• Title/Summary/Keyword: Mobile Content Design

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An Exploratory Study of QR Code Utilization for Retailers' Multichannel Strategy (소매업체의 멀티채널 전략을 위한 QR코드 활용의 탐색적 연구)

  • Yoon, Namhee;Kim, Eun Young
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.730-744
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    • 2014
  • With advances in QR code, mobile is becoming one of important channels in the fashion retail industries. This study attempts to understand the importance of QR code utilization in creating multi-channel business model. Study objectives are to classify types of multi-channel retailing by QR code utilization and to explore the role of QR code technology in strategic marketing elements for types of multichannel retailer. As an exploratory approach, a total of 78 news articles regarding QR code issues were reviewed and analyzed by focusing on 48retailers seleted in this study. The results found seven dimensions of QR code marketing strategies: abundant product information, additional information contents, transaction accessibility, connectedness to channels, location based service, loyalty program and multimedia advertising. Based a combination of channels and level of mobile apps' activation, multichannel retailers utilizing QR code technology were classified into four types; bricks-click-active mobile model, bricks-click-inactive mobile model, bricks-click model, and click-active mobile model. There were differences of using QR code marketing strategies among multichannel models. According to results, for bricks-and-mortar retailers, QR code was critical to integrate shopping experience with merchandise or sales promotions across channels. In addition, for non-store retailers, the QR code utilization was successful in expanding mobile channels, which can promote retail sales by a two-way interaction with customers via the mobile apps.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Study on the User's Sustainable Intention of Mobile Tourism : Focused on Chinese Tourists Visiting Korea (모바일 관광 애플리케이션 사용자의 지속적 사용의도에 미치는 영향 : 방한 중국관광을 중심으로)

  • Long, Shang Guan-Jin;Park, Uk-Yeol;Lee, Jong-Ho
    • The Journal of Industrial Distribution & Business
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    • v.9 no.5
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    • pp.47-62
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    • 2018
  • Purpose - Based on preceding studies, this thesis focuses on the finding of the definition and category of mobile tourism application and deriving out its characteristics. And after looking for how they make influences on continuous intention to use, we make empirical study with TAM model. Research design, data, and methodology - There are many Chinese tourist who visit Korea with user's constant intention to use of tourism application. This study is to find out the definition and category of mobile tourism application through research of preceding study and to fomulate the research model and hypothesis that how tourism application attributes (convenience, interaction, accessibility, local basis, security) affect constant intention to use of mobile tourism application. In order to verify a hypothesis, we conducted a survey for Chinese users of tourism application. In empirical study, we analyzed a structure model for frequency analysis, reliability analysis, exploratory factor analysis, validity analysis through IBM SPSS Statistics 21.0 and IBM SPSS AMOS 21.0 Results - Among tourism applications, convenience, interaction, accessibility and local basis have positive effects on both perceived usefulness and perceived easiness respectively. But security does not. Also perceived easiness has a positive effect on perceived usefulness. Finally, perceived usefulness and perceived easiness have positive effect on constant intent to use. Conclusions - Tourism application enterprises should put emphasis on design such as menu or function in order to simplify the operation of new services for new customers. Therefore, comfortable user interface and development of useful function can improve tourism application. Consequently, it leads to the promotion of tourism application. Also, when users perceive tourism application as a useful media which is easy, comfortable and useful content, the degree of constant intention to use becomes increased. It is important to provide plentiful and useful contents for customers and to develop user interface such as easy operation because these factors have positive effects on constant demand and use of tourism application.

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1475-1480
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    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.

The Design Interface and Mobile Internet Contents Type Analysis (모바일 인터넷 컨텐츠 유형 분석 및 인터페이스 설계)

  • Cho, Hyun-Seob;Ryu, In-Ho
    • Proceedings of the KAIS Fall Conference
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    • 2011.05a
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    • pp.371-374
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    • 2011
  • Recently, retrieval of various video data has become an important issue as more and more multimedia content services are being provided. To effectively deal with video data, a semantic-based retrieval scheme that allows for processing diverse user queries and saving them on the database is required. In this regard, this paper proposes a semantic-based video retrieval system that allows the user to search diverse meanings of video data for electrical safety-related educational purposes by means of automatic annotation processing. If the user inputs a keyword to search video data for electrical safety-related educational purposes, the mobile agent of the proposed system extracts the features of the video data that are afterwards learned in a continuous manner, and detailed information on electrical safety education is saved on the database. The proposed system is designed to enhance video data retrieval efficiency for electrical safety-related educational purposes.

