• Title/Summary/Keyword: Mobile application model

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Application of the Stimulus-Organism-Response Model on Consumer's Continued Intention to Use Mobile Payment Services : Multiple Mediation Model (S-O-R 모델을 활용한 모바일 간편 결제 서비스 지속 사용 의도에 대한 연구 : 소비자 감정의 다중 매개 효과 분석)

  • Kim, Hyo Jung;Rha, Jong Youn
    • Journal of Families and Better Life
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    • v.34 no.4
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    • pp.139-156
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    • 2016
  • This study uses S-O-R framework to examine the relationships among consumers' perception of economic benefits, usefulness, privacy risks, switching cost, and emotions and continued intention usage. Results from an online survey of 324 qualified respondents were analyzed using the structural equation model. The results of the survey showed that first, perceived economic benefits and perceived usefulness has a positively effect on consumers' positive emotions. Second, perceived privacy risks have a negative effect on consumers' positive emotions. Third, perceived usefulness has a negative effect on consumers' negative emotions. Fourth, perceived switching cost has a positive effect on consumers' negative emotions. Fifth, consumers' positive and negative emotions have an effect on continuous usage intention. Sixth, consumers' positive and negative emotions have a mediating effect. The S-O-R model can explain consumer's continued intention to use mobile payment services. The study analyzed the emotional elements of mobile payment services. Emotional elements through mobile payment services can be applied to other financial services. Therefore, this study can guide emotional related practices with various future consumer electronic services.

Development of a Ream-time Facial Expression Recognition Model using Transfer Learning with MobileNet and TensorFlow.js (MobileNet과 TensorFlow.js를 활용한 전이 학습 기반 실시간 얼굴 표정 인식 모델 개발)

  • Cha Jooho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.245-251
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    • 2023
  • Facial expression recognition plays a significant role in understanding human emotional states. With the advancement of AI and computer vision technologies, extensive research has been conducted in various fields, including improving customer service, medical diagnosis, and assessing learners' understanding in education. In this study, we develop a model that can infer emotions in real-time from a webcam using transfer learning with TensorFlow.js and MobileNet. While existing studies focus on achieving high accuracy using deep learning models, these models often require substantial resources due to their complex structure and computational demands. Consequently, there is a growing interest in developing lightweight deep learning models and transfer learning methods for restricted environments such as web browsers and edge devices. By employing MobileNet as the base model and performing transfer learning, our study develops a deep learning transfer model utilizing JavaScript-based TensorFlow.js, which can predict emotions in real-time using facial input from a webcam. This transfer model provides a foundation for implementing facial expression recognition in resource-constrained environments such as web and mobile applications, enabling its application in various industries.

An Empirical Study on the Revitalization of O2O: A Unified View of Offline Channel and Mobile Channel (O2O 서비스 활성화 방안에 대한 실증 연구: 오프라인 채널과 모바일 채널의 통합적 관점에서)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.115-123
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    • 2018
  • This study explores unified service experience to boost O2O services. Previous studies on service management and marketing only focused on customer experience in offline stores, while prior works on information systems looked only at the experience of services in mobile applications. In this vein, this study took into accounts the characteristics of offline stores and the benefits of their mobile applications. Moreover, the final dependent variable was share of wallet to measure customer's expenditure within the category. The theoretical model was tested based on 219 consumers who frequently visit Starbucks and use its mobile application. PLS method was applied to analysis the research model and hypotheses. The analysis results showed that customer satisfaction about offline store is not significantly related to share of wallet, while satisfaction about mobile application plays a significant role in enhancing share of wallet. Hedonic and social benefits were found to have significant effects on satisfaction about mobile application. The analysis results help establish service marketing and strategies to enhance the unified customer experience of O2O service.

An Analysis of Location Management Cost by Predictive Location Update Policy in Mobile Cellular Networks (이동통신망에서 예측 위치 등록 정책을 통한 위치관리 비용 감소 효과 분석)

  • Go, Han-Seong;Jang, In-Gap;Hong, Jeong-Sik;Lee, Chang-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.388-394
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    • 2007
  • In wireless network, we propose a predictive location update scheme which considers mobile user's(MU's) mobility patterns. MU's mobility patterns can be found from a movement history data. The prediction accuracy and model complexity depend on the degree of application of history data. The more data we use, the more accurate the prediction is. As a result, the location management cost is reduced, but complexity of the model increases. In this paper, we classify MU's mobility patterns into four types. For each type, we find the respective optimal number of application of history data, and predictive location area by using the simulation. The optimal numbers of four types are shown to be different. When we use more than three application of history data, the simulation time and data storage are shown to increase very steeply.

