• Title/Summary/Keyword: Mobile SNS

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A Study on the Information Use Behaviors of Researchers in the Field of Business Administration for Improving Information Services (정보서비스 개선을 위한 경영학분야 연구자의 정보이용행태에 관한 연구)

  • Lee, Lan-Ju;Kim, Su-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.279-302
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    • 2015
  • The purpose of this study is to analyze researchers' information use behaviors in the field of business administration in order to provide library services based on user information needs. The methods of this study targeted the members of K Society in the business administration field, and employed user survey using a web-based questionnaire. A total of 202 users answered the questionnaire. The questionnaire focused on items such as by age and status, general information use, electronic resources use, SNS and mobile services information use, library and information center use, and specialized business administration library use. The results of this study suggested improving several library services.

A Study on Smart Campus Information Services (스마트 캠퍼스 정보제공 서비스에 관한 연구)

  • Choi, Shin-Hyeong
    • Journal of Convergence Society for SMB
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    • v.6 no.3
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    • pp.79-83
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    • 2016
  • The purpose of this study is to provide customized information to student which study and live in a university campus. In this study, we collect internal data of campus and external data on the Internet such as the blog or SNS and, then store and process them. After that, we propose a system for providing individual students one-to-one marketing by analyzing these data in detail. This system analyzes purchase history information and the attendance of the building, and then transmits the coupon and information individually according to the pattern to the student's mobile phone.

Designing Mobile-Based Travel Application using NFC (NFC를 이용한 모바일 기반 여행 애플리케이션 설계)

  • Jeong, So Ra;Jung, Soo Jin;Ryu, Ki Dong;Moon, Byung Jong;Churn, Jin Hyuck;Kim, Woo Je;Kim, Ja Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.127-130
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    • 2014
  • 여행지에서 제공하고 있는 스탬프 투어링 서비스는 여행객들에게 특별한 기념이 되어주고 있지만, 스탬프를 받기 위한 장소를 찾기 어려운 점과 여행지의 주변 정보를 얻기 위해서는 여행자의 별도의 노력이 필요하다는 단점이 있다. 이러한 문제를 해결하기 위해 유명 관광지 및 추천 명소 등에 NFC 태그를 설치하고 간단한 태깅만으로 스탬프를 수집할 수 있는 어플리케이션을 제안한다. 또한 이 어플리케이션에 저장되는 정보와 평가를 이용해 사용자별 맞춤 여행 코스를 제공하고 사용자가 좀 더 편리하고 재미있는 여행을 즐길 수 있도록 돕고자 한다.

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On Mobile Assisted Language Learning (MALL) on English Grammar

  • Sung, Tae-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.65-71
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    • 2018
  • Using mobile technology in educational and learning environments has attracted a lot of attention in recent years. In this mobile environment, mobile phones have been used to enhance the effectiveness of education in the field, which has been recognized through numerous experimental studies so far. The study was proposed and conducted to find out how much the use of mobile phones can have to improve the grammatical knowledge of EFL students. Introduction of 95 intermediate courses to Chungnam area The second grade students of 4-year college participated in this study. Everyone in the experimental and control groups was given the opportunity to review and recur to use the six grammar formats, including the current complete tense, simple past tense, direct and indirect question sentences, and comparative and superative-based methods. During the class discussion, the participants of the group record their voice on their cell phones, analyze the mistakes in the expressions recorded as a task after the class, and explain the results in the next session. However, in the class of the control group participants, this recording process is omitted. Participants benefited from mobile learning were much more positive in multidimensional grammar tests than those in control groups.

An emergency care system for heart attack using heart rate monitoring (심박측정을 이용한 Mobile Life Keeper 시스템 구현)

  • Kim, Woojong;Lee, Suhoon;Tariq, Muhammad;Lee, Gang-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.326-330
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    • 2012
  • In 2011, There were about 25,000 people died because of heart disease. The aim of this paper is to design a heart attack situation monitoring and spreading system for patients. Wearable computer with a sensor is used to monitor heart rate. Heart rate is transffered to smartphone with bluetooth. After analyzing heart rate, smartphone spread out the emergency situation by various service including emergency call, SNS and SMS.

