• Title/Summary/Keyword: mobile market

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Rare earths from secondary sources: profitability study

  • Innocenzi, Valentina;De Michelis, Ida;Ferella, Francesco;Veglio, Francesco
    • Advances in environmental research
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    • v.5 no.2
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    • pp.125-140
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    • 2016
  • The paper is focused on the economic analysis of two hydrometallurgical processes for recovery of yttrium and other rare earth elements (REEs) from fluorescent phosphors of spent lamps. The first process includes leaching with sulphuric acid and precipitation of a mixture of oxalates by oxalic acid, the second one includes leaching with sulphuric acid, solvent extraction with D2EHPA, stripping by acid and recovery of yttrium and traces of other rare earths (REs) by precipitation with oxalic acid. In both cases the REEs were recovered as oxides by calcination of the oxalate salts. The economic analysis was estimated considering the real capacity of the HydroWEEE mobile's plant ($420kg\;batch^{-1}$). For the first flow-sheet the cost of recycling comes to $4.0{\euro}kg^{-1}$, while the revenue from the end-product is around $5.40{\euro}kg^{-1}$. The second process is not profitable, as well as the first one, taking into account the composition of the final oxides: the cost of recycling comes to $5.2{\euro}kg^{-1}$, while the revenue from the end-product is around $3.56{\euro}kg^{-1}$. The process becomes profitable if the final RE oxide mixture is sold for nearly $50{\euro}kg^{-1}$, a value rather far from the current market prices but not so unlikely since could be achieved in the incoming years, considering the significant fluctuations of the Res' market.

Research for Propensity of a Senior Group through Analysis about Mobile Usage Status (휴대폰 사용현황분석을 통한 시니어그룹의 성향 탐구)

  • Won, Sun-Jin;Sung, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.65-73
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    • 2008
  • In this study, we have looked into the cellular phone consumption behavior of seniors who are 50-65 years old because of the prediction that senior cellular phone market will be expanded. Therefore, we made up a questionnaire which is based on theoretical study about silver consumer and marketing, and we also analyzed main features and differences of senior and active senior after split by lifestyle analysis. Through the analysis result, we found out the practical approaching way for the items that seniors' dissatisfaction was high and inquired whether it's possible turning into interface's direct input system or not. As a result, we discovered the change of a pattern of behavior by the increase of seniors's experience, differences of consumption behavior factors by lifestyle, and the possibility of market value of new interface.

A Study on Comparative Analysis for Competitiveness of Success Factors of the Platform Business (플랫폼비즈니스 성공요소의 경쟁력 비교 분석에 관한 연구)

  • Chang, Chung-Hoon;Lee, Kwang-Hyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.243-250
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    • 2016
  • The importance of platform businesses in the global market is growing, but in Korea, platform businesses with a global competitive edge are rare. This study compared the competitiveness of the local and international platform businesses by analyzing the six success factors of platform businesses. It surveyed 104 professionals in ICT regarding the competitiveness of SNS services (Kakao Talk, Facebook), mobile payment systems (Samsung Pay, Apply Pay), digital content (Naver, YouTube), online shopping (G Market, Amazon) and education (K-MOOC, MOOC). In sum, the local platform business sector, compared to its U.S. counterpart, is lagging behind in creativity, value creation, cost reduction, networking effects and the ability to build, change and develop new ecosystems.

A Study on Business Model of Fintech - Focus on the Business model canvas - (핀테크의 비즈니스 모델에 관한 연구 - 비즈니스 모델 캔버스를 중심으로-)

  • Ryu, Jeong-Min;Seo, Yong-Mo;Cho, Han-Jin
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.171-179
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    • 2016
  • The purpose of this study is to deduce a successful business model of fintech and suggest the business model component in fintech on domestics. Business model has suggested on a strategic levels but it is to a value of corporation. From literature research, we find a conceptual character and its component of business model. The results show that we understand the business model of fintech. We suggest business model of component for a successful entry of market. These results suggest business model canvas by Alexander Osterwalder. This business model consist of 9 blocks - customer segmentation, value proposition, customer relationship, key resource, key activity, key partnership, revenue stream, and cost structure. These components need an analytic approach for a successful entry and settlement of market. Also, we analyze and suggest a fintech business model and directivity of its components.

A Study on the Estimation of Average Service Life for New Technology Products-in Case of Solor-cell (신기술 제품의 ASL 추정-솔라셀 사례 중심으로)

  • Cho, Jin-Hyung;Lee, S.J.;Oh, H.S.;Baek, S.S.;Kim, O.J.;Kim, B.K.;Jeong, K.S.;Park, S.H.;Kwon, D.C.;Ko, J.H.;Ryu, J.H.;Shim, S.C.
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.37 no.4
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    • pp.106-115
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    • 2014
  • Until now, because a new product (or facility) launched in market has been retired from one year of age, we can have had ASL by stub-curve method by Iowa curve. Recently, many innovative products with important role in market like display and solar-cell etc. are more durable and, what are better, they have the constant variance in ASL because of their good quality. Of course, there are some ones like smart mobile phone with relatively big dispersion in ASL. Estimating ASL of products like display and solar-cell etc., the new approach is needed. In this paper a new method applied traditional Iowa curve with accelerated reliability test (indoor/outdoor) etc. is proposed.

