• Title/Summary/Keyword: Mobile elements

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Design of Triple-Band Planar Monopole Antenna for Fixed Mobile Convergence Subscriber Unit (FMC(Fixed Mobile Convergence) 단말용 삼중대역 평면형 모노폴 안테나 설계)

  • Lee Dong-Cheol;Jung Young-Ho;Hwang Ho-Soon;Lee Mun-Soo
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.4 s.346
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    • pp.52-57
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    • 2006
  • In this paper, the triple-band planar monopole antennas are designed for cellular communication, WiBro and WLAN(IEEE802.11b/g) communication and WLAN(IEEE802.11a) communication of 5GHz band to using filled mobile convergence subscriber unit. Various types of antennas are designed and examined experimentally as bended in the low and middle band radiation elements to decrease antennas size and increased the width of radiation elements to improve bandwidth The proposed antennas are reduced by 11% in antenna size with bended low-band radiation elements down and are extended by $30%{\sim}40%$ in bandwidth by increasing the width of the radiation element at 800MHz band.

An Investigation of the Framework for User Experience in Museum Mobile Applications (박물관 모바일 애플리케이션의 사용자 경험 프레임워크에 대한 연구)

  • Zheng Lin;Jonghwan Seo
    • Smart Media Journal
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    • v.12 no.1
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    • pp.62-76
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    • 2023
  • The design of a museum mobile application's user experience demands an in-depth comprehension of the user experience dimensions and the unique attributes of the user experience elements that users may encounter. This paper through a series of experimental studies and analyses of experiences related to the use of museum mobile applications, derives a user experience framework consisting of four dimensions and 19 elements, which has been verified for feasibility. The study shows that all four dimensions have a positive impact on user satisfaction, but the degree of impact varies. Among them, emotionality of use and ease of use have the greatest impact, while usefulness of use and multiformity of function have relatively less impact. In addition, the user experience of museum mobile application can also positively influence the user's future intention to recommend, continue using, and even the actual visit to the museum.

An Architecture and Protocol for Mobile Emergency Service

  • Jang Jeong-Ah;Choi Hae-Ock;Choi Wan-sik
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.608-611
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    • 2005
  • The existing wired emergency call such as 119, 112 have its own location information to serving immediate rescue service. For the case of wireless emergency call by mobile phone, the location information should be provided by wireless network. This paper describes the network architecture and protocol for mobile emergency service referring TIAlEWJ-SID-036-A with reviews about technical issues, legacy factors and related researches. The mobile emergency service is divided into mobile emergency rescue service and mobile emergency alert service. The network reference model for mobile emergency rescue service is released in KOREA. In this paper, the interfaces between elements of the network reference model, and service scenarios, message flows are defined. Supplement to mobile emergency rescue service, the network reference model, interfaces and message flows for mobile emergency alert service are developed. The protocol is described by DID, and the proposed works are on processing for domestic standard of TTA.

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On The Next Generation Mobile Communication Services in Korea (차세대 이동통신 서비스 연구개발 현황)

  • Ryu, Seung-Wan;Ryu, Byung-Han
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.335-338
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    • 2004
  • In this paper, we present a perspective of the next generation mobile communication services and its characteristics. As a preliminary research work on the next generation mobile communications and services, we exploit the next generation mobile services [1]. We define the next generation mobile services as strata of services consisting of three different service levels, the service areas, the service functionalities, and the service technologies. We derive these service levels by means of the scenario based analysis. Finally, we propose a conceptual network architecture that can support the next generation mobile services by placing network functions and service elements within the network.

