• Title/Summary/Keyword: 모바일 앱 콘텐츠 특성

Search Result 27, Processing Time 0.031 seconds

Mobile app authoring tool with category builder and hybrid app generator (카테고리 빌더와 하이브리드앱 생성기를 통한 모바일앱 저작도구)

  • Hyun, Cheol;Kim, Sang-Heon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.69-70
    • /
    • 2012
  • 본 연구는 콘텐츠 배포를 위한 앱 제작에 있어 모바일앱 개발의 어려움을 극복하기 위한 저작도구에 관한 것이다. 카테고리 빌더란 콘텐츠의 특성과 수요자의 특성을 분석한 카테고리를 기반으로 모바일웹을 생성할 수 있는 도구이며, 하이브리드앱 생성기는 모바일웹 코드를 기반으로 네이티브 코드와 통합된 하이브리드 모바일앱을 생성하는 도구이다. 모바일앱 저작도구는 모바일앱의 분류에 맞게 사전에 카테고리를 빌드 후 제공된 카테고리를 기반으로 콘텐츠의 세부 내용을 수정하여 저장하고, 저장된 내용은 HTML5 표준에 맞는 모바일웹페이지로 생성된 후 하이브리드앱으로 변환한다. 제안된 모바일앱 저작도구는 모바일앱 개발의 생산성을 높여줄 수 있으며 다양한 사용자 요구에 효율적으로 대응할 수 있다.

  • PDF

The Dynamics of Online word-of-mouth and Marketing Performance : Exploring Mobile Game Application Reviews (온라인 구전과 마케팅 성과의 다이나믹스 연구 : 모바일 게임 앱 리뷰를 중심으로)

  • Kim, In-kiw;Cha, Seong-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.12
    • /
    • pp.36-48
    • /
    • 2020
  • App market has continuously been growth since its launch. The market revenues will reach about 1,000 billion US dollars in 2019. App is a core service for smartphone. Currently, there are more than 1.5 million mobile apps in App platform calling out for attention. So, if you are looking at developing a successful app, you need to have a solid marketing and distribution strategy. Online word of mouth(eWOM) is one of the most effective, powerful App marketing method. eWOM affect potential consumers' decision making, and this effect can spread rapidly through online social network. Despite the increasing research on word of mouth, only few studies have focused on content analysis. Most of studies focused on the causes and acceptance of eWOM and eWOM performance measurement. This study aims to content analysis of mobile apps review In 2013, Google researchers announced Word2Vec. This method has overcome the weakness of previous studies. This is faster and more accurate than traditional methods. This study found out the relationship between mobile app reviews and checked for reactions by Word2vec.

The Effect of Mobile App Contents Characteristics on the Continuous Use Intention: Focused on Using KakaoTalk (모바일 앱 콘텐츠 특성이 지속사용의도에 미치는 영향에 관한 연구: 카카오톡의 사용을 중심으로)

  • Sou-Bin Yun;Byung-June Kim;Chae-Hyun Lee
    • Industry Promotion Research
    • /
    • v.8 no.1
    • /
    • pp.103-110
    • /
    • 2023
  • This study targeted KakaoTalk app users, mainly in Seoul and the metropolitan area, and verified the factors that had a significant impact on the intention to continuously use the app through KakaoTalk contents. Among various content characteristics, five variables were used to verify the variables that had the greatest influence on the intention to continue using, and the ones that did not. As a result of testing the five hypotheses, it was found that convenience, enjoyment, informativeness, and perceived usefulness had a significant positive(+) effect on the intention to continue using, but intimacy did not. From this, it can be determined that the majority of users use the app content because it is useful and informative, rather than because they have a sense of familiarity. In this way, the purpose of this study is to provide empirical help to factors closely related to the intention of continuous use in deriving priorities to be considered in the service planning stage as well as in terms of technical design of contents when developing mobile apps in the mobile app industry as a whole and in the field in the future. I want to provide it, but there is a meaning.

Analysis on the Factors that Affect the User's Intention of Reusing Mobile App-based Tourism Contents (모바일앱 관광콘텐츠 사용자의 재사용의도에 미치는 영향요인 분석)

  • Ko, Yung-Kwan;Kim, Keun-Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.844-855
    • /
    • 2011
  • The purpose of this study is to identify factors on the user's intention of reusing mobile app-based tourism contents and the relationship among those factors. For those purpose, we expanded the existing TAM(Technology Acceptance Model) by introducing the variables such as characteristics of mobile app-based tourism contents, which are context, ubiquitous connectivity, service quality and perceived value as external variables of the TAM. The survey was conducted by users who have previously experienced mobile app-based tourism contents. Structural equation modeling was used to Investigate the relationships between the factors. The results showed that the ubiquitous connectivity and perceived value were found to have a positive impact on both perceived usefulness and perceived ease of use. The perceived usefulness were found to have a positive impact on the attitude. Finally, The attitude were found to have a positive impact on the user's intention of reusing.

