• 제목/요약/키워드: Mobile entertainment

검색결과 185건 처리시간 0.031초

모바일 증강현실을 활용한 스마트러닝 시스템 (Mobile Augmented Reality for Smart-Learning System)

  • 이재영;김영태;이석한;김태은;최종수
    • 융합보안논문지
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    • 제11권6호
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    • pp.17-23
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    • 2011
  • 본 논문에서는 기존의 이러닝(e-learning)에서 발전한 모바일 증강현실(AR: Augmented Reality)을 활용한 스마트 러닝(smart learning) 시스템을 제안한다. 모바일의 하드웨어 발전과 확산으로 인해 눈으로 보는 현실 세계에 가상 물체를 겹쳐 보여주는 증강현실 관련 서비스가 증가하고 있다. 모바일을 이용한 증강현실 서비스는 언제 어디서나 제약을 받지 않고 사용자가 원하는 정보를 현실 세계에서 얻을 수 있다. 현재까지는 엔터테인먼트 사업, 마케팅, 위치 기반 서비스와의 연계를 통한 활용이 많은데, 앞으로 증강현실의 응용분야 중에서 가장 유망한 분야 중의 하나가 교육이다. 사용자에게 생동감 있는 영상을 보여줄 수 있기 때문에 현실감과 집중력을 높일 수 있다. 본 논문에서는 모바일에 장착된 GPS, 디지털 나침반, 기울기 센서로 구현하는 위치 기반 기술에서 벗어나 카메라 입력을 통한 이미지 기반 기술을 활용하여 스마트러닝 시스템을 제안한다.

Accuracy Assessment of Mobile Mapping System

  • Manandhar, Dinesh;Shibasaki, Ryosuke
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2003년도 Proceedings of ACRS 2003 ISRS
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    • pp.1152-1154
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    • 2003
  • The needs of 3-D data have been increasing for various applications like visualization, 3-D modeling, planning and management as well as entertainment. Mobile mapping has become a quick and practical means for acquiring necessary 3-D data for above-mentioned applications. A mobile mapping system mainly consists of two main components, viz. data acquisition devices and positioning devices. The data acquisition devices consist of CCD cameras or/and laser scanners. The positioning devices consist of GPS, INS, Odometer (shaft encoder) and some other referencing devices. The overall accuracy of mobile mapping system depends on the accuracy of positioning devices and their integrated output. Though, GPS is the main input device for the position information, the signal is not available for the computation of position all the times in urban area. The GPS satellites are normally obstructed by high-rise buildings. Thus it is very important to understand the accuracy of such a system in different environments and means to solve such problems. We have developed a mobile mapping system called VLMS (Vehicle-borne Laser Mapping System), which consists of CCD Cameras, Laser scanners, GPS, INS and Odometer. In this paper, we will present and discuss the accuracy of this system with data acquired in different environments (open area, urban area, tunnel, express way etc) by analyzing the data with respect to other existing digital data.

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멀티플렉스 모바일 서비스 품질이 온라인 구전의도에 미치는 영향력 분석: 이용 즐거움의 매개효과와 성별의 조절효과를 중심으로 (Analyzing The Influence of Multiplex Mobile Service Quality on Online Word of Mouth: Focusing on the Mediating Effect of Use Enjoyment and the Moderating Effect of Gender)

  • 이한솔;김현철
    • Journal of Information Technology Applications and Management
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    • 제25권4호
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    • pp.123-143
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    • 2018
  • The domestic multiplex industry provides consumers with a choice of movies and a variety of contents and entertainment facilities and services. In addition, the number of movie theaters with the significant market potential is also steadily increasing in the competitive multiplex market environment. For the analysis, we conducted research on 300 adolescents who have experienced using domestic multiplex mobile service within the recent year. This study examined the structural relationship among the multi-dimensional mobile service quality of multiple, enjoyment of use, and online word of mouth intention. Also, it explored the mediating effect of enjoyment of use and the moderating effect of gender in the structural model. As a result, the mobile service quality of multiplex has a significant effect on the online word of mouth intention through the enjoyment of use. However, there was no moderating effect of gender of participating adolescents in the relationships. Based on the analysis of empirical results, this study discussed a series of theocratical and practical implications for the marketing strategies of multiplex in the highly competitive market.

