• Title/Summary/Keyword: Mobile communication industry

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DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

The Longitudinal Case Study on the Dynamically Evolving Value Network of SK Telecom (SK텔레콤 가치네트워크의 역동적 진화에 관한 장기사례분석)

  • Chang, Yong Ho;Park, Bellnine
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.5
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    • pp.2150-2156
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    • 2013
  • This study attempts to identify how the value network of mobile industry has evolved in the value creating process. The longitudinal case study on SK Telecom was conducted by measuring the SK Telecom's investment structure during from 1999 to 2008. Results show that the convergence services based on the advanced mobile networks changed the revenue structure, and enabled SK Telecom to reposition as a media company. For the value creation, SK Telecom's value network has flexibly adapted to convergence environment through dynamic asset reconfiguration.

The Method for Recommend of Contact Area According to the User's SLA(S-RCA) based on a Moving Path Prediction Service (이용자의 과거 위치 정보와 이용자별 SLA(Sevice Level Agreement)를 지원하는 동적 예측서비스 기반의 접촉 지역 추천(S-RCA) 기법)

  • Cho, Kyeong Rae;Lee, Jee Hyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.41-54
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    • 2013
  • In this paper, We collected location based services of the user's past moving paths through the GPS. Using the collected by location-based services through the analysis of the similarity between the user's of service level agreement recommended of mobile contact area(SLA) proposed that can be. S-RCA method based on Service Level Agreement of the users in order to provide the service user's path distance, time, and to predict the direction of the movement paths and collect. The data collected by the interests and requirements of users through classification with the same interests and the needs of users to move between the analysis of the similarity between the path is used to analyze the results of analysis of the path-specific tolerance range (distance, time, and space) is determined according to the difference in the contact area. From a small area of the error range for users first to recommended and through their smartphones recommended contact area (S-RCA) to meet with the other party to make a choice of recommended methods. We verify through experiments that proposed method(S-RCA) a valid and reliable mobile contact area were recommended.

Technology, Game Production, Game Developers: Understanding Gameswork in South Korea (테크놀로지, 생산 환경, 생산자의 관계 짓기 : 국내 게임 생산의 장의 이해)

  • Jin, Yae-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.121-134
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    • 2019
  • This article examines technological innovation's impact on the game production field and on the developers' subjectivity and labor. It focuses on the appearance of the new stage of digitalization via mobile devices during the period when the leading sector of game industry rapidly shifted to Mobile games. Though the in-depth interview with the game developers, this article explores the changes in organizational and management approaches and in the developers' experience and perception of their labor. Given the serious shortage of the related literature, I believe this analysis could provide a new perspective in understanding the gameswork of specific time and location.

Design and Implementation of a Mobile Middleware System for Mobile Business (모바일 비즈니스를 위한 모바일 미들웨어 시스템 설계 및 구현)

  • Lee, Il-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.2
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    • pp.102-113
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    • 2014
  • Present communication and network environment have been moving rapidly toward wireless and mobile base from existing wired internet base. This change of trend influences greatly on business methods accordingly. Therefore many enterprises are trying hard to adopt mobile business in order to gain competitive edge of their products and they are in need of more effective and stable mobile solutions. However, the method of establishing optimal mobile computing environment and how to handle existing business process and use vast amount of database are still needed. Therefore this paper tries to realize a mobile middleware system as a mobile business establishment supporting tool that could link various computational resource on wired internet with wireless LAN, mobile phone network, and mobile devices. To accomplish that specific goal, this paper provides a powerful tool of mobile and wireless application data access that could expand the line of business already set up in general enterprises easily and rapidly into mobile environment. When this suggested solution is applied in the field of industry, it can economically change legacy business process into mobile environment without having to change existing logic and resources at all.

