• Title/Summary/Keyword: Mobile Targeting

Search Result 113, Processing Time 0.027 seconds

Combining Model Development for Targeting Top Music 10 Additional Service Product of A Mobile Telephone Company (Top 뮤직 10 정액제 상품 타겟팅 개선을 위한 결합모델 개발)

  • Chun, Heui-Ju;Lee, Jae-Yeong
    • Korean Management Science Review
    • /
    • v.25 no.2
    • /
    • pp.13-23
    • /
    • 2008
  • Top music 10 is a additional service product of the A mobile telephone company. Up to now, A company is just selling it by outbound TM to customers which visit any contents of Top Music 10. In this paper, we proposed a targeting method combining two score models by data mining. The proposed combining model is to find customers more likely to respond to outbound TM. The proposed targeting method is expected to improve both from 32.8% to 44.0% in the response rate and from 54.7% to 61.4% in the retention rate.

The Growth of Mobile Advertising and the Future of the Advertising Industry (모바일광고의 성장과 광고산업의 미래)

  • Lee, Chi-Hyung
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.203-209
    • /
    • 2016
  • The advertising media is undergoing a dramatic change mainly due to the increased use of smartphone. This study predicts the future of the advertising industry driven by the mobile advertising using scenario planning. Targeting technologies, restriction on the use of personal information, and overcoming ad avoidance were selected as key uncertain variables expected to impact on the growth of the mobile advertising 5 years later. With the support by expert interviews, the $2{\times}2$ matric combines two cases to generate four scenarios; the one whether mobile ads surpass PC-based online ads, the other whether the combined force of mobile and PC-based ads surpass the traditional media in advertising spendings. Each scenario is articulated according to the future of key variables. The most likely scenario is that mobile will dominate the advertising media market. However, it is important not to ignore different scenarios because key variables evolves in unexpected manner and then they can become reality. The future research will combine its key variables with social and economic ones and segment technical variables in more details.

Effects of mobile fashion shopping characteristics on perceived usefulness, perceived ease of use, purchase attitude, and purchase intention of mobile fashion shopping mall - Focusing on smartphone users - (모바일 패션 쇼핑 특성이 지각된 유용성과 지각된 용이성, 구매태도 및 구매의도에 미치는 영향 - 스마트폰 사용자를 중심으로 -)

  • Kim, Minjung;Shin, Suyun
    • The Research Journal of the Costume Culture
    • /
    • v.22 no.2
    • /
    • pp.240-257
    • /
    • 2014
  • In this study, we identified the characteristics of mobile fashion shopping and verified the path model of effects of these characteristics on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. We conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows: Mobile fashion shopping characteristics (enjoyment, credibility, instant connectivity, security, and personalization) had positive effects on perceived usefulness and perceived usefulness influenced attitude toward purchase and purchase intention positively. Attitude toward purchase affected purchase intention in a positive way and perceived usefulness had indirect effect on purchase intention through attitude toward purchase. In conclusion, we proposed the marketing strategies of the mobile fashion shopping businesses.

A Study on 5G-based Text Alert Service Requirements and Scenarios for Realizing Active Geo-Targeting (능동적 Geo-Targeting을 위한 5G 기반의 긴급재난문자 서비스 요구사항 및 시나리오 연구)

  • Lee, Tae-Gyeom;Kang, Seung-Woo;Kim, Yewon;Oh, Seung-Hee;Jo, Ohyun
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.11
    • /
    • pp.23-30
    • /
    • 2021
  • Due to the recent advancements of mobile telecommunication technology and high mobile phone penetration rate, researches on emergency text alert service for enhancing the accessibility have been actively conducted. The worldwide spread of COVID-19 further accelerates the efforts for the alert services. Existing emergency text services are simple and efficient. However, unclear reception area may cause unintended alert messages frequently. In this paper, we analyze survey results regarding the 5G-based text-alert services to derive service requirements for technological advancement. Then we propose an emergency disaster text service scenario using Active Geo-Targeting that enables active disaster text reception of terminals. In addition, we newly define an interface protocol that is CIB(Control Information Block) to operate the proposed scenario.

Trends and Technical Requirements for 5G Mobile Communication Systems (5G 이동통신시스템 동향 및 기술적 요구사항)

  • Park, Jae-Sung;Kim, Beom-Joon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.10 no.11
    • /
    • pp.1257-1264
    • /
    • 2015
  • With the successful deployment of 4G mobile communications such as Long-Term Evolution(: LTE), global leading countries including Europe, China, and Japan have been made an effort to take the lead in technology, standardization, and market with targeting the commercialization of 5G mobile communication in 2020. In order to judge the future evolution of a 5G mobile communication system, this paper discusses the comprehensive trends and the requirements set by each countries for the 5G mobile communication systems.

