• 제목/요약/키워드: Mobile Content Design

검색결과 221건 처리시간 0.022초

Analysis of Success Factors for Mobile Commerce using Text Mining and PLS Regression

  • Kim, Yong-Hwan;Kim, Ja-Hee;Park, Ji hoon;Lee, Seung-Jun
    • 한국컴퓨터정보학회논문지
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    • 제21권11호
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    • pp.127-134
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    • 2016
  • In this paper, we propose factors that influence on the mobile commerce satisfaction conducted by data mining and a PLS regression analysis. We extracted the most frequent words from mobile application reviews in which there are a large number of user's requests. We employed the content analysis to condense the large number of texts. We took a survey with the categories by which data are condensed and specified as factors that influence on the mobile commerce satisfaction. To avoid multicollinearity, we employed a PLS regression analysis instead of using a multiple regression analysis. Discovered factors that are potential consequences of customer satisfaction from direct requests by customers, the result may be an appropriate indicator for the mobile commerce market to improve its services.

Design and Implementation of a Content Model for m-Learning

  • Shon, Jin Gon;Kim, Byoung Wook
    • Journal of Information Processing Systems
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    • 제10권4호
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    • pp.543-554
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    • 2014
  • It is difficult for mobile learners to maintain a high level of concentration when learning content for more than an hour while they are on the move. Despite the attention span issue, many m-learning systems still provide their mobile learners with the same content once used in e-learning systems. This has called for an investigation to identify the suitable characteristics of the m-learning environment. With this in mind, we have conducted a survey in hopes of determining the requirements for developing more suitable m-learning content. Based on the results of the survey, we have developed a content model comprised of two types: a segment type and a supplement type. In addition, we have implemented a prototype system of the content model for Apple iPhones and Android smartphones in order to investigate a feasibility study of the model application.

공인전자문서 소통을 위한 Document-HTML 문서 생성 기법의 설계 (Design of Document-HTML Generation Technique for Authorized Electronic Document Communication)

  • 황현천;김우제
    • 산업경영시스템학회지
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    • 제44권1호
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    • pp.51-59
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    • 2021
  • Electronic document communication based on a digital channel is becoming increasingly important with the advent of the paperless age. The electronic document based on PDF format does not provide a powerful customer experience for a mobile device user despite replacing a paper document by providing the content integrity and the independence of various devices and software. On the other hand, the electronic document based on HTML5 format has weakness in the content integrity as there is no HTML5 specification for the content integrity despite its enhanced customer experience such as a responsive web technology for a mobile device user. In this paper, we design the Document-HTML, which provides the content integrity and the powerful customer experience by declaring the HTML5 constraint rules and the extended tags to contain the digital signature based on PKI. We analyze the existing electronic document that has been used in the major financial enterprise to develop a sample. We also verify the Document-HTML by experimenting with the sample of HTML electronic communication documents and analyze the PKI equation. The Document-HTML document can be used as an authorized electronic document communication and provide a powerful customer experience in the mobile environment between an enterprise and a user in the future.

OTT 서비스의 모바일 앱 UI 디자인 사용성 연구 - 20대 사용자를 중심으로 - (A Study on the Usability of the OTT Service's Mobile App UI Design - Focused on Users in Their 20s -)

  • 신새미;김태균
    • 한국콘텐츠학회논문지
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    • 제22권5호
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    • pp.125-135
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    • 2022
  • OTT 서비스 국내 이용자 수는 점차 증가하고 있으며, 기존의 방송 시스템과 다르게 다양한 방식으로 콘텐츠를 소비할 수 있는 OTT 서비스를 통해 사용자들은 보다 자유롭게 콘텐츠를 소비할 수 있게 되었다. 이처럼 서비스 이용률이 증가하고 소비 패턴이 다양해짐에 따라 사용자의 관점에서 유용하고 편리한 UI 디자인과 사용성이 고려되어야 할 테지만, OTT 서비스의 앱 UI 디자인에 관한 연구는 아직 미비한 실정이다. 따라서 본 연구에서는 국내 OTT 플랫폼 사용률 상위 5개 모바일 앱을 대상으로 UI 디자인 구성요소를 비교, 분석하고, 20대 10명을 대상으로 설문 조사와 심층 인터뷰를 통해 사용성 평가를 진행하였다. 분석 결과를 바탕으로 향후 OTT 서비스 모바일 앱의 개선 방향을 제시하였으며, 본 연구 결과가 향후 OTT 모바일 앱의 UI 디자인 및 사용성 개선을 위한 기초자료로 활용되기를 기대한다.

