• Title/Summary/Keyword: Mobile Contents

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Classification System of Mobile Contents based on Convergence Trend (컨버전스 트랜드에 근거한 모바일콘텐츠 분류체계)

  • Yoo, Min-Ho;Nam, Kyoung-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.108-117
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    • 2009
  • Current mobile content's classifications have two major problems. One violates a principle of classification and the other reveals limitations in dealing with various convergence services. This study proposes a new mobile content's classification system to resolve these problems by adapting Al Ries's principle of symmetric and asymmetric transition. Symmetric mobile contents take a form of mutation in convergence process; therefore, the contents would appear different from their originals whereas asymmetric type combines mobile contents in an autonomous way. This new system not only demonstrates a clearer classification but also implies the trend of mobile content development and services. The current suggests that symmetric type is preferable and symmetric type of mobile contents is re-developed to become a symmetric type as much as the technology can support. Nonetheless, it is found that asymmetric type would still be serviced to some extent. Thus, new mobile content's classification, proposed in this research, provides a more constructive understating of mobile content's directions in the era of digital convergence and a ground for comparative analysis of mobile content's development or positioning strategies.

Study on Domestic Mobile Contents related to Infant Care

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.12
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    • pp.115-120
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    • 2015
  • This paper is a study on applications providing information related to infant care. It classifies various mobile contents into a few types, compares and contrasts them. Also it analyzes the latest trend of the contents and the strengths of newest applications or app. books. Through the analysis, this study suggests an infant care application which provides information efficiently. It causes useful that people in need can gather information conveniently through this application. Furthermore, it offers opportunities to contribute to the society.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

A Study on Validity of New Mobile Policies in Korea

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • v.6 no.3
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    • pp.59-64
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    • 2010
  • The world mobile service is growing sharply and became bigger market than wired. So it is very needed to find the political way to promote mobile industry. The United States government recently decided to introduce new mobile policies for promoting mobile industry. Until now the telecommunications policies of the United States have affected policy developments for many countries including Korea. In this context, we studied the validity of introducing new mobile policies of the United States in Korea. We found that new mobile policies can cause the change of mobile market environment; mobile market power will be dispersed from network to content, application and devise, and new mobile market environment where consumers freely select and use network as well as content, application and devise will be made. Also we found empirically that if new policies are introduced in Korea, mobile industry will be promoted as Korean consumers use mobile services and goods quite actively in new mobile market. We think our results provide reasonable evidence to introduce new mobile policies in Korea.

Advancement in Mobile Service and Successful Model for Mobile Contents (모바일 서비스의 진화와 성공적인 모바일 콘텐츠 모델)

  • Suh, Byung-Moon
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.4
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    • pp.24-34
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    • 2008
  • The study aims to anticipate evolution direction of mobile content business in the future, and derive successful strategies at the same time with multiple and composite analysis of evolution process and environmental change of mobile business. In conclusion, Firstly, it should strengthen customer approach performance, secondly, approaches with sensitively, and needs opened business model. Fourthly, it needs planning and production of contents which reflects the need of customers, and fifthly, it requires development of mobile platform leading contents group and multiplication of CP business model. In the aspect of industrial policy, sustainable and future-oriented policy should be arranged rather than short-term and simple police, for the continual development of mobile content industry. To establish healthy and active mobile contents industry, the government and regulatory institutes are more preferable to devote to the role of circumstance builder rather than the leader of mobile content market. In other words, they are recommended to focus on establishing basic regulation and order for smooth operation of the market and its management.

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Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

The Analysis of the Level of Technological Maturity for the u-Learning of Public Education by Mobile Phone (휴대폰을 이용한 공교육 u-러닝의 기술 성숙도 분석)

  • Lee, Jae-Won;Na, Eun-Gu;Song, Gil-Ju
    • IE interfaces
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    • v.19 no.4
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    • pp.306-315
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    • 2006
  • In this paper we analyze whether we can use the mobile phone having been highly distributed into young generation as a device for the u-learning in Korean public education. For this purpose we deal with the technical maturity in three axes. Firstly, we examine the authoring nature of mobile internet-based contents such as both text and motion picture for the contents developers in the public education. As a research result the authoring of text has almost no difficulty, but that of the motion picture shows some problems. Secondly, we deal with whether u-learners can easily get and use u-contents on both mobile phone and PC respectively. After analysing this factor, we found that the downloading of motion picture contents into mobile phone is very limited. Therfore we talk about the usability and problem of various PC Sync tools and propose their standardization. Finally, the needs of the introduction of the ubiquitous SCORM which could enable to reuse u-contents among different Korean telco’s mobile phones are discussed. Here we describe some functionality of both ubiquitous SCORM and u-LMS. Our study looks like almost the first work examining the technological maturity for the introduction of u-learning with mobile phone in Korean public education and it could be used as a reference for the study of any other wireless telecommunication-based u-learning other than mobile telecommunication.

What Types of News Contents Do Audience Want in the Mobile Age? (모바일 시대 수용자들은 어떤 뉴스 콘텐츠를 원하는가?)

  • Kim, Yeonshik;Park, Namkee
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.95-104
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    • 2018
  • This study analysed news consumers' perception toward the use of mobile devices and examined their preference on news contents. News audience in the mobile age hoped that news producers make news contents through communication with audience. They showed a negative stance against the attitude that news producers underestimate the audience' intellectual level. Audience preferred novel news formats and services adapted to the mobile environments. In terms of the role of the press, they preferred interpretive and investigative journalism rather than superficial and sensual journalism. Therefore, news companies should consider audience' news consuming attitudes in their producing and delivering news. They also should seek for utilizing the use of the mobile media more aggressively than ever before.

Cubic Tangible User Interface Development for Mobile Environment (모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.10
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.