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Development of Mobile WebApp Enclosed SNS Based Student Council Management Program (모바일 웹앱 폐쇄형 SNS 기반 학생회 관리 프로그램 개발)

  • Lee, Tae Woon;Kim, SungHee;Lee, HwMin
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.433-436
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    • 2013
  • 폐쇄형 SNS란 카페 블로그 등 온라인 상의 커뮤니티 서비스를 모바일로 옮겨 놓은 것이다. 이메일 주소나 전화번호로 연결된 모든 지인을 일괄적으로 친구로 등록하는 개방형 SNS와 달리, 친밀도에 따라 지인을 따로 관리할 수 있다. 개방형 SNS에 비해 가입자 폭은 넓지 않지만 이용자 충성도가 높다는 게 큰 장점으로 꼽힌다. 이에 본 논문에서는 폐쇄형 SNS를 통하여 학교에서 리더를 맡고있는 회장, 학회장 등에게 효과적으로 학생회를 운영 할 수 있는 어플리 케이션을 제공한다. 이를 통해 사용자들은 효과적인 학과 운영과 질높은 행사, 투명한 학회비 관리 등을 제공받을 수 있다.

Design and Implementation of Social Network Service with Mobile Discussion-Consensus-Friends Management (모바일 토론-공감-친구 관리 기능을 갖는 소셜 네트워크 서비스의 설계 및 구현)

  • Jang, Sung Been;Lim, Min Seok;Kim, Hyun Soo;Kang, Hyun-Kyu
    • Annual Conference of KIPS
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    • 2011.11a
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    • pp.1466-1469
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    • 2011
  • 최근 1년 사이에 급격하게 증가한 스마트폰의 보급률과 그 기반의 서비스 중 많은 인기를 끌고 있는 분야의 하나가 소셜네트워크서비스(SNS)이다. 본 논문에서는 사용자들의 생각을 자유롭게 등록하고 의견을 나누는 토론을 바탕으로 서로 공감하는 의견을 많이 내주는 사람들 사이에 관계를 형성할 수 있도록 해주는 모바일 SNS 시스템에 대해 논하고자 한다. 토론 커뮤니티 기능, 친구 관리 기능, 개인 마이크로 블로그 기능, 메시지함 기능, 친구 분석 및 추천, 토론 의견 알림 서비스를 서버와 스마트폰 기반으로 시스템이 구성되어 있다. 본 모바일 SNS는 안드로이드 플랫폼을 기반으로 제공되는 프레임워크의 장점들을 이용하여 각 기능들을 제공하도록 구현하였다.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Hacking Aattack Trends Analysis of Mobile Smishing and Security Measures (Mobile Smishing 해킹 공격 동향 분석 및 보안대책)

  • Park, Dea-Woo;Yang, Sung-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.283-284
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    • 2015
  • Smartphone, tablet PC, notebook, such as the Internet banking and electronic commerce using a mobile device, as well as process and to their work. While going to high availability and convenience of mobile devices castle, SNS, letters, using an email Smishing financial fraud and leakage of personal information such as crime has occurred many. Smishing smartphone accidents increased sharply from 2013, MERS infection cases, landmine provocative events, such as the delivery of Thanksgiving has occurred cleverly using social engineering techniques. In this paper, i analyze the trends in Smishing hacking attacks on mobile devices since 2014. With regard to social issues, it analyzes the process of hacking attacks Smishing leading to financial fraud to mobile users.

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The Technology of Connected Car (커넥티드 카의 기술)

  • Shim, Hyun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.590-598
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    • 2016
  • It comes into the spotlight as the new Blue Ocean in which the connected car industry in which the car and mobile communication technology is convergence. All sorts of infortainments services connecting with the portable electronic device(Smart phone, tablet PC, and MP3 player) and car are rapidly grown. The Connected car emphasizes the vehicle connectivity with the concept that the car has communication with the around on a real time basis and it provides the safety and expedience to the operator and using the thing of Internet (IoT) in the car and supports the application, presently, the entertainment service including the real-time Navigation, parking assistant function, not only the remote vehicle control and management service but also Email, multimedia streaming service, SNS and with the platform. Intelligent vehicle network is studied as the kind according to MANET(Mobile Ad Hoc Network) for the safety operation of the cars of the road and improving the efficiency of the driving.