Since the third generation (3G) mobile communication service has been launched by most mobile communication operators in Korea, the portion of data service in mobile communication service becomes one of the most important factors in mobile communication service market. In past mobile communication market, most mobile communication operators made their profit mostly from voice communication service. However, the portion of profit from data service has gradually increased based on both video phone call and mobile Internet service. In this situation, LG telecom launched the full browsing mobile Internet service. This service provides a new type of mobile Internet service platform which enables to access the World Wide Web using mobile browsers, so we generally access the Web using web browsers in the desktop computer. Under the open network structure of mobile Internet like situation, it is very important to analyze the factors which can affect the competition between mobile communication service companies. So, in this paper, we first present the current state of full browsing service, followed by the expectation of its growth potentials and barriers. Then, we analyze the advantages and disadvantage of LG telecom as a first-mover and SK telecom/KTF as followers. Finally, based on this analysis, we predict the future competition among these companies and the market.
Most traditional newspaper publishers provide online editions to counter the competition of online news providers. However, the relationship between the online and print editions of the same newspaper has not been clearly defined. Some see the online newspaper as a substitute, while others consider it a complement. A 2002 NAA online newspaper consumer survey indicated that one-third of its respondents said they were now using the print newspaper less. Others have argued that the online edition will not wipe out print consumption, and may even complement it. While the print edition offers particular advantages such as portability, less eye strain, and the tactile experience of a printed page, the online edition also offers specific advantages such as access to breaking news, continually updated information, access to old archives, etc. All these factors would tend to lower the degree of interchangeability between the products. However, recent empirical studies show that the online edition is a substitute for rather than a complement of the print edition. Still, to some print readers, the online edition provides additional value. In this paper, by capturing the two different aspects of online editions the substitute aspect and the additional value added aspect as well as other available online alternatives, we develop an analytical model to derive the optimal production and distribution strategies of both online and print editions. Confronting the "free versus fee" issue, we show that it is optimal to provide an online version of the print newspaper for free to non-print subscribers. However, the amount of free news content that the publishers need to put on the Web depends on the available alternatives on the online market. The "fee" and "free" options both have merits and demerits as well. If the publisher charges for the online version of the print newspaper, she can generate revenue from the fee charged to online readers. However, doing so will limit the size of the online audience and further reduce online advertising revenue. At the same time, by providing a high-quality online version and charging for it, the price of the print newspaper must stay low in order to lure high valued readers. On the contrary, if the publisher provides an online version of the print newspaper for free, she can obtain a larger audience for the online version. At the same time, by providing a low-quality online newspaper, the publisher can increase the print newspaper price to get more revenue from high valued offline readers, although no revenue is incoming from online version readers. Through systematic measuring of all the pros and cons, our analysis shows that the optimal option is not "fee" but "free."
This study analyzes the achievement of the shipping policies and the priority for the promotion of such policies, in order to consider the features of the shipping industries in Korea and other advanced shipping countries and manage the rapidly changing shipping environment actively. Based on such analysis, this study also discusses the promotional strategy to strengthen the international competitiveness of the shipping industry. Regarding the promotion of the related policies, it is necessary to establish a base for growth, strengthen a capacity of leading the market, and create an opportunity in the market. By considering such three factors, it has become known that the establishment of the market order is important for the establishment of a base for growth. It is important to consider the advancement of the shipping tax system. Also, the information-orientation and the knowledge-industrialization of the shipping industry need to be considered. In order to strengthen a capacity of leading the market, the stable security of the labor force in the shipping industry is the most important factor. Also, it is important to consider the development and the upbringing of the global mega career and the shipping business. Regarding the creation of an opportunity in the market, it is important to expand the range of the shipping exchange between South Korea and North Korea, which will influence the administrative and the operative results related with the promotion of the related policies.
Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.
The Journal of the Korea institute of electronic communication sciences
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v.13
no.2
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pp.463-472
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2018
The aim of this pilot survey was to investigate the presence status, usage problems, and improvement needs of the upper extremity rehabilitation equipment(: UERE) in the department of occupational therapy(: OT) of hospital setting in Korea. The authors received a questionnaires of clinicians working in a department of OT hospital setting through a social network service. Responses of 72 were analyzed in the first questionnaire, and 47 were analyzed in the second questionnaire. In the first questionnaire, the presence status of 16 UERE was confirmed to be 29.2~97.2%, and the usage experience of 9 UERE in the second questionnaire was 36.2~97.9%. In the second questionnaire, UERE's usage problems were reported discomfort in 15(31.9%) of 47 therapists, and improvement needs were 23(49%). The usage problems of the 9 UERE questioned by open-ended questionnaire were uninteresting, easily damaged, level unadjustable, direction unadjustable, and inconvenient installation. The improvement needs were classified into digitization, durability, level adjustable, adjustable function, convenience. The present pilot survey identified the presence status and usage experience of UERE in the department of OT and could be used as a basis for the development of closed-ended questionnaire on usage problems and improvement needs of UERE.
