• Title/Summary/Keyword: 모바일수익

Search Result 145, Processing Time 0.022 seconds

A Study on the Sustainable Tourism Destination Management Plan using LBS (LBS를 이용한 지속가능한 관광지 관리방안에 관한 연구)

  • Park, Jae-Wan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.3
    • /
    • pp.447-451
    • /
    • 2017
  • This study proposes a new model of tourism destination management based on the tourism management program using information and communication technology provided by LBS. The personalized tourist information service can enhance the satisfaction of tourists. Sustainability can be expanded through management based on the capacity of the tourism destination. Increased satisfaction leads to more diverse tourism activities. Various tourism activities increase the consumption expenditure, which satisfies the local tourism destination management purpose. The tourism destination management plan of the central and local governments is a comprehensive system in which detailed policy support plans are formulated from the perspective of the three requirements for sustainability-economic, socio-cultural, and environmental-and concerned parties are connected and resources are supported through detailed processes in which the sources of disparities in accessibility are identified and the roles are delegated at the national, community, and regional levels.

Implementation of the XML Parser for Integrated XML Web Service in Wired and Wireless Internet Environment (유.무선 인터넷 환경에서 XML 웹서비스를 위한 통합 XML Parser 구현)

  • Kwon, Doo-Wy;Do, Kyeong-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.2
    • /
    • pp.493-500
    • /
    • 2010
  • XML Web Service is a new distributed computing paradigm for combining all computer systems through the on-line standardized open network, so it is expected that companies can get the results of increasing profits and reducing costs through this. Especially XML Web Service is essential in mobile environment. In this paper, a new XML Web Service is proposed and it is based on WIPI-based XML standard technology and mobile web service standard. The proposed XML Web Service embodied XML Parser which can be used in WIPI environment and made HTTP communication. In addition, as an example of the practical application, it was applied to an inventory Management, Book Store using JAVA language for WIPI.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.3
    • /
    • pp.235-244
    • /
    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

The Effect of Service Quality and Company Reputation on Customer Satisfaction and Loyalty in Mobile Payment: Moderating Effects of Switching Barriers (모바일 간편 결제 서비스 품질 및 기업 명성이 고객 만족과 충성도에 미치는 영향: 전환장벽의 조절적 작용)

  • Kim, Eun Bi;Yang, Hongsuk
    • Journal of Service Research and Studies
    • /
    • v.7 no.2
    • /
    • pp.17-41
    • /
    • 2017
  • The purpose of this research is to investigate the factors that impact customer satisfaction and loyalty in mobile payment services. Specifically, this research (1) studies the influence of company reputation on customer satisfaction and loyalty, (2) examines service quality dimensions that increase customer satisfaction, and (3) assesses switching barriers as moderators in influencing customer loyalty. Findings of this empirical research reconfirm the point of view that company reputation, service quality, and switching barriers are crucial for customer satisfaction in mobile payment services. The research methodologies that were used to verify the hypothesis in this study included customized surveys and structural equation modeling. The results demonstrated that company reputation significantly affects customer satisfaction and loyalty. Additionally, the results indicated that only two of the five total service qualities, ease of use and the security/privacy qualities, have positive influences on customer satisfaction. Customer satisfaction has also proven to be a significant influence on loyalty. Lastly, the results showed that among the factors of switching barriers, the factors of lost performance costs, sunk costs, setup costs, the attractiveness of alternatives, and service recovery have moderating effects on the relationships between customer satisfaction and loyalty. Base on the results, this research recommends that firms aim at devising integrated strategies that make switching barriers act as complements to customer satisfaction.

Design and Implementation of Mobile Medical Information System Based Radio Frequency IDentification (RFID 기반의 모바일 의료정보시스템의 설계 및 구현)

  • Kim, Chang-Soo;Kim, Hwa-Gon
    • Journal of radiological science and technology
    • /
    • v.28 no.4
    • /
    • pp.317-325
    • /
    • 2005
  • The recent medical treatment guidelines and the development of information technology make hospitals reduce the expense in surrounding environment and it requires improving the quality of medical treatment of the hospital. That is, with the new guidelines and technology, hospital business escapes simple fee calculation and insurance claim center. Moreover, MIS(Medical Information System), PACS(Picture Archiving and Communications System), OCS(Order Communicating System), EMR(Electronic Medical Record), DSS(Decision Support System) are also developing. Medical Information System is evolved toward integration of medical IT and situation si changing with increasing high speed in the ICT convergence. These changes and development of ubiquitous environment require fundamental change of medical information system. Mobile medical information system refers to construct wireless system of hospital which has constructed in existing environment. Through RFID development in existing system, anyone can log on easily to Internet whenever and wherever. RFID is one of the technologies for Automatic Identification and Data Capture(AIDC). It is the core technology to implement Automatic processing system. This paper provides a comprehensive basic review of RFID model in Korea and suggests the evolution direction for further advanced RFID application services. In addition, designed and implemented DB server's agent program and Client program of Mobile application that recognized RFID tag and patient data in the ubiquitous environments. This system implemented medical information system that performed patient data based EMR, HIS, PACS DB environments, and so reduced delay time of requisition, medical treatment, lab.

