• 제목/요약/키워드: One-Phone Service

검색결과 185건 처리시간 0.033초

GML을 이용한 Mobile GIS 서비스에 관한 연구 (Mobile GIS Service using GML)

  • 장민철;전철민
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2004년도 춘계학술발표회논문집
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    • pp.361-366
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    • 2004
  • Due to the fast development in information technology, mobile devices such as cellular phone and PDA are increasingly being used in information transmission. Also in GIS area, have many attempts been introduced for communicating geographic information. However, one of the problems found in current applications is that each of them is developed for a specific platform. A solution to this problem is sought using the XML, which is designed to transfer structured information through the Web regardless of any platform. GML is based on XML technology and is platform-free document for geographic feature. GML can be visualized using client plug-in's such as SVG. This study suggests a framework for developing a mobile-GIS web service using GML and shows how it can be implemented on a cellular phone emulator.

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위치기반 모바일 게임 콘텐츠의 활성화 방안 (A study on the promotion of LBS Mobile Games)

  • 김대희
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.3-10
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    • 2004
  • 휴대폰 사용인구가 3600만으로 증가한 가운데, 다양한 휴대폰 기능을 이용한 모바일 게임 역시 빠른 속도로 성장하고 있다. 그 중에서도 위치기반정보서비스(LBS)를 접목시킨 모바일 게임은 아직 시장 도입 단계에 있으나, 종래의 모바일 게임과는 다른 새로운 장르의 게임 시장을 창출하는 중요한 계기가 되리라 예상된다. 이에 본 연구에서는 위치기반 모바일 게임의 현황과 발전 가능성, 게임 서비스 시행을 위한 당면과제를 분석해보고, 활성화 방안을모색해 보고자 한다.

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위치기반서비스의 측위시스템 정확도 향상에 관한 연구 (A Study on Accuracy Improvements of Positioning System for Location-Based Service)

  • 최창묵
    • 한국정보통신학회논문지
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    • 제18권10호
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    • pp.2579-2585
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    • 2014
  • 위치기반서비스는 사용자에게 부가 가치를 제공하기 위해 이동통신망으로 위치를 정확하게 파악하고 각종 정보를 이용하여 이를 활용하는 통합 서비스를 가리키며 이러한 서비스의 핵심기술은 위치를 찾아내는 기술이다. 따라서 본 논문에서는 위치기반서비스에 이용되는 전파신호를 이용한 측위 기법에 대하여 소개하고 최신 스마트폰의 위치 측정 원리와 위치 측정 정확도를 분석하였다. 분석결과를 토대로 사용자의 안전을 향상시키기 위한 개선방향을 제시하였다.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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중국 2G(GSM) SIM카드 복제로 인한 보안 취약성 연구 (A Study of Security Vulnerability by Cloning 2G(GSM) SIM Card in China)

  • 김완수;김식
    • 정보학연구
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    • 제12권2호
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    • pp.1-12
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    • 2009
  • China first started its mobile phone services in 1987, and the number of users has exponentially increased so that it reached 700 millions in January 2009. Currently China's 2G(GSM) users is 650 millions. These 2G (GSM) services have an advantage of the capability to use the mobile phone with a SIM (Subscriber Identity Modul) card, one kind of smart cards, inserted into it. However, due to the security vulnerability of SIM cards being used within China's 2G (GSM) services, SIM cards cloning. Problems concerning mobile phone surveillance towards a designated person by illegal cloning ESN and IMSI have recently risen to be a massive social issue within Korea as well. These studies have experimented the possibility of SIM cards clone in various mobile communication corporations using 2G (GSM) in China, and hence discovered the security vulnerability such as the incoming outgoing, SMS service and additional services on mobile phones using clone SIM cards.

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휴대폰결제 방식에 대한 소비자의 인지적 특성에 관한 연구 (A study on the consumer's perceptual characteristics of cellular-phone payment system)

  • 이석기;조영빈;김성희
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2002년도 춘계공동학술대회
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    • pp.673-677
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    • 2002
  • Cellular-phone payment system is a new innovating technology emerged in Korea since fool. Previous studies concerning the electronic payment system are usually about the payment process itself, so they focused on the matter such as security or the robustness of the process. The study from the angle of behavioral science seldom exists. This article Identifies which characteristic of the cellular-phone payment service affects to the user status (user, non-users). To do this, we used perceptual 4 characteristics in Roger's Technology Acceptance Model with one additional characteristic-security.

