• Title/Summary/Keyword: 모바일 커뮤니케이션

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Case Study for the Communication Elements of Branded Contents Ad (Focused on Division of Contents Type) (브랜디드콘텐츠의 커뮤니케이션 기법에 관한 연구 (유형구분을 중심으로))

  • Kim, Jong-Min
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.295-304
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    • 2020
  • This study analyze the meaning and the characteristic of branded contents ad, one of the leading advertising methods. 10 experts who work for various advertising fields were inteviewed through semi-Structured Interview method and connected the keywords. First, branded contents advertisement can be split into two part, congenital branded contents ad and acquired branded contents ad. Congenital branded contents have a customer process, (Attention-Awareness-Interest-Compromise) and agency process (Combine-Seed-Continuous- Compromise). acquired branded contents ad also have a different customer process (Attention-Interest-Awareness-Compromise) and agency process (Seed-Rootage - Combine- Compromise). 'Combine' stage and 'Compromise' stage is the new features in the branded contents ad and 'awareness'stage also has a different meaning with previous theories.

Changes in patient-centered medical services: focused on improvements on communication between doctors and patients (환자 중심의 의료서비스 변화: 의사와 환자의 커뮤니케이션 개선을 중심으로)

  • Kim, Yong
    • Journal of Science and Technology Studies
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    • v.13 no.2
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    • pp.71-110
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    • 2013
  • As a patient has recently been recognized as not a passive object but a subject of medical services, various attempts are being made to strengthen the status of a patient. Medical communication which has been led by a doctor so far is being made with a focus on a patient due to sovereignty of a consumer and activation of medical information. The purpose of this paper is to investigate the process to strengthen the status of a patient as a consumer of health care service through a patient association and consumer movement as medical information becomes public. As the patient centered medical service is creating a variety of health care service market using IT technologies, it has contributed to the improvement on asymmetry of medical information. As the expansion of IT fusion health care market is bringing the fundamental change into the traditional relationship between a doctor and a patient, the medical service market is being re-organized. A patient centered medical service such as expansion of mobile health care model led by a patient is being accelerated.

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A Study on the Fun Factors to Improve Game Quality (게임 품질 향상을 위한 재미요소에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.65-68
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    • 2020
  • 최근 코로나19 영향이 가장 컸던 2020년 1분기 동안 전세계 모바일 게임은 전년 동기 대비 약 18% 증가한 약 123억 건이 다운로드 됐으며, 소비자 지출은 약 2% 증가한 약 166억 달러를 달성한 것으로 나타났다. 그러나 글로벌 게임시장의 규모가 상승하는 가운데 국내에 출시된 모바일게임을 전체적으로 살펴보면 게임성이 향상되지 못한 부분에 대해서 글로벌 게임 경쟁력에 대한 해결방안이 마련되어야 할 것으로 생각한다. 본 논문에서는 게임의 재미요소와 관련해서 다양한 내용으로 게임 사용자들의 의견을 알아보면서 게임을 플레이하는 사용자 측면에서 의견들을 분석한 결과 재미요소가 게임의 품질을 결정하는 중요한 부분으로 사용자들과의 소통, 피드백을 통해 의견을 받고 수렴해주는 커뮤니케이션이 매우 중요함을 제시하고자 한다.

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Design and Implement of BACnet based Intelligent Building Automation Control System (모바일 카메라를 이용한 방송 시스템 설계 및 구현)

  • Park, Youngha;Seong, Kiyoung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1330-1336
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    • 2021
  • Media sharing platform such as YouTube have grown significantly in the mobile environment. This is a platform that allows users to select and view broadcast programs that are only available on TV through network-connected PCs and mobiles, and share their media content to communicate. Currently, in the era where mobile and TV broadcasts can be viewed equally, there is a time difference between the video and real-time screen transmitted to TV and mobile, different from the actual situation.We want this time difference to be realized in the same way as the real time, and there is a need for a system that can broadcast in a free environment at any time. Therefore, in this paper, a broadcasting system was designed and implemented in a mobile environment. The result of reducing the delay time difference due to the improvement of the processing method was obtained.

Influence of On-line Brand Communities on Customers' Attitudes -Focusing on the Brand Selection of Online Universities- (온라인 브랜드커뮤니티가 소비자 태도에 미치는 영향 -온라인 대학 브랜드 선택을 중심으로-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.366-377
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    • 2010
  • As internet and mobile technology brings rapid transformation to this society of information, how relations are conducted between customers have become a critical factor influencing companies. Companies are creating Internet communities based on their brands, encouraging customers to actively form and develop brand communities. Thus, this report proposes a plan to analyze the effectiveness of community activities based on the customers active involvement and how to effectively manage and utilize it. The purpose of this research is to understand the effects on-line brand communities and their characters have on customer behavior. Also, it will study the effects community attitudes have on brand decisions and oral transmission communication when on-line brand communities choose a brand. This report was conducted to survey on-line university students to understand how communities' attitude affects the decision of on-line university brand and oral transmissions when students choose to study at a on-line university. According to research, those factors brought positive responses to character of the brand communities(confidentiality of information, interactivity, convenience, intimacy) and by doing so, on the customer's attitude side, positive results on intention of purchase and oral transmissions can be expected. In addition, the character of the brand communities affects intention of purchase and oral transmission communication. Based on this research, it is possible to propose a marketing strategy that revitalizes brand communities' activities.

