• Title/Summary/Keyword: Mobile Entertainment

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A Study on the Factors Affecting the Acceptance Behavior for mobile advertising : Focusing on the difference between genders (모바일 광고 수용행동에 영향을 미치는 요인에 관한 연구: 성별 차이를 중심으로)

  • Kim, Eun Hee
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.149-161
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    • 2016
  • This study aims at finding out major factors affecting the attitude, intention and behavior on Mobile advertising and figuring out what their differences between genders are. To do this, new variations such as personalization, permission and incentive are suggested, as well as variations proven by the previous studies. The findings show us that while entertainment, informativeness, credibility, personalization and permission had a positive effect on attitude toward Mobile advertising, irritation had a negative effect on it. Incentive had a positive influence on intention for mobile advertising. Attitude toward mobile advertising had a meaningful influence on intention, and the intention had a meaningful influence on behavior. At last it was revealed that gender difference has a meaningful influence. This study was carried out to find out the effects that evaluation variations have on attitude, intention and behavior on the nature of Mobile advertising. Therefore, it has a significance that gives a theoretical suggestion in that through its evaluation, some considerations are offered at the time of implementing the Mobile advertising, and the basic difference between genders can be explained as well.

An Exploratory Study on the Determinants of Mobile Application Purchase (모바일 앱 구매 결정에 끼치는 영향요인 : 탐색적 연구)

  • Kim, Hee-Woong;Lee, Hyun-Lyung;Choi, Su-Jin
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.173-195
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    • 2011
  • The ability of offering various and abundant mobile applications has emerged as the knowledge of the smartphone has grown in the smartphone market. The mobile application market has emerged as a competitive new market with enormous potential. Although many users download paid or free mobile applications through the app markets such as the Appstore, there is no significant research regarding customer's application purchase yet. Hence, we refer to the purchase motivation of mobile applications among experienced users who have bought paid applications. We conducted the interview with 30 users and suggest four categories of applications (productivity, entertainment, information, and social networking) and also classify the purchase intentions on each category based on the ground theory. The comparison analysis of the interview provides us what factors affect the application purchase. This framework may advance effective mobile application business model development, implicate the strategy for boosting mobile application market.

Wireless Audio-visual Interface over UWB

  • Cui, Wei
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.1491-1494
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    • 2008
  • Typically internal mobile LCD display modules are connected to the mobile product baseband PCB with flexible printed circuit board equipped with board-to-board connector. This solution has a drawback of limiting the product concept work to certain solutions that are based on connector size, location, flexible PCB length, bending, etc. in the display module. Also flexible printed circuit board based solutions are not completely optimized from reliability point of view, causing flex circuit board breakings. For the external displays in the PC or Home entertainment market, the cable solution is too expensive and resource demanding. The wireless solution has obvious advantages over reliability, low cost and flexibility. This paper describes a wireless audio-visual interface solution.

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The Analysis on DSP-based hands-free car kit

  • Zhang, Chun-Xu;Shin, Yun-Ho;Shin, Hyun-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.3 no.4
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    • pp.228-232
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    • 2008
  • For the past several years, many countries have passed or have recommended legislation making it illegal to use in-hand mobile phones while driving and several manufacturers have released car kit solutions enabling hands-free operation of the mobile phone. But an automobile environment can pose extremely harsh physical conditions impacting audio quality, safety, and reliability. This article introduced a Car Kits that provided a total entertainment and telematics solution, which support all current features within the constraints of low power consumption, form factor, price, ease-of-use, manufacture ability, testability and high total quality.

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The Mobile Robot MAIRO for Office (사무실 도우미 로봇 MAIRO)

  • Kim, Kyung-Ho;Lee, Hyung-Kyu;Son, Young-Jun;Song, Jae-Keun
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.489-494
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    • 2002
  • Recently, A robot which accomplish many tasks is the universality in fixed environment. But home robot or entertainment robots has interested greatly, and the concept of service robots is outstanding newly. In special, research about the self-steering robot is increasing gradually. Also Internet has become general, many information devices and tools were connected with internet. According to such a trend, we developed the mobile robot that moves by self-localization and is controlled in the basis of internet. Our robot system will assist office workers. In this paper, we introduce mechanical feature, control system and service faculty of robot, MAIRO in an office environment.

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Video Editing System Considering Smart Phone Playback Environment (스마트폰 재생환경을 고려한 동영상 편집 시스템)

  • O, Junsol;Lee, Hyunjung;Park, Chun-Su
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.1
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    • pp.75-80
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    • 2017
  • Nowadays, smart phone is being popularly used for communication, entertainment, and information retrieval. While demands on video traffic over mobile networks increases sharply, the wireless link capacity is often limited to fully support the traffic demand. Therefore, the size of video data needs to be reduced to provide high quality video with limited capacity. To handle this issue, we propose a video editing system using the ffmpeg library. The proposed system can provide a high quality video with a relatively small data size, thereby facilitating the mobile streaming services and live-video games.