모바일 광고 수용의도 영향요인에 관한 국가간 비교연구 : 한국, 미국, 일본간 비교를 중심으로 (A Comparative Study Between Nations on the Factors Affecting Mobile Advertisement Acceptance : Focusing on me Comparison Among Korea, U.S. ana Japan)

  • 김효정;유상진
    • 한국산업정보학회논문지
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    • 제14권5호
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    • pp.209-225
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    • 2009
  • 본 연구는 모바일광고에 대한 소비자들의 수용의도 영향요인에 대해 연구하였다. 본 연구는 한국뿐 아니라 미국 일본의 모바일 사용자를 대상으로 설문 조사하였다. 본 연구에서는 정보기술수용모델인 TAM과 플로우 이론을 중심으로 오락성, 정보성, 신뢰성, 불편함, 플로우경험, 태도 및 수용의도를 연구변수로 채택하였다. 또한 본 연구는 시장의 규모나 환경이 서로 다른 3개국의 모바일 사용자를 대상으로 비교연구를 시도하고자, 한국, 미국, 일본에서 모바일을 사용하고 있는 일반인 및 학생을 대상으로 데이터를 수집하였다. 본 연구는 아모스 통계패키지를 이용한 구조방정식 모형을 통해 연구모형의 적합도를 검증하였다.

Android Botnet Detection Using Hybrid Analysis

  • Mamoona Arhsad;Ahmad Karim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권3호
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    • pp.704-719
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    • 2024
  • Botnet pandemics are becoming more prevalent with the growing use of mobile phone technologies. Mobile phone technologies provide a wide range of applications, including entertainment, commerce, education, and finance. In addition, botnet refers to the collection of compromised devices managed by a botmaster and engaging with each other via a command server to initiate an attack including phishing email, ad-click fraud, blockchain, and much more. As the number of botnet attacks rises, detecting harmful activities is becoming more challenging in handheld devices. Therefore, it is crucial to evaluate mobile botnet assaults to find the security vulnerabilities that occur through coordinated command servers causing major financial and ethical harm. For this purpose, we propose a hybrid analysis approach that integrates permissions and API and experiments on the machine-learning classifiers to detect mobile botnet applications. In this paper, the experiment employed benign, botnet, and malware applications for validation of the performance and accuracy of classifiers. The results conclude that a classifier model based on a simple decision tree obtained 99% accuracy with a low 0.003 false-positive rate than other machine learning classifiers for botnet applications detection. As an outcome of this paper, a hybrid approach enhances the accuracy of mobile botnet detection as compared to static and dynamic features when both are taken separately.

A Study on Correlation among Viewers by Medium based on KBS PIE-TV Index

  • Lee, Jong-Soo;Hamacher, Alaric;Kwon, Soonchul;Lee, Seunghyun
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.9-18
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    • 2017
  • In order to respond to the ever-changing media environments in the era of smart and mobile technology, KBS has introduced and partially applied PIE-TV and PIE-nonTV modes that monitor the average number of viewers among the national population group by means of the sample household extraction method which is a traditional way of rating investigation. This study analyzes the correlation between the number of viewers of premiere, re-air broadcasting, and MPP channel programs and the number of OTT-based VOD viewers in reference to the data extracted from PIE-TV survey results. KBS conducted a survey for 3 months between June and August 2017 to measure the PIE-TV Index, based on which the above-mentioned correlation was analyzed with programs classified to entertainment, drama, and cultural programs. For data analysis, SPSS (Ver. 18.0 for Window, SPSS Inc, Chicago, IL, USA) was utilized. It was assumed that when p<0.05 in the confidence interval of 95%, statistically significance would be secured. Among the 30 subjects in the simple correlation analysis, the parameter was determined by the Person correlation coefficient and the non-parameter by the Spearman correlation coefficient. Analysis results are as below: (1) As the number of viewers of premier entertainment, drama, and cultural programs was larger, the number of VOD viewers was larger accordingly. (2) As for entertainment and drama programs, as the number of re-air broadcasting viewers was larger, the number of VOD viewers decreased accordingly. (2) As for entertainment and drama programs, as the number of MPP viewers was larger, the number of VOD viewers decreased accordingly. It is expected that this statistical data can be utilized for strategic planning of MPP channel lineups including terrestrial TV broadcasting, cable TV, etc.