A Study on the Influence of Telephone Apprehension Affecting Continuous Use Intention of Mobile O2O Commerce (모바일 O2O 커머스 지속이용의도에 영향을 미치는 전화 불안감에 관한 연구)

  • Lee, Kyeong-Rak;Kim, Mee-Sung;Lee, Sang-Joon
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.661-671
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    • 2018
  • The avoidance tendency of voice call in younger generation facilitates the growth of mobile O2O service that utilizes Messaging. This study adopted and elaborated original concepts of telephone apprehension to apply phone anxiety to O2O. We examined previous researches related to the ubiquity of service quality, communication ability and anxiety, and then conducted a survey to understand the consciousness of mobile O2O service users. The results show that users with high message intimacy and users with poor logicality are afraid of voice calls. The mobile O2O service is considered useful as a means to replace an unstable situation. In this study, we considered individual characteristics of acceptance factor of O2O mobile service technology, and it was a new attempt to expand telephone apprehension characteristic reflecting current situation. In addition, the different results of this research from prior studies that examined the relationships among apprehension, usefulness, and continuous use intentions might be helpful to expand and sophisticate the research area.

Smart mobile support for HTML5-based real-time Community Case Management System Development (스마트 모바일 지원을 위한 HTML5 기반의 사례관리 실시간 커뮤니티 시스템 개발)

  • Lee, Bong Soo;Kim, Bong Han;Oh, Dong Sik
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.289-294
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    • 2012
  • In this paper, we take advantage of the characteristics of mobile smartphones can be serviced without the constraints of time and space, and Study was developed by a variety of mobile services were done in a traditional offline can be implemented in real-time Case Management Community. To this end, in addition to general PC/laptop, smart mobile until the configuration interface provide the same environment for HTML5 Web Switching and Optimal Network on the same device-specific browser Size to the implementation of the next generation of Web standards, HTML5-based integrated case management Web and Mobile Web. Hybrid App Development OS supports various kinds of smart devices based on SenchaTouch Mobile Framework between the server real-time synchronization and message through the implementation of the Push Notification function, administrators and guardians real-time two-way communication between the subjects is a real-time implementation of the system was implemented Case Management Community.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

A Study on Platform Strategies of Korean First Mobile Instant Messenger KakaoTalk (주식회사 카카오의 플랫폼 전략에 대한 연구)

  • Jang, Kyoung Young;Oh, Jung Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.49-56
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    • 2013
  • KakaoTalk, a Korean mobile instant messenger service launched by KAKAO Inc., has grown remarkably popular in a short period of time, with its number of subscribers exceeding 100 million as of July 2013. Today, KakaoTalk is an everyday communication tool among most Korean mobile users. Although KAKAO has been the subject of many business and consumer studies, the KakaoTalk platform strategy has not been studied thoroughly. In this study, we analyze its platform strategy through the lens of several widely utilized frameworks such as Platform Leadership (Gawer & Cusumano 2002, 2008), Winner-take-all dynamics (Eisenmann et al. 2006), and Open Service Innovation (Chesbrough 2011). Our results show that Eisenmann et al (2006)'s "Winner-Take-All" platform best explains how KakaoTalk dominated its rivals, Mypeople by Daum Communications and Line by Naver Corporation. In surpassing its rivals, KAKAO delivered a solution to the 'essential problem' that mobile social communication should be upgraded from mobile companies' paid "Short Message Service" (SMS). By doing so, KakaoTalk fulfilled the first requirement of Gawer & Cusumano (2008)'s "Coring" strategy, which explains how a new platform is created. KakaoTalk also satisfied the second requirement of "Coring" by providing economic incentives for KakaoTalk members to interact through its Games and Items store. Actively accepting its customers' ideas and upgrading its services, KAKAO reinforced its platform leadership to its customers and put Chesbrough (2011)'s "Outside In - Open Service" innovation strategy into practice.

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An Intelligent Multi-Agent using Platform for HealthCare Service (멀티 에이전트를 이용한 헬스케어 시스템)

  • Kang Eun-Young;Kim Ung-Mo
    • Annual Conference of KIPS
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    • 2006.05a
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    • pp.1467-1470
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    • 2006
  • 유비쿼터스 환경중 상황에 따라 필요한 행위를 컴퓨터가 수행하여 사용자 각각의 특성에 따라 서비스를 할 수 있는 가장 좋은 것이 헬스케어 분야이다. 기존 헬스케어 시스템은 클라이언트/서버 환경으로 많은 환자들의 생체 신호 데이터가 실시간으로 서버로 전송될 때 서버의 일정 수용 한계를 넘어서게 되어 심한 경우 서버가 다운되는 현상이 발생할 수 있다. 이는 긴급한 환자의 처리에 대처하지 못하는 심각한 상황을 초래 할 수 있다. 또한 생체 신호를 보내는 모바일 디바이스의 자체적으로 지원되는 자원 부족으로 환자와 병원 중앙 서버와의 원활한 커뮤니케이션의 제공을 보장하지 못하는 단점도 있다. 이런 문제점을 해결하기 위하여 본 논문에서는 중간에서 환자와 병원사이의 중간 역할을 하는 써로게이트 시스템과 멀티 에이전트 시스템을 제안한다. 멀티에이전트 시스템은 중앙집중적 부하를 줄이고 유연성 있고 복잡한 처리가 가능하도록 한다. 이는 하나의 에이전트로 해결하지 못하는 복잡한 문제의 해결을 여러 에이전트의 협동을 통해 작업을 수행한다. 이를 위해서 본 논문에서는 JADE 를 기반으로 하는 에이전트 기술을 적용하였다. 모바일 디바이스에 인가되지 않은 접근을 막기 위한 수단으로서, 모든 메시지는 써로게이트를 통해 전달된다. 또한 써로게이트를 통해 로컬 및 원격의 에이전트를 쉽게 다룰 수 있다

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