• Title/Summary/Keyword: 모바일 지도 서비스

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The Effect of Brand Experience on Use Intention of Continuous Brand App (브랜드 체험이 지속적인 브랜드 앱 사용의도에 미치는 영향)

  • Lee, Seong Ho;Jung, Kyung Sik
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.455-463
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    • 2015
  • As recently increased penetration of smart phones, branded applications(the brand app) via mobile are growing rapidly. Since these brand apps are being used as means of corporate marketing and sales, many consumers have been using them. However, there are few studies about brand apps. And it is also necessary to study about continuous use of brand apps because they are easy and free to download and remove. In this study, we analyzed how a variety of brand experience have impact on the brand apps' continuous use. As a result of this study, sensory, affective, behavioral, and intellectual experience as a brand experience affected brand commitment positively, and then the brand commitment had a positive impact on the degree of brand loyalty and continuous use intention. Eventually the more brand loyalty, the more continuous use intention of brand apps. That is, consumers' experience about a variety of brand apps makes customers' brand commitment and loyalty increase and keep customers using the brand apps consistently. Therefore, if companies let the customers have various experience through brand apps, they will have good marketing performance.

Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.

SNS planning through analysis of office workers SNS use (직장인의 SNS 사용 분석을 통한 SNS 기획)

  • Kim, Eun-Ju;Hong, Soon-Geun;Hwang, Chan-Gyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.9
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    • pp.1359-1364
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    • 2013
  • After platform changed from PC-based internet to mobile, SNS became new interactive media which relaces face-to-face interaction. the SNS users have already begun to recognize SNS as daily necessity. SNS market has been subdivided. In other words, SNS has entered into a period of vertical SNS that focus on contents and specific target. Therefore, It is necessary to analyze users for SNS planners. For this reason, analyzing why office workers who have the most powerful purchasing power use SNS is meaningful for SNS planners. Therefore, in this study, we analyzed the reasons for using SNS of office workers by studying relationship among office workers' stress, social support, self-expression and the use of SNS. As a result, the use of SNS has a significantly positive correlation with social support and self-expression. The self-expression in the SNS is not associated with stress, but rather it is the characteristics of the office workers. However the social support in the SNS affects to stress.

A Study on Decision Making Model for Personal Information Collection and Use Policy Establishment through Internet Homepage of Financial Companies (금융회사 인터넷 홈페이지를 통한 개인정보 수집 및 이용 동의 정책 수립 모델 연구)

  • Kim, Seong-hoon;Lee, Kyeong-ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.3
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    • pp.637-651
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    • 2017
  • In order for a financial company to collect personal information, it explicitly notifies consumers of the contents stipulated by law and gets consent beforehand. As a result, as financial products became more complicated and diverse, and the contents of 'Consent form for providing personal information' became more complicated and more. In particular, in the case of internet or mobile, the letter became smaller as the screen size limit, making it more difficult to understand. This is because almost all companies that collecting personal information are in a similar situation, In the position of consumers who use services are, contradictions arise that habitually agree without understanding the consent contents. In this research, in order to present a consent policy establishment decision-making model to rationally collect and use personal information through the Internet website of financial companies, consider the domestic and foreign legal system Then, derive a problem To present improvement measures. In addition, the evaluation factors selected through the research are verified by presenting decision making models and formulas using AHP (Analytic Hierarchy Process) method.

Design and Implementation of Network Access Control based on IPv6 (IPv6 기반의 네트워크 접근제어 시스템 설계 및 구현)

  • Shin, HaeJoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.10
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    • pp.6310-6316
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    • 2014
  • The increase in the Internet and smart device users requires high-level network security. Network security consists of Web Firewall, Network Firewall, IPS, DDoS system, UTM (Unified Treat Management), VPN, NAC (Network Access Control), Wireless security, Mobile security, and Virtualization. Most network security solutions running on IPv4, and IPv6 network services are not sufficiently ready. Therefore, in this paper, this study designed and implemented important functions of Network Access Control (NAC), which include IPv6 host detection, isolation, blocking and domain assignment for the IPv6 network. In particular, domain assignment function makes 128 bits IPv6 address management easy. This system was implemented on a KISA IPv6 test-bed using well known devices. Finally, the test result showed that all IPv6 based wired and wireless devices were well-controlled (detection, blocking, isolation and domain assignment).