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The Design Interface for Retrieval Meaning Base of User Mobile Unit (모바일 단말기에서 사용자의 의미기반 검색을 위한 인터페이스 설계)

  • Cho, Hyun-Seob;Oh, Hun
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.1665-1667
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    • 2007
  • Recently, retrieval of various video data has become an important issue as more and more multimedia content services are being provided. To effectively deal with video data, a semantic-based retrieval scheme that allows for processing diverse user queries and saving them on the database is required. In this regard, this paper proposes a semantic-based video retrieval system that allows the user to search diverse meanings of video data for electrical safetyrelated educational purposes by means of automatic annotation processing. If the user inputs a keyword to search video data for electrical safety-related educational purposes, the mobile agent of the proposed system extracts the features of the video data that are afterwards learned in a continuous manner, and detailed information on electrical safety education is saved on the database. The proposed system is designed to enhance video data retrieval efficiency for electrical safety-related educational purposes.

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Mobile Application UI Design for TV Broadcasting Content Recommendation (TV 방송콘텐츠 추천용 모바일 어플리케이션 UI 제안)

  • Son, Hee-Jeong;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.86-93
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    • 2012
  • The emergence of cable TV, satellite broadcasting and IPTV provides viewers with a variety of TV programs. However, viewers' desire for watching their favorite TV program at convenient time has increased because of insufficient spare time. As an increase in smart phone market has accelerated an entry into "the age of smart network media" since 2009, mobile media suggests services connected to other digital devices. Recently, there has been growing interest in TV controling system of smart phone. Therefore, the present study aims to provide an concept of the smart phone application which recommends contents of TV program by analyzing personal watching pattern. To suggest detailed direction of the interaction and UI design, we analyzed previous research and examples of TV controlling applications and products. In addition, public opinion survey was carried out to rationalize this study and suggest suitable UI structure.

The Study of an Extended Cultural Dimensions Index based on the Content (콘텐츠 중심의 확장형 문화 차원 지수 연구)

  • Oh, Jung-Min;Moon, Nammee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.9
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    • pp.77-84
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    • 2013
  • There are lots of tries to make a combination between the technology development which is fast arisen and cultural phenomenon which imply in it. We called this research area as the cultural computing or cultural modeling. In this paper, we examine the cultural user interface design, especially cultural design structure based on the contents considering the research trend of the cultural modeling. To design of the contents based on the culture, there is a need to draw a structure of the cultural feature for the contents. To do this, we combine Hofstede's cultural dimensions model with the data of contents and then we suggest cultural index of content(CiCo). Furthermore, we draw national index of cultural content(NiCC), through conjoining CiCo with preference pattern of content consumption for the nations. Suggested CiCo and NiCC are based on Hofstede's model, however they are improved approximately 10% of the explanatory of model than the Hofstede's.

Design and Implementation of a Korean Language Educational Content for Foreign Beginners Using Based on Android (안드로이드 기반 외국인을 위한 초급 한글교육용 어학 콘텐츠의 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.2
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    • pp.477-483
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    • 2011
  • These days, smart phones are being widely used and accordingly, a larger number of consumers have become interested in them, thus many applications are being developed with a variety of forms. There are various fields in it, such as multimedia, games, information and education, as per users' disposition and characteristics. As for the current contents for language education in mobile environment, the market is dominated by contents for learning foreign language such as English, Japanese and Chinese, while contents for educating Korean language are minuscule. In this paper, thus, we design and implement a elementary Korean language educational contents for foreign beginners who can use the contents at their smart phones with Android OS.

Community Mobile App Design to Relief Loneliness in Elderly People (고령층의 사회적 고독감 해소를 위한 커뮤니티 모바일 앱 설계)

  • Kim, Ki Hwan;Kim, Min Bum;Kim, Sung Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.210-212
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    • 2018
  • According to the OECD (Organization for Economic Cooperation and Development) report, the suicide rate of senior citizens has been high since 2009 due to lower social participation compared to their youth and depression. As entering the Information Era, it became easier to form and expand relationships due to the influence of online community sites. However, it is difficult to use these community sites for the elderly because they lack accessiblity for seniors. In this paper, we describe the content of community mobile apps for senior citizens' social solitude and participation in information society. We also, analyze why community sites are difficult to use, and suggest community mobile app interfaces and content considering physical and cognitive conditions, focusing on user scenarios based on PACMAD, one of the user assessment models. This will serve as the basis for encouraging the elderly to participate in the information society.

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