Advertising Attributes of One-Person Media Distribution in Purchase Intent

  • CHOI, Youngjin;YUN, Youngbae;LEE, Sojeong;LEE, Seulbi;LEE, Yejin;LEE, Yujin;JE, Hayeong
    • 유통과학연구
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    • 제17권11호
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    • pp.17-26
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    • 2019
  • Purpose: Mobile media is gaining ground as an independent and core platform, and corporate interest and the expectations forstrategic use are rising in one-person media. Therefore, this study aims to establish interactivity, entertainment, information, professionalism, and up-to-date as the sub-factors of one-person media advertising properties, and to study the effect of one-personmedia advertising attributes on purchasing intention. Research design, data, and method: After collecting data from a total of 202 people, including 106 men and 96 women with the online survey method, frequency analysis and regression analysis were conducted using SPSS 25.0. Results: Research has shown that information, professionalism, entertainment, and up-to-date have a significant influence on purchasing intent. In addition, although information and expertise are found to have a significant influence on trust which shows a direct impact on the purchasing intention, the results of verification for the effect of purchasing intent through the medium of trust found to be significant in entertainment, information and up-to-date. Conclusions: There is a difference in Professionalism and Entertainment between men and women. This study provided the suggestions for establishing the most effective measures and marketing strategies in producing one-person media advertisements.

스마트폰광고 이용자의 광고태도에 영향을 미치는 상황인지가치에 관한 연구 (The Effect of the Context Awareness Value on the Smartphone Adopter' Advertising Attitude)

  • 양창규;이의방;황운초
    • 지능정보연구
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    • 제19권3호
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    • pp.73-91
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    • 2013
  • 스마트폰 광고시장의 급격한 성장으로 그간 광고태도연구에서 주요한 요인으로 고려되었던, 재미(Entertainment), 정보(Information), 짜증(Irritation)과 같은 일반적으로 광고가치에 영향을 주는 요인 외에 스마트폰의 특성에 의해 발생하는 상황인지가치(Context Awareness Value)에 대한 관심이 높아지고 있다. 그간 상황인지가치에 영향을 주는 요인을 찾기 위해 주로 위치(Location)를 중심으로 연구되어 왔는데, 스마트폰을 통해 발생하는 상황인지가치는 위치 이외에도 다양하다고 할 수 있다. 즉, 무선인터넷기술의 활용을 통한 SNS 활용, 유심카드를 이용한 개인 확인, 다양한 앱의 활용 등의 변화는 기존의 모바일기기에서 제공하는 기능들의 활용이 더욱 중요해지고 있고, 이로 인해 발생하는 다양한 상황인지가치의 요인이 존재한다고 할 수 있다. 따라서, 본 연구는 이동통신시장의 광고채널이 스마트폰으로 전환되면서 발생하는 상황인지가치의 영향을 고려한 분석을 실시하여, 이전 연구에서 고려되지 못했던 최근 광고시장 상황이 반영된 연구결과가 도출되었다고 할 수 있다. 분석결과에 따르면, 이전의 광고태도 연구에서 주요한 요인이라고 여겨졌던 재미와 짜증은 영향은 적어지고, 여전히 정보가 미치는 영향은 크게 작용되고 있어 이는 현재의 정보화시대에서 정보의 중요성 및 영향력에 대한 이해와 분석도 여전히 필요하다고 할 수 있다 스마트폰으로 인한 광고시장변화에 따라 활동(Activity), 시기(Timing), 위치(Location) 등과 같은 상황인지가치가 광고태도에 긍정적인 영향을 미친다는 점을 확인하였으며, 신원은 영향이 없음으로 나타났다. 또한 광고가치와 상황인지가치는 스마트폰 광고태도에 유의한 영향이 있음으로 나타났다. 본 연구결과는 스마트폰광고 시 이용자가 원하는 정보를 이용자의 상황에 최적화시켜 스마트폰 광고를 실시하여야만, 광고효과를 극대화 할 수 있다는 점을 시사한다.

