• Title/Summary/Keyword: Mobile Application Market

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Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Live Streaming as a Distribution Channel in Fashion Mobile Applications: Exploring Loyalty Models in the Modern Retail Era

  • Nugroho HARDIYANTO;Wahyu RAFDINAL;Yayan FIRMANSYAH
    • Journal of Distribution Science
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    • v.22 no.10
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    • pp.43-54
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    • 2024
  • Purpose: Market competition in the fashion industry is intensifying, pushing brands to strive for consumer preference and market leadership. Mobile fashion applications have emerged as key distribution channels, with live streaming being a common feature for product distribution and consumer loyalty. Therefore, this study will analyze the loyalty model in live streaming on mobile fashion applications by integrating the quality loyalty model, parasocial relationships, and uses and gratifications (U&G) theory. Research design, data and methodology: Data were collected from a survey of 427 respondents who are customers of a fashion product that had been purchased through live streaming on a mobile fashion application and processed using the PLS-SEM method Results: The results of the study show that the live streamer and product quality significantly influence satisfaction and loyalty. Conversely, AR content and live streaming content do not directly influence loyalty but have an indirect effect through satisfaction Conclusions: this study is the first to model loyalty in mobile fashion applications by integrating the quality loyalty model, parasocial relationship, and U&G theory. Practically, fashion companies are advised to conduct live streaming by considering aspects of content, live streamer, and product quality to enhance satisfaction and loyalty.

Analyzing Impact Factors of User Resistance to Accepting Paid Mobile Application (유료 모바일 애플리케이션 수용 저항 요인에 관한 분석)

  • Song, Seong-Beom;Kang, Ju-Young;Lee, Sang-Gun
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.361-375
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    • 2013
  • While the mobile application market is growing fast, the revenues of the majority apps are declining. Moreover, paid mobile application prices and purchases have been slow because of intensifying competition. However, the conventional studies focused only on the acceptance factor of mobile applications, so they cannot explain the phenomenon such as acceptance resistance for paid mobile applications. Therefore, our study tries to analyze the factors for the acceptance resistance of users for paid mobile applications. The research model in this paper, which is based on S-O-R model, verified through surveys how social influence and app characteristics affect user perception and how user perception affects to app resistance. The results of our study showed that paid mobile applications happened to be destroyed in front of the chasm because of the perceived loss. Consequently, the results implicate that the developers should lower the initial price and actively react to the negative reviews in order to lower the perceived loss. Moreover, the results verified that a sense of self-efficacy can lower application acceptance resistance by including personal properties to our research model as control variables.

A Study of the Performance Prediction Models of Mobile Graphics Processing Units

  • Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.1
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    • pp.123-128
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    • 2019
  • Currently mobile services are on the verge of full commercialization ahead of 5G mobile communication (5G). The first goal could be to preempt the 5G market through realistic media services utilizing VR (Virtual Reality) and AR (Augmented Reality) technologies that users can most easily experience. Basically this movement is based on the advanced development of smart devices and high quality graphics processing computing power of mobile application processors. Accordingly, the importance of mobile GPUs is emerging and the most concern issue becomes a model for predicting the power and performance for smooth operation of high quality mobile contents. In many cases, the performance of mobile GPUs has been introduced in terms of power consumption of mobile GPUs using dynamic voltage and frequency scaling and throttling functions for power consumption and heat management. This paper introduces several studies of mobile GPU performance prediction model with user-friendly methods not like conventional power centric performance prediction models.

Domestic Trend Analysis of Mobile Mapping System through Geospatial Information Market and Patent Survey (공간정보 시장과 특허 조사를 통한 국내 Mobile Mapping System 동향 분석)

  • Park, Hong Gi
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.35 no.6
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    • pp.495-508
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    • 2017
  • Today, MMS (Mobile Mapping System) uses the strengths of individual sensor technologies on a variety of platforms to increase the efficiency of geospatial data collection. In this paper, we analyzed the market size and technology trend of mobile mapping market in Korea and abroad, and analyzed frequency, trend, and characteristics of MMS related patents. The results of the analysis are as follows: First, it is expected that the domestic and overseas mobile mapping market will continue to grow in the future, and MMS-related technologies and applications are rapidly developing. Active research and development investment is required to preoccupy future market through technology development and patent competition. Second, the frequency of filing domestic patents is highly correlated with the results of national R&D, and industrial patent applications are highly related to national projects. It is analyzed as the result of introduction of preemptive technologies and research and development of companies for preemption in related industry rather than market development. Lastly, in Korean geospatial information industry survey, It is necessary to maintain the data so that it can be compared with the data of foreign institutions. In particular, statistical data that can grasp the market size in terms of geospatial information utilization and technical aspects are desperately needed.