The Effects of Using O2O Fashion Mobile Commerce on Consumers' Attitudes and Intentions -Focused on the characteristics of consumers and O2O mobile commerce-

  • Ko, Takhwan;Yeom, Sunyoung;Lee, MiYoung
    • Journal of Fashion Business
    • /
    • v.21 no.3
    • /
    • pp.67-79
    • /
    • 2017
  • This study investigated consumers' enjoyment, perceived risks, expected values, and innovativeness factors and the effects of the convenience and personalization of "online to offline" (O2O) fashion mobile commerce on its perceived usefulness, perceived ease of use, and consumers' attitudes and intention to use O2O mobile commerce. A research model was developed using the Technology Acceptance Model (TAM). A mobile survey was conducted through smartphone messengers and SNSs targeting male and female college students in their 20s who are living in the Seoul Metropolitan Area. A total of 192 questionnaire responses were used in the analysis. "Among the consumer characteristics, only enjoyment and expected values were found to make consumers feel that the O2O fashion mobile commerce is useful and easy to use. Among the mobile commerce characteristics, only convenience was found to have significant effects on consumers' perceived usefulness and ease of use regarding O2O fashion mobile commerce. Perceived usefulness was found to have the effects on attitudes as well as intention to use toward O2O mobile commerce. It was shown that positive attitudes toward O2O mobile commerce led to positive use intention toward O2O mobile commerce.

Investigation of Learner Recognition to Introduction of Mobile Learning: A Study Targeting Officers at the Ministry of Health and Welfare in Korea

  • Jin, Sunmi;Hyun, Seunghye
    • International Journal of Contents
    • /
    • v.10 no.3
    • /
    • pp.26-34
    • /
    • 2014
  • Mobile learning is a practical learning method for busy adult learners because the mobility of digital devices can overcome the drawbacks of e-learning. However, research is strongly lacking in the theoretical exploration of mobile learning effects and functions and its empirical research. Moreover, the research of learning characteristics and learners' requirements must be considered before applying and disseminating mobile learning into the educational field. To address this shortcoming, this study conducted an online survey with 1,542 officers of the Ministry of Health and Welfare Affairs (MHWA) regarding learner recognition to mobile learning. The analysis of learners' attitudes toward mobile learning, based on age and position, indicated that subordinate workers appeared to place more value on mobile learning. Many participants preferred mobile learning because of its mobility and the effectiveness of anywhere and anytime. However, some participants continue to misunderstand mobile learning and its necessity. Therefore, consideration of learning effectiveness, the form of the content, and learner-centered learning must be reviewed in advance. This study could lead to practical implications of mobile learning.

Ambient Vibration Measurement of Buildings Horizontal Vibration Using a Mobile Phone Application (휴대폰 앱을 이용한 건물 수평진동의 상시진동계측)

  • Moon, Sang-Hyouen;Yoon, Sung-Won
    • Journal of Korean Association for Spatial Structures
    • /
    • v.15 no.3
    • /
    • pp.77-83
    • /
    • 2015
  • The cases of conducting the vibration measurement using the mobile phone with regard to the building's horizontal vibration are very rare in Korea and foreign countries. Therefore, this study analyzed the horizontal vibration nature of the building using the mobile phone targeting 5 tall buildings, and reviewed about the applicability of the mobile phone vibration measuring instrument through the comparison/verification with the data of the existing vibration measuring instrument. The peak of the measured time series waveform was measured clearly and it showed a similar value to the existing natural frequency.

Targeting Data Service for Web-Based Media Contents (웹 기반 미디어 콘텐츠를 위한 맞춤형 데이터 서비스)

  • Park, Sung-Joo;Chung, Kwang-Sue
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.16 no.12
    • /
    • pp.1154-1164
    • /
    • 2010
  • As an useful application in broadcasting services, the targeting service has been mainly studied to improve the service satisfaction and user usage in various media service environments based on user profile, preferences, and usage history. Targeting service is expanding its domain from broadcasting contents to interstitial contents and from fixed TV devices to mobile devices. Service data also include advertisement data, coupon, and information about media contents as well as simple broadcasting data. In this paper, the targeting data service is designed and implemented on articles, advertisement and broadcasting information on the basis of the user information. To adapt this to web-based media contents, information on user profile, preferences, and usage history is newly defined on the basis of the user metadata developed in TV-Anytime Forum and the user information defined in OpenSocial. The targeting data service is implemented to generate user preferences information and usage history pattern based on the similarity among user preference, contents information, and usage history. Based on performance evaluation, we prove that the proposed targeting data service is effectively applicable to web-based media contents as well as broadcasting service.

A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
    • /
    • v.28 no.1
    • /
    • pp.183-206
    • /
    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.