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Design and Prototype Implementation of Museum Asset Management System Using Mobile RFID Devices (모바일 RFID 장치를 이용한 박물관 관리 시스템 설계 및 구현)

  • Kim, Young-Il;Cheong, Tae-Su
    • Proceedings of the CALSEC Conference
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    • 2005.11a
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    • pp.78-84
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    • 2005
  • As the research activities related to 'Ubiquitous Computing' whose concept was introduced by Mark Weiser are growing, RFID(Radio Frequency Identification) technology has recently gained attention as a technology to advance the ubiquitous computing and a lot of related researches are also in progress. Research works done so far are mainly linked to the situation that the research outputs apply to meet the requirements for asset tracking and data sharing with partners over supply chain by using fixed RFID readers. However, it is essential that users have access to real-time information about the tagged objects and services whenever and wherever they want in the era of ubiquitous computing, so mobile devices-including PDA, smart phone, cellular phone, etc - which are equipped with an RFID reader can be regarded as an essential terminal for users living in ubiquitous computing environment. As far as the application with mobile devices are concerned, there are many considerations due to their limited capabilities of data processing, battery consumption and so on. In this paper, we review the generic RFID network model and introduce the revised RFID network model in consideration of incorporation with mobile devices equipped with an RFID reader. Also, we derive the requirements for software embedded within an RFID- enabled mobile terminal and then discuss essential components for implementation. Moreover, we develop the applications for asset management at museum by using mobile RFID network model.

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Towards Indonesia's Future: Embracing Mobile Money Distribution with the Technology Acceptance Model Approach

  • Ricardo INDRA
    • Journal of Distribution Science
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    • v.22 no.7
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    • pp.43-51
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    • 2024
  • Purpose: The primary purpose of this study is to examine the influence of the Technology Acceptance Model (TAM) on the use of mobile money in Indonesia. The acceptance of technology has brought changes to society where the application of technology is aimed at identifying the best solution among the various existing alternatives. There are two types of electronic money: chip-based and server-based electronic money. Server-based electronic money is found on mobile phones. The Indonesian government has encouraged the use of electronic money and launched Less Cash Society to create a secure, efficient, and smooth payment system. Research design, data, and methodology: This study collected quantitative data from users of server-based electronic money through surveys conducted based on the sample size. The data were processed using SEM LISREL 8.70. Results: the results show that each of the TAM's fundamental elements has a significant impact. Perceived ease of use and perceived usefulness are able to encourage attitude toward using and behavioral intention to use towards actual use. Conclusions: The distribution of mobile money has a positive impact on society. Hence, mobile money providers must simplify access-recommendations made to strengthen the acceptance of mobile money via Perceived Ease of Use and Perceived Usefulness.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Development of home networking application using WIPI platform (WIPI 플랫폼을 이용한 홈네트웍 어플리케이션 개발)

  • 강훈철;좌정우
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.323-329
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    • 2004
  • New business model for mobile internet has been developed using multifunction mobile terminal. Multifunction terminal provides mobile multimedia service such as VOD and AOD and personal area network(PAN) service using bluetooth and W-LAN. In this paper, we develop home network WEI application interworking with home network gateway This application controls home appliances and provides still image for home secuirt using the web camera. We further develop the home networking PAN services using multifunction terminal having GigBee and RFID.

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Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • Journal of Advanced Information Technology and Convergence
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    • v.9 no.2
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

An Authentication Mechanism Based on Clustering Architecture in Mobile Ad Hoc Networks (이동 Ad Hoc 네트워크 환경에서 클러스터링 구조에 기반한 인증 메커니즘)

  • Lee, Tao;Shin, Young-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1461-1464
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    • 2005
  • In contrast with conventional networks, mobile ad hoc networks usually do not provide online access to trusted authorities or to centralized servers, and they exhibit frequent partitioning due to link and node failures and node mobility. For these reasons, traditional security solutions that require online trusted authorities or certificate repositories, but those are not well-suited for securing ad hoc networks. Moreover, a fundamental issue of securing mobile ad hoc networks is to ensure mobile nodes can authenticate each other. Because of its strength and efficiency, public key and digital signature is an ideal mechanism to construct the authentication service. Although this is already mature in the internet application, providing public key based authentication is still very challenging in mobile ad hoc networks. In this paper I propose a secure public key authentication service based on clustering model and trust model to protect nodes from getting false public keys of the others efficiently when there are malicious nodes in the network.

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