• Title/Summary/Keyword: 모바일 웹 개발

Search Result 408, Processing Time 0.026 seconds

Implementation of total management system for exhibitions and Convention using beacon (Beacon기술을 이용한 MICE시스템 설계 및 구현)

  • Kim, Young-Ick;Kim, Mijung;Kim, Hyu-Chan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.2
    • /
    • pp.35-44
    • /
    • 2016
  • MICE industry is emerging as a new growth engine recently. Most of the domestic MICE events are carried out at low cost on a small scale. The event organizers want to cut down on costs of prints such as brochures and other promotional printed materials, as well as the personnel costs for the simple guide job needed on site, which are generated repeatedly and wastefully. The existing mobile web has a defect that the participants can't easily earn the information in the fixed menu, but have to search by themselves wasting lots of time. Therefore, it is necessary to develop the solution enables providing information efficiently at low cost for short-term use during the events. In this study, we implemented specific total management system for exhibitions and convention using beacon. The information system for exhibitions and events using beacon can raise the management efficiency, and the digital brochure function based on CMS heightens the information retrieval ability and also reduces costs. Organizers can manage their event efficiently in a small exhibition and convention event by running an online website and operate a site management system by them selves.

Analyzing the weblog data of a shopping mall using process mining (프로세스 마이닝을 이용한 쇼핑몰 웹로그 데이터 분석)

  • Kim, Chae-Young;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.11
    • /
    • pp.777-787
    • /
    • 2020
  • With the development of the Internet and the spread of mobile devices, the online market is growing rapidly. As the number of customers using online shopping malls explodes, research is being conducted on the analysis of usage behavior from customer data, personalized product recommendations, and service development. Thus, this paper seeks to analyze the overall process of online shopping malls through process mining, and to identify the factors that influence users' purchases. The data used are from a large online shopping mall, and R was the analysis tool. The results show that customer activity was most prominent in categories with event elements, such as unconventional discounts and monthly giveaway events. On the other hand, searches, logins, and campaign activity were found to be less relevant than their importance. Those are very important, because they can provide clues to a customer's information and needs. Therefore, it is necessary to refine the recommendations from related search words, and to manage activity, such as coupons provided when customers log in. In addition to the previous discussion, this paper proposes various business strategies to enhance the competitiveness of online shopping malls and to increase profits.

The Study Of Development Plan Based On The Analysis of the Import & Export Market In Korean Webtoon (한국웹툰의 수출입 시장분석을 통한 발전방안 연구)

  • Ryu, Yu-Hee;Lee, Seung-Jin
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.105-123
    • /
    • 2016
  • The webtoon market has been consisently developing in the digital market. Under such circumstances, The Korea webtoon market is rapidly growing and leading of them. This is the time to prepare the base of a stable environment for the webtoon market which shows a swift rise. The Korean webtoon is surely aiming at the global market as well as the domestic one. As the Korean webtoon companies spread out to the world briskly, The leading publication cartoon market, Japan tries to break into the Korean digital market. The domestic market that has the good-quality cartoons through exportation and importation to make people of all ages enjoy them. and also the Korean webtoon is in the center of the global webtoon markert. The early model of Korean webtoon, line-webtoon is translated in English, Chinese, Thai language and Indonesian language to use on the mobile applications and web. Nevertheless, It is just the stating point. With Eradicating of the Achilles heel of the digital contents, illegal distribution and finding materials for cultural discount rate minimized cartoon, The Korean webtoon can become the highest in the global market and hold it. Moreover, not only webtoon but also published cartoons are existing together to have a long run. Beyond the existing cartoon books printed on paper, we should reach toward the digital books with portability and economic feasibility to make the contents stay out longer.

