• Title/Summary/Keyword: Mobile Entertainment

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A Study on the Affecting Factors for the Acceptance of the Advertisement through Mobile Media: Cases of Korea and Japan (이동통신매체광고의 수용영향요인에 관한 연구: 한국, 일본 중심으로)

  • Yoo, Sang-Jin;Kim, Hyo-Jung
    • The Journal of Information Systems
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    • v.15 no.4
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    • pp.149-170
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    • 2006
  • This research investigates the determinants of the customer's acceptance intuition for the ads on cellular phone. For this purpose, this research set up a model with such variables as entertainment information irritation, credibility, flow experience, attitudes and acceptance intention based on TAM and Flow theory. For the more reasonable and generalizable results, this study targets two different customer groups in Korea and Japan and compare the responses from these two groups using AMOS, the structural equation modeling and a second-generation multi - variant techniques.

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The Design of Educational Game Device which can be Operates between Online and Mobile with Environment of Plant Life (식물의 성장 환경과 유무선 연동 가능한 교육용 게임기 설계)

  • Hwang, Doh-Yeun;Lee, Nam-Jae;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.235-238
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    • 2006
  • 최근 컴퓨터는 학습의 도구가 아닌 단순한 오락의 도구 정도로 전락하고, 사용자는 컴퓨터 게임에 중독되어 현실 세계와 게임의 가상 세계와의 구분이 모호하여져 학교 공부에 소홀하는 경우, 현실 세계에서 실제 다툼이 일어나는 경우 등 여러 가지 부작용이 발생하고 있다. 본 논문에서는 식물의 성장 과정에 게임의 요소를 더하여 컴퓨터 게임 사용자에게 생명의 소중함을 일깨워 줄 수 있으며 교육적인 효과 또한 거둘 수 있는 교육적 요소가 포함된 게임기의 설계를 제안한다.

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Implementation of multi-touching and application based touch interface using Infrared (적외선을 이용한 멀티 터치와 터치 인터페이스의 구현)

  • Yoo, Ki-Sun;Hong, Rok-Ji;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.928-934
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    • 2010
  • In this paper, the method introduce for touching signals and run the application on the multi touch environment using infrared light. When the user touches the screen, the infrared camera make a movie the light and the light which made through image processing communicate from TUIO(Tangble User Interface Object) protocol to Application. this Program is using the delivery informations which are occurred the event to Application. The Application which use the touch can exchange the Andoroid Phone between Mobile picture supervision Application also this equipment introduces about the musical entertainment Application which play a music many users at the same time.

Detection of Art Exhibitions using Augmented Reality Technology (증강현실 기술을 적용한 미술 전시품 검출)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.17 no.4
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    • pp.101-104
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    • 2018
  • Augmented Reality (AR) is an emerging technology and the applications of technology are still not fully unveiled. This paper explores a new application of augmented reality for new direction in art exhibitions, which aims to bring interactive learning experience to life. The project takes printed images on book or exhibiting arts to the next level by applying AR technology to provide a unique fascinating experience to its readers on mobile devices. AR technology composing with animation brings new digital entertainment experience to the user of art exhibitions. The key feature of this paper uses the technology presents auxiliary information in the field of view of an object on art exhibitions automatically without human intervention.

Empirical Study on Factors Influencing the Value of Mobile Advertising: From the Perspective of Information Value (정보 가치 관점에서 바라본 모바일 광고 가치의 설명 요인에 관한 실증적 연구)

  • Park, Chul-Woo;Ahn, Joong-Ho;Jahng, Jung-Joo;Kim, Eun-Jin
    • Information Systems Review
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    • v.8 no.2
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    • pp.29-49
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    • 2006
  • The introduction of the Digital Economy has formed a new market producing and trading information. Depending on the current contexts, each user evaluates identical information differently. It is difficult, even though important, to create and deliver the information customized to individual users by using some factors as time, location, and their personal characteristics. Information value, therefore, could be influenced by the capability of information systems to delivery useful information based on individual contexts to the right user immediately at the right time. From this point of view, we argue mobile systems which are able to be aware of individual contexts and deliver contextual information in real time can improve information value easily than other systems can. This research presents the results of an empirical test about antecedents to mobile advertising value. Though context relevance doesn't influence directly mobile advertising value, it plays an important role enhancing information usefulness which has great influence on mobile advertising value. Moreover, to supply information connected with users' context overcomes the effect of irritation. Lastly, entertainment can improve mobile advertising value as satisfying user's hedonic desire beyond the information source supporting decision making.

