• Title/Summary/Keyword: 즉시 접속성

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A Study on the Factors Affecting the Usage Intention of the Mobile Banking Service in the Digital Convergence Age (디지털 컨버전스 시대의 모바일 뱅킹 사용 의도 결정요인에 관한 연구)

  • Kwahk, Kee-Young;Lee, Yu-Jin
    • Information Systems Review
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    • v.7 no.2
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    • pp.85-100
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    • 2005
  • Mobile banking, a type of digital convergence, has recently spread in the ubiquitous age. This study intends to identify the factors that affect the adoption of the mobile banking, which is a field similar to, but even more specialized than, the Internet banking. The results indicate that the significant factors affecting the usage of mobile banking are usefulness, service quality, and instant connectivity, while usability and social influences are not significant. These results are expected to be used for marketing the mobile banking and establishing the technological strategy by the telecommunication and banking organizations.

A Study on the Influence of Perceived usefulness and Perceived ease of use to Marketing Performance (유용성과 용이성이 마케팅성과에 미치는 영향 : 스마트폰 특성을 중심으로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.103-113
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    • 2011
  • A study on the influence of technology acceptance model to marketing performance and based on an expanded characteristics of smart phone. the result of this study are flows: 1) Perceived usefulness of smart phone are related to word-of-mouth intention and repurchase intention. 2) Social influence are related to word-of-mouth intention but repurchase intention are not related to repurchase intention.

A Study on the Real Status and Future Prospect of Wireless Internet (무선인터넷의 현황과 미래전망에 관한 연구)

  • 김경우
    • KSCI Review
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    • v.9 no.2
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    • pp.19-38
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    • 2002
  • 21세기 산업 분야의 근간은 정보통신 산업이며 그 정보통신 기술의 두 축은 인터넷과 무선통신이다. 무선인터넷은 인터넷의 즉시성과 휴대전화와 개인정보단말기(PDA)의 이동성을 합한 개념으로 무선단말기를 통해 인터넷을 이용하거나 전자상거래를 할 수 있는 서비스이다. 무선인터넷은 사용자가 이동 중에도 무선망을 통해 인터넷에 접속, 원하는 서비스를 제공받을 수 있는 환경과 기술이라고 할 수 있다. 이처럼 무선인터넷의 핵심은 모바일 즉, 단순히 선이 없다는 의미가 아니라 이동중이라도 언제 어디서라도 인터넷에 접속이 가능하다는 것이다. 현재 국내 무선인터넷 시장은 각종 사업 제휴, 사업설명회, 세미나 등 무선인터넷과 관련해 활발히 움직이고 있고, 막대한 투자와 기술 개발 또한 지속적으로 진행되고 있다. 이처럼 이동통신사업자, 콘텐츠, 솔루션, 단말기 등의 거의 모든 사업자가 초기 시장 선점을 위한 경쟁이 치열하다. 무선인터넷은 이동통신과 인터넷 서비스의 결합으로 이동중에 무선으로 인터넷 정보를 송, 수신할 수 있는 서비스로서 이는 단순문자정보서비스(SMS)방식과 WAP 또는 ME 브라우저를 탑재한 무선인터넷 서비스 방식으로 구분할 수 있다. 무선인터넷은 차세대 이동통신(IMT-2000)과 접목되면서 기존 IT산업 자체를 전면 재편하게 될 것으로 전망되고있다. 하지만 무선인터넷 활성화를 위해서는 사업자들의 지속적인 기술 개발, 콘텐츠 개발, 요금 체계 개선 등도 중요하지만 정부의 정책적 배려와 무료에 익숙해져 있는 사용자들의 인식 변화 등 다양한 차원에서의 노력이 필요하다.

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Information Security Research for Smartwork System (Smartwork System을 위한 정보보호연구)

  • Cheon, Jae-Hong;Park, Dae-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.323-325
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    • 2016
  • Computing loud arrival times were, important data Clouding and, without being limited to the device, may process the information. Recently, work environment and improved access to Cloud and Mobile, this decision has been made to take effect immediately. However, when such important decisions of the government, the security is required. In this paper, we study the network access and control in IoT, Cloud, Bigdata, Smartwork System applied to Mobile. Study the authentication, authorization, and security for each security level Level of Service to connect to the DB information. Research of this paper will be used as the basis for the information processing and decision-making system design and construction of public institutions and agencies as important information for the protection Smartwork System.

