• 제목/요약/키워드: Mobile entertainment

검색결과 185건 처리시간 0.024초

엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로 (NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation)

  • 권상집
    • 한국엔터테인먼트산업학회논문지
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    • 제15권3호
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    • pp.1-11
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    • 2021
  • 엔씨소프트는 모든 고객이 게임과 콘텐츠를 통해 상호 연결되는 엔터테인먼트 혁신의 공간을 꿈꾸고 있다. 이를 위해 엔씨소프트는 게임 기반의 고유 기술 역량으로 AI 및 IT 기술을 활용해 엔터테인먼트 산업에 대한 확장 전략을 현재 추구하고 있다. 본 연구는 엔씨소프트에 관한 사례연구를 통해 다소 도전적인 탐험적 혁신과 활용적 혁신을 동시에 추구하는 것이 왜 콘텐츠 기업 경영에 중요한지에 관한 실무적 시사점을 제안하고자 진행되었다. 엔씨소프트는 꾸준히 게임 역량을 장기간 축적하여 게임기획, 프로그래밍, 그래픽 디자인 등에서 점진적 혁신을 추구, 관리하였다. 또한, 혁신적 성과를 위해 K-POP, 디지털 콘텐츠 플랫폼, 영화, 애니메이션 등에 관한 영역으로 진출하기 위해 주요 콘텐츠 기업들과 전략적 제휴를 추진하며 탐험적 학습을 추구하고 있다. 본 연구가 제안하는 연구 결과는 엔터테인먼트 및 콘텐츠 산업의 경영진들에게 중요한 시사점을 제공해주었다. 또한, 탐험 및 활용 전략의 실행에 관한 어려움을 겪는 기업가들에게 효과적인 실행 로드맵을 제공하는데 본 연구는 기여하였다.

확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석 (Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec)

  • 김태경;손원석;전성민
    • 한국IT서비스학회지
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    • 제20권2호
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    • pp.77-90
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    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

패션 동영상 광고속성과 인게이지먼트가 광고효과에 미치는 영향 (The Influence of Advertising Attributes and Engagement on the Advertising Effectiveness of Fashion Video Ads)

  • 성희원;김은영
    • 한국의류학회지
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    • 제46권1호
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    • pp.17-32
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    • 2022
  • This study aimed to examine the effect of ad attributes on engagement, the mediating effect of engagement on the relationship between ad attributes and advertising effectiveness (attitudes toward ads, continuous intention to search, and e-WOM intention), and the differences in advertising effectiveness at different levels (low vs. high) of curiosity toward fashion video ads in the online context. For this purpose, a total of 408 responses were collected from consumers who were aged 20-40 years and had viewed fashion video ads via PC/mobile channels in the preceding six months. The results showed that three advertising attributes, namely informativeness, entertainment, and personalization, were significant predictors of engagement. Additionally, engagement had a significant mediating effect on the relationship between entertainment and ad effectiveness. Moreover, both informativeness and entertainment had a significant direct effect on the behavioral intention to search and engage in e-WOM. At the high-curiosity level, engagement had a significant influence on ad attitudes and e-WOM intention. In contrast, at the low-curiosity level, entertainment had a significant influence on e-WOM intention and continuous intention to search. These findings are meaningful in that they extend the advertising attitude model to fashion video ads in the online context.

Client Technology on a Server for Mobile Cloud

  • ;;;이준형;허의남
    • 정보와 통신
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    • 제28권10호
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    • pp.3-10
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    • 2011
  • The increasing ubiquity of wireless networks and decreasing cost of hardware is fueling a proliferation of mobile devices. These devices are enabling a new revolution in mobile technology, not only running locally on them, but running on cloud as a service as well. From web browsing, email, or video conferencing, presentations to movie and music entertainment or games, multimedia applications, mobile cloud enables providing such diverse applications. Many technologies have been designed to address the limited hardware and performance in thin client PC. However, with the assorted network and graphic condition, those proposed technologies is obligated to alter aim to adapt mobile cloud. In this paper, we provide a survey of client technology on a Server that can be sufficed the requirements of Mobile Cloud. We also analyze each technology and classify with its individual difficulties and challenges.

문화유적지 투어를 위한 모바일 폰 가이드 시스템 (Mobile Phone Guide for Cultural Heritage)

  • 서영정;우운택
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.116-121
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    • 2009
  • 역사적 문화 유적지를 위한 모바일 엔터테인먼트 시스템의 디자인에 있어서 전력 요구사항, 컴퓨팅 능력, 및 네트웍 등의 연결성 등에 의해 제기되는 기술적인 난제들을 극복하는 것도 중요하지만 현장에 풍부하게 내재되어 있는 미디어 컨텐츠의 효율적 소비를 위한 그룹 경험의 공유를 지원하고 방문객 개인의 선호도를 고려하는 것 또한 매우 중요하다. 문화유적지는 모바일 미디어의 활용을 통하여 대중을 엔터테인하고 교육할 수 있는 기회를 제공한다. Java-enabled 모바일 폰 위에 구현한 본 시스템은 방문객의 유적지 방문 경험의 극대화를 위하여 오디오와 비쥬얼한 컨텐트를 모두 제공한다. 이때 제공되는 컨텐츠는 GPS를 통하여 사용자 움직임를 트래킹하고 사용자 기본 프로파일정보와 폰 인터페이스를 통한 다양한 입력 및 피드백값들을 수집 및 활용하며, 무선 네트웍을 통한 사회적으로 용인이 가능한 그룹 사용자간의 컨텐츠 엿듣기 기능을 고려함으로써 방문객의 니즈에 잘 맞춰진 컨텐츠이다. 본 논문에서는 문화 유적지 환경의 공간적, 개인적, 그리고 사회적 요소를 고려함으로써 방문객이 그 공간의 다양한 구조를 네비게이션하고, 방대한 양의 역사적 문화적 의미를 내포하는 미디어 컨텐츠를 소비하는데 도움을 주려는 데 그 목적을 두고 있다.