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Service Quality of Membership programs, Customer Satisfaction, and Customer Royalty in Korean Mobile Telecommunications (국내 이동통신 멤버십프로그램의 서비스품질과 고객만족, 고객충성도와의 관계)

  • Kim, Cheol-Min;Byun, Hee-June;Paik, Chun-Hyun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.371-387
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    • 2005
  • From early 1999 years, the Mobile Telecommunication Companies have introduced the Mobile Telecommunication Membership Program to attract more customers. However, the severe competition in the Mobile Telecommunication market has made the Mobile Telecommunication Membership Program to be faced with the matured Mobile Telecommunication market and the Mobile Number portability. Main focus of this study is to find what are the core elements of service quality of the Mobile Telecommunication Membership Program. To achieve research objective, we conceptualized the service quality of Mobile Telecommunication Membership Program. We also derived hypotheses regarding the relationships between service quality of the program, customer satisfaction, and customer loyalty and examined it by using the empirical research methodology. We suggest new marketing strategies of the Mobile Telecommunication Membership Program which can be applied to improve the corporate competitiveness.

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A Preferencee Analysis of IT Components for Mobile Banking Service (모바일 뱅킹 서비스의 IT 구성요소에 관한 선호도 연구)

  • Kim, Nam-Hee;Kim, Byeong-Suk;Seo, Ji-Hae;Kim, Jae-Kyeong
    • Journal of Information Technology Services
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    • v.7 no.1
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    • pp.89-101
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    • 2008
  • Recently, mobile banking service comes into the spotlight in the mobile environment. Considering design theory, this empirical study focuses on understanding the characteristics of mobile banking and measuring the priority of IT composition elements organizing the mobile banking service. That is, by empirically analyzing affecting factors of mobile service acceptance as an aspect of customer, this study would like to understand important factors of mobile banking use. The result of study will be used to strategic decision making for the company providing mobile banking service and great help to reinvigorate mobile banking service.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Hierarchical Task Planning through Abstraction of World Elements and Operators (월드 엘리먼트와 오퍼레이터의 추상화에 기반한 효율적인 계층적 작업계획)

  • Park, Young-Bin;Suh, Il-Hong;Choi, Byung-Uk
    • The Journal of Korea Robotics Society
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    • v.2 no.3
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    • pp.262-269
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    • 2007
  • Hierarchical Planning based on Abstraction of World Elements and Operators(HiPAWO) is proposed for mobile robots task planning, where abstraction of world elements is used for hierarchical planning and abstraction of operators is used for hierarchical decomposition of abstracted actions. Especially, a hierarchical domain theory based on JAH(Joint of Action Hierarchy)-graph is proposed to improve efficiency of planning, where a number of same actions are included in both adjacent hierarchical levels of domain theories to provide relationships between adjacent hierarchical levels. To show the validities of our proposed HiPAWO, experimental results are illustrated and will be compared with two other classical planning methods.

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A Study on the Influence of Mobile Music Application Users' Social Experience on Purchasing Intention - The Mediating Effect of Brand Attachment

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.53-60
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    • 2019
  • With the gradual in-depth use of social elements, music social networking has attracted more and more attention and discussion in the industry. Therefore, starting from the user experience theory and purchase intention theory, this paper explores the mechanism of user social experience and purchase intention in mobile music applications, and adds the mediating role of brand attachment on the basis of literature research. Based on previous studies on user experience measurement of social network and evaluation report of mobile music applications in the industry, and combined with in-depth interviews of users, whether the user experience of mobile music applications, which pays more and more attention to social elements, has an impact on purchase intention or not? What specific social experience can help form purchase intention? Are mediating variables at work? In practice, a total of 398 formal questionnaires were collected to obtain first-hand data. Later, reliability analysis, factor analysis and structural equation model test were carried out successively to verify the hypothesis. According to the results of empirical research, firstly, content experience, atmosphere experience and interactive experience in users' social experience of mobile music applications have a significant impact on brand attachment, secondly, atmosphere experience has a significant impact on purchase intention, and thirdly, brand attachment has a significant impact on users' purchase intention. Fourthly, brand attachment plays an intermediary role in the relationship between users' atmosphere experience and content experience and purchase intention. Based on the above research conclusions, the author puts forward corresponding marketing strategy Suggestions, which have certain guiding significance for mobile music applications to improve users' purchase intention, and have certain reference significance for the development of mobile music applications and the expansion of business model.