패션 및 뷰티 제품의 모바일 쇼핑에 영향을 미치는 마켓 메이븐 및 시간지향특성에 관한 연구 (A Study on the Effects that Personal Characteristics of Market Maven and Time Orientation have on Mobile Shopping - With a Focus on Mobile Shopping -)

  • 남미우
    • 복식
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    • 제64권5호
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    • pp.30-49
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    • 2014
  • Mobile shopping, through the use of the smart phone, has become a very popular shopping method for consumers due to it not being limited by time or place. This research aims do the following:1)find the causes for consumers shifting to mobile shopping with the focus on fashion and beauty items; and in order to so, this research will use the TAM that was found by David et al (1989), and 2) distinguish any behavioral differences between consumer groups divided into purchasing intention of fashion and beauty items through smart phone. Path analysis was performed to verify the cause-and-effect relationship between the variables. Personal characteristics(i.e. market maven, time orientation), perceived usability, ease of use, attitude towards mobile shopping, and purchase intentions were all treated as dependant variables. The results showed that attitude towards mobile shopping was the most important variable on mobile shopping intentions. Time-oriented and Market Maven were thought to affect mobile shopping attitude and the dependent variables of purchase intention. Also, when purchasing smart phones, consumers highly valued smart phone's popularity; people with higher purchasing intention mainly used entertainment and utility apps. The following are the main reasons for not purchasing through mobile shopping: they are slower than computers, inconveniences in viewing due to small size of the screen, and security issues. The consumers used the internet as their main source of acquiring daily information. In this research, factors that affect the purchase intention were studied. However, it is difficult to firmly insist that this research correctly predicts the actual purchase intention-further studies need to be done to investigate the relationship between mobile purchase intention and actual purchase intention.

컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발 (Development of Puzzle-type Mobile Game Contents for Computer Education)

  • 박민경;한건우;이영준
    • 컴퓨터교육학회논문지
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    • 제8권4호
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    • pp.87-95
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    • 2005
  • 휴대폰을 통해 청소년들이 많이 이용하고 있는 무선 인터넷 콘덴츠 중 하나가 모바일 게임이다. 하지만 지극히 단순한 놀이 위주이면, 청소년들을 위한 모바일 교육용 게임 콘텐츠는 거의 전무한 상태이다. 본 연구는 중학교 컴퓨터 교육과정을 PC 상식, 운영 체제, 워드 프로세서, 인터넷, 멀티미디어 등 5개의 영역으로 나누고, 각 영역별로 낱말 맞추기 형태인 퍼즐형 모바일 게임을 설계 및 구현하였다. 본 연구는 실제 휴대폰 서비스를 이용하여 학교 수업을 언제 어디서나 할 수 있는 재미있는 놀이학습의 개념으로 접근하고자 하였다. 개발된 교육용 모바일 게임의 효과를 알아보기 위하여 중학교 2학년 학생들을 대상으로 교육용 모바일 게임 사용자와 비사용자간의 학업 성취도를 평가하고 결과를 분석하였다. 분석 결과 본 연구의 모바일 게임이 교육적으로 긍정적인 효과가 있음을 알 수 있었다.

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