• Title/Summary/Keyword: Mobile Application Market

Search Result 264, Processing Time 0.028 seconds

Analysis of Factors Affecting Intention of Continuous Use for Mobile Wallet Based on the Information System Success Model (정보시스템 성공모형을 기반으로 한 모바일월렛 지속사용의도에 미치는 영향 요인 분석)

  • Jeon, Sun-Ho;Kang, Ju-Young;Lim, Jay-Ick
    • Journal of Information Technology Services
    • /
    • v.13 no.4
    • /
    • pp.325-340
    • /
    • 2014
  • Mobile payment system using NFC attracted attention as the mobile payment market grows due to the fast diffusion of smart phones. However, non NFC mobile payment recently appeared because of the slow growth of infrastructure for NFC. With advent of Non NFC mobile payment applications, mobile payment industry is in developing trend. Non NFC mobile payment revitalizes the market by overcoming the limit of NFC with the smart applications using bar code and QR code payment, and providing various discounts, membership benefits and payment information. Therefore, this paper analyzed the intention of continuous use with the quality of mobile payment application based on the information system success model. Three categories of factors which are system quality, service quality, and information quality were used. We verified the significance of the factors affecting the intension of continuous use. mainly, quality of information was considered as an important factor of continuous Intention to Use. Also, unlike previous NFC, it was found that in Non-NFC, compatibility might not be as important factor. Moreover, we suggest a marketing strategy of companies for mobile payment industry which focus on information quality. and future research directions for non NFC payment market.

Prioritization-Based Model for Effective Adoption of Mobile Refactoring Techniques

  • Alhubaishy, Abdulaziz
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.12spc
    • /
    • pp.375-382
    • /
    • 2021
  • The paper introduces a model for evaluating and prioritizing mobile quality attributes and refactoring techniques through the examination of their effectiveness during the mobile application development process. The astonishing evolution of software and hardware has increased the demand for techniques and best practices to overcome the many challenges related to mobile devices, such as those concerning device storage, network bandwidth, and energy consumption. A number of studies have investigated the influence of refactoring, leading to the enhancement of mobile applications and the overcoming of code issues as well as hardware issues. Furthermore, rapid and continuous mobile developments make it necessary for teams to apply effective techniques to produce reliable mobile applications and reduce time to market. Thus, we investigated the influence of various refactoring techniques on mobile applications to understand their effectiveness in terms of quality attributes. First, we extracted the most important mobile refactoring techniques and a set of quality attributes from the literature. Then, mobile application developers from nine mobile application teams were recruited to evaluate and prioritize these quality attributes and refactoring techniques for their projects. A prioritization-based model is examined that integrates the lightweight multi-criteria decision making method, called the best-worst method, with the process of refactoring within mobile applications. The results prove the applicability and suitability of adopting the model for the mobile development process in order to expedite application production while using well-defined procedures to select the best refactoring techniques. Finally, a variety of quality attributes are shown to be influenced by the adoption of various refactoring techniques.

Analysis of Indonesia's Digital Industry and the Case of Gojek

  • Namjae Cho;Firti January Anindya
    • Journal of Information Technology Applications and Management
    • /
    • v.28 no.5
    • /
    • pp.17-39
    • /
    • 2021
  • Indonesia's industrial application of digital technology is growing fast, especially in the application of mobile technology. About 1,700 digital startups are sprouting. PT Aplikasi Karya Anak Bangsa is one of those digital startups founded in 2010. This company is widely known, especially in Southeast Asia, for its products and services called 'Gojek' which was launched initially in 2015. Gojek began as a ride-hailing mobile-based application that later evolved into a Super App providing more than 20 different services in one single mobile application. After becoming Indonesian first unicorn company in 2016, Gojek now has become the first decacorn company in Indonesia, worth more than USD 10 billion since 2019. This paper aims to analyzes the technology industry in Indonesia and analyzes Gojek's background and history, its competitive status, and critical success factors. As a conclusion, we provide some advices for future development of Gojek in Indonesia and other countries in Southeast Asia's market. The advices include rebranding its overseas presence and the use of consistent brand identity across countries.

Designed and Implementation of the Flash Game Contents based on the Mobile (모바일 기반 플래시 게임 컨텐츠 설계 및 구현)

  • Hong, Sung-Soo
    • Journal of Korea Game Society
    • /
    • v.3 no.2
    • /
    • pp.79-85
    • /
    • 2003
  • A mobile Flash contents has risen its word in IT field recently. The flash against downloading the services of a character or a bell sound threaten the fist place of market in mobile contents field. And from now on flash game is able to be in a development field in view of the potentiality the market of mobile. That's the reason why is worthy notice, this is because there are various fields of approaching sc many users and that's a potential market. Therefore it has the sufficient possibility for the market. In this paper with allowing for these circumstance, flash animation contents produced for helping a student to make an animation in mobile environment and the model designed and embodied to have application for appling it to flash game.