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모바일 메일의 사용의도:한국과 일본을 중심으로 (Use Intention of Mobile Mail:A Comparative Study Between Korea and Japan)

  • 이명무;김윤호
    • 한국IT서비스학회지
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    • 제9권3호
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    • pp.25-43
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    • 2010
  • The speed and magnitude of mobile phone adoption is a recent worldwide phenomenon akin to those of the television in the middle of the 20th century and the Internet in the late 20th century. During the 2000s, mobile phone adoption was exploded and subscriptions reached 3 billion around the globe. Korea and Japan have been ahead of the rest of the world in introducing new handset and service capabilities. They were the first markets to launch 3G services and are currently the only markets to have achieved mainstream adoption of 3G with over one-third of customers in both markets subscribing to 3G services. The purpose of this article is to explore the cultural similarities and differences associated with mobile mail by presenting findings from a cross-cultural comparison of perceptions and uses of the technology. The results of the study are as follows:Of the characteristics that make up the mobile text-messaging service in Korea, a person's perceived ease of use and perceived enjoyment was found to have a positive effect on use attitude. Among the characteristics that make up a person's perceived ease of use, perceived enjoyment was found to have a positive effect on use intention. And use attitude was found to have positive effects on use intention. But, of the characteristics that make up the mobile text-messaging service in Japan, a person's perceived usefulness, perceived ease of use and perceived enjoyment were found to have a positive effect on use attitude. Among the characteristics that make up a person's perceived usefulness, perceived ease of use and perceived enjoyment were found to have a positive effect on use intention. And use attitude was found to have positive effects on use intention. This study contributes to telecommunications research by delineating the various stimuli to consider for successful technology acceptance in a global setting, which can account for differential impacts across regions. The findings of this study can assist telecommunications operators in formulating an effective region-specific strategy when launching a wireless data service in a particular environment.

위치기반서비스 제공을 위한 위치정보에 관한 이해도 조사 -대학생들 중심으로 (A Survey on Understanding of Location Information for Providing Location Based Service-Centered on University Students)

  • 박희숙
    • 한국정보통신학회논문지
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    • 제23권7호
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    • pp.786-792
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    • 2019
  • 현재 스마트 폰의 위치정보를 수집하고 이것을 이용한 다양한 종류의 콘텐츠들이 개발되어 사용자들에게 제공이 되고 있다. 위치정보를 활용하는 위치기반 서비스 산업의 시장규모 또한 매년 증가를 하고 있으며 가장 많은 스마트폰 사용자 층은 대학생들이 차지하고 있다. 그리고 그들 대부분은 자신들 소유의 스마트 폰을 사용하고 있으며, 그들은 위치기반 서비스의 최대 이용자이면서 동시에 위치정보 수집의 주요 대상자들이다. 본 논문에서 우리는 대학생들이 위치정보에 대하여 어느 정도 이해를 하고 있는지 설문조사를 실시하고자 한다. 설문조사 결과를 바탕으로 대학생들의 위치 정보 수집 및 이용에 대한 이해도를 높이고 위치 기반 서비스 산업 발전과 위치정보 교육을 위해 무엇이 고려되어야 하는지 깊은 고찰을 해보고 몇 가지 도움이 되는 제언을 하고자 한다.

변조 업데이트를 통해 전파되는 모바일 악성어플리케이션 모델 연구 (A Research on Mobile Malware Model propagated Update Attacks)

  • 주승환;서희석
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.47-54
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    • 2015
  • The popularity and adoption of smart-phones has greatly stimulated the spread of mobile malware, especially on the popular platforms such as Android. The fluidity of application markets complicate smart-phone security. There is a pressing need to develop effective solutions. Although recent efforts have shed light on particular security issues, there remains little insight into broader security characteristics of smart-phone application. Now, the analytical methods used mainly are the reverse engineering-based analysis and the sandbox-based analysis. Such methods are can be analyzed in detail. but, they take a lot of time and have a one-time payout. In this study, we develop a system to monitor that mobile application permissions at application update. We had to overcome a one-time analysis. This study is a service-based malware analysis, It will be based will be based on the mobile security study.

A Study on Infra-Technology of RCP Interaction System

  • Kim, Seung-Woo;Choe, Jae-Il
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1121-1125
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    • 2004
  • The RT(Robot Technology) has been developed as the next generation of a future technology. According to the 2002 technical report from Mitsubishi R&D center, IT(Information Technology) and RT(Robotic Technology) fusion system will grow five times larger than the current IT market at the year 2015. Moreover, a recent IEEE report predicts that most people will have a robot in the next ten years. RCP(Robotic Cellular Phone), CP(Cellular Phone) having personal robot services, will be an intermediate hi-tech personal machine between one CP a person and one robot a person generations. RCP infra consists of $RCP^{Mobility}$, $RCP^{Interaction}$, $RCP^{Integration}$ technologies. For $RCP^{Mobility}$, human-friendly motion automation and personal service with walking and arming ability are developed. $RCP^{Interaction}$ ability is achieved by modeling an emotion-generating engine and $RCP^{Integration}$ that recognizes environmental and self conditions is developed. By joining intelligent algorithms and CP communication network with the three base modules, a RCP system is constructed. Especially, the RCP interaction system is really focused in this paper. The $RCP^{interaction}$(Robotic Cellular Phone for Interaction) is to be developed as an emotional model CP as shown in figure 1. $RCP^{interaction}$ refers to the sensitivity expression and the link technology of communication of the CP. It is interface technology between human and CP through various emotional models. The interactive emotion functions are designed through differing patterns of vibrator beat frequencies and a feeling system created by a smell injection switching control. As the music influences a person, one can feel a variety of emotion from the vibrator's beats, by converting musical chord frequencies into vibrator beat frequencies. So, this paper presents the definition, the basic theory and experiment results of the RCP interaction system. We confirm a good performance of the RCP interaction system through the experiment results.

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