• 제목/요약/키워드: Mobile Phone Case

검색결과 205건 처리시간 0.031초

GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • 벤처창업연구
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    • 제5권4호
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    • pp.113-128
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    • 2010
  • Moblie games are getting popular in that more mobile handsets are available. The mobile phone is expected to be the dominant platform the way the PC turned out to be the dominant platform of desktop computing. Ubiquity enables the mobile phone users interact socially with other users. Mobile game developers are now competing globally on the Apple Appstore, where any developers in the world are able to publish their own games easily. This study reviews the case of Gamevil, one of the leading mobile game service providers, from its foundation to the current global competition in order to draw implications for mobile game industry.

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스마트폰을 이용한 디지털 적립 서비스 시스템 개발 (Development of Digital Mileage Service System using Smart-Phone)

  • 강남희
    • 한국인터넷방송통신학회논문지
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    • 제11권3호
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    • pp.137-142
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    • 2011
  • 스마트폰 사용자의 증가와 다양한 마케팅 전략의 일환으로 최근 다양한 모바일 적립 서비스가 활성화 되고 있다. 적립 서비스는 사용자의 충성도를 증가시키고 구매 의욕을 극대화 시키는 대표적인 마케팅 서비스이다. 기존 오프라인 적립 서비스의 경우 사용자는 많은 수의 적립카드를 소지해야 하는 불편함이 있었다. 또한 이를 디지털화한 모바일 적립 서비스의 경우에도 많은 적립카드에서 사용 가능한 카드를 수동 검색해야 하는 검색 비용이 요구된다. 본 논문에서는 이를 해결하기 위해 사용자의 현 위치를 파악하여 사용가능한 적립 카드를 자동으로 검색할 수 있는 방안을 핵심 기능으로 하는 모바일 적립 서비스 시스템을 설계하고 개발한다.

스마트폰 뱅킹서비스 수용의도에 영향을 미치는 요인: 중국 사례 (Factors Affecting the Intention to Use of Smart-Phone Banking Service: A Case of Chinese Users)

  • 김수현;이뢰
    • 한국콘텐츠학회논문지
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    • 제12권11호
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    • pp.303-312
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    • 2012
  • 본 논문에서는 스마트폰 모바일뱅킹 서비스의 수용의도에 영향을 미치는 요인을 살펴보기 위하여 연구모형을 설계하였으며, 기존 연구에 비해 스마트폰 특성이라는 독립변수와 사용만족도라는 매개변수를 추가하여 확장하였다. 이동성, 다양성, 보안성 등의 스마트폰 특성, 즉시접속성, 보안성, 시험가능성, 정보풍부성, 이용편의성 등의 모바일뱅킹 서비스 특성, 사용자 친숙도, 사용자 혁신성 등의 사용자 개인특성 등의 독립변수와 사용자 만족도라는 매개변수가 스마트폰 모바일뱅킹서비스의 수용과 관련하여 어떠한 경로를 통해 중국 소비자들의 수용의도에 영향을 주는지와 관련해 이론적 모델을 제시하고 이를 설문을 통하여 실증분석을 실시하였다. 분석 결과에 의하면 스마트폰 특성 중 이동성이, 모바일뱅킹 서비스 특성 중 즉시 접속성과 이용편의성이, 사용자 개인 특성 중 사용자 친숙도가 사용만족도에 긍정적인 영향을 미치는 것으로 나타났다. 사용만족도는 수용의도에 긍정적인 영향을 미치는 것으로 나타났다. 이는 이동 중에도 언제 어디서나 이용할 수 있고 사용이 쉬운 인터페이스를 제공하는 것이 스마트폰 뱅킹서비스의 수용의도를 높인다는 것을 암시한다.

