ease of use. Furthermore, perceived usefulness is shown to play a significant role in explaining actual usage of the mobile Internet services. However, contrary to the hypothesized relationships, service quality, focus, and innovativeness of users turn out to have little impact on the traditional endogenous TAM variables such as perceived usefulness, perceived ease of use, and actual usage behavior. Based on these results, we attempt to provide managerial implications for the domestic mobile Internet service providers and to suggest future research directions in this domain of research.

A Monitoring System for Solar Street Lights Using Mobile Devices (모바일 장치를 이용한 태양광 가로등 모니터링 시스템)

  • Yang, Minhyeok;Oh, Byoung-Woo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.13 no.3
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    • pp.15-21
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    • 2014
  • The utilization range of mobile devices is becoming broader than before due to the rapid development of the mobile market. Furthermore, the demands for computer-aided management are increasing due to the extensive expansion of the installation of solar street lights. In this paper, we propose a system which can be used to observe solar street lights. The manager of the system can control and manage the solar street lights using video images on a mobile device.

Design of Complex Retrieval User Interface for Multimedia Content based on Mobile TV (모바일 TV 기반의 멀티미디어 콘텐츠 복합 검색 인터페이스 설계)

  • Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.9 no.3
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    • pp.119-123
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    • 2010
  • Since the two-way interactive broadcasting service began, remote controllers have been fitted with 4 color buttons, which enable interaction and convenience to grow between users and content. With Currently, diverse studies on IPTV are in progress. Particularly, as the mobile market rapidly grows, studies on mobile IPTV and on linkage with other media are constantly increasing. Yet, mobile IPTV has never been studied as of now. In that sense, the present study attempted to design a mobile-based IPTV UI that is fitted with more usability and functionality of 4 color buttons and multi-dimensional search based on consistent criteria for content search. The UI designed in this study was estimated using user interface design guideline. The guideline is comprised of consistency, user centered, ease of use, forgiveness, feedback, functionality, aesthetic integrity.

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Evaluation Model for User Satisfaction on the Full-Browsing Mobile Web Services (풀 브라우징 방식의 모바일 웹 사용자 만족도 평가모형)

  • Park, Sei-Kwon;Kang, Young-Jun;Cho, Ok-Hyun;Ryu, Seung-Wan;Shin, Dong-Cheon
    • Journal of Information Technology Services
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    • v.9 no.1
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    • pp.157-172
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    • 2010
  • Recently 'full browsing service' is growing rapidly throughout the world. This service allows mobile phone users to access websites using their mobile phone as they do using a PC. Despite the rapid expansion of the mobile phone market, however, criteria or scales for evaluating the new services are being developed slowly and far behind the current demand trends. Thus, this study proposed a customer satisfaction evaluation model for full browsing services through empirical research. The proposed model is expected to derive and suggest key factors that users consider important in full browsing services and those factors can be used in developing marketing strategies for maintaining existing customers and creating new customers.

Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

MoSA-CRM System for Customer-Oriented Information Service Provision in Mobile Environment (모바일 환경에서 고객 맞춤형 정보서비스를 위한 MoSA-CRM 시스템)

  • Hong, Jang-Eui;Kim, Jong-Phil
    • Journal of Information Technology Applications and Management
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    • v.13 no.4
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    • pp.155-165
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    • 2006
  • Along with the evolution of wireless internet environment, information services in mobile internet are being explosively increased. However, due to the high expense for the use of those services, it is not easy to collect the devoted customers. In order to overcome the adverse conditions, the service should be supported by a strategic application system which facilitates easier and fast service for customer's information needs than that of traditional on-line internet. In this paper, we investigate the strategy how to provide the information service under the customer satisfaction, and also consider some ways of personalization of information service and information provision in real-time. As a result of the works, we develop a system, MoSA-CRM(Mobile Service Application based on CRM) to support customer-oriented information service. We believe that the MoSA-CRM system can provide some benefits for information providers in mobile e-commerce market such as flexibility in business strategy, systematic customer relationship management, and growth in financial ability.

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2.3mm Height Actuator for Small Form factor Optical Drive (초소형드라이브를 위한 2.3mm 액추에어터)

  • Cheong, Young-Min;Lee, Jin-Won;Kim, Kwang;Kang, Jong-Tae
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.11a
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    • pp.61-64
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    • 2004
  • Recently, as the requirements of several mobile products come to the front, to cope with the market needs, various mobile storage applications have appeared. Therefore, the core components and technologies for mobile optical disc drives have been developed continuously. In case of the optical storage, the small sized optical pickup is necessary to realize the mobile optical disc drive, because the optical pickup height is determined by the optical parts and an actuator. In this paper, we propose the optical pickup actuator using the horizontally arranged magnetic circuit, and apply to 5mm height Small Form-factor Optical Drive.

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The Study of a the Perceived Service to the Customer's Action Pattern -Focus on the mobile telecommunication Service- (고객 행동 유형에 따른 지각된 품질에 관한 연구 -이동통신을 중심으로-)

  • Song, Sang-Min;Cho, Jai-Rip
    • Proceedings of the Safety Management and Science Conference
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    • 2008.11a
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    • pp.115-129
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    • 2008
  • The importance of perceived quality and brand loyalty is increasing recently both domestic and foreign. So many papers perform research on service quality and brand loyalty. Today, there is the rapid growth in the Korean mobile telecommunications service market. But mobile telecommunications service companies don't pay full attention to customers' attitude and brand loyalty. This paper shows why Korean mobile telecommunications service companies have to focus on Brand Loyalty. This paper investigates the relationship among perceived quality, attitude and brand loyalty in the area of mobile telecommunications service.

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Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

Building a Mobile AR System Based on Visual SLAM (Visual SLAM 기반의 모바일 증강현실 시스템 구축)

  • Song, Ju Eun;Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.96-101
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    • 2021
  • The SLAM market is growing rapidly with advances in Machine Learning, Drones, Augmented Reality technologies. However, due to the absence of an open source-based SLAM library for developing AR content, most SLAM researchers are required to conduct their own research and development to customize SLAM. In this paper, we propose an opensource-based Mobile Markerless AR System by building our own pipeline based on Visual SLAM. To implement the Mobile AR System of this paper, it uses ORB-SLAM3 and Unity Engine and We experimented with running our system in a real environment and confirming it in the Unity Engine's Mobile Viewer. Through this experimentation, we can verify that the Unity Engine and the SLAM System are tightly integrated and communicate smoothly. Also, we expect to accelerate the growth of SLAM technology through this research.