무선인터넷 서비스를 위한 유무선 마크업 언어간의 컨텐츠 변환 모듈 설계 및 구현 (Design and Implementation of Wired and Wireless Markup Language Content Conversion Module)

  • 김은수;김석훈;윤성일
    • 한국컴퓨터정보학회논문지
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    • 제9권4호
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    • pp.149-155
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    • 2004
  • 현재 국내 5개의 이동통신 회사들은 각각 다른 markup-language와 플랫폼 및 컨텐츠들을 사용하여 무선인터넷 서비스를 하고 있는 실정이다. 이러한 무선인터넷 환경에서 서로 다른 무선 인터넷 플랫폼의 통합 컨텐츠에 관한 연구와 개발의 필요성이 대두되고 있다. 본 논문에서는 HTML 문서의 분석을 통해 WML과 HDML, M-HTML, C-HTML 등으로 자동 변환하는 유무선 플랫폼 통합 컨텐츠 변환기를 설계하여 다양한 플랫폼 상의 무선 인터넷 컨텐츠 개발 시 유지 및 보수가 용이하도록 하고자 한다.

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The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

모바일 AR 기반 낱말카드 교육 콘텐츠 설계 및 구현 (Design and Implementation of the Word Card Learning Content based on Mobile AR)

  • 정지은;전지윤;최유주
    • 한국콘텐츠학회논문지
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    • 제15권6호
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    • pp.616-631
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    • 2015
  • 본 연구는 3세~5세를 대상으로 하는 모바일 AR(Augmented Reality, 증강현실) 기반의 "낱말카드" 교구를 설계 제안하고 있다. 본 연구에서는 동기유발과 몰입도 향상을 목적으로 학습구조를 도출하고, 도출된 학습구조를 적용한 사용자 인터페이스를 설계해 이를 구현한다. 그리고 콘텐츠 제작을 지원하는 콘텐츠 관리도구를 설계하여, 교수자가 여러 학습자의 콘텐츠를 관리하기 용이하도록 제안하고 있다. 이를 위해 관련 연구 분석, 학습자용 AR 유아 언어교육 콘텐츠 설계, 교수자용 AR 유아 언어교육 콘텐츠 관리도구 설계, AR기반 언어학습도구의 효과검증의 4단계로 연구를 진행하였다. 본 연구에서 제안하고 있는 AR 유아 언어 교육 콘텐츠는 몰입도 향상과 동기유발을 위한 학습구조로 설계되었고, AR 교육 콘텐츠 갱신의 어려움을 극복하기 위하여 일반 교수자가 손쉽게 AR 타겟과 교육 내용을 등록 관리할 수 있는 교수자용 AR 콘텐츠 관리 도구를 포함하고 있다. 제안 콘텐츠를 통한 학습 몰입도 향상 검증 및 콘텐츠 설계 확장을 위한 사전 실험으로 3~4세 유아 6명을 대상으로 한 실험 수업을 진행하였다. 실험결과 몰입도 향상 효과를 검증할 수 있었고, 교수자의 설문의견을 통하여 유아를 위한 차별화된 인터랙션의 설계의 필요성을 도출하였다.

위치기반(LBS) 모바일게임의 활성화방안 -국내게임과 해외게임의 사례연구를 중심으로- (Methods for the Revitalization about LBS Mobile Games -Comparative Analysis between Internal and Overseas Case Study-)

  • 유성호
    • 한국콘텐츠학회논문지
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    • 제8권11호
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    • pp.74-84
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    • 2008
  • 다양한 모바일 콘텐츠들 중에 모바일 게임은 이동통신사 서비스 중 킬러 콘텐츠 역할을 하고 있다. 또한 위치기반(LBS) 서비스는 급속도로 성장하고 있는 추세이며 차세대 킬러콘텐츠로 주목 받고 있다. 전문가 들은 향후 모바일 게임에 위치기반 기술이 결합된 형태의 LBS모바일 게임이 활성화될 것으로 기대하고 있다. 그러나 현재로써는 여러 가지 제약 조건으로 인해 활성화되지 못하고 있다. 따라서 본 연구에서는 아직 활성화 되지못한 LBS 모바일게임의 활성화를 위한 문제점과 고려사항들에 대하여 2개의 LBS게임 의 사례를 비교 분석하여 개선점을 제시하고자 했다. 첫째는, 사용자에게 장기간의 네트워크 게임사용에 따른 요금 부담을 줄여주기 위해 새롭고 다양한 요금제가 필요 하다는 것이다. 둘째는, 개인정보호의 노출에 대한 우려를 없앨 수 있는 정보 보호 정책이 필요하다. 마지막으로 네트워크속도와 위치 정보 등에 관한 주변 인프라의 확충이다. 이 연구의 결과를 토대로 향후, 사용자가 개인정보가 보호된 상태로 편리하게 원하는 정보만을 받을 수 있는 데이터 수신에 관한 인터페이스 디자인에 관한 연구가 되어져야 한다.

