• Title/Summary/Keyword: Mobile Entertainment

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A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Effects of Information Search Motivations on Perceived Service Quality of Image Search and Use Intention (패션 정보검색 동기가 이미지 검색서비스 품질 지각과 이용의도에 미치는 영향)

  • Jeong, Hye Rin;Kim, Hanna
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.436-453
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    • 2022
  • This study aims to investigate the effects of fashion information search and innovativeness of consumers on service quality of image search. Furthermore, it focuses on exploring the effect of image search service quality on use intention. Data of mobile-friendly consumers in their 20s and 30s was collected in September 2021 via an online survey. Finally, 300 samples were used for the data analysis. First, motivation for information search in fashion was divided into four factors: information, relation, leisure, and entertainment motivation. Furthermore, service quality of image search was divided into four factors: accuracy, convenience, customization, and aesthetics. Second, regression analysis was conducted to evaluate the effect of fashion information search motivation on service quality. As a result, it was found that information, relation, and entertainment motivation except leisure motivation had significant effects on all factors of service quality. Third, fashion innovativeness had no significant effect on aesthetics while consumer innovativeness significantly influenced all factors of service quality. Fourth, accuracy, convenience, and aesthetics had a significant effect on use intention.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

Psychological Analysis on Consumer Sentiment for Gacha (게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로)

  • Kim, Soul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.77-86
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    • 2016
  • As the focus of game market moves to mobile era, payment on cyber money, specifically for Gacha system, possesses a large portion for creating profit in game industry. For this reason, this study mainly focuses on Puzzle and Dragon, the mobile game of Gungho online entertainment in Japan, which has made enormous profit for several years. The analysis on consumer sentiment for Gacha are categorized as below: (1) gambling mentality and cognitive error in stochastic game in God festival (2) reactional psychology for scarcity message in limited time God festival and collaboration (3) personal satisfaction through friend system and character collection.

Image Annotation System for Mobile Augmented Reality Environment (모바일 환경의 증강현실 영상 주석 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.437-444
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    • 2015
  • In this paper, we propose an information service system using augmented reality technology on mobile devices. With the advancement in ICT technology the computer is smaller and easy to carry and developed into the tablet PC and the smartphone typically. The user can confirm and learn the desired data using the augmented reality technology, regardless of the environment. Padding the supplementary images or videos to the real image using the camera, we can have help from such additionally obtained images. In this paper, using an augmented reality technology on a tablet PC or smartphone environment, we implement a system for providing information to the user. This system can be utilized in all areas such as learning, entertainment, public relations and advertisement, etc.

Motion-Understanding Cell Phones for Intelligent User Interaction and Entertainment (지능형 UI와 Entertainment를 위한 동작 이해 휴대기기)

  • Cho, Sung-Jung;Choi, Eun-Seok;Bang, Won-Chul;Yang, Jing;Cho, Joon-Kee;Ki, Eun-Kwang;Sohn, Jun-Il;Kim, Dong-Yoon;Kim, Sang-Ryong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.684-691
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    • 2006
  • As many functionalities such as cameras and MP3 players are converged to mobile phones, more intuitive and interesting interaction methods are essential. In this paper, we present applications and their enabling technologies for gesture interactive cell phones. They employ gesture recognition and real-time shake detection algorithm for supporting motion-based user interface and entertainment applications respectively. The gesture recognition algorithm classifies users' movement into one of predefined gestures by modeling basic components of acceleration signals and their relationships. The recognition performance is further enhanced by discriminating frequently confusing classes with support vector machines. The shake detection algorithm detects in real time the exact motion moment when the phone is shaken significantly by utilizing variance and mean of acceleration signals. The gesture interaction algorithms show reliable performance for commercialization; with 100 novice users, the average recognition rate was 96.9% on 11 gestures (digits 1-9, O, X) and users' movements were detected in real time. We have applied the motion understanding technologies to Samsung cell phones in Korean, American, Chinese and European markets since May 2005.

