• Title/Summary/Keyword: 모바일수익

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Web2.0에서 Mobile 2.0으로

  • Ryu Jung-Hui
    • Information and Communications Magazine
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    • v.23 no.6
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    • pp.99-106
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    • 2006
  • 닷컴 버블의 붕괴 이후 부정적인 증권 시장의 반응에도 불구하고 높은 수익을 이루어 거대기업으로 성장한 인터넷 기업들이 제 2의 웹(web) 중흥기를 이끌고 있다. Web2.0은 이와 같은 기업들의 성공 요인을 분석하여 도출된 공통된 특질을 설명하기 위한 용어이다. Web2.0이 표방하는 다양한 특징들은 모두 사용자의 참여를 유도하고 이를 위하여 웹을 플랫폼화시키고 개방하는 것, 즉 참여와 개방으로 요약할 수 있다. 또한, 이러한 참여와 개방의 거대한 패러다임은 단순히 유선 인터넷 또는 웹과 관련된 시장에 국한되지 않으며, 모바일 시장이나 단말기, 네트워크 관련 시장 등 다양한 분야에 영향을 미칠 것으로 예측된다.

A Hybrid Mobile Broadcasting Platform Based on HTML5 (HTML5 기반 융합 모바일방송 플랫폼)

  • Kim, Hyun-Soon;Kim, Sang-Hun;Kyung, Il-Soo;Chung, Shin-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.70-73
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    • 2011
  • 2005년 12월 1일 DMB(Digital Multimedia Broadcasting) 본 방송이 실시된 이후 다양한 형태의 방송, 통신 융합 서비스가 시도되었다. 그러나 DMB가 성공적으로 시장에 정착하였음에도 불구하고 방송사 등 시장 참여자들의 수익 창출의 어려움, 속도 및 요금 측면에서의 양방향 망의 한계, 방송사, 통신사의 시스템 및 망에 종속적이며 폐쇄적인 콘텐츠 제작 및 제공 방식 등으로 인하여 성공을 거두지 못하였다. 그러나 스마트 폰과 같은 모바일 스마트 디바이스의 성공으로 방송, 통신 서비스 시장에 새로운 전기가 마련되어 다양한 융합 서비스가 시도될 것으로 예상되며, 지상파 DMB가 이러한 다양한 서비스와의 경쟁에서 우위를 점하고 중심 매체로 자리잡기 위해서는 새로운 개념의 융합 서비스 플랫폼이 필요하다. 이에 본 논문에서는 이러한 새로운 개념의 플랫폼인 'HTML5 기반 융합 모바일방송 플랫폼'을 제안하고 실제 구현 예를 통하여 그 가능성을 제시하고자 한다. 제안하는 플랫폼은 누구나 콘텐츠 제공에 참여할 수 있고, 다양한 망, 단말, 서비스 모델이 융합되며, 표준화되고 개방된 API(Application Programming Interface)를 통하여 이를 소비할 수 있도록 하는 개념으로, 방송 콘텐츠 및 이에 의해 파생된 다양한 리치 미디어 콘텐츠의 생성, 전달, 소비에 이르는 생태계 전반에 대한 것이다. 이러한 플랫폼의 가능성을 제시하기 위하여 KBS(Korean Broadcasting System)는 서비스 시스템, 수신 프로그램 개발, 시험 서비스 구현 등의 개발을 진행하고 있으며, 그 결과를 본 논문에서 소개하고자 한다.

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Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • 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.

Design and Analysis of Business Model using Mobile RFID in the Exhibition Space and its Cases (모바일 RFID에 기반한 유비쿼터스 전시공간 비즈니스 모델 설계 및 사례 연구)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.47-68
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    • 2008
  • The aim of this research is to develop a new business model using mobile RFID in exhibition spaces such as museums and art galleries. Using mobile RFID, the exhibition space is expected to be evolved from a simple media space only for the exhibition to an extended space integrating media, commerce and entertainment. This paper proposes a u-Exhibition business model and its scenario in the u-Exhibition space. We discuss the real-world issues for the implementation and show the ways of investigating working conditions for the business model through revenue simulation and analyzing the expected value of tag installed on the exhibition space by so-called 'tag evaluation model.'