추격에서 선도로: 탈추격체제의 기술혁신 특성 - 한국 이동전화산업 사례 연구 - (The Change of Innovation Practice in Post Catching-up Regime: the Case of Korean Mobile Phone Industry)

  • 송위진
    • 기술혁신학회지
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    • 제7권2호
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    • pp.351-372
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    • 2004
  • This paper examines the change of innovation practices in the Korean industry which is entering into the 'post catching-up regime'. In catching-up regime, the technological loaming practices of Korean firms could be characterized as the assimilation and improvement of foreign technologies through crisis construction and time pressure. Crisis construction and time pressure were the important factors enhancing the intensity of technological teaming and shaping the way of doing imitative innovation. But the innovation patterns of firm are changing. The new ways of doing innovation are emerging in Korean mobile phone industry which is becoming a world leader: the emphasis on the importance of technological planning, the enhancement of collaborative networks among related firms, the toleration on the failure and the effort to acquire core technologies. Though Korean firms have not developed enough capabilities to create basic core technologies, they can develop their competitiveness through creative combination of technologies and are approaching the world frontier.

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휴대폰 케이스의 지속가능성 평가 및 나노 입자를 사용한 전자기파 흡수성능 개선 (Evaluation of sustainability of mobile phone case and improvement of electromagnetic shielding by nano particles)

  • 강윤철;정우균;안성훈
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.477-480
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    • 2005
  • In this paper, the concept of sustainability was applied to mechanical design and manufacturing of mobile-phone case. A new evaluation method to find products' good and weak point for sustainability was developed. Two mobile phones were evaluated using the evaluation tool. As a result, electro-magnetic (EM) wave was considered as a harmful factor of the products, and improved front panel was made using nano particles that absorb EM waves. The EM shielding tests revealed that silver nano powders absorbed EM while MWCNT had no effect.

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

  • Itthiphone, Viyada;Jo, DongHyuk;Kwon, ChulHwan
    • 인터넷정보학회논문지
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    • 제21권5호
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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.

모비키즈: 통신전자파 노출과 어린이청소년의 뇌종양에 관한 환자 -대조군 연구 프로토콜 (Mobi-kids: A Case-control Study Protocol on Electromagnetic Field Radiation Exposure from Telecommunication and Brain Tumors in Children and Adolescents)

  • 최경화;김동석;이정일;나영신;피지훈;안영환;권종화;이애경;최형도;하미나
    • 한국환경보건학회지
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    • 제41권3호
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    • pp.182-190
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    • 2015
  • Objectives: To introduce a protocol of Mobi-kids study which was aimed to examine an association between radiofrequency (RF) radiation exposure by mobile phone use and brain tumor risk in children and adolescents. Methods: The Mobi-kids study was a multinational matched case control study using a standardized protocol with the number of subjects targeted about 1,000 cases and 2,000 controls aged 10 to 24. In Mobi-Kids Korea, the source population was restricted to Seoul, Incheon, and Gyeonggi-do province. Eligible cases of primary brain tumor (glioma, meningioma, and others) were diagnosed from January 2012 to June 2015. Eligible controls were appendicitis patients operated during the study period. Two controls were matched on age, gender, and study region for 1 case. Information about pattern and history of mobile phone use and other covariates were obtained by face to face interview by trained interviewer. The Mobi-kids study has been involved in Mobi-expo as a validation study about mobile phone use, XGridmaster to localize tumor in the brain for RF energy calculation, and histological review for validation of diagnosis. Results: The Mobi-kids was the first and largest study in children and adolescents to estimate risk of brain tumor in association with the RF energy absorption in the brain estimated by mobile phone use. Forty-six-cases and 54 controls were collected as of September 2014 in Korea. Conclusions: The meaningful results of the study were expected because of the largest sample size, high validity of EMF exposure assessment as well as the susceptible study populationof children and adolescents.