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초기 청소년의 성별 및 대인관계 요인이 휴대전화 용도별 이용빈도의 변화에 미치는 영향 (Effects of Gender and Interpersonal Factors on Early Adolescents' Trajectories of Mobile Phone Use With Reference to its Purposes)

  • 서미정
    • 아동학회지
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    • 제38권2호
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    • pp.93-105
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    • 2017
  • Objective: This study aimed to investigate the trajectories of mobile phone use with reference to its purposes, and to examine the effects of gender and interpersonal factors on the same in early adolescents. Methods: Latent growth modeling was used with a sample of 2,378 early adolescents from Grade 4 to 8. Data from the Korean Children and Youth Panel Survey conducted by the National Youth Policy Institute were used. Results: In boys and girls, overtime, the level of mobile phone use for communicating with family decreased, while that for communicating with friends increased. Level of mobile phone use for entertainment increased across time in boys; however, in girls, it increased from Grade 4 to 6 and decreased thereafter, until Grade 8. Gender was associated with the changes of mobile phone use according to the purpose of the same. Positive parenting, negative parenting, relationships with peers, and relationships with teachers predicted changes in mobile phone use for communicating with friends. Conclusion: These findings suggest that the processes involved in the trajectories of mobile phone use in early adolescence operate differently based on the purposes of the same. Additionally, the present results show that interpersonal factors are highly associated with mobile phone use for communicating with friends.

Design and Implementation of a Connected Car Platform Architecture for New ICT Convergence Services

  • Kook, Joongjin
    • 한국컴퓨터정보학회논문지
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    • 제22권10호
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    • pp.47-54
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    • 2017
  • In this paper, we propose a connected car platform architecture called Mobile Second for developing of verity convergence services. A Mobile Second platform architecture is designed to provide more powerful and diverse convergence services for vehicles and drivers by applying technologies of Connected Car and ICT Convergence in various ways. The Mobile Second platform is implemented by applying Tizen IVI and Android to hardware platforms for IVI, Nexcom's VTC1010 and Freescale's i.MX6q/dl respectively. The Mobile Second platform provides the driver with the vehicle's information via IVI devices, mobile devices and PCs, etc., and provides Vehicle Selective Gateway(VSG) and Vehicle Control Framework for the driver to control his/her vehicle, and also provides a web framework to enable the use of VSG's APIs for the monitoring and controlling the vehicle information in various mobile environments as well as IVI devices. Since the Mobile Second platform aims to create new variety of services for Connected Car, it includes service frameworks for Smart Care / Self diagonostics, Mood & Entertainment services, and Runtime, libraries and APIs needed for the development of related applications. The libraries given by the Mobile Second Platform provides both a native library for native application support and a Java Script-based library for web application support, minimizing the dependency on the platform and contributing the convenience of developers at the same time.

모바일 어플리케이션 개인정보 유출탐지 및 보안강화 연구 (Mobile Application Privacy Leak Detection and Security Enhancement Research)

  • 김성진;허준범
    • 정보보호학회논문지
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    • 제29권1호
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    • pp.195-203
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    • 2019
  • 구글 플레이 스토어와 애플 앱 스토어 등 모바일 앱 스토어는 금융, 쇼핑, 엔터테인먼트 등 다양한 카테고리로 영역을 확장하고 있으며, 등록되어 있는 어플리케이션(이하 앱)만 수백만 개에 이른다. 하지만 휴대성과 편리성을 제공하는 모바일 앱의 보안 취약점으로 인해서 최근 모바일 앱을 통한 개인정보 및 데이터 유출이 급격히 증가되고 있는 상황이다. 본 논문에서는 국내 최대 규모의 사용자가 사용하는 상용 모바일 앱을 카테고리별로 분류하고, 사용자가 각 카테고리 별 모바일 앱을 사용하는 경우 유출될 수 있는 개인정보를 분석한다. 분석 결과 해당 앱들을 통해서 실시간으로 개인정보가 유출될 수 있음을 증명하고, 모바일 앱 사용자의 개인정보 유출방지와 안전한 사용을 위한 보안강화 방안을 제안한다.

Conjoint Analysis of User Needs in Mobile Payment Interface Design

  • Qi, Meng;Seo, Jonghwan;Byun, Jaehyung
    • 스마트미디어저널
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    • 제9권4호
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    • pp.73-80
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    • 2020
  • With the advent of the Internet era, consumer lifestyles have been changed tremendously, and mobile payment has carried out an increasingly extensive coverage of the people's life trajectory. Taking the design of the mobile payment interface as an example, we use a conjoint analysis method to survey college students in Guangxi, where questionnaires are collected from 270 people in different groups according to gender. The method separates the attributes that affect consumer choice of mobile payment interface design and the utility value of the attribute level to analyze consumer needs and preferences, and then obtains consumers' potential evaluation criteria for mobile payment interface design. The results of the study show that the attributes that influence consumers' choice of mobile payment interface design are, in order of preference: page layout, identification convenience, verification, module distribution, entertainment, and information encryption. Consumer groups of different genders show differences in their preferences in the mobile payment interface design and Consumer needs reflect consumer psychology. Several findings are obtained on the consumers' preferences on the mobile payment interface design, which may be used to improve future design processes.