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Mashup for Instant and Simple Search using OpenAPIs (OpenAPI를 이용하여 간결함과 즉시성을 가진 검색 매쉬업)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.41-49
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    • 2011
  • This paper introduces a new search model which can retrieve information instantly and easily about a given search word on Internet and control search spaces diversely. In the existing web searches, because the user has to stop his work, run web browsers, connect to special internet sites, and type the search word by keyboard. it is a long way and not a simple way. Also the search result is too much. The user suffers difficulties of multiple searches for different categories such as dictionary, image, video clips, etc. The software implemented in this paper enables for the user to select search word simply at any documents on the screen and make search started by simply pressing CRTL key and left button of the mouse simultaneously. The software is a mash up style using the Open API which is provided by a web site and can be freely available in any other sites. By calling different Open APIs of several web sites, the mash-up software can integrate search functions of many different sites. We evaluate that the software implemented in this paper will be a good reference of mash-up as one with characteristics of easy and instant search, simple result, diversity of search category, and scalability of search functions.

An Empirical Study on the Factors Influencing the Acceptance of Mobile Easy Payment Services: A Case of Chinese User (모바일 간편 결제 서비스 수용요인에 관한 실증연구: 중국사례를 중심으로)

  • Chen, Lu;Lee, Dong-Myung
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.1-13
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    • 2017
  • In this paper, a research model was designed to investigate the factors influencing the intention to use of mobile easy payment services in China. Our research model includes the service factors(instant connectivity, economic and security), social factors(subjective norms and image), the user's individual factors(self-efficacy personal innovativeness and suitability), perceived ease of use, perceived usefulness and intention to use. A survey was conducted to collect the data with users who have had the actual using experience about mobile easy payment services. In this research, the data were collected by online survey, and in final analysis, 439 users' questionnaires were used. The empirical paper proves research hypothesis by using SPSS 22.0 and AMOS 23.0. The results of the study are as follows: the mobile easy payment service factors, social factors and the user's individual factors partially give positive effects to perceived ease of use and perceived usefulness; perceived ease of use gives positive effects to perceived usefulness. In addition, perceived ease of use and perceived usefulness have positive effects to on intention to use.

A Study on Features of Smart Phone Users (스마트 폰 사용자 특성에 관한 탐색적 연구)

  • Ha, Tai-Hyun
    • Journal of Digital Convergence
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    • v.8 no.4
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    • pp.177-184
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    • 2010
  • Mobile phones users are not only able to use smart phone services in real time whenever and wherever they desire, but also they can acquire appropriate information that they need. The features of smart phone services and users are examined in this study because there are not enough studies on such unique features of smart phone services. In accordance with the results of the study the features of smart phone services and users can be categorized as follows: 1) the requisite features of smart phone services are immediate connectivity and. 2) The requisite features for smart phone users are user friendliness and user innovation. 3) The requisite features of smart phone technology are security and linkage.

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A Centralized Deployment Protocol with Sufficient Coverage and Connectivity Guarantee for WSNs (무선 센서 네트워크에서 유효 커버리지 및 접속성 보장을 위한 중앙 집중형 배치 프로토콜)

  • Kim, Hyun-Tae;Zhang, Gui-Ping;Kim, Hyoung-Jin;Joo, Young-Hoon;Ra, In-Ho
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.6
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    • pp.683-690
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    • 2006
  • Reducing power consumption to extend network lifetime is one of the most important challenges in designing wireless sensor networks. One promising approach to conserving system energy is to keep only a minimal number of sensors active and put others into low-powered sleep mode, while the active sensors can maintain a connected covet set for the target area. The problem of computing such minimum working sensor set is NP-hard. In this paper, a centralized Voronoi tessellation (CVT) based approximate algorithm is proposed to construct the near optimal cover set. When sensor's communication radius is at least twice of its sensing radius, the covet set is connected at the same time; In case of sensor's communication radius is smaller than twice of its sensing radius, a connection scheme is proposed to calculate the assistant nodes needed for constructing the connectivity of the cover set. Finally, the performance of the proposed algorithm is evaluated through theoretical analysis and extensive numerical experiments. Experimental results show that the proposed algorithm outperforms the greedy algorithm in terms of the runtime and the size of the constructed connected cover set.

Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

A Probability based Message Synchronization Mechanisms for Massively Multi-Player Online Game (대용량 온라인 게임을 위한 확률 기반 메시지 동기화 기법)

  • Yun, Chung-Ha;Paik, Du-Won
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.33-38
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    • 2005
  • In the online game that thousands of participants connect to a game world by using Internet simultaneously, participants of the game world may have different hardwares and network environments, and messages of participants should be synchronization. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering features of the MMOFPS game and the probability of interaction among participants. We implement the proposed method and perform experiments for the performance evaluation.

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