• Title/Summary/Keyword: 모바일 커뮤니케이션

Search Result 181, Processing Time 0.026 seconds

Character Interface Design for Digital Appliance (캐릭터를 활용한 디지털 가전 제품의 인터페이스 디자인 연구)

  • Shim, Jea-Hee;Lee, Kun-Sik;Yang, Jeong-Hwa;Shin, Sung-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.20-25
    • /
    • 2006
  • TFT Color LCD 가 보급화되면서 모바일 폰 뿐만 아니라 우리 생활에 친근하게 사용되고 있는 가전 제품 인터페이스 영역에도 점차 그 활용범위가 넓어지고 있는 추세이다. 또, 가전 제품의 역할이 단순히 식품을 보관하거나 집안의 온도를 시원하게 바꿔주는 기본 기능 중심에서, 가족간 커뮤니케이션을 돕는 역할 또는 다양한 정보를 전달해주는 엔터테인먼트 기능 중심으로 변화해 가고 있다. 최근 이러한 복잡한 기능을 편리하게 수행하면서도 동시에 가족 모두가 사용할 수 있는 친근한 인터페이스 디자인을 개발하는데 있어서 캐릭터라는 소재는 유용하게 활용 되고 있다. 가전 제품에서 캐릭터의 활용 부분은 첫 번째, 사용자에게 피드백 정보를 좀더 친근하게 전달하는 것이다. 제품의 상태나 어떤 동작에 대한 수행 결과를 텍스트 혹은 아이콘 위주의 전달 방법보다 좀더 친근하게 표현할 수 있다는 장점이 있다. 두 번째는 프로그래스 애니메이션 부분이다. 제품이 어떤 기능을 수행하고 있는지 캐릭터의 동작을 통해 명확하게, 그리고 재미있게 전달해주는 기능이다. 세 번째는 메시지 전달 측면이다. 가족간의 메모 전달이나 생일, 기념일 등에 대한 축하 메시지를 캐릭터가 메신저 역할을 함으로써 좀더 밝고 경쾌한 환경을 만들어준다. 마지막으로, 대기화면이나 화면보호기 부분이다. 제품을 사용하지 않는 상태에서 사용자가 원하는 이미지로 설정이 가능하도록 하여 개인화 부분을 충족시킬 수 있다. 이와 같이, 멀티미디어 기기나 모바일 폰과 같은 개인 중심형 제품이 아닌 가족 중심형 가전 제품의 인터페이스 디자인에는 친근한 이미지가 부가된 캐릭터의 활용이 사용성은 물론 감성적 측면에서도 좀더 사용자 중심의 인터페이스 디자인을 완성해 가는데 긍정적인 역할을 수행할 것이다.

  • PDF

A Study on Media Platform System based on HTML5 for Public Media Access Development (HTML5기반 개방형 공공미디어 플랫폼에 관한 연구)

  • Lee, Jong-Ryun;Lee, Jae-Won
    • Annual Conference of KIPS
    • /
    • 2013.11a
    • /
    • pp.1479-1482
    • /
    • 2013
  • 공공기관에서는 인터넷 방송 서비스를 통해 문자, 그림, 사진, 영상, 음악 등 다양한 멀티미디어 정보를 제공하고 있다. 일반 지상파 tv방송과는 달리 공공 인터넷 방송은 양방향으로 커뮤니케이션이 가능한 웹 미디어 플랫폼을 통해 실시간으로 정보를 주고 받을 수 있을 뿐만 아니라 이용자가 원하는 정보를 주문하고 서비스를 받을 수 있어 공공기관과 이용자간 소통수단으로 활용되고 있다. 그러나 공공 인터넷 방송의 시청률과 참여하는 양방향 콘텐츠의 다양성 측면을 분석해 보면 예상과 달리 이용실적이 저조한 것으로 나타나고 있다. 이러한 문제의 주요한 원인으로는 근래에 들어 확산되고 있는 스마트 모바일 환경에 실시간으로 대응하여 공공미디어 서비스를 제공하지 못하는 공공미디어 접근성의 한계와 인터넷이라는 양방향 미디어 플랫폼을 지향하면서도 제공하는 공공콘텐츠는 공급형 중심의 콘텐츠 성격을 벗어나지 못한다는 점을 들 수 있다. 본 논문에서는 이러한 공공 인터넷 방송의 문제점을 사용자 접근성과 양방향 콘텐츠 활성화라는 측면에서 분석하였다. 그 결과 공공 인터넷 방송 플랫폼의 개방성이 필요한 것으로 나타났으며, 다양한 스마트 모바일 환경에서 공공콘텐츠의 생산, 게시, 공유가 자유로운 공공 미디어 플랫폼 형태가 필요한 것으로 나타났다. 이를 바탕으로 HTML5, SNS플랫폼 연계 등이 포함된 개방형 공공 미디어 플랫폼 모델을 정의하고 이를 기반으로 양방향 공공콘텐츠를 활성화 할 수 있는 공공 미디어 서비스 모델과 이를 구현한 구축 사례를 제시하였다.