Mobile app Loyalty of Cross-over Shoppers: A Comparison of Korean and Chinese (한·중 크로스오버 쇼퍼들의 모바일 앱 충성도에 대한 탐색적 연구)

  • Park, Eunjoo;Jin, Gu;Park, Shinyoung
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.293-303
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    • 2018
  • Since 2009, consumers could access a new shopping channel called 'mobile shopping' with the generalization of smartphones. Mobile shopping (based on wireless communication technology), emphasizes convenience differentiated from internet shopping. A recent report introduced fashion products as powerful global drivers for mobile shopping sales. Korea and China have the highest percentage of consumer mobile shopping experiences compared to other countries. This study investigates the effects of cross-over shopping orientation, perception of app attributes, and flow on app loyalty that compared Korean and Chinese consumers. We obtained 652 usable questionnaires from two local college students; subsequently, data were analyzed by using factor analysis, Cronbach's alpha, and regression analysis using SPSS 21.0 Package. The study results showed that the cross-over shopping orientation affected perception of app attributes that included Review/Information, Design, Response and Product. Product only affected Flow, which reflected a high similarity between Korean and Chinese consumers. However, Korean and Chinese consumers showed remarkable differences in the factors related to app loyalty. Therefore, the results indicate that retailers of fashion products have developed strategies to improve mobile sales and increase the app loyalty of cross-over shopping orientation consumers.

A study on the Broadcasting Systems and Digital Convergence Systems Based on the IPTV Concepts in the Educational Environment (IPTV 개념을 이용한 학내 디지털 방송시스템 및 통합관리 시스템 연구 - 학교 통합방송시스템 운용소프트웨어 연구-)

  • Shin, Hyun-Teak;Lee, Dong-Hoon;Lee, Deok-Jin;Hyun, Deuk-Chang
    • Journal of the Korean Society of Industry Convergence
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    • v.14 no.4
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    • pp.135-142
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    • 2011
  • Convergence between telecom and broadcasting is today a worldwide phenomenon. Diverse services like VoD, mobile broadcasting, IPTV and interactive services have already made their market debut or are currently being commercialized. Regulatory systems are also being revised to appropriately regulate this new breed of services. We propose the new model of educational broadcasting system using the internet network, it is not different conventional coaxial cable methods. Especially, we design the multicast method of the network using the limited channel and resource, propose the method of intercommunication in the school between the broadcasting system and database system.

Analysis of Personal Messenger Contents Design as Digital Contents (디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

A Study on Efficient Group Member Authentication and Key Management Scheme for Multicast Security in MANET (MANET에서 멀티캐스트 보안을 위한 효율적인 그룹 멤버 인증 및 키 관리 기법 연구)

  • Yang, Hwanseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.115-123
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    • 2017
  • The mutual cooperation among nodes is very important because mobile nodes participating in MANET communicate with limited resources and wireless environment. This characteristic is important especially in environment that supports group communication. In order to support the secure multicast environment, it is important enough to affect performance to provide accurate authentication method for multicast group members and increase the integrity of transmitted data. Therefore, we propose a technique to provide the multicast secure communication by providing efficient authentication and group key management for multicast member nodes in this paper. The cluster structure is used for authentication of nodes in the proposed technique. In order to efficient authentication of nodes, the reliability is measured using a combination of local trust information and global trust information measured by neighboring nodes. And issuing process of the group key has two steps. The issued security group key increases the integrity of the transmitted data. The superiority of the proposed technique was confirmed by comparative experiments.

Industry Activation Scheme through mVoIP Technology Trends and Market Analysis (mVoIP 기술동향 및 시장분석을 통한 산업 활성화 방안)

  • Park, Se-Hwan;Park, Jong-Kyu;Kim, Cheong-Ghil
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.477-482
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    • 2012
  • The mVoIP service is the technology which focuses on the wireless data service as the IP network having the transmission rate of 100 Mbps classes on the high-speed middle of movement through the WiFi, WiBro and 3G mobile radio communication network, and etc. and is developed. Since 2010, the mVoIP (mobile VoIP) service shows the rapid growth due to 4G-LTE service seriously disclosed from July with the Smart phone and 2,011 it begins to be rapidly popularized. In this research, additionally the mVoIP service industry activation plan is presented with the trends of technology development including the chip-set/module/terminal, etc. based upon local and foreign market trend searchlight through the market demand analysis. The mVoIP service downloads App to the mobile apparatus and or can provide the service as the software through the WiFi network. Therefore, the change which is large in the products development aspect is to be have no. Expected to is being provided as the added service in the case of 4G-LTE as a matter of course, the service deployment where it is based on the market principle and demand needs is needed.