Recommendation of Best Empirical Route Based on Classification of Large Trajectory Data (대용량 경로데이터 분류에 기반한 경험적 최선 경로 추천)

  • Lee, Kye Hyung;Jo, Yung Hoon;Lee, Tea Ho;Park, Heemin
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.2
    • /
    • pp.101-108
    • /
    • 2015
  • This paper presents the implementation of a system that recommends empirical best routes based on classification of large trajectory data. As many location-based services are used, we expect the amount of location and trajectory data to become big data. Then, we believe we can extract the best empirical routes from the large trajectory repositories. Large trajectory data is clustered into similar route groups using Hadoop MapReduce framework. Clustered route groups are stored and managed by a DBMS, and thus it supports rapid response to the end-users' request. We aim to find the best routes based on collected real data, not the ideal shortest path on maps. We have implemented 1) an Android application that collects trajectories from users, 2) Apache Hadoop MapReduce program that can cluster large trajectory data, 3) a service application to query start-destination from a web server and to display the recommended routes on mobile phones. We validated our approach using real data we collected for five days and have compared the results with commercial navigation systems. Experimental results show that the empirical best route is better than routes recommended by commercial navigation systems.

Comparative Research on Global Policy in ICT Accessibility for Vulnerable Groups -Focusing on Implementation of Legislative System- (취약계층을 위한 정보통신 접근성 정책에 대한 국가 간 비교 연구 -관련제도 중심으로-)

  • Kim, Jung-Yeon;Park, Sung-Woo;Kang, Byung-Gwon;Son, Chang-Yong;Jung, Bong-Keun
    • 재활복지
    • /
    • v.20 no.1
    • /
    • pp.131-150
    • /
    • 2016
  • This study aims to compare global policies on ICT accessibility and to suggest possible solutions that help to enhance ICT accessibility for socially disadvantaged groups. The results indicated that related laws and standards in Korea are relatively well established than Asian countries' whereas they need improvements when compared to the US or the UK. Particularly, in spite of rapid development in information communication technology industry, incorporating the definition of newly developed technologies into existing laws related to ICT accessibility seemed slow that caused reluctancy of related parties to address accessibility issues the new technologies create. In addition, Korean government seems less effortful to develop policies and standards apart from web and mobile application accessibility. In order to resolve the problems, firstly, the period or process of enacting and amending laws can be shorten. Next, a government affiliated research institute can be established to do research and develop ICT accessibility related to user scenarios so that effective policies and standards could be readily provided. Even though other possible solutions can be suggested, what is more important than that is that any interested parties should sustainably make efforts to provide equal opportunities for the underserved populations.

A Study on Enhancing Efficiency for Feeling-of-Hit in Games (게임의 타격감에 대한 효율 향상 연구)

  • Moon, Sung-Jun;Cho, Hyung-Je
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.3-14
    • /
    • 2012
  • As one of elements to be able to endow more exciting and higher degree of completion for game, the feeling of hit is realized by image, sound and body-sensing (vibration) effects. When the feeling of hit is realized by game developer, most proper effects will be chosen with regard to genre, system and standpoint of world for the game. In general, most of choices for the effects are performed by the experience of game developer or referring the other games. Nevertheless the related studies are not significant in comparison with the importance for the feeling of hit, and the fundamental studies are mostly not accomplished. This paper introduces a study on efficiency and important factors for the feeling of hit by analyzing the properties and degrees of feeling for all effects to represent the feeling of hit through experiments. For this, a software simulator was implemented to test all effects and therewith the final results are presented through questionnaires for the feeling of hit sent to gamers. Our results are expected to be used to accomplish higher degree of completion for mobile games or web games with limited resources.

Conceptual framework for Emotions in Usability of Products (제품 사용성과 감성에 관한 개념적 연구)

  • Lee Kun-Pyo;Jeong Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.8 no.1
    • /
    • pp.17-28
    • /
    • 2005
  • With the advent of computer technology, the fundamental nature of products has shaped from physical forms towards product interactivity, The focus is now on usability of the product with ease and efficiency rather than conversing with just the looks of the product. However, most definitions of usability and contemporary usability-related researches, have focused on the performance-oriented functional aspects of usability (i.e., how well users perform tasks using a product). Today, user expectations are higher; products that bring not only functional benefits but also emotional satisfaction. So far, there have been many studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this research, we suggested conceptual framework for the study on the relationship between usability of products, and human emotions with emphasis on mobile phones. We also extracted emotional words for measuring user's emotions expressed not from looking at the product's appearance, but from using the product. First, we assembled a set of emotions that is sufficiently extensive to represent a general overview of the full repertoire of Korean emotions from the literature study. Secondly, we found emotional words in the after note by the users on the websites. Finally, verbal protocols in which the user says out loud what he/she ks feeling while he/she ks carrying out a task were collected. And then, the appropriateness of extracted emotional words was verified by the members of the consumer panel of a company through web survey. It is expected that emotional words extracted in this research will be used to measure user's emotional changes while using a product. Based on the conceptual framework suggested in this research, basic guidelines on interface design methods that reflect user's emotions will be illustrated.