A Study on the Usability of Graphic User Interface by the User Behavior in a Mobile Music Streaming App (모바일 음악 스트리밍앱의 사용자 행태에 따른 GUI 사용성 연구)

  • Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.2
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    • pp.151-168
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    • 2015
  • As the market of music download stores moved into the mobile epoch the market was growing explosively. Recently, the digital music market tends to move from the mp3 download market to streaming service and the users can use the service on their mobile devices without reference to any inconvenient download and limited storage capacity. It was found that they mainly use the recommendation music playlist, instant player, main player and sharing of the functions of the streaming service from the user behavior research. This is noticeable features that set apart from the mp3 download service. However, the interface design of the streaming app followed the previous service and it needs the optimization of its UI design. In this study, the usability of high ranked three mobile streaming apps was evaluated. The result of the test was that Naver music and Bugs had high scores overall in four sections of the streaming service features. On the other hand, the Melon had primarily high score in color application on the service. The aim of this study is to suggest the direction of the UI design of music streaming service through the understanding of essence of streaming service and evaluation the usability test.

A Study of Factors Affecting Mobile Application Download (모바일 애플리케이션 다운로드에 영향을 미치는 요인에 관한 연구)

  • Wan, Lili
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.189-196
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    • 2014
  • Mobile applications are significantly impacting people's smart phone using behavior and mobile industry value chain. By examining sources of data on mobile applications use, this study presents evidence about what factors would affect the amount of apps download, which may be useful to guide app designers and publishers to develop more persuasive new apps and marketing strategies. The results indicated app ranking had effect on download amount of apps in both Android app market and Apple app store, while prices of apps had no impact on the amount of download. App type, developer experience, and locality had effect on the amount of download only for paid apps in Apple app store.

A Study on the Quality Management System for Smart Shipyard Based on Mobile (모바일 기반 스마트 조선소 품질관리 시스템에 관한 연구)

  • Park, Ju-Yong;Moon, Se-Young;Ryu, Cheol-Ho;Hwang, In-Hyuck
    • Journal of Welding and Joining
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    • v.31 no.4
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    • pp.34-41
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    • 2013
  • In the smart life era where the majority of economically active population uses mobile devices, smart devices have formed a new service market. In this study, we developed a shipyard quality management application using mobile devices such as smart phones and tablet PCs. For this purpose, the problems were derived through the analysis of the quality management work on shipyard and the considerations were extracted to build a smart work environment by analyzing the case studies of smart work in other industrial fields. Among the shipyard quality management work, functions thought to be highly utilized when converted to a mobile system has been developed as a mobile application. The application was developed by applying an object-oriented component-based development (ooCBD) methodology, and is expected to improve the user experience and the efficiency of quality management operations in shipyard.

Analysis and Design on Mobile Application Based Social Dating Contents (모바일 앱 기반 소셜 데이팅 콘텐츠의 분석과 설계)

  • Lee, Hyo-Jung;Choi, Yoon-Ho;Lee, Byoung Yup;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.336-345
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    • 2014
  • Social dating contents that transformed from online dating service needs understanding about the market status, magnitude, business concept and related area, and its development process. Nowadays the field of dating service had expanded from off-line to on-line, and then started to be changed to social dating services with the development of the highest smart phone penetration rate. Therefore, we investigated about the market, business concept and its functions of social dating application, and then classified the typology of those social dating applications according to feature with utilization rate of user. We had described about its partial deficits and improvements on the social dating application through comparative analysis and business model analysis about successful case. As conclusions, we suggested future strategies of competition and directivity with an improving way about concrete plan for industry development of social dating application.

DetGas: A Carbon Monoxide Gas Leakage Detector Mobile Application

  • Kamaruddin, Farhan Fikri Mohd;Hadiana, Ana;Lokman, Anitawati Mohd
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.59-66
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    • 2021
  • Many incidents of Carbon Monoxide (CO) poisoning have occurred because of people being unaware of its presence. There are currently available systems on the market, but they are limited to measuring CO in a certain area and lack vital functions. Additionally, little to no evidence-based information on their quality was available. Thus, a mobile application for detecting CO gas leakage in a vehicle and critical features to assist victims was developed. A usability and functionality test were conducted to determine the product's quality utilizing nine usability and six functionality task scenarios (n=5). Then, a System Usability Scale test was performed to obtain system satisfaction, usability, and learnability (n=50). The usability and functionality test shows that all the tasks given for both tests were 100% successful. The overall score obtained for SUS was 71.4, which indicates good acceptance and usability. Around 20% of respondents claimed that they would need the support of a technical person to be able to use the application and that they needed to learn a lot of things before they could use the application, which indicates the overall high learnability of the application. The result provides empirical evidence that the CO gas leakage detection mobile application is successful and receives good usability, functionality, acceptability, learnability, and satisfaction assessments. DetGas could benefit automobile owners and other stakeholders by mitigating the risk and harm associated with gas leaking that exceeds the safe limit.