• Title/Summary/Keyword: Mobile Campus

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An Empirical Study on Success Factors of Special-Purpose Mobile Applications: Focusing on the Mobile Campus Application of A University (특수목적용 모바일 앱의 성공요인에 관한 실증연구: A 대학교 모바일 캠퍼스 앱을 중심으로)

  • Cho, Woo-Chul;Lim, Jay-Ick;Yang, Sung-Byung
    • Knowledge Management Research
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    • v.15 no.3
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    • pp.13-36
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    • 2014
  • Recently, with the increasing popularity of smartphones, mobile applications have been being used in various sectors. In these environments, some mobile applications are being made for special purposes. The mobile campus application is one exemplary type of such special-purpose mobile applications, which have unique characteristics that allow only designated users, belonging to a specific group, to access and use relevant knowledge. The aim of this study is to identify and investigate critical success factors of mobile campus applications based on the DeLone & McLean's information systems (IS) success model and to find unique characteristics of mobile campus applications, compared to general-purpose mobile applications. In order to empirically test our research model, 199 samples were collected from students who actually had experience of using the mobile campus application of A university at least once. The findings of the structural equation modeling using SmartPLS 2.0 confirmed the DeLone & McLean's IS success model, with the exception for relationships between service quality and user satisfaction/intention to use. Moreover, the moderating role of sense of belonging to school on the relationships between quality-related factors (i.e., information, system, and service qualities) and success-related factors (i.e., user satisfaction and intention to use) was examined.

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Ubiquitous-campus recruit service model for members based on mobile computing environments (모바일 컴퓨팅 환경기반의 u-Campus 구성원 중심의 취업 서비스 모델)

  • Ryu, Sang-Ryul;Kim, Hyeock-Jin;Lee, Se-Yul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1296-1303
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    • 2008
  • Recently, the university environment has been changed faster than before. It has based on university environment and IT infrastructure. Especially, most of local university has devised development plan such as improving the image and competitive power of campus. Digital, Electronic and Mobile Campus has increased the importance as people realize that the use of technology can improve the learning process. U-Campus of latest IT Technology need a service environment of which the practical use is possible through IT analysis of the members. For example u-campus setup of mobile offers the convenience to the members. We expected thing to use much, even though actual condition investigation about IT environment of the user is insufficient. The inconvenience of mobile could not be activated to the service for proactive use. The importance became the result about u-campus service setup of a company and university center. This service environment cannot offer specific information of center members for which the service implements. In this paper, we studied about members centralized u-campus model through u-recruit, campus information mobile service on university.

Design for u-Yuhan using Mobile Based on RFID/USN (RFID/USN 기반에서의 모바일을 이용한 u-유한 설계)

  • Ahn, Byeong-Tae;Kang, Ki-Jun
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.431-439
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    • 2007
  • In the ubiquitous which is rapidly developing with ultra speed these days, constructing the u-Campus which is using the sensor-network as its base is keep developing. Also, any information related equipments like PC and mobile, computing is possible whenever and wherever you want and due to the development of the wireless network, the service environment is continually developing. In this article, I'd like to suggest the u-Campus which is very suitable to the user's environment which had used application of mobile. In u-Campus, various techniques are adopted and applied along with development of info-communication related technidques. Especially, the new type of campus which is constructed by adopting the ubiquitous computing net-work technique to the campus of university is the u-Campus. In this article, by suggesting u-Yuhan designing methods, more effective and advanced school activities of students to make possible.

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A Study for u-Yuhan System Design using Mobile in Ubiquitous Environment. (유비쿼터스 환경에서의 모바일을 이용한 u-유한 시스템 설계 연구)

  • Ahn, Byeong-Tae;Lee, Chong-Ha;Chung, Bhum-Suk
    • Management & Information Systems Review
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    • v.21
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    • pp.155-168
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    • 2007
  • In the ubiquitous which is rapidly developing with ultra speed thes days, constructing the u-Campus which is using the sensor-network as its base is keep developing. Also, any information related equipments like PC and mobile, computing is possible whenever and wherever you want and due to the development of the wireless network, the service environment is continually developing. In this article, I'd like to suggest the u-Campus which is very suitable to the user's environment which had used application of mobile. In u-Campus, various techniques are adopted and applied along with development of info-communication related technidques. Especially, the new type of campus which is constructed by adopting the ubiquitous computing net-work technique to the campus of university is the u-Campus. In this article, by suggesting u-Yuhan designing methods, more effective and advanced school activities of students to make possible.

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Factors Affecting Mobile Payment Acceptance and Intention: A Case Study of Hospitality Customers in Vietnam

  • PHAN, Dinh Tram Anh;NGUYEN, Thi Thuy Ngan;NGUYEN, Thi Khanh Nhi;NGUYEN, Tran Thien An;PHAN, Van Si Dan;HO, Ngoc Phuong Thao;DO, Kim Xuan;NGUYEN, Trong Luan
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.5
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    • pp.29-39
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    • 2022
  • The outbreak of the COVID-19 pandemic has had a significant impact on the Vietnamese economy. In the midst of a complex disease that compelled people to limit their interaction, customers' shopping habits shifted from "offline" to "online" transactions. Mobile payments have also grown in popularity. The goal of this study is to figure out what factors influence the use of mobile payments by hotel clients in Can Tho after COVID-19. The research team also examines how those factors influence customers' willingness to use mobile payment and makes recommendations to better the current situation. Primary data was collected from 227 persons using online surveys and processed with SPSS software for this study. To analyze the correlation relationship between the elements determining the intention to use, the Cronbach alpha, EFA, Correlation, and Regression methods used to assess the scale are applied. Perceived Trustworthiness, Perceived Usefulness, and Perceived Ease of Use all have positive effects on customers' propensity to use, according to the findings. Perceived Security, on the other hand, has no bearing. The findings of this study have significant theoretical and practical implications for the development of mobile payment services in Can Tho, particularly following the implementation of COVID-19.

