• 제목/요약/키워드: Online & Mobile Platform

검색결과 102건 처리시간 0.022초

A Study on the Global Possibilities of Gugak Broadcasting as K-Music Content through the Metaverse Audition Platform

  • KIM, JOY
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권1호
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    • pp.37-43
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    • 2022
  • This study is a sustainability study of K-Music beyond K-Pop through New Media. New media literally means 'new media'. When TV, classified as legacy media, first appeared in the world, it was an innovative new media platform. Of course, it is considered the most traditional legacy media. However, the definition of new media inevitably changes with the times. Most of the media called new media today are based on online and mobile. This thesis focuses on popular music including crossover traditional music genre. And we define popular music exported abroad as K-pop, and propose the possibility of globalization of Korean music using K-pop users and new media, a metaverse based K-pop audition platform, as consumers and suppliers in the global market. Hallyu, the studying of K-Pop through the study of attitudes and economic effects of K-pop, such as reactions to the spread of K-pop and the reactions of fans who like K-pop, are constantly being discussed in various ways. But there has been no case of cultural technology research that linked the sustainability of Gugak as the Korean music through new media to the K-pop business platform. As the overflowing data pours out in the virtual space as an act that gives the meaning of existence, the online is able to become an open market that provides reliable information all over the world. Therefore we would like to propose on the sustainability of Korean music through the 'Korean Traditional Music Broadcasting Metaverse Audition' beyond the K-pop business model as the K-Music content in the cultural technology era.

모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구 (A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game)

  • 이진형;김철수
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권1호
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

모바일 간편결제 서비스에 대한 사용자 수용저항 요인 : 카카오페이 사용자를 중심으로 (Influencing Factors on Users' Resistance to the Mobile Easy Payment Services : Focusing on the Case of KakaoPay Users)

  • 김소담;;양성병
    • 한국IT서비스학회지
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    • 제16권2호
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    • pp.139-156
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    • 2017
  • Since the global financial crisis of 2008, the continuous development and innovation in technology-related fields such as information and communications technology (ICT) are likely to swim against the recession. In this paradoxical situation, the necessity of financial innovation through ICT is on the rise. For this reason, the appearance of Fintech is more meaningful as a new converged industry with the potential to lead financial innovation. The term of Fintech is derived from combining 'Finance' and 'Technology.' In South Korea, one of the most popular types of Fintech is mobile payment. KakaoPay, which is the first mobile easy payment service in Korea, is a much more simplified type of mobile payment service than ones used in the past, and is provided by the most popular mobile messenger service in Korea, KakaoTalk. However, KakaoPay has few active users in spite of its many advantages, which include convenience, simplicity, and a powerful platform. Thus, the main purpose of this paper is to investigate influencing factors of user resistance on KakaoPay. In order to investigate specific factors, a research model is developed based on the unified understanding of user resistance put forth by Laumer and Eckhardt (2012). After gathering online survey data from KakaoTalk users, an empirical analysis is conducted to verify this research model. The results of this study give insights regarding user resistance factors in the Fintech sector, and by so doing, it is expected that the important factors of user resistance could help the diffusion of new services when new mobile payment services appear in the near future.

Mobile Botnet Attacks - an Emerging Threat: Classification, Review and Open Issues

  • Karim, Ahmad;Ali Shah, Syed Adeel;Salleh, Rosli Bin;Arif, Muhammad;Noor, Rafidah Md;Shamshirband, Shahaboddin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권4호
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    • pp.1471-1492
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    • 2015
  • The rapid development of smartphone technologies have resulted in the evolution of mobile botnets. The implications of botnets have inspired attention from the academia and the industry alike, which includes vendors, investors, hackers, and researcher community. Above all, the capability of botnets is uncovered through a wide range of malicious activities, such as distributed denial of service (DDoS), theft of business information, remote access, online or click fraud, phishing, malware distribution, spam emails, and building mobile devices for the illegitimate exchange of information and materials. In this study, we investigate mobile botnet attacks by exploring attack vectors and subsequently present a well-defined thematic taxonomy. By identifying the significant parameters from the taxonomy, we compared the effects of existing mobile botnets on commercial platforms as well as open source mobile operating system platforms. The parameters for review include mobile botnet architecture, platform, target audience, vulnerabilities or loopholes, operational impact, and detection approaches. In relation to our findings, research challenges are then presented in this domain.

세대, 성별에 따른 쇼핑 플랫폼 이용 선호도 차이 (Differences in preference for shopping platform use by generation and gender)

  • 박진희;박혜민;이영우;최훈;이용설
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.599-601
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    • 2022
  • 4차 산업혁명 이후 스마트폰 사용의 증가로 pc를 이용한 인터넷 쇼핑이 아닌 스마트폰을 이용한 모바일 쇼핑이 증가함에 따라 모바일 쇼핑의 시장 규모가 성장하는 추세이다. 모바일 쇼핑 시장이 급격하게 성장하면서 온라인에서는 소셜커머스와 오픈마켓이 성장하였다.