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Adjacent Terminal Device Detection Technique for User Mobility Support on Home Entertainment System (홈 엔터테인먼트 시스템에서 사용자 이동성 지원을 위한 인접 터미널 장치 탐색 기법)

  • Kim, Sang-Wook;Jung, E-Gun
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.156-167
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    • 2009
  • Computing environment is evolving rapidly to ubiquitous environment. It thus makes people access and utilize any resource on the move and makes location of objects rise to the rank of the most important information. However provision of location information is too restrictive in small environments such as a home or building. In this paper we propose a home entertainment system which supports user mobility based on sensor networks and distributed devices. The proposed system estimates a user location by using signal strength received from Bluetooth ad-hoc networks. This estimated location information can tell which device a user can take advantage of while moving. In order to prove possibility of user mobility support, the system is implemented on our UPnP A/V framework home entertainment system to provide content streaming and the result shows that a provision of service for mobile users could be possible in small ubiquitous computing environments.

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A Study on SNS Applications in Broadcasting Based on Analysis on KBS' Reaches on Facebook

  • Lee, Jong-su;Pyo, Man-seok;Kwon, Soon-chul;Lee, Seung-hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.27-34
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    • 2017
  • According to the material about the analysis of digital consumers' lifestyle in Korea published at the end of 2016, 100% had experienced a smartphone before, and 91% had joined in digital communications. Among digital contents, 85.5% had experienced music, and 78.6% had used TV contents before. Also, SNS utility rate equaled 83.3%, and the Facebook utility rate of those in the 10's and 20's exceeded 80%. It means that it is necessary to conduct research on SNS utility in broadcasts. Based on the results of operating KBS Facebook accounts, this paper aims to compare the reaches of entertainment, drama, and culture genres and analyze correlation between the reaches and 'like' friends on Facebook and also correlation between the reaches and ratings.To address the goal, among the Facebook mentions operated within a year, 2016, this researcher analyzed 2,526 mentions to publicize entertainment, drama, and culture genres and the results of 834 million reaches and also used the data of original broadcasts' ratings. To analyze the data, this study employed SPSS Ver. 18.0 to perform the independent sample t-test and Pearson's correlation analysis. The conference interval is set as 95%, and p<0.05 is regarded to be statistically significant. According to the results, more reaches are found in entertainment, drama, and culture genres in order, and it is found to have strongly positive correlation with the frequency of 'like's. The reaches and ratings have no correlation, and there is no statistical significance found in it. It is expected that the results of this study can be applied to publicize programs efficiently for broadcasting.

How SNS Brand Personality Affect Mobile Native Ad Attitude (SNS 브랜드 성격이 모바일 네이티브 광고 태도에 미치는 영향)

  • Cha, Moon-Kyung;Lee, Hee-Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.452-464
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    • 2018
  • The purpose of this study is to identify the brand personality factors of SNS based on SNS consumers and to examine the effect of SNS brand personality factors on the recognition of mobile native ads in SNS. As a property of mobile native advertisement, research model is suggested by introducing information, reliability, entertainment, interferences, and interactivity as research variables. And SNS users were surveyed. Through the online survey, 341 copies were used for the analysis. According to the results of the analysis, five characteristics of SNS brand personality factors such as 'sincerity', 'enthusiasm', 'charm', 'practical', and 'community' were derived. Among these, 'sincerity', 'enthusiastic', and 'community' brand attributes have a positive effect on most of mobile native advertising attributes, but 'practical' brand characteristics negatively. The attractiveness of the brand was not related to the mobile native advertisement.

Near-field Data Exchange by Motion Recognition of mobile phone (모바일 폰의 모션 인식에 의한 근거리 데이터 교환)

  • Hwang, Tae-won;Seo, Jung-hee;Park, Hung-bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.800-801
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    • 2017
  • Location-based services (LBS) are used in various applications such as emergency support, navigation, location, traffic routes, information gathering, and entertainment due to the rapid growth of information communication technologies and mobile phones. In general, locations are represented by coordinates and are related to terrain. These are of great interest in mobile-based data transmission. This paper proposes a method to exchange the contact of the other party by detecting the movement of the mobile phone of the individual user based on the location-based service. The proposed method extracts motion using the acceleration sensor of the mobile phone and transmits the location and time information to the server when the motion continues for a predetermined time. Attempts to establish a connection between users who are experiencing motion in mobile phones in the short distance have been made from the server. Once the connection between the users is made, the encrypted contact is received from the server. Experimental results show that the proposed method can exchange data by minimizing the processing in the handset compared with the existing method.

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