• Title/Summary/Keyword: mobile market

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Design of a Binding for the performance Improvement of 3D Engine based on the Embedded Mobile Java Environment (자바 기반 휴대용 임베디드 기기의 삼차원 엔진 성능 향상을 위한 바인딩 구현)

  • Kim, Young-Ouk;Roh, Young-Sup
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1460-1471
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    • 2007
  • A 3-Dimensional engine in a mobile embedded device is divided into a C-based OpenGL/ES and a Java-based JSR184 which interprets and executes a byte code in a real-time. In these two standards, the JSR184 supporting Java objects uses more processor resources than an OpenGL/ES and thus has a constraint when it is used in an embedded device with a limited computing power. On the other hand, 3-Dimensional contents employed in existing personal computer are created by utilizing advantages of Java and secured numerous users in European market, due to the good quality in contents and extensive service in a commercial network, GSM. Because of the reason, a mobile embedded device used in a GSM network needs a JSR184 which can provide an existing Java-based 3-Dimensional contents without extra conversion processes, but the current version of Java-based 3-Dimensional engine has drawbacks in application to commercial products because it requires more computing power than the mobile embedded device. This paper proposes a binding technique with the advantages of Java objects to improve a processing speed of 3-Dimensional contents in limited resources of a mobile embedded device. The technique supports a JSR184 standard interface in the upper layer to utilize 3-Dimensional contents using Java, employs a different code-conversion language, KNI(Kilo Native Interface), in the middle layer to interface between OpenGL/ES and JSR184, and embodies an OpenGL/ES standard in the lower layer. The validity of the binding technique is demonstrated through a simulator and a FPGA embedding an ARM.

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The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Research on the influence of union-pay M-payment quality and brand personality on user viscosity

  • Liu, Zi-Yang;Wang, Jun-Lin;Liu, Jiayu;Liu, Xiao-yin;Liao, Kai
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.157-163
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    • 2020
  • The purpose of this study is to explore the impact of Union-Pay mobile payments on user viscosity from the perspective of service quality and brand personality. In the future, it is meaningful for CUP to obtain a stable and loyal user group in China's mobile payment market. This study uses SPSS22.0 and AMOS statistical analysis tools to conduct empirical research. In this case, this study uses mobile service quality and The brand personality is the independent variable, and the user's viscosity is the dependent variable, which studies the impact on the user's viscosity in the context of China Union-Pay mobile payment. the study. According to the analysis results, the research goal: service quality has a significant positive correlation effect on user perceived value; service quality has a significant positive correlation effect on user viscosity; perceived value has significant positive correlation effect on user viscosity; brand personality to user Viscosity has a significant positive correlation effect; brand personality has a significant positive correlation effect on user perceived value. Through this research, we can make Suggestions on the industrial development of mobile payment enterprises and provide better opinions on the development of mobile payment.

Prediction Model of User Physical Activity using Data Characteristics-based Long Short-term Memory Recurrent Neural Networks

  • Kim, Joo-Chang;Chung, Kyungyong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.4
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    • pp.2060-2077
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    • 2019
  • Recently, mobile healthcare services have attracted significant attention because of the emerging development and supply of diverse wearable devices. Smartwatches and health bands are the most common type of mobile-based wearable devices and their market size is increasing considerably. However, simple value comparisons based on accumulated data have revealed certain problems, such as the standardized nature of health management and the lack of personalized health management service models. The convergence of information technology (IT) and biotechnology (BT) has shifted the medical paradigm from continuous health management and disease prevention to the development of a system that can be used to provide ground-based medical services regardless of the user's location. Moreover, the IT-BT convergence has necessitated the development of lifestyle improvement models and services that utilize big data analysis and machine learning to provide mobile healthcare-based personal health management and disease prevention information. Users' health data, which are specific as they change over time, are collected by different means according to the users' lifestyle and surrounding circumstances. In this paper, we propose a prediction model of user physical activity that uses data characteristics-based long short-term memory (DC-LSTM) recurrent neural networks (RNNs). To provide personalized services, the characteristics and surrounding circumstances of data collectable from mobile host devices were considered in the selection of variables for the model. The data characteristics considered were ease of collection, which represents whether or not variables are collectable, and frequency of occurrence, which represents whether or not changes made to input values constitute significant variables in terms of activity. The variables selected for providing personalized services were activity, weather, temperature, mean daily temperature, humidity, UV, fine dust, asthma and lung disease probability index, skin disease probability index, cadence, travel distance, mean heart rate, and sleep hours. The selected variables were classified according to the data characteristics. To predict activity, an LSTM RNN was built that uses the classified variables as input data and learns the dynamic characteristics of time series data. LSTM RNNs resolve the vanishing gradient problem that occurs in existing RNNs. They are classified into three different types according to data characteristics and constructed through connections among the LSTMs. The constructed neural network learns training data and predicts user activity. To evaluate the proposed model, the root mean square error (RMSE) was used in the performance evaluation of the user physical activity prediction method for which an autoregressive integrated moving average (ARIMA) model, a convolutional neural network (CNN), and an RNN were used. The results show that the proposed DC-LSTM RNN method yields an excellent mean RMSE value of 0.616. The proposed method is used for predicting significant activity considering the surrounding circumstances and user status utilizing the existing standardized activity prediction services. It can also be used to predict user physical activity and provide personalized healthcare based on the data collectable from mobile host devices.