A Study on the Preference of Color by Genres of Smartphone Game (스마트폰 게임 장르별 색채 선호도 조사 연구)

  • Park, Ji-Hye;Hong, Soo-bong;Jung, Chool-gon
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.7-22
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    • 2016
  • While the period of 40 million smart phone users begins, mobile game has spread and evolved as quick as popularization of smart phone. Therefore, this study is written to help the improvement of a graphic image on a development of a game for a qualitative growth of a game market, and is to suggest a guideline of tone by genres, by measuring image or feeling of game genre targeting game users. As a result of study, more than 50% of adjectives game users wrote by genres corresponded. It means that tone game users prefer is relatively clear. Therefore, the researcher confirmed that it is possible to attempt the standardization of tome about genre, and suggested 3 kinds of tone and brightness of color by genres. The researcher hopes that this result of the study will help smooth color plan on a development of smart phone game, and that more diverse studies will be proceeded for a qualitative growth of a game market arriving at puberty.

A Study on The Internet Connectivity in The Philippines

  • Salac, Romeo Agan;Kim, Yun Seon
    • Asia Pacific Journal of Business Review
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    • v.1 no.1
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    • pp.67-88
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    • 2016
  • This study aims to help address concerns about the growing demand of wider bandwidth Internet connection in the Philippines. Using articles and research of international organizations and content from official websites of the Philippine government, this paper has carefully examined the slow Internet connectivity and the high cost that the end-users pay for it. This paper suggests that this inefficiency hampers the motivation of users to innovate in a way that could contribute to inclusive growth and the development of an inclusive information society. Through a comparison of the current global ICT situation with the current situation in the Philippines, this paper shows that the country's Internet infrastructure lags behind among those of contemporary developing countries in Asia, particularly in terms of Internet connectivity. In 2015, Thailand had an average Internet speed of 7.4 Mbps, Sri Lanka 7.4, and Malaysia 4.3. Meanwhile, the Philippines had a meager average Internet speed of 2.8 Mbps, placing the country at 104 among 160 countries, with developed countries in Asia such as South Korea (23.6 Mbps) and Singapore (12.9 Mbps) ranking 1 and 12, respectively. Findings show that the lack of competition in the Internet connectivity market, among other reasons, is at the root of the dilemma of slow and costly Internet connection. Assessing the accomplishments of the Republic of Korea and other broadband-leading countries has provided practical insights and recommendations that can promote competitiveness. Furthermore, related literature argues how ISP practices may affect Internet speed and cost. This study offers an approach in improving Internet connectivity in the Philippines by bridging the gap between the Internet infrastructure market and government policies.

The Proposal of the Conceptual Model for Cognitive Action of Smart Device (스마트 디바이스의 인지적 행동에 대한 개념모델 제안)

  • Song, Seung-Keun;Kim, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.529-536
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    • 2010
  • Currently many people are awfully concerned about smart device in domestic and foreign mobile market. The need of smart device has been rapidly increased. Unlike a feature phone smart devices provide us with an intuitive interface which is easy to control. They are enable to smoothly interact between user and device. Though higher market outlook, there is a lack of empirical research on user interface in touch screen based on smart device. In this paper, we propose the touch interface conceptual model concentrating on user based on the result of previous research. Materials of this research are three kinds of smart devices which are currently released. Through expert's depth interview and observation of user, user's cognitive actions in smart device are defined. Since the method of the touch interface which is suitable for the action has been derived, we have proposed the conceptual model of user's cognitive action. This research imply to offer the excellent design guideline in order to implement touch interface to optimize user experience in touch screen based on smart device to release in the future.

Free Contents Aggregation System for IPTV Service (IPTV 서비스를 위한 프리콘텐츠 수집시스템)

  • Kang, Young-Man;Han, Soonhee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1361-1370
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    • 2018
  • With the advent of OTT, the new concept of content delivery service is growing interest in the market, the development of appropriate equipment and application program is needed. In order to provide OTT service, a system to receive UHD broadcast to collect free content is needed. In this study, we designed an OTT service providing system that operates on 4K UHD video adapter hardware capable of IPTV service. First, we analyzed the situation to provide video free contents service and implemented a system to collect free contents. To validate the research and to make practical use of it, we have developed a mobile program for free content service and distributed it through the Google App Store. It is also installed in an OTT box with the ability to provide free content on the open market and is in service in several countries including Brazil.

A Study on User Experience of the Security in Online Trading of used goods -Focused on Danggeun Market and Bungae Jangter- (중고거래 온라인 플랫폼의 보안을 위한 사용자 경험 연구 -당근마켓, 번개장터 중심으로-)

  • Park, Ga-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.313-318
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    • 2021
  • The purpose is to measure user experience in security-related services, focusing on Danggeun Market and Bungae Jangter, which are representative services in Korea among online trading of used goods. Using mobile applications, qualitative and quantitative research by conducting task experiments and surveys and in-depth interviews. As a result of the study, active interfaces are needed to make it easier for users to recognize safety and security services within current used trading platforms, a secure settlement method that benefits sellers, and services being provided to enhance security also need to consider graphical elements. This study is expected to help the continued development of safe used trading platforms considering security aspects on C2C-type platforms where buyers become sellers.