모바일 폰을 사용한 비디오 투과식 증강현실에서의 왜곡 보정과 시야각 조정 (Distortion Calibration and FOV Adjustment in Video See-through AR using Mobile Phones)

  • ;황재인
    • 방송공학회논문지
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    • 제21권1호
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    • pp.43-50
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    • 2016
  • 이 논문에서는 스마트폰을 사용한 비디오 투과식 증강현실에서 왜곡 보정과 시야각 조정을 다룬다. 삼성 기어 VR이나 구글의 카드보드와 같은 스마트폰을 사용한 HMD(Head Mounted Display)에서는 일반적으로 렌즈로 인해서 영상이 왜곡되어 렌더링이 된다. 특히나 스마트폰을 사용한 증강현실에서는 스마트폰의 카메라와 HMD의 렌즈로 인해서 발생하는 왜곡이 합해져서 보다 복잡한 형태의 왜곡이 발생하게 된다. 이러한 왜곡은 사용자에게 시각적인 인지나 인식 기능에 부조화를 야기하게 된다. 유리와 같은 투명 디스플레이를 궁극적인 형태의 HMD라고 생각하면 최대한 이런 왜곡을 없애서 투명한 것과 같은 효과를 주어야 한다. 이 논문에서는 스마트폰 기반 비디오 투과식 증강현실 방식에서 왜곡을 보정하고 시야각을 조정하여 투명에 가까운 효과를 주는 방법을 제시한다. 논문에서 왜곡 보정 및 시야각 조정 모듈을 개발하고 이에 대한 성능을 측정하였다.

독자적 기술 표준의 성공 사례 연구 : 애플의 아이폰에 관한 전략적 측면을 중심으로 (A Case Study on Proprietary Standard Success : Lessons from Strategic Approaches of Apple's iPhone)

  • 정도범;곽주영;이희진
    • 지식경영연구
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    • 제14권3호
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    • pp.37-54
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    • 2013
  • Technology standards have gained importance as global market becomes more competitive. Since a technology acknowledged as a standard brings significant benefits to the developer firm, firms in the IT industry tend to pursue standardization for the technology, being it proprietary or open. However, the paths or strategic implications are seldom discussed in academia. Therefore, our study uses iPhone of Apple, one of the proprietary standards successes, to further understand corporate strategies over two standard choices. Our case study suggests that iPhone's entry timing was optimal for creating a new mobile environment. Design excellence and user-friendly interface increased networking effects and switching costs among consumers. Apple developed independent mobile operating system (iOS) through improvement on the existing operating system. During the process, Apple chose proprietary standard and, by installing the same UX on its sibling products such as iPod Touch or iPad, overcame the subsequent problems that might arise from the limited use of iOS. Based on the capability of concurrently developing both hardware and software, Apple connected operating system, machine, and contents, which deems to contribute to its proprietary standards success. We argue that this strategy should be considered for firms which plan proprietary standard strategy.

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온라인게임 서비스 이용 소비자의 연령별.유형별 소비자문제 연구 (Study on Consumer Problems Related to Use of Online Game Services by Type and Age)

  • 최은실
    • 가족자원경영과 정책
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    • 제10권3호
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    • pp.23-43
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    • 2006
  • The purpose of this study is to identify the types of consumer problems involving the use of online game services in Korea. This study analyzed the consumer damage cases by age and type that were reported to the Korea Consumer Protection Board (KCPB). The results of this study are as follows: The online game complaints varied by age. In the case of children, most complaints involved phone charging online game fees without parents' consent. There were similarities in the victimization of teens and children according to reason for complaint, handling result and type of damage. However, based on method of charging, mobile phone and credit card payments were causes in the case of teen victimization. Meanwhile, complaints among adults showed more complexity than the previous two groups such as cases relating to online game companies illegally seizing game items and game accounts, and charging fees for unused services caused by identity theft. By type of charging method, most complaints involved phone and mobile phone payments. According to the analysis result of online game victims, the monetary damage of consumers did not differ among socio-demographic variables such as age, residence, gender and occupation but there was difference in the method of charging. In the handling period, differences could be seen by age, year, gender and type of damage.

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