  • PDF

SKU recommender system for retail stores that carry identical brands using collaborative filtering and hybrid filtering (협업 필터링 및 하이브리드 필터링을 이용한 동종 브랜드 판매 매장간(間) 취급 SKU 추천 시스템)

  • Joe, Denis Yongmin;Nam, Kihwan
    • Journal of Intelligence and Information Systems
    • /
    • v.23 no.4
    • /
    • pp.77-110
    • /
    • 2017
  • Recently, the diversification and individualization of consumption patterns through the web and mobile devices based on the Internet have been rapid. As this happens, the efficient operation of the offline store, which is a traditional distribution channel, has become more important. In order to raise both the sales and profits of stores, stores need to supply and sell the most attractive products to consumers in a timely manner. However, there is a lack of research on which SKUs, out of many products, can increase sales probability and reduce inventory costs. In particular, if a company sells products through multiple in-store stores across multiple locations, it would be helpful to increase sales and profitability of stores if SKUs appealing to customers are recommended. In this study, the recommender system (recommender system such as collaborative filtering and hybrid filtering), which has been used for personalization recommendation, is suggested by SKU recommendation method of a store unit of a distribution company that handles a homogeneous brand through a plurality of sales stores by country and region. We calculated the similarity of each store by using the purchase data of each store's handling items, filtering the collaboration according to the sales history of each store by each SKU, and finally recommending the individual SKU to the store. In addition, the store is classified into four clusters through PCA (Principal Component Analysis) and cluster analysis (Clustering) using the store profile data. The recommendation system is implemented by the hybrid filtering method that applies the collaborative filtering in each cluster and measured the performance of both methods based on actual sales data. Most of the existing recommendation systems have been studied by recommending items such as movies and music to the users. In practice, industrial applications have also become popular. In the meantime, there has been little research on recommending SKUs for each store by applying these recommendation systems, which have been mainly dealt with in the field of personalization services, to the store units of distributors handling similar brands. If the recommendation method of the existing recommendation methodology was 'the individual field', this study expanded the scope of the store beyond the individual domain through a plurality of sales stores by country and region and dealt with the store unit of the distribution company handling the same brand SKU while suggesting a recommendation method. In addition, if the existing recommendation system is limited to online, it is recommended to apply the data mining technique to develop an algorithm suitable for expanding to the store area rather than expanding the utilization range offline and analyzing based on the existing individual. The significance of the results of this study is that the personalization recommendation algorithm is applied to a plurality of sales outlets handling the same brand. A meaningful result is derived and a concrete methodology that can be constructed and used as a system for actual companies is proposed. It is also meaningful that this is the first attempt to expand the research area of the academic field related to the existing recommendation system, which was focused on the personalization domain, to a sales store of a company handling the same brand. From 05 to 03 in 2014, the number of stores' sales volume of the top 100 SKUs are limited to 52 SKUs by collaborative filtering and the hybrid filtering method SKU recommended. We compared the performance of the two recommendation methods by totaling the sales results. The reason for comparing the two recommendation methods is that the recommendation method of this study is defined as the reference model in which offline collaborative filtering is applied to demonstrate higher performance than the existing recommendation method. The results of this model are compared with the Hybrid filtering method, which is a model that reflects the characteristics of the offline store view. The proposed method showed a higher performance than the existing recommendation method. The proposed method was proved by using actual sales data of large Korean apparel companies. In this study, we propose a method to extend the recommendation system of the individual level to the group level and to efficiently approach it. In addition to the theoretical framework, which is of great value.