The Adequacy Analysis of Korean MVNO Policy (MVNO 정책의 타당성 분석)

  • Shin, Jin;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.926-929
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    • 2014
  • In Korea MVNO was introduced in 2011 when twenty seven years had passed since Korea Mobile Telecom started mobile phone service in 1984. Whithout having its frequency bands and network facilities MVNO can resell the mobile telecom services to the consumers by purchasing MNO's service. That can bring competition more efffective that can lower communication costs through the alternatives. In the early 2000s, the need for the introduction of the MVNO has been raised already by scholars in Korea. But it wasn't until the late 2000s, rate cuts appeared to be a major policy issue, and in 2011 Korean government begin to try to introduce its own MVNO's. In may 2014, MVNO's mobile communication market share reached 6%, but Korea dose not have a firm system yet. However, if government authorities did not insist 3 mobile telecom companies system and recognize global MVNO flow quickly the national cost would be significantly reduced. In the mean time mobile telecom companies have maintained similar billing system and level of service but competed to attract consumers only. It looks like some level of mutual collision and the government cannot help recognizing the situation but it did not do any effective policy improvement effort and government only levied penalties.

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A Study on Creating Stage Spatial Effects through the Utilization of Mobile Stage Sets- Focusing on the Musical <Les Misérables> - (이동형 무대장치 활용을 통한 무대 공간성 창출 방안 연구 - 뮤지컬 <레미제라블>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.391-398
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    • 2023
  • This study focuses on the potential for creating spatial and atmospheric effects in small theaters using mobile stage equipment, without being constrained by physical space or theater facilities, for mega musical productions. With the continuous growth of mega musicals in the domestic market, the study analyzes the distribution and sales of musical works in Korea and proposes methods for creating spatial effects in university musical education to facilitate the production of mega musicals in small theaters. The mobile stage equipment is designed based on the principle of the periaktoi, a stage mechanism used in ancient Greek theater and the characteristics of mobile stage equipment used in musicals such as <Notre Dame de Paris> and <Laundry>. The mobile stage equipment is a four-sided column-shaped device, which is applied to the musical <Les Misérables> to derive the potential for creating spatial effects, representing the inner state of characters, and forming the mood of the drama. The study is expected to provide opportunities for performing mega musical productions in university musical education and to contribute to the development of the musical industry and education. The utilization of mobile stage equipment demonstrates the possibility of producing mega musical productions in small theaters.

An Empirical Analysis of In-app Purchase Behavior in Mobile Games (모바일 게임 인앱구매에 영향을 주는 요인에 관한 연구)

  • Moonkyoung Jang;Changkeun Kim;Byungjoon Yoo
    • Information Systems Review
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    • v.22 no.2
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    • pp.43-52
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    • 2020
  • The mobile game industry has become the one of the fastest growing industries with its astonishing market size. Despite its industrial importance, a few studies empirically considered actual purchasing behavior in mobile games rather than the intention to purchase. Therefore, this paper investigates the key drivers of in-app purchase by analyzing the game-log dataset provided from a mobile game company in Korea. Specifically, the effects of goal-directed, habitual and social-interacted playing behavior are analyzed on in-app purchase. Furthermore, the recursive relationship with playing and purchasing behaviorsis also considered. The result shows that all suggested factors have positive impacts on in-app purchase in the current period. In addition, the effect of previous habitual playing has a positive impact, but the effect of social-interacted playing and in-app purchase in the previous period have negative impacts on in-app purchase of the current period. These findings can improve our understanding of the impact of game playing on in-app purchase in mobile games, and provide meaningful insights for researchers and practitioners.

An Efficiency Improvement of the OLEDs due to the Thickness Variation on Hole-Injection Materials (정공주입물질 두께 변화에 따른 유기발광다이오드의 효율 개선)

  • Shin, Jong-Yeol;Guo, Yi-Wei;Kim, Tae-Wan;Hong, Jin-Woong
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.28 no.5
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    • pp.344-349
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    • 2015
  • A new information society of late has arrived by the rapid development of various information & communications technologies. Accordingly, mobile devices which are light and thin, easy and convenient to carry on the market. Also, the requirements for the larger television sets such as fast response speed, low-cost electric power, wider visual angle display are sufficiently satisfied. The currently most widely studied display material, the Organic Light-emitting Diodes(OLEDs) overwhelms the Liquid Crystal Display(LCD), the main occupier of the market. This new material features a response speed of more than a thousand times faster, no need of backlight, a low driving voltage, and no limit of view angle. And the OLEDs has high luminance efficiency and excellent durability and environment resistance, quite different from the inorganic LED light source. The OLEDs with simple device structure and easy produce can be manufactured in various shapes such as a point light source, a linear light source, a surface light source. This will surely dominate the market for the next generation lighting and display device. The new display utilizes not the glass substrate but the plastic one, resulting in the thin and flexible substrate that can be curved and flattened out as needed. In this paper, OLEDs device was produced by changing thickness of Teflon-AF of hole injection material layer. And as for the electrical properties, the four layer device of ITO/TPD/$Alq_3$/BCP/LiF/Al and the five layer device of ITO/Teflon AF/TPD/$Alq_3$/BCP/Lif/Al were studied experimentally.

News Content Consumption Analysis of News Consumers in the Era of New Media (뉴미디어 시대 뉴스 소비자들의 뉴스 콘텐츠 소비실태 분석)

  • Choi, Jinbong;Lee, Misun
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.207-218
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    • 2017
  • The purpose of this study is to analyze news content consumption of news consumers in which a few media conglomerates control news consumption market caused by deregulation of media policy and development of Internet communication technology. In doing so, this study analyzes the consumption realities of news consumers in the new news consumption market generated by new media and mobile communication technologies, and the effects how the new news consumption market influences on news consumption pattern of audiences. After surveyed 229 news consumers, this study founded that news consumers use NAVER(news portal site) mainly while consuming news contents, specifically younger generation tends to use NAVER heavily. Furthermore, it is founded that news consumers chose news outlets for consuming news contents not by the quality of news contents and the function of the news outlets but by their own convenience.

A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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