• Title/Summary/Keyword: Mobile Internet Services

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The Evolutionary Directions of Mobile Business Models

  • Oh, Jae-In;Hong, Sung-Won;Jeong, Eun-Hee;Won, Jong-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.211-214
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    • 2003
  • Since the number of mobile Internet users has been increasing rapidly around the world, the mobile business which is a variety of applications of mobile Internet has gained attention among the related industry and academics. However, most researchers mainly focus on the issues concerning the trend, forecast, technoloies, and demographic characteristics of mobile Internet services. Further, only mobile Internet users have participated in surveys, excluding network operators and contents providers. The purpose of this research is to project the evolution of mobile business and identify its critical success factors. The results of this research are from the analysis of data collected not only from mobile Internet users but also from network operators and contents providers.

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Factors Influencing the Customer Satisfaction and Re-Purchasing Intention of Mobile Shopping Mall (모바일 쇼핑에서 고객만족과 재구매 의도에 미치는 영향 연구)

  • Lee, Hyunsoo;Chae, Young-Il
    • Journal of Information Technology Services
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    • v.12 no.2
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    • pp.215-229
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    • 2013
  • The purpose of this research is to identify what factors influence a customer satisfaction and re-purchasing intention and to identify if customer's Intentions are different between a mobile shopping mall and Internet Shopping mall. To perform empirical analysis for the mobile shopping mall, this research reapplied the factors of Parasuraman et al.[77] in a Internet shopping mall, including reliability, reactivity, tangibility, and this research also applied the factors of a mobile properties, including ubiquity, localization, instant connectivity. The empirical results of this research indicate that all hypotheses in our model are significant; However, the factors of a mobile properties negatively. The results of a analysis indicate that the mobile properties in a mobile shopping mall are not significant yet. and customer's recognition in both mobile shopping mall and Internet shopping mall are the similarity. In Conclusion, with the rapid growth of the Mobile Shopping mall market, many mobile shopping mall researches based on customer's Intentions must be published. Therefore, this research will be the foundation of these researches.

A study on mobile internet users′ lifestyle and service preference (모바일 인터넷 사용자의 유형 및 서비스 선호도 연구)

  • 고은주;이수진
    • Journal of the Korean Home Economics Association
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    • v.42 no.3
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    • pp.195-209
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    • 2004
  • The purpose of this study was 1) to examine the usage of mobile internet by cell phone or palm pilot, etc., 2) to analyze mobile users' lifestyles, 3) to examine preferred fashion services according to users' lifestyles and 4) to investigate service satisfaction and preference with the mobile internet. 193 university students in Seoul were randomly selected as subject. The data was analyzed using descriptive statistics (i.e., percentage, frequency), factor analysis, cluster analysis and ANOVA. The results of the study were as follows: first, most mobile users spent 10 min a day for using the mobile internet (i.e., short message service) mainly in transportation vehicles. Secondly, five factors in the mobile users' lifestyle were named as: 'surfer', 'absorber', 'expert', 'accepter' and 'enthusiast'. Thirdly, two factors in the preferences of fashion service on mobile internet were 'customized information service' and 'ordinary information service'. Fourthly, according to the internet lifestyle, mobile users were classified into three groups: 'mania group', 'follower group', and 'veteran group'. The mania group was the highest group in mobile service satisfaction and service preference. Marketing implications are discussed for the successful mobile business in clothing and textile industry.

Evaluation of Mobile Application in User's Perspective: Case of P2P Lending Apps in FinTech Industry

  • Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1105-1117
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    • 2017
  • Financial technology, also known as FinTech, is one of the fast growing global businesses in since its inception in 2008. Fintech is a new economic industry, comprised of companies that adopted the latest technologies to provide more efficient financial services than the traditional financial services. Fintech companies are generally small to medium sized startups trying to disintermediate existing financial systems. FinTech companies can be differentiated in several areas, based on its business solutions and target customers. In Korea, the Peer-to-Peer (P2P) lending companies are the most prominent in the FinTech sector. P2P lending is a method of borrowing or lending money to individuals through online services without the use of an official financial institution as an intermediary. The P2P lending companies operate their services entirely online or mobile environment. Consequently, mobile P2P lending application users are dramatically increasing. Thus, it is worth evaluating the acceptance of the mobile apps of the P2P lending companies from a user's perspective. This paper discusses user acceptance of the mobile P2P lending apps, guided by the Technology Acceptance Model. We conclude that the users' acceptance of mobile P2P lending apps are significantly influenced by perceived ease of use, perceived usefulness, and user satisfaction. These in turn influenced their attitude towards using mobile P2P lending apps and intention to use.