Design and Implementation of the Cdma2000 EV-DO security layer supporting Hardware using FPGA (FPGA를 이용한 Cdma2000 EV-DO 시큐리티 지원 하드웨어 설계 및 구현)

  • Kwon, Hwan-Woo;Lee, Ki-Man;Yang, Jong-Won;Seo, Chang-Ho;Ha, Kyung-Ju
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.2
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    • pp.65-73
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    • 2008
  • Security layer of the Cdma2000 1x EV-DO is currently completing standard (C.S0024-A v2.0). Accordingly, a hardware security devices, that allows to implementation requirement of the security layer described in standard document, is required to apply security function about data transferred between AT and AN of then Cdma2000 1x EV-DO environment. This paper represents design of hardware device providing EV-DO security with simulation of the security layer protocol via the FPGA platform. The SHA-1 hash algorithm for certification and service of packet data, and the AES, SEED, ARIA algorithms for data encryption are equip in this device. And paper represents implementation of hardware that applies optionally certification and encryption function after executing key-switch using key-switching algorithm.

The Study on the User Behavioral Effects of Perception and Characteristics on the Common Essential Applications of Smartphones (스마트폰 공통 필수앱에 대한 이용자 인식과 특성이 이용 행동에 미치는 영향)

  • Youn, Bo Heum;Lee, Yoon Jae;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.415-436
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    • 2022
  • This study was conducted by the customer survey of 15 to 65 years old in order to identify the user behavioral effects of perception and characteristics on the common essential applications of smartphones with the United Theory of Acceptance and Use of Technology (UTAUT) and Value-based Acceptance Model (VAM). As a result, it was found that performance expectancy, enjoyment, facilitating conditions, effort expectancy, and social influences, excluding information privacy concern, have a positive effect on use behavior. The moderating effect by age was found that the youth was higher between perceived value and behavioral intention, and the middle-aged was higher between enjoyment and perceived value. This study has significance in providing implications for establishing strategies on designing and pre-loading apps, and increasing usage rate.

2-Stage Detection and Classification Network for Kiosk User Analysis (디스플레이형 자판기 사용자 분석을 위한 이중 단계 검출 및 분류 망)

  • Seo, Ji-Won;Kim, Mi-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.668-674
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    • 2022
  • Machine learning techniques using visual data have high usability in fields of industry and service such as scene recognition, fault detection, security and user analysis. Among these, user analysis through the videos from CCTV is one of the practical way of using vision data. Also, many studies about lightweight artificial neural network have been published to increase high usability for mobile and embedded environment so far. In this study, we propose the network combining the object detection and classification for mobile graphic processing unit. This network detects pedestrian and face, classifies age and gender from detected face. Proposed network is constructed based on MobileNet, YOLOv2 and skip connection. Both detection and classification models are trained individually and combined as 2-stage structure. Also, attention mechanism is used to improve detection and classification ability. Nvidia Jetson Nano is used to run and evaluate the proposed system.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Geographical Name Denoising by Machine Learning of Event Detection Based on Twitter (트위터 기반 이벤트 탐지에서의 기계학습을 통한 지명 노이즈제거)

  • Woo, Seungmin;Hwang, Byung-Yeon
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.10
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    • pp.447-454
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    • 2015
  • This paper proposes geographical name denoising by machine learning of event detection based on twitter. Recently, the increasing number of smart phone users are leading the growing user of SNS. Especially, the functions of short message (less than 140 words) and follow service make twitter has the power of conveying and diffusing the information more quickly. These characteristics and mobile optimised feature make twitter has fast information conveying speed, which can play a role of conveying disasters or events. Related research used the individuals of twitter user as the sensor of event detection to detect events that occur in reality. This research employed geographical name as the keyword by using the characteristic that an event occurs in a specific place. However, it ignored the denoising of relationship between geographical name and homograph, it became an important factor to lower the accuracy of event detection. In this paper, we used removing and forecasting, these two method to applied denoising technique. First after processing the filtering step by using noise related database building, we have determined the existence of geographical name by using the Naive Bayesian classification. Finally by using the experimental data, we earned the probability value of machine learning. On the basis of forecast technique which is proposed in this paper, the reliability of the need for denoising technique has turned out to be 89.6%.