Measuring Relative Static/Dynamic Efficiency of Korean Game Companies Using DEA and DEA-Window: Focusing on Online and Mobile Game Company (DEA 및 DEA-Window를 통한 국내 게임산업의 정태적/동태적 효율성 분석: 온라인 및 모바일 게임 기업을 중심으로)

  • Lee, Jae-Young;Leem, Choon-Seong;Ban, Seung-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.496-509
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    • 2020
  • This study analyzes 5-year efficiency of the game industry, from 2014 to 2018 which is aimed at 25 online and mobile game companies, that are emerging as a new growth engine of a national economy to come and as a core areas of late entertainment industry. The DEA is used for static efficiency analyze and the DEA-Window is used for dynamic efficiency analyze. This study uses assets, the number of employees and costs as input variables and it also uses operating profits and sales as output variables. The main results show that scale efficiency presents a resonable result over 0.85 on a total average except 2014. However, there has not been a year that is over 0.80 of the whole period in technical efficiency. Also, in terms of business scale, there is a huge efficiency gap between high rank companies and low rank companies and the average trend of efficiency has been increased from 2014 to 2016 but it has been decreased since 2017.

The Technology of Connected Car (커넥티드 카의 기술)

  • Shim, Hyun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.590-598
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    • 2016
  • It comes into the spotlight as the new Blue Ocean in which the connected car industry in which the car and mobile communication technology is convergence. All sorts of infortainments services connecting with the portable electronic device(Smart phone, tablet PC, and MP3 player) and car are rapidly grown. The Connected car emphasizes the vehicle connectivity with the concept that the car has communication with the around on a real time basis and it provides the safety and expedience to the operator and using the thing of Internet (IoT) in the car and supports the application, presently, the entertainment service including the real-time Navigation, parking assistant function, not only the remote vehicle control and management service but also Email, multimedia streaming service, SNS and with the platform. Intelligent vehicle network is studied as the kind according to MANET(Mobile Ad Hoc Network) for the safety operation of the cars of the road and improving the efficiency of the driving.

Influence of Cyber Language on Continue Using Intention of Mobile (사이버 언어가 모바일 지속적 사용의도에 미치는 영향)

  • Nam, Soo-Tai;Kim, Do-Goan;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.178-181
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    • 2015
  • The purpose of this study was aimed to analyze factors affecting on continuous intention to use of mobile based on the caused motivation of cyber language. Predictor factors were selected economic motivation, represent motivation, entertainment motivation, relationship strength motivation and psychological free motivation suggested on the previous study. Participants of this study were 76 mobile users in Gyeongnam and Jeonbuk province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. Analytical results show that paths from economic motivation to the percieved value and relationship strength motivation are significant. And analytical results show that path from economic motivation to the percieved risk are significant. This study suggests practical and theoretical implications based on the results.

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Performance Measurement of Single-board System for Mobile BCI System (이동식 BCI 시스템을 위한 싱글보드 시스템의 성능측정)

  • Lee, Hyo Jong;Kim, Hyun Kyu;Gao, Yongbin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.3
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    • pp.136-144
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    • 2015
  • The EEG system can be classified as a wired or wireless device. Each device used for the medical or entertainment purposes. The collected EEG signals from sensor are analyzed using feature extractions. A wireless EEG system provides good portability and convenience, however, it requires a mobile system that has heavy computing power. In this paper a single board system is proposed to handle EEG signal processing for BCI applications. Unfortunately, the computing power of a single board system is limited unlike general desktop systems. Thus, parallel approach using multiple single board systems is investigated. The parallel EEG signal processing system that we built demonstrates superlinear speedup for an EEG signal processing algorithm.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.