A Priority Analysis on Mobile Telecom Internet of Things Using the AHP (analytic hierarchy process) (계층분석기법(AHP)을 이용한 이동통신 사물인터넷 서비스 우선순위 분석)

  • Nam, Soo-Tai;Jin, Chan-Yong;Kim, Do-Goan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.6
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    • pp.1191-1196
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    • 2017
  • Lately, the three mobile telecom companies in Korea are competing for the launch of Internet of Things services for using home. Typical launched services are in the smart home related fields. However, Internet of Things as mobile telecom based are at an early stage, expected that various services will be started continuously. At this point, we have been planning to analyze the preference of Internet of Things for objects based on the services already launched. In order to apply the analytic hierarchy method, the first stage factors were designed as Safety, Security, Health care, Intelligence and Home appliances. In addition, the second stage factors were organized into 18 detailed services presented in the conceptual model. As a result, Health care (23.2%) was the most preferred priority. These results can be interpreted as the result of interest in health by improving income. We presented the theoretical and practical implications of these results.

A Preference Analysis for Internet of Things based Mobile Telecom Environment in Korea (국내 이동통신 사물인터넷에 관한 선호도 분석)

  • Nam, Soo-Tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.140-143
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    • 2017
  • Lately, the three mobile telecom companies in Korea are competing for the launch of internet of things services for using home. Typical launched services are in the smart home related fields. However, internet of things as mobile telecom based are at an early stage, expected that various services will be started continuously. At this point, we have been planning to analyze the preference of Internet of things for objects based on the services already launched. In order to apply the AHP (analytic hierarchy process) analysis method, the first stage factors were designed as safety, security, health care, intelligence and home appliances. In addition, the second stage factors were organized into 18 detailed services presented in the conceptual model. Thus, we present the theoretical and practical implications of these results.

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Repeated Overlapping Coalition Game Model for Mobile Crowd Sensing Mechanism

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.7
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    • pp.3413-3430
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    • 2017
  • With the fast increasing popularity of mobile services, ubiquitous mobile devices with enhanced sensing capabilities collect and share local information towards a common goal. The recent Mobile Crowd Sensing (MCS) paradigm enables a broad range of mobile applications and undoubtedly revolutionizes many sectors of our life. A critical challenge for the MCS paradigm is to induce mobile devices to be workers providing sensing services. In this study, we examine the problem of sensing task assignment to maximize the overall performance in MCS system while ensuring reciprocal advantages among mobile devices. Based on the overlapping coalition game model, we propose a novel workload determination scheme for each individual device. The proposed scheme can effectively decompose the complex optimization problem and obtains an effective solution using the interactive learning process. Finally, we have conducted extensive simulations, and the results demonstrate that the proposed scheme achieves a fair tradeoff solution between the MCS performance and the profit of individual devices.

Demonstration of Mobile Fronthaul Test Bed Based on RoF Technology Supporting Two Frequency Assignments and 2 × 2 MIMO Antennas

  • Cho, Seung-Hyun;Han, Changyo;Chung, Hwan Seok;Lee, Jong Hyun
    • ETRI Journal
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    • v.37 no.6
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    • pp.1055-1064
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    • 2015
  • We demonstrate a next-generation high-capacity mobile fronthaul based on radio over fiber (RoF) technology, which links between a digital unit and a radio unit supporting two frequency assignments and $2{\times}2$ multiple input, multiple output antennas. To confirm the technical feasibility of a mobile fronthaul, we experimentally investigate its down- and uplink end-to-end performances including the optical and radio frequency (RF) signal path. Frequency-dependent performance deviations, error vector magnitude variations, overall system performance variations caused by optical to electrical conversion, and intermediate frequency to RF conversions are examined. Experimental verifications on multiple LTE uplink signals are performed for the first time. We also demonstrate several commercial mobile Internet services, YouTube video streaming, and file transfers using off-the-shelf mobile devices, through a mobile fronthaul based on RoF.

The Trustable Billing System for Mobile Internet (무선 인터넷에서 신뢰할 수 있는 과금 시스템)

  • 장석철;이임영
    • Journal of Korea Multimedia Society
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    • v.5 no.3
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    • pp.298-306
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    • 2002
  • As the mobile communication related services are becoming popular, the payment issues on charging for the content services are getting more and more attention. Many contents providers are having difficulties for correctly charging services they provide, because they do not have appropriate payment systems yet. There are also the privacy protection issues, security problems that arise during transactions, and the authentication issues for both the user and the business, to be taken care of. In this paper, the billing system in the mobile internet environment will be discussed. Topics related to the key distribution for exchanging data, and the authentication mechanism for communications will be discussed. Based on this, a trustworthy billing system will be proposed.

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King Sejong's Invention: Korean Characters and Real-time Korean Information Network (세종대왕의 발명: 한글과 실시간 한민족 정보 네트워크)

  • Kim, Yung-Bok
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.463-468
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    • 2003
  • The Internet, especially the mobile Internet influences enormously in many areas in human societym espeially in terms of the exchanging speed of knowledge and information. This new society of knowledge and information will introduce many new types of services based on valuable knowlwdge and information. Among many new services in this mobile computing environment, the real-time worldwide korean information networking service using the Korean characters invented by the mobile computing environment, the real-time worldwide Korean information networking service using the Koean characters invented by the King Sejong is possible ubiquitously with wired and mobile Internet. We studied the user interface with Korean characters in the mobile computing environment, and introduce the useful results with new metrics of performance analysis after real implementation for real-time Korean information networking using Korean domain names.