• Title/Summary/Keyword: Mobile Markets

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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Determinants of Continuance Intention in Mobile Payment Services: Based on the IS Success Model

  • Itthiphone, Viyada;Jo, DongHyuk;Kwon, ChulHwan
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.87-95
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    • 2020
  • Highly competitive environment has been forcing e-commerce industries to seek strategies to achieve competitive advantages. Mobile payment is a kind of service that allows mobile phone user to easily and conveniently initiate payments and transfer funds using their mobile phone anytime, and anywhere. This study is designed to identify factors that affect the intention of continued use of mobile payment services between users in Korea and Laos. As a result, first, in the case of Korean consumers, system quality, information quality and service quality were shown to have a positive effect on trust and satisfaction. In addition, trust and satisfaction were shown to have a positive effect on continuance intention. Second, in the case of Laotian consumers, system quality and service quality were shown to have a positive effect on trust, and system quality and information quality were shown to have a positive effect on satisfaction. In addition, trust and satisfaction were shown to have a positive effect on continuance intention. The study has its implications by analyzing factors affecting the continuance intention with the comparison of the customers from a developed nation and a developing nation, providing a direction of development for developing competitive advantages for those in development. For the developed, the study provides a guideline of what to modify and supplement in cases of entering the markets of developing nations.

Analyzing the Economic Effect of Mobile Network Sharing in Korea

  • Song, Young-Keun;Zo, Hang-Jung;Lee, Sung-Joo
    • ETRI Journal
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    • v.34 no.3
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    • pp.308-318
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    • 2012
  • As mobile markets in most developed countries are rapidly coming close to saturation, it is increasingly challenging to cover the cost of providing the network, as revenues are not growing. This has driven mobile operators, thus far mostly involved in facility-based competition, to turn their attention to network sharing. There exist various types of mobile network sharing (MNS), from passive to active sharing. In this paper, we propose a model, based on the supply-demand model, for evaluating the economic effects of using six types of MNS. Our study measures the economic effects of employing these six types of MNS, using actual WiBro-related data. Considering lower service price and expenditure reduction, the total economic effect from a year's worth of MNS use is estimated to be between 513 million and 689 million USD, which is equal to three to four percent of the annual revenue of Korean mobile operators. The results of this study will be used to support the establishment of a MNS policy in Korea. In addition, the results can be used as a basic model for developing various network sharing models.

A Study onThe Success factors of Mobile Games (모바일게임의 성공요인에 대한 연구)

  • Kim, Do-Goan;Nam, Su-Tae;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.189-191
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    • 2014
  • Todays, with the spread of Mobile devices, game industry has experienced the change of supply chain structure and paradigm. Breaking the traditional supply chain of game industry, mobile games of App. markets provide alternatives or threats against traditional game industry. With the mobility as a strongpoint, mobile games have their own characteristics such as convenience, easy of use and simplicity comparing PC games or other games. In this point, this study is to find success factors of mobiles games through the analysis on the highly ranked favorite games according to the types of mobile games.

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Method for Exposing Capability and Functionality of Mobile Network (이동통신 서비스 개방 기술 동향)

  • Bahg, Y.J.;Na, J.H.
    • Electronics and Telecommunications Trends
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    • v.33 no.1
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    • pp.111-122
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    • 2018
  • In this review, several new technologies considered when providing an open service environment in a mobile communication network are described. Recently, 3GPP developed some standards related to IoT services for opening a service platform in an SCS environment based on the OSA concept in a 3GPP LTE system. Similarly, the development of a new framework is underway to allow a plurality of services to commonly use an API environment in which a service provider or client accesses a 5G mobile communication system. Extending the existing LTE SCEF concept, the standardization of the northbound API is applied in the 5G CAPIF environment. Therefore, it is possible to construct a framework that facilitates access from outside, and takes advantage of the common management of various open service environments. An open service platform environment is expected to play an important role in transforming a network with simple connectivity services into a variety of new service markets, or into a service environment that can create added value.