  • PDF

A Study on Comparison Analysis of Collaborative Filtering in Java and R

  • Nasridinov, Aziz;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2013.11a
    • /
    • pp.1156-1157
    • /
    • 2013
  • The mobile application market has been growing extensively in recent years. Currently, Apple's App Store has more than 400,000 applications and Google's Android Market has above 150,000 applications. Such growth in volumes of mobile applications has created a need to develop a recommender system that assists the users to take the right choice, when searching for a mobile application. In this paper, we study the recommendation system building tools based on collaborative filtering. Specifically, we present a study on comparison analysis of collaborative filtering in Java and R statistical software. We implement the collaborative filtering using Java's Apache Mahout and R's recommenderlab package. We evaluate both methods and describe the advantages and disadvantages of using them in order to implement collaborative filtering.

A Study on Video Content Application Based on Mobile Device Platform in China (중국의 Mobile Device Platform 기반 영상콘텐츠 Application 연구)

  • ShI, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.10
    • /
    • pp.433-438
    • /
    • 2019
  • In this paper, the write analysis the application of basic video content of Mobil Device Platform in China and studies the future development scheme. According to the survey, as of 2019, 78% of Chinese total population is the Internet service users and application software users. Mobile Device Platform is independently developed to provide video content application services, which already have 640 million video application users from 2013 to the present. 65% of users install and use more than two video content applications. In China TikTok, Kuai Shou, MeiPai and other video content applications, not only can easily achieve simple user interface and users can directly shoot video content. These production functions is different from YouTube, a famous video platform in the United States. In the video platform market, the core competitiveness is content creation. In the future, the integration of video content of VR, AR and other video projects will expecte to further activate the video platform market.

Improving evaluation metric of mobile application service with user review data (사용자 리뷰 데이터를 활용한 모바일 어플리케이션 서비스 평가 척도 개선)

  • Lee, Burmguk;Son, Changho
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.1
    • /
    • pp.380-386
    • /
    • 2020
  • The mobile application market has grown over the past decade since the advent of smartphones, making it the largest market for electronic device software. As competition intensifies in the mobile application market, the impact of application evaluations on the consumption and usage patterns of users has also significantly increased. Therefore, research has been conducted on measures to evaluate mobile applications, but most of the research has relied on qualitative methods such as expert-centered interviews or surveys. In addition, evaluation measures are being constructed from the service provider's perspective, not from the service user's perspective. However, the possibility of application-specific analyses that minimize the subjectivity of researchers is growing, as large amounts of user review data enable quantitative analysis of actual users' assessment of applications. Therefore, this study presents a methodology that can complement current problems with existing quality assessments for mobile applications by utilizing user review data. To this end, the Topic Modeling technique LDA (Latent Dirichlet allocation) is applied in order to elucidate ways to improve existing evaluation measures from a user's perspective. The study is expected to reduce bias in service assessment due to the subjectivity of service providers and researchers as well as provide a measure of assessment by area of mobile applications from a consumer perspective.

A Study on Factors that Influence the Attitude to Pirate Smartphone Application (스마트폰 애플리케이션 불법적 사용 태도에 미치는 요인 연구)

  • Kim, Joong Han
    • Journal of Information Technology Services
    • /
    • v.13 no.2
    • /
    • pp.19-34
    • /
    • 2014
  • As the global smartphones market is growing at a brisk pace, their associated mobile applications are becoming increasingly ubiquitous in our daily life. The growth of mobile application business is explosive. Like other digital contents businesses, illegal downloads of copyrighted mobile applications become major obstacle in the future of the industry. In spite of anti-piracy efforts, the phenomenon has been getting worse. It is necessary to change the focus of current deterrence policies and strategies. This study investigates the factors influencing smartphone applications piracy behavior. For better understanding of illegal behavior, a research model of potential determinants for the piracy behavior is developed and empirically tested via path analysis using structural equation modeling. Findings show that social factors, beliefs concerning benefits from piracy, self-efficacy, and habit have significant effects on attitude toward smartphone application piracy. The result also shows perceived risks and facilitating conditions were not significantly related to their attitude. Implications for research and practice are discussed.

Status and Trends of Mobile Services Via Smartphone in University Libraries (대학도서관의 스마트폰 기반 모바일 서비스 현황 분석 연구)

  • Kim, Sungjin
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.23 no.4
    • /
    • pp.71-91
    • /
    • 2012
  • As the smartphone market has expanded and university students in their twenties account for the largest portion of the market, university libraries need to provide mobile library services to keep up with students' growing demand in mobile services. The purpose of this study is to analyze the status and trends of mobile services in Korean university libraries. This study investigated mobile services of 434 university libraries in Korea and 114 ones which are members of ARL during the months of September and November in 2012. As a result, this study found that university libraries in Korea were offering 55 mobile Web and 29 mobile application services with 11.2 and 10.7 contents respectively. In addition, on the basis of the identified current problems, this study suggested further steps for developing and improving mobile services in Korean university libraries.

Prospects of OLED Technology

  • Jeong, Ho-Gyun
    • Proceedings of the Korean Vacuum Society Conference
    • /
    • 2015.08a
    • /
    • pp.51.1-51.1
    • /
    • 2015
  • OLED commercialization has been led in mobile market by Samsung since 2007, but more suppliers in Korea, China and Japan are joining the market. However, there remain some challenges in expanding its application to large size TV and flexible displays, especially in competition with dominant LCD products. This talk will discuss future prospects of the OLED technology after brief review of the progress.

  • PDF