• Title/Summary/Keyword: Mobile IS Success

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Flower Recognition System Using OpenCV on Android Platform (OpenCV를 이용한 안드로이드 플랫폼 기반 꽃 인식 시스템)

  • Kim, Kangchul;Yu, Cao
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.123-129
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    • 2017
  • New mobile phones with high tech-camera and a large size memory have been recently launched and people upload pictures of beautiful scenes or unknown flowers in SNS. This paper develops a flower recognition system that can get information on flowers in the place where mobile communication is not even available. It consists of a registration part for reference flowers and a recognition part based on OpenCV for Android platform. A new color classification method using RGB color channel and K-means clustering is proposed to reduce the recognition processing time. And ORB for feature extraction and Brute-Force Hamming algorithm for matching are used. We use 12 kinds of flowers with four color groups, and 60 images are applied for reference DB design and 60 images for test. Simulation results show that the success rate is 83.3% and the average recognition time is 2.58 s on Huawei ALEUL00 and the proposed system is suitable for a mobile phone without a network.

Design of Personalization Service System in Mobile GIS (모바일 GIS에서의 개인화 서비스 시스템 설계)

  • Park, Key-Ho;Jung, Jae-Gon
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2008.10a
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    • pp.106-112
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    • 2008
  • Personalization is user oriented dynamic method based on user preferences for easy access to what users want to view or get. It has become more important in mobile domain with rapid growth of wireless Internet and mobile phone market after success of web based market and therefore, it can be applied to service of spatial analysis result. In this paper, spatial analysis using user profile and notification service methods are proposed as one of personalized spatial data service methods for mobile users. A service system for spatial analysis with user profile is designed to prove possibility of spatial analysis based on user preferences and notification service is also designedto show generated output can be sent to user's mobile devices efficiently to make users informed of preferred information. Prototype system is implemented and it is applied to real estate data that has many selectable conditions by users. Information service based on user preferences can be applied to spatial data by using proposed system and it is efficient when cache module is used to shorten response time. Various user models for application domains and performance evaluation methods need to be developed in the future.

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Empirical Analysis of the Effects of Service Quality of the Smartphone App Store on Users' Repurchase Intention (스마트폰 앱 스토어의 서비스 품질이 재구매 의도에 미치는 요인에 관한 실증연구)

  • Lee, Myung Moo;Lee, Kun Chang
    • Journal of Information Technology Services
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    • v.14 no.3
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    • pp.1-18
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    • 2015
  • Recent trends of mobile convergence has already brought about many changes in our digitally-powered society. Especially, taking advantage of strengths of existing mobile devices and smart phones have already been established as a primary standard in the business intelligence world. Such high-powered digital devices equipped with mobile convergence functions are getting more momentum as app stores are prevailing. Basically, the app stores are administered by smart phone manufacturers, creating a new business ecosystem among app developers and end-users. However, there are paucity of studies tackling an issue about how users' repurchase intention of the apps is influenced by the service qualities of the app stores. In this respect, this study aims to investigate the effect of app store service quality on users' satisfaction and repurchase intention. As the value of loyal customers is incomparably high in app commerce, winning customers' loyalty is vital to the success of app stores. In this study, a customer is defined as one who has purchased goods or services at least once from the app stores. The proposed research model includes a number of constructs such as app perceptions, customer service, perceived ease of use, design, promotion, perceived consumer risk and connectivity. Empirical results revealed that perceived consumer risk has a negative relationship with consumer's perceived repurchase intention. All the other variables-app perceptions, customer service, perceived ease of use, design, promotion, connectivity- are found to be positively related with the repurchase intentions.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

A design and implementation of Java based network game environments design and implementation for Internet community (인터넷 커뮤니티를 위한 JAVA 기반의 네트워크 게임 환경 설계 및 구현)

  • Kim, Jong-Soo;Kim, Tea-Suk;Choe, Gil-Rim;Kim, Sam-Ryung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05b
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    • pp.1071-1074
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    • 2003
  • Now internet is very popular. Many company services various contents in Web. One of the best way for internet community is network game service for internet member. There are some company to service high quality network game for gathering members. Those company make success for getting fee from their member. Global on-line game market is small but stability growing. Thus Microsoft invest on line game. On this paper, one of a java network turn game system called by "Hoola" is designed and implemented. This Application consist of Client/Server and Database module and multi-tier Architecture, because of easily translation to PDA or mobile phone.