A Study on the Perceived Value and Intention of Use of Mobile Shopping Apps Using Value-Based Adoption Model (VAM) (가치기반수용모델(VAM)을 활용한 모바일 쇼핑 앱의 지각된 가치와 사용의도에 관한 연구)

  • Jhee, Seon Young;Kim, Mun-Ki;Han, Sang-Lin
    • Journal of Service Research and Studies
    • /
    • v.14 no.2
    • /
    • pp.101-116
    • /
    • 2024
  • As the spread of smartphones has become more common and the utilization rate has increased, the mobile shopping market is also growing and expectations for related industries are also increasing. Mobile shopping apps are converging with various industries such as fashion, beauty, and lifestyle, and competition among companies to increase the number of users is intensifying with the activation of non-face-to-face. Accordingly, in this study, a study on the perceived value and intention to use mobile shopping apps was conducted based on a VAM. In order to test the hypothesis of this study, a questionnaire was conducted on 266 people who had used a mobile shopping app and it was used for analysis. Looking at the results, it was confirmed that both usefulness and enjoyment among the perceived benefit of mobile shopping apps have a positive (+) effect on the perceived value. However, it was found that the technicality and perceived risk among the perceived sacrifices of mobile shopping apps did not significantly affect the perceived value. Finally, it was confirmed that the perceived value of the mobile shopping app had a positive (+) effect on the intention to use. Through this study, we would like to examine the factors that can affect perceived value and usage intention in the mobile shopping app industry, which is increasingly competitive among companies along with the rapid growth of mobile technology and market, and suggest practical implications for related companies and officials to establish efficient strategies to further increase mobile shopping app users.

The Structural Relationship among Trust in MIM, Attitude toward Emoticons, and the Intention to Purchase Emoticons in Kakao Talk (모바일 인스턴트 메신저에 대한 신뢰, 이모티콘 사용 태도와 이모티콘 구매의도 사이의 구조적 관계: 카카오톡 사례)

  • Jung, Bohee;Bae, Jungho
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.10
    • /
    • pp.311-325
    • /
    • 2016
  • The communication via MIM(Mobile Instant Messenger) has unique characteristics; one of them is use of emoticons. Although using emoticons in MIM is getting a lot of attention from business fields and emoticons markets in MIM is growing rapidly, there are little researches focused on emoticons in MIM in consumer behaviors and marketing area. So, the purpose of this study is to fill this theoretical and practical gap. For this purpose, we explore the effect of and trust in MIM system and attitude toward use of emoticons on purchase intention to emotions in MIM. Our study used structural equation modeling analysis; the results showed that perceived benefits and perceived risk to MIM affected trust in MIM system significantly, more specifically, while perceived benefits affected trust in MIM system positively, perceived risk affected trust in MIM system negatively. We also found that perceived usefulness of emoticon in MIM and flow experience influenced attitude toward use of emoticons positively. Lastly, trust in MIM system and attitude toward use of emoticons had positive effect on purchase intention to emoticons in MIM. The implication and limitations of this study are also discussed.

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
    • /
    • v.9 no.2
    • /
    • pp.15-39
    • /
    • 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.