How a Convergence Product Affects Related Markets: The Case of the Mobile Phone

  • Lee, Mi-Suk;Lee, Jong-Su;Cho, Young-Sang
    • ETRI Journal
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    • v.31 no.2
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    • pp.215-224
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    • 2009
  • Analyzing the diffusion of a convergence product is a new and challenging research field. It is very difficult to find research dealing with this issue due to the inherent complexity and lack of data. In analyzing the diffusion of a convergence product, we should simultaneously take into account its relationship with related single-function products because of their similarities in terms of technology and functionality. In this study, we empirically analyze the diffusion of the convergence mobile phones in South Korea and find that the convergence products can affect the diffusion of MP3 players and digital cameras positively or negatively. This research may be significant for business strategies in technology management and product development.

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Forecasting of IMT-2000 Market Size using Modified Multi-generation Lotka-Volterra Model (변형된 다세대 Lotka-Volterra 모형을 적용한 IMT-2000 가입자 수요예측)

  • Kim, Yun-Bae;Kim, Jae-Beom;Lee, Hee-Sang
    • IE interfaces
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    • v.14 no.1
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    • pp.54-58
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    • 2001
  • In this study, we suggest a multi-generation Lotka-Volterra model, which is a competition model using game theory and complex system theory. The suggested model shows many improvements to weakness of a well known Bass model to forecast new technology in competitive markets. We show that the Lotka-Volterra model has strong power to forecast mobile communication services when it is used for competition of 1st generation mobile phone service and 2nd generation phone service in Korea. We finally use the model to forecast IMT-2000 service, the 3rd generation mobile communication service.

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Differences in preference for shopping platform use by generation and gender (세대, 성별에 따른 쇼핑 플랫폼 이용 선호도 차이)

  • Park, Jin-Hee;Park, Hye-Min;Lee, Young-Woo;Choi, Hun;Lee, Yong-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.599-601
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    • 2022
  • Due to the increase in the use of smartphones after the 4th industrial revolution, the market size of mobile shopping is growing as mobile shopping using smartphones rather than internet shopping using PCs increases. With the rapid growth of the mobile shopping market, online social commerce and open markets have grown.

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Status and Policy of Mobile App Authoring Tools for Interoperability and Compatibility (상호운용성과 호환성 확보를 위한 모바일 앱 저작도구 현황 및 지원정책)

  • Lee, Jemin Justin;Lee, Hye Sun;Park, Soo Kyung;Cho, Ji Yeon;Lee, Bong Gyou
    • Journal of Satellite, Information and Communications
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    • v.9 no.4
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    • pp.111-116
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    • 2014
  • Thanks to diffusions of mobile devices and advances of network technologies, demands for mobile app have been increased dramatically. It has resulted in mobile app industries as well as mobile app authoring tools are facing a crisis over subordinate to specific OS and platform such as iOS, Android and Apple App Store. Because these particular OS and platforms are obstacles to overcome for supporting interoperability and compatibility. In this study, we have conducted expert interviews and surveys to analyze status of mobile app markets and needs for mobile app user and developer. As a result, mobile app based on HTML5 leads to interconnect various mobile devises without additional efforts. Thereby, mobile app user and developer take a positive view of HTML5. However, mobile app developers tend to have the technical path dependence, they especially in venture and small enterprises need to government support for professional manpower training.

Quality Evaluation of Online Health Information Related to Young Child (영유아 온라인 건강정보의 질 평가)

  • Son, Hyun-Mi;Je, Minji;Sohn, Young-Sil
    • Child Health Nursing Research
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    • v.24 no.1
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    • pp.91-100
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    • 2018
  • Purpose: This study was to evaluate the quality of online health information related to infants and preschoolers accessible through mobile applications and websites. Methods: Using combinations of the terms 'infant', 'preschooler', and 'health' as the main keyword or categories, the researchers searched relevant mobile applications and websites in Korean application markets and popular search engines. Twelve mobile application and 14 websites were finally selected according to our inclusion criteria and evaluated using DISCERN instrument. Results: The overall quality score of online health information available through mobile applications was 2.00 of 5 points, the reliability score was 2.15, and the quality score was 1.76. The overall quality score of online health information available through websites was 2.29, the reliability score was 2.40, and the quality score was 1.82. Conclusion: The quality of online health information related to young children was found to be low and to have potentially significant drawbacks according to DISCERN criteria. Therefore, it is necessary to establish a system to evaluate and regulate the quality of online health information. Additionally, factors that readers can use to judge the quality of health information, such as references and the benefit versus risks of the information, should be provided.