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Factors Affecting the Continuous Use of Mobile Music Contents (모바일 음악콘텐츠의 지속적 사용에 영향을 미치는 요인에 관한 연구)

  • Yang, Seung-Kyu;Park, Seong-Won;Lee, Choong-C.
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.291-305
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    • 2008
  • Previous study about Mobile Music Contents was mainly focused on Industry factors & enterprise factors like Technology. This study is not only focused on Technology factors, but also Customer & System factors like TAM of original, and also, this study first tried to find the Mobile Internet medium's customer purchase by each property's Mobile Music Contents from assorting the Mobile music Contents property and defining them. So to speak of this study have tried to concretely verify the factors of purchase. And also, I proposed an transformated model, and added independent variable factors, 'distinction', 'speed of system', 'speed of network', 'a career of use', 'amount of use', 'preservation', 'customization', 'information', 'confidence', 'omni presentation', 'potential possibility of reproduce'. By applying TAM this study has measured how the product property. user property, and system property causes effect to customer purchase of Mobile Music Contents. In results, First, success 8 factors were determined to be the purchase of 'Ringtone'. Second, 8 factors were determined to be the purchase of 'Ring-Back tone', but, 'The use of convenience' was not influenced 'Intention of Purchase'. Third, 6 factors were determined to be the purchase of 'Full Track Download of Music'. At the Conclusion this study presented a scheme that these study results could be applied in actual company and academic world.

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A Case Study on Smart Work through the Lens of Time-Geography Theory (시간지리학 관점에서 본 스마트워크 사례 연구)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.13 no.3
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    • pp.99-121
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    • 2011
  • With the advancement of mobile information technology, the era of smart work emerges as a means for enabling us to overcome temporal and spatial constraints. Thanks to smart mobile devices with seamless access, organizations can assign tasks to employees and provide services to the appropriate customers in mobile environments. In addition, smart work facilitates the improvement of coordination and collaboration among individuals and groups performing organizational tasks. The dramatic performance improvement is manifest by utilization of smart work in organizations. Therefore, the interest in the introduction of smart work is growing. With the lens of time-geography, this study investigates what makes smart work successful. This research, especially, concentrates on the processes for overcoming the temporal and spatial constraints in the field. A case study of the Seoul Metropolitan Rapid Transit Talk and Flash (SMRT T&F) is developed and analyzed through the framework of time-geography and the implementation processes and success factors of SMRT T&F are investigated.

Research on Personalization for Social Network Service in IPTV (IPTV 소셜네트워크서비스를 위한 개인화에 관한 연구)

  • Kim, Hyun-Suk;Kim, So-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.884-887
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    • 2009
  • Social Network Service has been extremely popular these days and providing diverse features and functions to users. Social networking and interest sharing in between users are key factors of SNS and this circles back to draw more users to the service. Web is the first media to provide SNS and mobile is the next. The service based on mobile environmental uniqueness such as Location-based-service(LBS) is the key success factors to convert users to web SNS to mobile SNS. TV has also been a possible SSN market to draw users to share interests and participation. However TV has been always community electronics in family members and personalization to provide SNS has been barrier to overcome. In this study, we explorer ideas of key factors of personalization in TV environment and conducted a field study to define characteristics of TV personalization in terms of depth, method, style and structure. Research finds out that there are significant differences in these categories.

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Research on Possibilies of Social Network Services through IPTV (IPTV를 통한 SNS 가능성에 관한 연구)

  • Kim, Hyun-Suk;Kim, So-Hyun
    • Journal of the HCI Society of Korea
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    • v.4 no.1
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    • pp.11-15
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    • 2009
  • Social Network Service has been extremely popular these days and providing diverse features and functions to users. Social networking and interest sharing in between users are key factors of SNS and this circles back to draw more users to the service. Web is the first media to provide SNS and mobile is the next. The service based on mobile environmental uniqueness such as Location-based-service(LBS) is the key success factors to convert users to web SNS to mobile SNS. TV has also been a possible SSN market to draw users to share interests and participation. However TV has been always community electronics in family members and personalization to provide SNS has been barrier to overcome. In this study, we explorer ideas of key factors of personalization in TV environment and conducted a field study to define characteristics of TV personalization in terms of depth, method, style and structure. Research finds out that there are significant differences in these categories.

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Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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