• Title/Summary/Keyword: Mobile Entertainment Service

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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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A comparative study on the usability evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 비교 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.69-77
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    • 2013
  • This research validates the correlation between usability and functional attributes whilst comparing the degree of satisfaction of information framework used in museum mobile apps via usability evaluation in pre-visit setting. In cases of Bilbao Guggenheim and American Natural History Museum apps, the degree of satisfaction measured for information service, functional attributes, motivation for actual museum visit and during-visit usability of the apps were all highly evaluated. Such evaluation data indicates the increased usability of apps when mobile applications take user-friendly design that intuitively reflect users' interests and needs. After thorough analysis of correlation between usability and fictional attributes, data pointed to more meaning relationships existed in non-intrusiveness and personalization than other functional attributes. In conclusion, we were able to acknowledge the usability of museum mobile apps depends upon the interaction between content and functional attributes rather than entertainment factor and technology.

Exploratory Analysis to Investigate the Process Effectiveness of IT Convergence based Service Industry Model (IT융합 서비스 산업 모델의 프로세스 효과성 탐색)

  • Han, Hyun-Soo;Moon, Tae-Eun
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.227-242
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    • 2012
  • It is a daunting task to theorize the process effectiveness of IT convergence based service model. Despite the criticalness of investigating process enhancement impact of IT-convergence based service model, the theoretical research in this field is relatively scarce, possibly due to the too wide and comprehensiveness of research scope. In this vein, we conducted exploratory study to understand the contributional impact of IT convergence based service model on resolving service process limitations. We first identified five IT convergence based service models in the area of typical service industry, which include entertainment, learning, location based services, tourism, and healthcare. Our research model classified value creation factors of the IT convergence model in twofold. The one is defined as basic value creation factor of the IT convergence, which is treated as the second-order factor that consists of two first-order factors of mobile functionality and Internet with digital contents merging functionality. The other is defined as service process limitations resolving factor which are comprised with the two first-order factors of simultaneousity and perishability. Both the second-order factors are modeled, each respectively, with the two first-order factors in formative manner. Using PLS, empirical validation is executed to analyze each value creating factor's contribution impact on the relative advantage, as well as the mediating effect of basic value creation factor on resolving service process limitations. On the basis of the insights revealed from this paper, further theory building research could be elaborated in the area of IT convergence applications for service industry.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

The Effect of the Context Awareness Value on the Smartphone Adopter' Advertising Attitude (스마트폰광고 이용자의 광고태도에 영향을 미치는 상황인지가치에 관한 연구)

  • Yang, Chang-Gyu;Lee, Eui-Bang;Huang, Yunchu
    • Journal of Intelligence and Information Systems
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    • v.19 no.3
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    • pp.73-91
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    • 2013
  • Advertising market has been facing new challenges due to dramatic change in advertising channels and the advent of innovative media such as mobile devices. Recent research related to mobile devices is mainly focused on the fact that mobile devices could identify users'physical location in real-time, and this sheds light on how location-based technology is utilized to achieve competitive advantage in advertising market. With the introduction of smartphone, the functionality of smartphone has become much more diverse and context awareness is one of the areas that require further study. This work analyses the influence of context awareness value resulted from the transformation of advertising channel in mobile communication market, and our research result reflects recent trend in advertising market environment which is not considered in previous studies. Many constructs has intensively been studied in the context of advertising channel in traditional marketing environment, and entertainment, irritation and information are considered to be the most widely accepted variables that has positive relationship with advertising value. Also, in smartphone advertisement, four main dimensions of context awareness value are recognized: identification, activity, timing and location. In this study, we assume that these four constructs has positive relationship with context awareness value. Finally, we propose that advertising value and context awareness value positively influence smartphone advertising attitude. Partial Least Squares (PLS) structural model is used in our theoretical research model to test proposed hypotheses. A well designed survey is conducted for college students in Korea, and reliability, convergent validity and discriminant validity of constructs and measurement indicators are carefully evaluated and the results show that reliability and validity are confirmed according to predefined statistical criteria. Goodness-of-fit of our research model is also supported. In summary, the results collectively suggest good measurement properties for the proposed research model. The research outcomes are as follows. First, information has positive impact on advertising value while entertainment and irritation have no significant impact. Information, entertainment and irritation together account for 38.8% of advertising value. Second, along with the change in advertising market due to the advent of smartphone, activity, timing and location have positive impact on context awareness value while identification has no significant impact. In addition, identification, activity, location and time together account for 46.3% of context awareness value. Third, advertising value and context awareness value both positively influence smartphone advertising attitude, and these two constructs explain 31.7% of the variability of smartphone advertising attitude. The theoretical implication of our research is as follows. First, the influence of entertainment and irritation is reduced which are known to be crucial factors according to previous studies related to advertising value, while the influence of information is increased. It indicates that smartphone users are not likely interested in entertaining effect of smartphone advertisement, and are insensitive to the inconvenience due to smartphone advertisement. Second, in today' ubiquitous computing environment, it is effective to provide differentiated advertising service by utilizing smartphone users'context awareness values such as identification, activity, timing and location in order to achieve competitive business advantage in advertising market. For practical implications, enterprises should provide valuable and useful information that might attract smartphone users by adopting differentiation strategy as smartphone users are sensitive to the information provided via smartphone. Also enterprises not only provide useful information but also recognize and utilize smarphone users' unique characteristics and behaviors by increasing context awareness values. In summary, our result implies that smartphone advertisement should be optimized by considering the needed information of smartphone users in order to maximize advertisement effect.