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Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Factors Affecting Continuous Intention to Use Mobile Wallet : Based on Value-based Adoption Model (모바일 지갑의 가치와 지속사용의도의 영향요인 : VAM 모형을 기반으로)

  • Lee, Chungah;Yun, Haejung;Lee, Chunghun;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.117-135
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    • 2015
  • Mobile wallet that can keep coupons and membership cards for mobile is one of rapidly growing services due to its usability and financial benefit. However, in spite of its rapid growth, the increase of users who do not use continuously it is an important consideration to service providers for making a profit. This study aims to test the effects of factors affecting the continuous use intention of mobile wallet based on VAM (Value-based Adoption Model) which can analyse them in both benefit and sacrifice aspects, so as to suggest considerations to increase the use period of mobile wallet for service providers. The research findings supported the hypotheses regarding to the effects of usefulness, value-expression, perceived security and enjoyment in the benefit aspect and technicality in the sacrifice aspect on perceived value. In addition, the causal path from perceived value to continuous use intention was significant. The study results are expected to be used in marketing or service improvement for short-term users by taking account of emotional factors as well as functional factors.

Performance Analysis of a Korean Word Autocomplete System and New Evaluation Metrics (한국어 단어 자동완성 시스템의 성능 분석 및 새로운 평가 방법)

  • Lee, Songwook
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.6
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    • pp.656-661
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    • 2015
  • The goal of this paper is to analyze the performance of a word autocomplete system for mobile devices such as smartphones, tablets, and PCs. The proposed system automatically completes a partially typed string into a full word, reducing the time and effort required by a user to enter text on these devices. We collect a large amount of data from Twitter and develop both unigram and bigram dictionaries based on the frequency of words. Using these dictionaries, we analyze the performance of the word autocomplete system and devise a keystroke profit rate and recovery rate as new evaluation metrics that better describe the characteristics of the word autocomplete problem compared to previous measures such as the mean reciprocal rank or recall.

Analysis of Consumer Value for the Business Model Development of Next Generation IPTV: Mobile IPTV (차세대 IPTV 비즈니스 모델 개발을 위한 소비자 가치 분석: 모바일 IPTV를 중심으로)

  • Shin, Min-Soo;Kim, Sung-Hee;Cho, Cheol-Hye
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.1B
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    • pp.60-70
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    • 2011
  • IPTV was introduced as the new growth engine of the broadcasting and telecommunications industry and has experienced a high growth rate as its subscribers exceeded 2 million in early 2010. However there have been some doubts on if the IPTV market will keep current growth drift. One of such suspicions is that IPTV market has not been developed by the competitiveness of IPTV industry itself. In addition, the recent slowdown of subscribers' growth and IPTV players' operating at a loss has been suggested as obstacles to the IPTV market growth. This sort of phenomenon has been brought about by ambiguous proposition of IPTV's own value as well as IPTV service positioning gap. To resolve these problems this study empirically investigates what customers want to get from IPTV service by analyzing switching value of IPTV subscribers. This study also identifies which values must be strategically considered to develop next generation IPTV services, in particular mobile IPTV services. Following the investigation, this study analyzes the possible positioning gap of mobile IPTV. Through this analysis, this study suggests which sort of service values need to be reconciled.

An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

Understanding the intention to use Multimedia messaging services (멀티미디어 메시지 서비스 사용의도에 미치는 영향에 관한 연구)

  • Kim, Kyung-Kyu;Shin, Ho-Kyoung;Kim, Beom-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.91-101
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    • 2009
  • MMS (Multimedia Messaging Services) is one of the most basic services of mobile communication as well as a promising m-commerce enabling service. In our study, we hypothesize that the personality-based and cognitive traits of TAM and social cognitive theory are antecedents to MMS acceptance asking: what are the key determinants of intention to use MMS? An empirical investigation of 1,016 mobile phone users in South Korea was conducted. PLS results provided support for the effects of self-efficacy, perceived ease of use, relative advantage, credibility on attitude toward MMS use and strong support for the effect of attitude toward intention to use MMS. Our results provided a detailed account of the key forces underlying users intention to use MMS including personal and cognitive trait measures. Theoretical and practical implications of these findings are discussed in the paper.