• Title/Summary/Keyword: Mobile Content Design

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Design and Implementation of User Location-based N-Screen Service System (사용자 위치 인식 기반 맞춤형 N-Screen Service 시스템 설계 및 구현)

  • Kim, Jung Jae;Ryu, Min Woo;Cha, Si Ho;Cho, Kuk Hyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.139-146
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    • 2014
  • Through numerous mobile device technology advances, various multimedia contents is moving towards mobile devices from existing personal computer (PC). These paradigm has emerged taking into account these idea, the so-called N-Screen, N-Screen is user-centric service to provide running and sharing on everywhere via advanced smart system in C-P-N-T (Content, Platform, Network, Terminal). Therefore we must provide securing of various contents, openended platform, and user-centric service for efficient N-Screen service. For These characteristic of N-Screen, this paper propose design and implementation of user location-based N-Screen service system. The proposed system realize user location through user's smart phone and offer automatic streaming service to user. And also, we provide web service-based extended N-Screen service. Thus, user can access various device, such as laptop, tablet, and mobile device.

Characteristics of New Luxury in Louis Vuitton's D2C-Based Mobile Application (D2C(Direct-to-Consumer) 기반 루이비통 모바일 앱에 나타난 뉴 럭셔리(New Luxury) 특성)

  • Kim, Mikyung;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.741-757
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    • 2021
  • In addition to direct sales to consumers, the direct-to-consumers (D2C) strategy, which provides specialized experiences and services, communicates closely with a consumer's perspective. This tendency is related to the recent trend wherein the luxury fashion system is being transformed into a new luxury. Therefore, this study analyzes the development of online D2C platforms and investigates the characteristics of new luxury from the functional, symbolic, and experiential dimension perspectives based on mobile apps, which is becoming increasingly important among online D2C platforms. Based on the study results, the premium of new luxury fashion displayed in Louis Vuitton's mobile D2C platform in terms of product utility and functionality is newly defined as a usable luxury experience. Moreover, from the heritage perspective, based on the cultural sympathy of the brand contents, we determine that an attachment can be formed between new luxury fashion consumers and brands. Additionally, the personalization service and experiential content on the D2C platform can directly afford emotional and bonding induced brand immersion in a playful way.

Development and Preliminary Evaluation of Smartphone Application-Based Nutrition Education Material for Twin Pregnancy (스마트폰 앱을 활용한 쌍태아 임부 산전 영양 교육자료 개발 및 예비평가)

  • Kim, So Yeon;Kim, Ju Hee
    • Women's Health Nursing
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    • v.24 no.1
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    • pp.1-13
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    • 2018
  • Purpose: To develop educational material about nutrition during antepartum period for women pregnant with twins by using smartphone applications. Methods: A series of steps according to ADDIE model, including Analysis, Design, Development, Implementation, and Evaluation were used to develop smartphone application of antepartum nutrition care for women pregnant with twins. Results: Based on experts' evaluation, the average score was $4.6{\pm}0.39$ in total. Content score was $4.7{\pm}0.40$. Interface design score was $4.5{\pm}0.55$. Content score was higher than interface design score. User evaluation was conducted in the form of interview. Results of interviews revealed that users generally responded positively to the accuracy, understanding, and objectivity for content items of the smartphone app. As for the evaluation of consistency for the evaluation item of interface design, users answered "ordinary" or "generally yes". For design suitability and accuracy of vocabulary, they answered 'generally suitable'. Conclusion: The smartphone app developed through this study is expected to aid antepartum care for women pregnant with twins. It will also contribute to health promotion of both pregnant women and twin fetus.

The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

A Novel of Mobile Commerce and Information Notice System for Local Festival Content Activation based on Location Information (위치 정보기반의 지역 축제 콘텐츠 활성화를 위한 모바일 커머스 및 정보 알림 시스템에 관한 연구)

  • Jung, Se Hoon;Park, Sun Min;Sim, Chun Bo
    • Journal of Korea Multimedia Society
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    • v.18 no.6
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    • pp.780-791
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    • 2015
  • Recently, it is being held festival according to regional and seasonally cultural feature in nationwide. Especially, local festivals are being provided festival information services a variety of forms for tourists depending on development of information device. However, systems to provide notification information of local festivals are not persistent but mostly short term service. In this paper, we propose a mobile commerce and information notification system through festival information alerts and festival surrounding information using local based on service. In addition, we implement a festival information notification system that applies to beacon based on bluetooth in order to inform them on diverse festival. Finally, we take into account in terms of design of system using object-oriented design modeling to improve reusability of proposed system.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

The Impacts of Influential Factors on Flow in Digital Reading

  • Kang, Minjeong;Eune, Juhyun
    • International Journal of Contents
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    • v.11 no.3
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    • pp.54-62
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    • 2015
  • In this paper, we investigate the impacts of the following four influential factors on flow in digital reading: contents, platforms, motivations, and places. The contents factor was subdivided into "news articles" and "journal papers"; platforms is comprised of "mobile phones," "tablets," and "laptops"; motivations consists of "pleasure" and "assignments"; and "home," "on the go," and "out of home" are the subdivisions of the places factor. We conducted a questionnaire survey with the study's participants and the following results are shown: 1) The flow during the reading of news articles is influenced by motivations, whereas the flow during the reading of journal papers is influenced by platforms. 2) Regarding mobile phones, motivations significantly affected the flow, whereas content types significantly affected the flow for tablets; also, laptops provided the best flow and articles can be read on the platform regardless of motivations. 3) Reading for pleasure rather than for assignments positively influenced the flow for all of the platforms. 4) With respect to news articles, the places providing flow are different across platforms. However, for journal papers, the places out of home provided good flow. For tablets, the places for flow significantly depended on the content type, which is not the case for laptops.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

A Study on the Development of Mobile APP Usability Evaluation Tool for Time Management (시간관리 모바일 앱 사용성 평가도구 개발에 관한 연구)

  • Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.19-29
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    • 2021
  • Although several industrial revolutions and technological developments have provided time for modern people, more than 75% of modern people are currently suffering from the problem of "lack of time". Therefore, in this paper, it was judged that it was necessary to improve the mobile APP service for efficient time management of modern people, and a study was conducted on the development of usability evaluation tools. First, the current status was analyzed through case studies of six time management apps with different purposes, and then usability studies were conducted to establish a total of five evaluation principles with operability, cognition, user suitability, minimization of work errors, and sharing. Based on this, a draft of the time management mobile app usability evaluation item was prepared, and a total of 44 usability evaluation tool items were derived through three Delphi surveys of design experts over 5 years and less than 10 years. As a result, intuitive screen and menu composition and user's perception of content were evaluated as the most important factors, and conclusions such as the need to improve the structure and function of the main content screen for user error prevention and usability were drawn. This study will not only contribute to improving the usability of existing time management mobile apps, but will also be used as a material for designing an integrated time management platform for efficient time management and purpose promotion in the future, and is expected to be used as an academic reference.