A Study on UI/UX and Understanding of Computer Major Students

  • JOO, Heon Sik
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.26-32
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    • 2017
  • In this study, we showed understanding and production ability of the interface about internet, operating system, contents, and devices. This study aimed to make a list of 18 items in 4 areas for basic knowledge of UI/UX, establishment of design research, design concept, and design production for 22 sophomore, junior and senior students in IT departments, and the results of understanding were divided into three groups of excellent, normal, and insufficient, and evaluated. It was found that excellent was 18.39%, average was 38.52% and insufficient was 43.07%. Therefore, 18.39% of the students understood UI/UX, and 81.61% of students did not understand UI/UX well. In particular, in the comparison analysis of four areas, the design research area was 44 points, the design content area was 29 points, and the design production area was 11 points which was found to be the lowest. Next, the 10 evaluation items in the mobile UI/UX build guide evaluation were evaluated in the same way as the UI/UX understanding, and the excellent score was 3 points, the average score was 73.3 points, and the poor score was 155 points. The UI/UX build guides showed worse evaluation than UI/UX understanding. Therefore, to cultivate UI/UX understanding and content production ability, UI/UX experts should be fostered with professional course organization and systematic curriculum.

모바일 복합 단말기 사용자 만족: 기대-불일치 접근 (User Satisfaction of Mobile Convergence Device: The Expectation and Disconfirmation Approach)

  • 이승창;서응교
    • 유통과학연구
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    • 제10권11호
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    • pp.89-99
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    • 2012
  • Purpose - Mobile devices, especially mobile terminals capable of telecommunication and wireless connectivity, are leading the advancements in consumer electronics. Digital convergence drives the functions of various devices, such as cellular phones, MP3 players, personal digital assistants, and gaming, into a single device. This trend would continue and applications such as digital audio and video streaming (including personalized content delivery mechanisms) would soon be on a handheld device. As customers want mobile convergence devices, manufacturers are driving new initiatives in the emerging mobile device market. Given the roles played by device design and service content in user satisfaction of a mobile convergence device, this study focuses on identifying and measuring the constructs for the process by which user satisfaction is achieved. This study synthesizes the expectation-disconfirmation paradigm with empirical theories in user satisfaction. Device and service levels are separated, and nine key constructs for user satisfaction of mobile convergence devices are proposed. Insight into this process could help web-based businesses to improve user satisfaction, thus enhancing the effectiveness of e-commerce for sellers and buyers. Research design, data, methodology - This study draws on three users of mobile convergence devices as examples. To test there search model and hypotheses, survey questionnaires were sent to 607 mobile device users. Mobile device users were initially identified from several members, and subjects were randomly drawn. Data from 577 survey responses were finally analyzed. The unit of measurement and analysis in this research study is at a personal level. Results - The measurements for the constructs were developed and tested in a two-phase study. In the first phase, the device and service dimensions were identified, and instruments for measuring them were developed and tested. In the second phase, using the salient dimensions of the device and service as the formulating first-order factors, instruments were developed and empirically tested to measure satisfaction of the device and service. In measuring satisfaction of mobile convergence devices, the critical tasks are to identify the key constructs of such user satisfaction and to develop validated instruments to measure them. Hence, the results of this study have immediate implications for businesses and for research in user satisfaction of mobile convergence devices. Conclusions - This study provides reliable instruments for operationalizing key constructs in the analysis of user satisfaction of mobile convergence devices within the expectation-disconfirmation paradigm. Hence, convergence device makers will be able to examine whether their websites meet their customers' expectations by examining the device aspect of the mobile convergence device customers, and the service aspect expectations and disconfirmation. Moreover, the introduction of expectation and disconfirmation constructs brings the marketing aspect of convergence devices into focus for such retailers, an aspect crucial to the effective design of websites for online businesses. In addition,this study provides the metrics required to initiate future studies on user satisfaction of mobile convergence devices.

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