A Guidelines for Establishing Mobile App Management System in Military Environment - focus on military App store and verification system - (국방환경에서 모바일 앱 관리체계 구축방안 제시 - 국방 앱스토어 및 검증시스템 중심으로 -)

  • Lee, Gab-Jin;Goh, Sung-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.3
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    • pp.525-532
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    • 2013
  • Recently. smartphones have been popularized rapidly and now located deep in our daily life, providing a variety of services from banking, SNS (Social Network Service), and entertainment to smart-work mobile office through apps. Such smartphone apps can be easily downloaded from what is known as app store which, however, bears many security issues as software developers can just as easily upload to it. Military apps will be exposed to a myriad of security threats if distributed through internet-basis commercial app store. In order to mitigate such security concerns, this paper suggests a security guidelines for establishing a military-excusive app store and security verification system which prevent the security hazards that can occur during the process of development and distribution of military-use mobile apps.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

Balancing Control Algorithm for a Single-Wheeled Mobile Robot (외륜 이동로봇의 균형제어 알고리즘)

  • Lee, Hyun Tak;Park, Hee Jae
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.26 no.1
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    • pp.144-149
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    • 2017
  • There have been lots of interest on service and entertainment robots. To ensure that robots work in harmony with humans, their stability and compactness are some of the key issues. Obviously, robots with fewer wheels occupy a smaller floor area compared to those with more wheels. In addition, robots with fewer wheels, whose posture stabilities are maintained by feedback control, are stable even under larger accelerations and/or higher locations of the center of mass. To facilitate controller design, it is assumed that both pitch and roll dynamics are decoupled. The dynamic equations of motion for the proposed robot are derived from the Euler-Lagrange equation. To obtain the optimal balancing control law, linear quadratic regulator control methods are applied to the linearized dynamic equations. Simulation and experimental results verify the effectiveness and performance of the proposed balancing control algorithm for a single-wheeled mobile robot.

A Study of Technology of Mobile Service Support Based on Home Automation (홈 오토메이션을 기반으로 하는 모바일 서비스 지원 기법)

  • 박정현;정화영
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.597-600
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    • 2002
  • 새 천년이 시작하면서 자본주의의 새로운 기업 모델로 e-Biz가 각광받았다. 하지만 곧바로 사양되었으며, 이 시점에서 새로운 대안으로 떠오른 것이 바로 모바일 인터넷 비즈니스였다. M-Biz는 편재성(Ubiquity), 접근성(Reachability), 보안성(Security), 위치확인(Localiz ation), 즉시 연결성(Instant Connectivity), 개인화(Personalization)의 모바일 인터넷 장점을 이용하여 뚜렷한 수익모델로 가능해졌기 때문이다. 이런 모바일 컨텐츠 서비스는 정보제공(Information), Entertainment, 상거래(Transaction), 단문메시지 (Communication) 등을 현재 제공하고 있으며, 이러한 기능들을 현재 개발되고 있는 홈 오토메이션 시스템과 결합하여 새로운 형태의 홈 오토메이션을 기반으로 하는 모바일 서비스 지원 기법을 본 논문에서는 논하였다.

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The TV Audience's Traits, Media Usage and the Adoption of the Satellite DMB : Focus on the Understanding and Evaluation of the Local TV Audience (시청자 특성, 미디어 이용과 위성 DMB의 수용 : 지역 시청자의 인식과 평가를 중심으로)

  • Lee, Si-Hoon
    • Korean journal of communication and information
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    • v.28
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    • pp.141-169
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    • 2005
  • This study considered the factor of the adoption of the satellite DMB. This study focus on the TV audience's demographic traits and media usage. The results are follows : 1) the elder-aged group, high-educated group and car driver group have high intention to be subscriber for the satellite DMB service. 2) the white collar group and the middle income group have high intention to be subscriber for the satellite DMB service. 3) the many media use group and the many function use of mobile phone group have high intention to be subscriber for the satellite DMB service. 4) the local TV audience like the entertainment genre in video and audio service and the information genre in data service 5) the local TV audience don't mind of the re-transmission territorial broadcasting by the satellite DMB service.

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