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A Prediction-based Dynamic Component Offloading Framework for Mobile Cloud Computing (모바일 클라우드 컴퓨팅을 위한 예측 기반 동적 컴포넌트 오프로딩 프레임워크)

  • Piao, Zhen Zhe;Kim, Soo Dong
    • Journal of KIISE
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    • v.45 no.2
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    • pp.141-149
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    • 2018
  • Nowadays, mobile computing has become a common computing paradigm that provides convenience to people's daily life. More and more useful mobile applications' appearance makes it possible for a user to manage personal schedule, enjoy entertainment, and do many useful activities. However, there are some inherent defects in a mobile device that battery constraints and bandwidth limitations. These drawbacks get a user into troubles when to run computationally intensive applications. As a remedy scheme, component offloading makes room for handling mentioned issues via migrating computationally intensive component to the cloud server. In this paper, we will present the predictive offloading method for efficient mobile cloud computing. At last, we will present experiment result for validating applicability and practicability of our proposal.

Factors Affecting User Acceptance of Ubiquitous Computing based on Mobile Services (모바일 서비스에 기반한 유비쿼터스 컴퓨팅의 사용자 수용에 영향을 미치는 요인)

  • No, Mi-Jin;Kim, Byung-Gon;Park, Soon-Chang
    • Journal of Information Technology Applications and Management
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    • v.18 no.1
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    • pp.55-74
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    • 2011
  • The growth in the use of ubiquitous computing based on mobile services as an enabler to conduct business more effectively has been phenomenal. Technology acceptance model (TAM) has been applied in different contexts to examine a wide range of information technologies (IT). As more and more companies are finding ways to utilize ubiquitous computing based on mobile services, an important issue is to understand what factors will impact the decisions of consumers in adopting the services. Based on TAM with three additional groups of external factors, i.e., service-related factors (ubiquitous access, context awareness) and technology-related factors (perceived security risk, network connectivity) that are theoretically justified as having influence on both perceived usefulness and perceived ease of use which are additionally considered, a research model for the investigated technology acceptance was developed and empirically examined, using responses from more than intended users of ubiquitous computing based on mobile services. The specific purposes of this study are as follows. Firstly, this study is to identify service beliefs considering unique characteristics for ubiquitous services such as perceived ubiquitous access and perceived context awareness. Secondly, this study is to investigate network characteristics beliefs such as perceived security and perceived connectivity. Thirdly, this paper investigates the relationship among variables such as ubiquitous characteristics, network characteristics, behavioral beliefs, and intention to use ubiquitous web services. This study uses a structural equation model to test the research model. The major results of this study are as follows. Firstly, ubiquitous access has a influence on perceived usefulness and perceived ease of use. Context awareness has an influence on perceived usefulness. Secondly, User familiarity has an influence on perceived usefulness and perceived ease of use, and intention to use. User innovativeness has an influence on perceived ease of use. Thirdly, perceived security risk has an influence on perceived usefulness and perceived ease of use. Network connectivity has an influence on perceived usefulness and perceived ease of use. Fourth, there exist differential effects among factors in structural model among information, transaction, and entertainment services.

About the Post-Cinematic Characteristics and Desire Shown in a Film (영화 <파란만장>에 나타난 욕망과 포스트시네마적인 특성에 대하여)

  • Son, Seong-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.121-129
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    • 2019
  • This study aims to focus on the text analysis, production methods of text, and reproduction of production methods, based on a film (2010) taken by mobile devices. As a digital film in which the objects and images have no characteristics of index, this work has the post-cinematic attributes in the aspect of consumers' recipience. This thesis paid attention to the interactions between essential change and production/consumption throughout the whole film culture in the receptive aspect. Just as the main character is a mediator-shaman in the film, this film works as a mediating position of cinematic possibility. In this film, there are different kinds of mediation such as mediation of shaman inside the text, mediation of film in the relationship between text and consumers, and consumers' instrumental desire for others'tool outside the text. Outside the text, this relevant film stimulates the imitation desire of consumer subjects as others. In other words, this is connected to the desire of consumers who aim to create a digital film through mobile devices as an author. This is connected to Simondon's thinking in which such technical objects not only generate new relationships, but also become a revolutionary seed that newly collectivizes human society.

The Effect of Using Zentangle Art Therapy on Improving the Attention Span of People with Developmental Disabilities in Lifelong Education Center (젠탱글 활용 미술치료가 평생교육센터 이용 발달장애인의 주의집중력에 미치는 효과)

  • Kong, Maria;Kwak, Bong-Cheol;Kim, Joon-Soo;Jeong, Yeo-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.419-429
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    • 2019
  • The objective of this study was to look into the effect of using Zentangle art therapy on improving the attention span of people with developmental disabilities in Lifelong Education Center. The 29 people with developmental disabilities in Lifelong Education Center of D-University in K-city were the subjects to reach the primary goal of this study. Nine of the subjects were assigned to the experimental group of the Zentangle art therapy, ten to the control group. As for the study tools, 3.5x3.5 inch paper card, various colors of Deco Markers, and Zentangle cards for the experimental group. The FAIR and MindWaveMobile (MWM) were used to measure the effectiveness. The twelve 30-minute sessions of the program, held from October to December in 2018, has shown the result that the attention span improved on the experimental group using the Zentangle art therapy.