Typography Media(Emoticon) for the Public Service and Communication (타이포그래피 미디어(이모티콘)의 소통과 공공성)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.6
    • /
    • pp.197-204
    • /
    • 2011
  • In line with the development of Media, the use of character has been developed in various ways. Specially, it has been emerged the functions of written language of visualization and delivery of emotion in the digitalized environment due to speedy growth of internet and Mobile. The emoticons emerged as a tool for the convenience of communication proved to have taken effective role in the part of communication culture. Particularly, Hangul emoticons which contains the meaning of communication and sharing in tandem with the principle of Hangul invention, provides convenience in combination & use due to its structural and design characteristic for which it plays a significant role of visual element. Hangul emoticon is definitely a part of Hangul culture and in view of globalization of visual language in connection with media development, there is a huge potential being to be used as a international communication tool. In this study, it will be reviewed on the increased utilization of Hangul emoticons and related public issues as being a part of typography media, in view of the generalization of private media as well as change of subjective user.

Study on Utilization of Digital Tacho Graph in Construction Machinery Information Systemm (건설기계 정보화시스템 구축을 위한 운행기록장치 활용방안)

  • Yoon, Janet;Lee, Seung-Cheol
    • Journal of Auto-vehicle Safety Association
    • /
    • v.8 no.2
    • /
    • pp.17-23
    • /
    • 2016
  • Construction of our machine "Digital Tacho Graph" toghether with development and intergrated management system information is attached under Traffic Safety Law in article submission. This machine "Digital Tach Graph" has been mandated on a priority basis. The entire machine is constructed with specialised components to collect data that can retrive basic information. To obtain the components to perfect the information to optimize the device and system.

How IT Drives Innovations for Public Service: Mobile Office for Seoul Metropolitan Railway (IT 기반의 공공서비스 혁신: 서울도시철도공사의 모바일 오피스 사례)

  • Cho, Nam-Jae;Choi, Joung-In;Oh, Seung-Hee
    • Information Systems Review
    • /
    • v.14 no.1
    • /
    • pp.67-84
    • /
    • 2012
  • Recent increases in uncertainty and speed of market change are driving the adoption of new intelligent mobile office systems. Organizational information systems paradigm suggests that a right match between organizational characteristics and the use of technology is critical in producing desired results. Following such perspective this study developed the mobile office system case of Seoul Metropolitan Railway Transit(SMRT) in Korea. SMRT developed the mobile task-supporting environment that help the management of subway lines real-time without the restriction of time and space. They named the system as ST&F(SMRT Talk and Flash). They decided to develop the application systems in-houses they did not want to be overly dependent on external services in future changes and developments of the system. The new practice reduced the time for moving back and forth to 10% of their working time from previous 20%. The time used for paper works and administration chore also reduce to 10% of their working time from previous 30% on the average. The employees could use 80% of their time to concentrate on the completion of assigned task. The effects of this improvement resulted in the heightened efficiency of the use of human resources and the heightened level of railway safety. The case of SMRT shows that the mobile office system can be applied and extended to various business areas such as facility management and maintenance beyond such typical uses as sales and marketing support. Also, The result of case study will be a useful guideline on the construction and using of mobile office system.

  • PDF

Future Scenarios of Scholarly Information Services in Academic Libraries (대학도서관 학술정보서비스의 미래 예측을 위한 시나리오기법의 적용)

  • Cha, Mi-Kyeong
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.15 no.1
    • /
    • pp.137-153
    • /
    • 2004
  • Emerging ubiquitous computing and mobile communication urges changes in academic libraries' information services. This study is to explore the future scholarly information services in academic libraries, by adopting a future research method, scenarios. It identifies the key forces in the scholarly information flows, scans the range of alternatives, and describe the possible behaviors of the three groups of main actors: publishers, academic libraries, and users.

  • PDF

Extension of Domestic Cartoon Contents Business and Development Direction View (국내 만화콘텐츠 비즈니스의 확장과 발전방향 조망)

  • Ahn, Seong-Hye;Hur, Young
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.2
    • /
    • pp.222-229
    • /
    • 2007
  • Cartoon contents is strong not original work through only story but culture penetration and high added value of idea had infinite value as entertainment goods. Also, it can extend by emotional contents of Mobile base by communication role as sensible symbol that satisfy various emotion and appetite of expressed opinion is available. This paper wished to take a view of present condition of cartoon industry and development direction through comprehension of cartoon contents business, and to propose goods development way of cartoon contents by the alternative to extend cartoon contents business area.