Park, Chul-Woo;Ahn, Joong-Ho;Jahng, Jung-Joo;Kim, Eun-Jin
Information Systems Review
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v.8
no.2
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pp.29-49
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2006
The introduction of the Digital Economy has formed a new market producing and trading information. Depending on the current contexts, each user evaluates identical information differently. It is difficult, even though important, to create and deliver the information customized to individual users by using some factors as time, location, and their personal characteristics. Information value, therefore, could be influenced by the capability of information systems to delivery useful information based on individual contexts to the right user immediately at the right time. From this point of view, we argue mobile systems which are able to be aware of individual contexts and deliver contextual information in real time can improve information value easily than other systems can. This research presents the results of an empirical test about antecedents to mobile advertising value. Though context relevance doesn't influence directly mobile advertising value, it plays an important role enhancing information usefulness which has great influence on mobile advertising value. Moreover, to supply information connected with users' context overcomes the effect of irritation. Lastly, entertainment can improve mobile advertising value as satisfying user's hedonic desire beyond the information source supporting decision making.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
Journal of the Society of Naval Architects of Korea
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v.39
no.3
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pp.75-80
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2002
In these days of severe struggle for existence, the world has changed a great deal to global and digital oriented period. The enterprises try to introduce new management and production system to adapt such a change. But, if the only new technologies are applied to an enterprise without definite analysis about manufacturing, failure fellows as a logical consequence. Hence, enterprise must analyze manufacturing system definitely and needs new methodologies to mitigate risk. This study suggests that the new approach, which is systems approach for process improvement, is organized to systems analysis, systems diagnosis, and systems verification. Systems analysis analyzes manufacturing systems with object-oriented methodology-UML(Unified Modeling language) from a point of product, process, and resource view. Systems diagnosis identifies the constraints to optimize the system through scientific management or TOC(Theory of constraints). Systems verification shows the solution with virtual manufacturing technique applied to the core problem which emerged from systems diagnosis. This research shows the artifacts to improve the productivity with the above methodology applied to forming shop. UML provides the definite tool for analysis and re-usability to adapt itself to environment easily. The logical tree of TOC represents logical tool to optimize the forming shop. Discrete event simulator-QUEST suggests the tool for making a decision to verify the optimized forming shop.
In recent years, digital data has been generated in all areas of human activity, and there are many attempts to safely store and process the data to develop useful services. A data lake refers to a data repository that is independent of the source of the data and the analytical framework that leverages the data. In this paper, we designed a tool to safely store various big data generated by smart cities in a data lake and ETL it so that it can be used in services, and a web-based tool necessary to use it effectively. Implement. A series of processes (ETLs) that quality-check and refine source data, store it safely in a data lake, and manage it according to data life cycle policies are often significant for costly infrastructure and development and maintenance. It is a labor-intensive technology. The mounting technology makes it possible to set and execute ETL work monitoring and data life cycle management visually and efficiently without specialized knowledge in the IT field. Separately, a data quality checklist guide is needed to store and use reliable data in the data lake. In addition, it is necessary to set and reserve data migration and deletion cycles using the data life cycle management tool to reduce data management costs.
Digital medical technology is very effective and at the same time faces the challenge of protecting privacy. However, for contact tracking and exposure notification apps in COVID-19 environment, there is always a trade-off between privacy measures and the effectiveness of the app's use. Today, many countries have developed and used contact tracking and exposure notification apps in various forms to prevent the spread of COVID-19, but the suspicion of digital surveillance (digital panopticon) is unavoidable. Therefore, this study aims to identify the factors of personal information infringement and dissatisfaction through text mining analysis by extracting user reviews of "Self-Quarantine Safety Protection" in Korea. As a result of the text mining analysis, we derived four groups, 'Address recognition error', 'Exit warning error', 'Access error', and 'App. program error'. Since 'Address recognition error' and 'Exit warning error' can give the app users a strong perception that they are keeping under surveillanc by the app, transparent management of personal information protection and consent procedures related to personal information collection are required. In addition, if the other two groups are not corrected immediately due to an error in an app function or a program bug, the complaints of users can be maximized and a protest against the monitor can be raised.
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