• Title/Summary/Keyword: Mobile Content Design

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Design and Implementation of Interactive Authoring Tool for Mobile Augmented Reality Content (인터랙티브 모바일 증강현실 콘텐츠 저작도구 설계 및 구현)

  • Jeon, Ji-Young;Chun, JiYoon;Hong, Min;Yum, Hyo-Sub;Choi, Young-Hwan;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.25-37
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    • 2015
  • This study has developed a mobile AR contents Builder (MARB) featuring the augmentation of virtual objects, e. g. 2D images, 3D models and videos on user-preferred markers in mobile environment and with connected interaction events. The developed MARB is capable of augmenting multiple virtual objects on markers preferred by users, and selectively supporting many marker-specific interaction events. The MARB is also developed as a mobile App for convenience of use in the mobile environment. This makes users to implement AR contents by a GUI-based authoring procedure on the mobile device. The developed MARB allows App developers and general users to author mobile contents easily and can be applied to various field by those who wish to use diverse mobile AR contents. Moreover, the MARB will provide solutions for the expansion of mobile AR market, by overcoming the difficulties of mobile AR content development.

A case study on value creation of fashion brands using content collaboration targeting MZ generation (MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구)

  • Shin, Haekyung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.

The Design of Dynamic Fog Cloud System using mDBaaS

  • Hwang, Chigon;Shin, Hyoyoung;Lee, Jong-Yong;Jung, Kyedong
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.59-66
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    • 2017
  • Cloud computing has evolved into a core computing infrastructure for the internet that encompasses content, as well as communications, applications and commerce. By providing powerful computing and communications capabilities in the palm of the hand everywhere with a variety of smart devices, mobile applications such as virtual reality, sensing and navigation have emerged and radically changed the patterns people live. The data that is generated is getting bigger. Cloud computing, on the other hand, has problems with system load and speed due to the collection, processing and control of remote data. To solve this problem, fog computing has been proposed in which data is collected and processed at an edge. In this paper, we propose a system that dynamically selects a fog server that acts as a cloud in the edge. It serves as a mediator in the cloud, and provides information on the services and systems belonging to the cloud to the mobile device so that the mobile device can act as a fog. When the role of the fog system is complete, we provide it to the cloud to virtualize the fog. The heterogeneous problem of data of mobile nodes can be solved by using mDBaaS (Mobile DataBase as a Service) and we propose a system design method for this.

Design Research on Mobile Automation Platform for Small Business (소상공인을 위한 모바일 자동화 플랫폼 설계 연구)

  • Park, Jong-Youel;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.280-282
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    • 2015
  • This paper proposed Small business owners can use customer contact without additional external assistance professionals and mobile apps, the mobile web, homepage is can automatically create. Automation Platform system combines Single Page Application, cross-platform based native mobile apps, N-Screen based Content building, private cloud based PaaS of construction technology, P2P file sharing and network based multimedia-threaded technology and by automated platform to study how a small business to communicate with customers easily.

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Design Evaluation of Mobile Devices Using Virtual Reality Based Prototypes (가상현실 기반 프로토타입을 이용한 모바일 장치의 디자인 평가)

  • Jo, Dong-Sik;Yang, Ung-Yeon;Son, Wook-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.683-684
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    • 2007
  • 본 연구는 가상현실 기반 프로토타입을 이용한 모바일 장치의 디자인 평가 방법에 관한 것으로, 모바일 장치의 디자인 요소 분류, 3 차원 데이터의 고품질 가시화 기법, 제품 기능과 동작에 대한 사용자 상호작용의 구현 방법을 제시하고자 한다.

Development and application of the mobile-based virtual nursing simulation training content: A mixed methods study (모바일 기반 가상 간호 시뮬레이션 콘텐츠 개발 및 적용: 혼합방법연구)

  • Kim, Hyun-Sun;Kang, Jiyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.3
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    • pp.290-300
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    • 2024
  • Purpose: Nursing clinical practice education is transforming with the advent of mobile education and the unique experiences it offers in caring for virtual patients. For this innovative approach, this study aims to evaluate the efficacy of mobile-based virtual women's breast cancer nursing simulation training content on nursing students' confidence, satisfaction, and learning flow. It also examines the nursing students' virtual patient care experiences. Methods: A mixed methods approach using a convergent design was employed to examine students' cancer care confidence and satisfaction, learning flow, and learning experiences. Quantitative data through online questionnaires and qualitative data through focus group interviews were collected, merged, and analyzed. Results: This study developed a virtual nursing training module aimed at caring for women with breast cancer, a novel approach to facilitate mobile-based simulation training for nursing students. Data were analyzed using descriptive analysis, a chi-squared test, Fisher's exact test, t-test for participant homogeneity (experimental: 20, control: 20), independent t-test, and paired t-test. Satisfaction (t=3.53, p=.001) and confidence (t=4.07, p=.001), as well as flow (t=3.78, p=.001), significantly improved in the experimental group compared to the control group. Two core themes and five sub-themes were derived from the experimental group's experiences acquired by caring for women with breast cancer virtually, including that the students "Virtually cared for breast cancer patients, learning as if real." Conclusion: The mobile-based virtual nursing simulation training content allowed nursing students to upgrade their comprehensive nursing care skills by experiencing a fun and practical environment made possible by a new learning method.

Simulator for Management of Tracking Information of Digital Content (콘텐츠추적정보 관리 시뮬레이터)

  • Lee, Seung-Won;Choi, Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.48-55
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    • 2012
  • The number of digital content used in mobile devices such as smartphones or tablet PCs has been rapidly increasing along with the development of IT industry. At the same time, studies on digital content management are actively conducted. One of the previous studies defined CTI(Content Tracking Information) for efficient management of the information on digital content usage between mobile devices in an area in which the internet is inaccessible, and suggested ways to deal with CTI management, reduction of the overhead and a technique of collecting as many CTIs as possible within a short time. This paper presents the design and implementation of a simulator capable of verifying the logic and the performance of the CTI management method. This tool simulates a mobile environment where devices move around in the internet inaccessible area and propagates digital contents each other. It shows several advantages including the efficient synchronization of CTI management and overhead reduction.

Design and Implementation of the WAP gateway based on CDMA Environment (CDMA 환경에 기반 한 WAP Gateway 설계 및 구현)

  • Ahn, Hye-Hwan;Youn, Hee-Yong;Choo, Hyun-Seung;Lee, Hyung-Soo;Ham, Kyoung-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.1559-1562
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    • 2002
  • This paper proposes what MASTER/SLAVE design and implementation of the WAP Gateway in currently implemented Internet and CDMA Infrastructure environment to provide mobile content service to mobile terminals such as PDA, handhold computer, and notebook. We can see the local WAP network by using the CDMA emulator of the Racal Instrument mobile solution provider.

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The Analysis of Learners' Perception of Mobile Learning Materials (모바일 학습 자료에 대한 학습자 인식 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.452-461
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    • 2020
  • The purpose of this study is to identify how learners perceive mobile technology-based learning materials. For this purpose, two methods were utilized. Using multi-dimensional scale(MDS), it was identified that how learners perceive each type of learning materials using mobile technology. Through semantic differential scale(SDS), learners' perception of the difference between mobile learning materials and existing traditional learning materials was analyzed. As a result, learning materials using mobile technology were classified into as follows : the dimension of interaction with the content; the sense of presence. Learners perceived that mobile learning materials had characteristics of 'active', 'learner-centric', 'multi-sensory', and 'stimulating interest'. The significance of this study was to empirically and comprehensively investigate learners' perception for the characteristics of various mobile learning materials.