An Evaluative Analysis of 'U-KNOU Campus' System and its Mobile Platform

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.79-86
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    • 2019
  • This paper is an overview of key elements of Korea National Open University's smart mobile learning system, and an attempt to evaluate its main services relative to the FRAME model and the Mobile Learning Development Model for distance learning in higher education. KNOU improved its system architecture to one based on xMOOC e-learning content delivery while also upgrading its PC-based online/mobile learning services to facilitate an easier and more convenient access to lectures and for better interactivity. From the users' viewpoint, the upgraded 'U-KNOU Campus' allows for a more integrated search capability coupled with better course recommendations and a customized notification service. Using the new system, the students can access not only the school- and peer-issued messages via online bulletin boards but also share information and pose questions to others including to the school faculty/officials and system administrators. Additionally, a new mobile payment method has been incorporated into the system so that the students can select and pay for additional courses from anywhere. In spite of these advances, the issue of device usability and content development remain; specifically U-KNOU Campus needs to improve its instructor-learner and learner-to-learner interactivity and mobile evaluation interface.

Implementation of a Testbed for the Use of Mobile IP in the Campus Network (Mobile IP의 학내망 사용을 위한 테스트베드 구현)

  • 이종민;김성우;김태석
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.64-72
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    • 2004
  • Mobility changes the computing environment of computer users rapidly with the broad use of the Internet. In order to support mobility in the Internet infrastructure, IETF standardized Mobile IP With the use of Mobile IP, the Internet users can use the Internet freely without any change in the IP address configuration when they move from their home networks to foreign networks. In this paper, we implement a test bed for evaluation the performance of Mobile IP to use it in the campus network. By evaluating the effect of the use of Mobile IP on the network performance, we expect that the possible side effect of its direct use in the campus network will be reduced.

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Space Management on Campus of a Mobile BIM-based Augmented Reality System

  • Ji, Seung-Yeul;Kim, Mi-Kyoung;Jun, Han-Jong
    • Architectural research
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    • v.19 no.1
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    • pp.1-6
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    • 2017
  • Over the past decade, building information modeling (BIM) has gained a foothold in the construction sector. However, as digital data generated in the virtual space of a computer environment, BIM-based data have an inherent limitation in their application efficacy under field conditions. To overcome this, the present study employs augmented reality (AR) to reduce the discrepancy between the digital data generated in virtual spaces and real-world conditions. We assessed the potential applicability of an AR-based interface by analyzing existing examples of Apple, Google, and Facebook, which reflect the recent developments of technologies focusing on user experience. We then proceeded with an AR study, restricting the scope of application to a mobile environment in which an efficient information transmission between a digital model and real life can take place. Object-oriented software engineering was employed to ensure an efficient implementation of a BIM-based AR system for campus space management (CSM) in a mobile environment. Finally, we conducted a module test to check the reliability of the CSM method by using an AR-based mobile system with a prototype of the model used in university campuses, and extracted and itemized the supplementary requirements for CSM by using BIM tools for running AR applications.

Mobile College Synthesis System Implementation for Ubiquitous (유비쿼터스를 위한 모바일 학사종합시스템 구현)

  • Han, Sang Hwan;Lee, Hye Rim;Kim, Yu Doo;Moon, Il Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.4
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    • pp.63-69
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    • 2008
  • Recently, every student would take lessons without knowing no lecture in campus life. And, If you are a university student, you tired a course to register in a crowded. For solving this problem, we choose the cellular phone. Nowadays peoples have one cellular phone to one person in korea. Using cellular phone, you can use cellular phone anywhere any time. In this paper, we studied mobile synthesis system using mobile cellular phone. According to use mobile campus system, the university and students can use easy an one to one service in ubiquitous.

A Location-Based Campus Tour Augmented Reality Game for Enriching User Experience (사용자 경험 강화를 위한 위치 기반 캠퍼스 투어 증강현실 게임)

  • Choi, Jaewook;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.6
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    • pp.729-735
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    • 2020
  • A college campus tour is a great opportunity to promote the school environment, facilities and history to visitors or prospective students. Along with the population of smart phones and the advancement of information and communication technologies, many universities have recently provided mobile applications for campus tour, and some are starting to utilize augmented reality technology. However, most of the existing campus tour augmented reality systems tended to present a description-oriented campus tour guide. Their main focus is simply to provide information about the campus's main buildings or symbols. This study focuses on self-guided tours of the campus through games making new students and visitors to get familiar with the campus in a more natural and intuitive way. In this paper we present the design and development of a location-based mobile augmented reality treasure hunt game to enhance the user experience.