  • PDF

Development of a Real-Time Mobile GIS using the HBR-Tree (HBR-Tree를 이용한 실시간 모바일 GIS의 개발)

  • Lee, Ki-Yamg;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
    • /
    • v.6 no.1 s.11
    • /
    • pp.73-85
    • /
    • 2004
  • Recently, as the growth of the wireless Internet, PDA and HPC, the focus of research and development related with GIS(Geographic Information System) has been changed to the Real-Time Mobile GIS to service LBS. To offer LBS efficiently, there must be the Real-Time GIS platform that can deal with dynamic status of moving objects and a location index which can deal with the characteristics of location data. Location data can use the same data type(e.g., point) of GIS, but the management of location data is very different. Therefore, in this paper, we studied the Real-Time Mobile GIS using the HBR-tree to manage mass of location data efficiently. The Real-Time Mobile GIS which is developed in this paper consists of the HBR-tree and the Real-Time GIS Platform HBR-tree. we proposed in this paper, is a combined index type of the R-tree and the spatial hash Although location data are updated frequently, update operations are done within the same hash table in the HBR-tree, so it costs less than other tree-based indexes Since the HBR-tree uses the same search mechanism of the R-tree, it is possible to search location data quickly. The Real-Time GIS platform consists of a Real-Time GIS engine that is extended from a main memory database system. a middleware which can transfer spatial, aspatial data to clients and receive location data from clients, and a mobile client which operates on the mobile devices. Especially, this paper described the performance evaluation conducted with practical tests if the HBR-tree and the Real-Time GIS engine respectively.

  • PDF

User's preferences on Bank Channels (은행 채널 별 주 이용고객의 특성 분석)

  • MooGeon Kim;Sohui Kim;Min Ho Ryu
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.28 no.5
    • /
    • pp.55-66
    • /
    • 2023
  • This study analyzes the characteristics of customer's preferences on banking channels (branches, automated machines, telebanking, internet banking, and mobile banking) and examines the factors influencing channel usage. To accomplish this, ANOVA and multiple regression analysis are performed using customer data from Bank A. The analysis reveals that customers primarily utilizing branch counter transactions have a significant impact on the profitability of 1st and 2nd grade banks, particularly among the age group of 50 years and above. Additionally, it is observed that as customers' loan, deposit, and financial product holdings increase, branch counter transactions also increase. On the other hand, it is found that as the usage of mobile banking decreases in terms of loans and deposits, transaction volume increases.

A Study on Reward-based Home-training App Users Using a Cash-cow User Prediction Model (캐시카우 사용자 예측 모델을 통한 리워드형 홈트레이닝 앱의 운영 및 관리 전략에 관한 연구)

  • Sanghwa Kim;Jinwook Choi;Byungwan Koh
    • Information Systems Review
    • /
    • v.23 no.4
    • /
    • pp.183-198
    • /
    • 2021
  • Due to the Covid-19 pandemic, the home-training app market is growing rapidly and numerous apps are entering the market. It is becoming more difficult for an app to secure the profitability. In this study, by analyzing actual user data of a reward-based home-training app, we propose a model that predicts cash-cow users of the app. Cash-cow users are the users who watch in-stream ads to watch training videos although they cannot earn any rewards by doing so. Thus, these users make profits for the app yet do not incur any costs. The results of this study show that the users who irregularly watch training videos are more likely to be cash-cow users than the users who regularly watch training videos. This result suggests that, paradoxically, for sustainable profitability, home-training apps may need to find a way to retain the users who watch training videos irregularly so that they can be satisfied with the service and continue use the apps.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
    • /
    • s.40
    • /
    • pp.367-395
    • /
    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Hybrid App based Auto Exam Management System (하이브리드앱기반의 자동시험관리 시스템)

  • Hur, Tai-Sung;Kim, In-Gyeom;Kim, Jun-Ho;Kang, Sung-Min
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.227-228
    • /
    • 2016
  • 본 논문은 스마트 기기를 이용한 CBT(computer-based training)를 사용자 지향적인 목표를 두고 개발 하여 체계화, 단순화, 간편화하였다. 오늘날 모바일 기기의 보급이 일상화 되어있어, 과거의 종이에 의존하던 시험시스템이 스마트 기기를 기반으로 하는 추세이다. 이에 따라 본 논문의 현재 시험 중 가당 일반화되어 있는 정보처리 기사 자격증 필기시험을 중심으로 개발하였다. 또한 전자 문제깁의 편의성과 휴대성, 접근성에 수익성까지를 고려하여 시스템을 구현하였다.

  • PDF