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스마트 도시재생 뉴딜 정책의 주민참여 수단으로서 크라우드소싱 시범 적용 연구 (An Application of Crowdsourcing to Expand Residents' Participation in Smart Urban Regeneration New Deal Policy)

  • 김용국;조상규
    • 대한건축학회논문집:계획계
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    • 제35권8호
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    • pp.47-56
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    • 2019
  • The purpose of this study is to explore the possibility of using crowdsourcing as a means to expand the participation of citizens in the process of smart urban regeneration New Deal policy. Using mobile devices, they built a crowdsourcing prototype system that enables residents to provide location-based ideas and opinions about the urban regeneration New Deal policy and share and manage the collected data. The system was applied to the actual urban regeneration New Deal project site to draw implications. The main research results are as follows. First, crowdsourcing is a means of strengthening expertise by utilizing collective intelligence dispersed among local residents. Through the online platform developed in this study, various ideas and opinions of the community can be collected. Second, the procedural legitimacy and transparency of the rehabilitation project can be secured by expanding the participation opportunities of the residents. Third, the efficiency of project promotion can be improved through participation of residents using online platform.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

게임 이용이 자기 효능감 및 사회신뢰에 미치는 영향 (Effects of game playing for self-efficacy and social trust)

  • 박상민;정완규;노기영
    • 한국게임학회 논문지
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    • 제17권2호
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    • pp.55-62
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    • 2017
  • 본 논문은 온라인 모바일 게임이용이 자기 효능감(self-efficacy) 및 사회성(sociality), 사회적 신뢰(social trust)에 대해 갖는 효과를 검증하고자 하는 목적에서 쓰여졌다. 본 논문은 모바일 플랫폼의 등장에 따라 게임에 광범위하게 도입되고 있는 SNS적 요소(커뮤니티 운영과 소통기능)에 주목하였고, 이러한 논리에 근거하여 게임플레이는 게임유저의 자기 효능감과 사회성, 사회적 신뢰를 높인다는 가설을 설정하였다. 연구를 위해 전문여론조사기관에 의뢰해 전국 대표성을 가진 샘플 1500명을 대상으로 온라인 서베이를 시행하였다. 연구 결과 온라인 게임 플레이는 유저들의 자기 효능감을 높일 뿐만 아니라, 사회성 및 사회적 신뢰의 향상에 직 간접적인 영향을 미치는 것으로 나타났다.

행태 광고의 개인정보 조치사항에 관한 연구 (A Study on the Privacy Policy of Behavioral Advertising)

  • 공희경;전효정;윤석웅
    • 한국융합학회논문지
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    • 제9권3호
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    • pp.231-240
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    • 2018
  • 최근 들어 증가하고 있는 온라인 및 모바일 플랫폼 기반의 행태 광고에서 개인정보 처리에 대한 논의가 중요하게 부각되고 있다. 행태 광고는 자동수집장치를 이용하여 수집된 개인의 행태 정보를 기반으로 개인의 검색 구매이력, 취미 성향 등을 분석하여 활용한다. 따라서 개인정보 보호법에 의거하여 정의된 개인 식별정보나 민감정보는 아니라 할지라도 개인의 특성을 분석할 수 있는 다른 형태의 개인 정보를 수집 저장하게 되며 이로 인해 개인정보 유출사고 및 침해사고에 노출될 수 있다는 문제점을 내재하고 있다. 본 논문에서는 급격하게 성장하고 있는 온라인 및 모바일 플랫폼 기반의 행태 광고 관련 사업자들의 개인정보 처리방침 실태를 조사 분석해보고, 행태 정보에 적합한 개인정보 수집 저장 이용 과정에서의 조치사항에 대해 논의해 보고자 한다.

MZ세대의 패션상품 구매채널여정 유형화와 특징 비교 (A comparison of the types and characteristics of the purchase channel journey of fashion products in the MZ generation)

  • 이정우;김미영
    • 복식문화연구
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    • 제30권5호
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    • pp.656-674
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    • 2022
  • The purpose of this study is to reveal and compare the differences in the types and characteristics of purchase channel journeys of MZ generation consumers. In this study a survey was conducted on the purchase channel journey of 20 women in the MZ generation using the ethnographic method of in-depth interviews and observations. As a result, three purchase channel journeys were identified: mobile, multi-channel, and offline. These were variously subdivided according to the characteristics of the MZ generations. Gen Z's journey was categorized into types: fashion platform app, Youtube, multi-channel supplement, multi-channel non-planned store visit, offline loyalty store, and impulsive offline store. Gen M's journey was categorized as: an online community bond, portal site, online loyalty store, multi-channel brand involvement, multi-channel efficiency, a multi-channel conversion, offline efficiency and offline task. The difference in mobile journey between generations was found in the time and length of the purchase. Gen M recognized both online and offline search processes to be tiring, while Gen Z enjoyed the search process using the online path. In the offline journey Gen Z began with their own intention to purchase, while Gen M sometimes recognized that purchasing fashion products necessary for work was a cumbersome task.