Study for Utility and Improvement of Mobile Applications for Diet and Dietary Life of College Students (대학생들의 다이어트와 식생활관련 모바일 앱 활용과 개선을 위한 연구)

  • Nam, Hae-Won;Myung, Choon-Ok;Park, Young-Sim
    • Journal of Digital Convergence
    • /
    • v.16 no.7
    • /
    • pp.231-241
    • /
    • 2018
  • Free from limitations of time and space, diet management with smartphones can be highly useful for college students. This study aimed to improve the utility of diet related apps by efficacy and app evaluation after using the apps for 2 weeks. Results showed that the intent for continuing use apps was low, and the lack of efficacy indicated the currently developed apps had not significantly influenced their motivating healthy diet. Average app rating was $3.12{\pm}0.85$. Among 4 rating factors, convenience and contents were relatively higher than usefulness and community. Especially, there was significant difference in contents and convenience according to gender, contents and community according to BMI and previous diet experience. In the future, considering the needs and characteristics of college students, we need to find ways to enhance the usefulness of the app and to strengthen the social networking.

A Study on according to Characteristic Techniques Flash Animation (플래시 애니메이션 기법에 따른 특성 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.01a
    • /
    • pp.309-311
    • /
    • 2014
  • 본 논문에서는 만화, 게임, 웹, 앱, 모바일 등에서 2D 애니메이션 기법으로 콘텐츠를 제작하는 플래시 애니메이션의 기법들의 특성들을 나타낸다. 제작 콘텐츠가 어떤 디바이스에서 어떤 애니메이션을 연출할 것인가를 먼저 고려하여야 한다. 따라서 콘텐츠의 목적에 맞는 애니메이션 기법을 사용함으로 콘텐츠 제작 시간과 경제성과 완성도의 효과를 얻을 수 있다.

  • PDF

전자종이가 인쇄의 '킬러 앱' 될 수 있을까?

  • Jo, Gap-Jun
    • 프린팅코리아
    • /
    • v.13 no.9
    • /
    • pp.62-65
    • /
    • 2014
  • 전 세계적으로 인쇄에 대한 패러다임이 바뀌고 있다. 소재의 벽이 허물어지고 있으며, 모바일 전자기기를 통한 콘텐츠와 정보의 이동이 더욱 대중화되고 있다. 이외는 다른 듯 비슷하고, 유사하지만 확연히 구분되는 특성을 보유한 전자종이에 대한 관심이 미국을 중심으로 커지고 있다.

  • PDF

A study on Promotional App Development Using an Interactive Movie (인터랙티브 영상을 이용한 프로모션 앱 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.10
    • /
    • pp.429-437
    • /
    • 2014
  • Product promotion App is developed using an interactive video in order to overcome the existing ATL marketing limitations and to respond to target age groups and lifestyle changes. The product promotion App which is positioned as a smart care center by analyzing customer needs with the Customer Journey Map, is comprised of 3 categories such as interest, information and management reflecting media characteristics of smart mobile contents. It intends to induce viral promotions with comical and interactive alopecia simulator directly described by a specialist doctor which ensures reliability of products. In addition, it is made for customers to continuously manage the alopecia through management tools, and company can expect an effect of being used as a core tool for marketing activities by offering promotional information along with product feedbacks.

A Study on the Prevention of Consumer Problems of Mobile Game In-app Payment (모바일게임 인앱결제 소비자피해 예방을 위한 연구)

  • Koo, Hye-Gyoung;Kim, Min-Ji;Kim, Su-Yeon;Seo, Do-Yeon;Yang, So-Hyeon;Lim, Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.93-105
    • /
    • 2019
  • This study want to identify problems related to mobile in-app payment from the perspective of consumers and suggest ways to solve them. Three scenarios have been developed to achieve the objectives of this study. This suggests the situation of in-app payment problem that consumers often experience. Then 323 consumers in their 20s and 30s read the scenario, identified the problem in each situation and assessed who was responsible. Consumers were aware of in-app payment problems due to problems with in-app payment readability, problems with app market responsibility, problems with responsibility of game companies, and problems of consumer responsibility. And different consumers had different levels of assessment on the problem of in-app payment. According to the research, consumers have high demand for improvement of the lack of readability in related laws, including strengthening the readability of the in-app payment indicator. In addition, the company confirmed the importance of cooperative efforts by consumers, businesses, and the government due to high consumer expectations for the role of the distribution company App Market other than the content developer game company.

Evaluation of Mobile App Usability of Logistics in Life Startups (생활물류 스타트업의 모바일 앱 사용성 평가)

  • Byun, Dae-Ho;Chung, Dong-Seop
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.35-48
    • /
    • 2021
  • With the advent of the Fourth Industrial Revolution, startups are leading the proliferation of logistics in life services in countries across the world. Logistics in life startups aim to differentiate themselves for traditional logistics companies by offering customized services that penetrate niche logistics market and enhance customer convenience and satisfaction. Through the development of mobile applications(apps) and platform a variety of life-enhancing services are becoming increasingly available to customers, such as on-demand, online-to-offline, convenience, reverse logistics, as well as last-mile delivery. In particular, logistics in life services are expanding into areas that include food delivery, home moving, cargo transport, laundry delivery, car washing, and car repair. In order for the logistics in life startups to succeed, they needs to offer highly usable apps to increase customer satisfaction and loyalty. Due to the nature of mobile phones, different evaluation criteria than those for websits should be used to determine the usability of apps. The purpose of this study is to evaluate the usability of representative Korean logistics in life apps through usability testing, discuss implications and offer improvement recommendations. Finally, the best Korean logistics app is compared with a top ranked app on Google Play for benchmarking purposes.