• Title/Summary/Keyword: Mobile Phone Case

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GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.4
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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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Development of Digital Mileage Service System using Smart-Phone (스마트폰을 이용한 디지털 적립 서비스 시스템 개발)

  • Kang, Nam-Hi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.137-142
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    • 2011
  • Increasing users of smart phone and various marketing strategies activate lots of mobile mileage services recently. Such a mileage service is a typical marketing service to increase brand loyalty of clients and maximize purchase motivation. However, traditional offline mileage services introduce discomfort that users have to carry lots of mileage cards physically. Also, in case of using digital mobile mileage service, users have to search specific card to use from lots of digital cards stored in his mobile device. In this paper, to solve the problems, we design and develop a mobile mileage service system that especially discover a proper card automatically based on location information of user.

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

  • Kim, Soo-Hyun;Li, Lei
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.303-312
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    • 2012
  • In this paper we investigate the factors influencing the intention to use of smart-phone mobile banking service in China. We include the characteristics of smart-phone, mobile banking service, and users to the research model and also consider user satisfaction as an intervening variable. We try to find and prove the factors influencing the intention to use of smart-phone mobile banking service by surveying 206 chinese users and using structural equation model. This empirical paper proves that mobility, instance connectivity, use convenience, and intimacy give positive effects to intention to use of smart-phone mobile banking service. In addition, this paper indicates some managerial implications that mobility, access speed and the easy user interface can help to increase the degree of user acceptance.

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

  • 송위진
    • Journal of Korea Technology Innovation Society
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    • v.7 no.2
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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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Evaluation of sustainability of mobile phone case and improvement of electromagnetic shielding by nano particles (휴대폰 케이스의 지속가능성 평가 및 나노 입자를 사용한 전자기파 흡수성능 개선)

  • Kang Y.C.;Jung W.K.;Ahn S.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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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
    • 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.

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

  • Choi, Kyung-Hwa;Kim, Dong-Seok;Lee, Jung-il;Ra, Young-Shin;Phi, Ji Hoon;Ahn, Young Hwan;Kwon, Jong Hwa;Lee, Ae-Kyoung;Choi, Hyung-Do;Ha, Mina
    • Journal of Environmental Health Sciences
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    • v.41 no.3
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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.

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

  • Widjojo, Elisabeth Adelia;Hwang, Jae-In
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.43-50
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    • 2016
  • In this paper, we present a distortion correction for wearable Augmented Reality (AR) on mobile phones. Head Mounted Display (HMD) using mobile phones, such as Samsung Gear VR or Google's cardboard, introduces lens distortion of the rendered image to user. Especially, in case of AR the distortion is more complicated due to the duplicated optical systems from mobile phone's camera and HMD's lens. Furthermore, such distortions generate mismatches of the visual cognition or perception of the user. In a natural way, we can assume that transparent wearable displays are the ultimate visual system which generates the least misperception. Therefore, the image from the mobile phone must be corrected to cancel this distortion to make transparent-like AR display with mobile phone based HMD. We developed a transparent-like display in the mobile wearable AR environment focusing on two issues: pincushion distortion and field-of view. We implemented our technique and evaluated their performance.

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

  • Chung, Do Bum;Kwak, Jooyoung;Lee, Heejin
    • Knowledge Management Research
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    • v.14 no.3
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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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Study on Consumer Problems Related to Use of Online Game Services by Type and Age (온라인게임 서비스 이용 소비자의 연령별.유형별 소비자문제 연구)

  • Choi, Eun-Sill
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.3
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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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