• Title/Summary/Keyword: Smart Phone Industry

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The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Analysis and Risk Prediction of Electrical Accidents Due to Climate Change (기후환경 변화에 따른 전기재해 위험도 분석)

  • Kim, Wan-Seok;Kim, Young-Hun;Kim, Jaehyuck;Oh, Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.603-610
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    • 2018
  • The development of industry and the increase in the use of fossil fuels have accelerated the process of global warming and climate change, resulting in more frequent and intense natural disasters than ever before. Since electricity facilities are often installed outdoors, they are heavily influenced by natural disasters and the number of related accidents is increasing. In this paper, we analyzed the statistical status of domestic electrical fires, electric shock accidents, and electrical equipment accidents and hence analyzed the risk associated with climate change. Through the analysis of the electrical accidental data in connection with the various regional (metropolitan) climatic conditions (temperature, humidity), the risk rating and charts for each region and each equipment were produced. Based on this analysis, a basic electric risk prediction model is presented and a method of displaying an electric hazard prediction map for each region and each type of electric facilities through a website or smart phone app was developed using the proposed analysis data. In addition, efforts should be made to increase the durability of the electrical equipment and improve the resistance standards to prevent future disasters.

Use Intentions of Mobile Tour Apps through Expansion of the Technology Acceptance Model (기술수용모델(TAM)의 확장을 통한 모바일 관광 앱의 사용의도에 관한 연구)

  • Lee, Sung-Joon;Jing, Dai
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.135-142
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    • 2015
  • Purpose - Following the speedy development of the smart phone industry, tourism companies started to increase their brand recognition and sales volume by adopting mobile applications. However, applications for tourism industries are still insignificant. This study tries to analyze empirical evidence from Korean and Chinese consumers who have used mobile tour applications. By using an expansion of the technology acceptance model (TAM), this study will find what factors have effects on user intention for mobile tour applications. The findings will be helpful for the development of mobile tour applications and the tourism industries. Research design, data, and methodology - This study uses the TAM, which was presented by Davis in 1989. This study uses consumer acceptance level, consumer choice attitude, and use intention as the basic variables to fit to the TAM, and adopts choice content quality, brand value, and usage motivation as additional variables to analyze. This study has developed several hypotheses and collected data from 620 users who used mobile applications for tourism during April 1 to April 30, 2015. A total of 612 valid questionnaires were collected and used in the data analysis. The data was analyzed with structural equation modeling using SPSS Win/pc and Amos 22.0. Results - The findings can be summarized as follows: First, the content quality affects the consumer acceptance degree and choice attitude. Second, the brand value has a directly positive effect on the consumer acceptance degree and choice attitude. It is clear that the content quality and brand value play important roles in raising consumer acceptance and choice attitude. Third, usage motivation has no effect on the consumer acceptance degree and choice attitude. Fourth, the acceptance degree does not have any effect on the consumer choice attitude. Fifth, the acceptance degree affects the use intention. Last, the consumer choice attitude affects the use intentions. This indicates that consumer acceptance and choice attitude must both be achieved to induce use intention among consumers. Finally, the effects of the mobile tour application content quality and brand value on consumer acceptance degree and choice attitude were confirmed. Additionally, the effects of the consumer acceptance degree and choice attitude on use intentions were analyzed. Conclusion - It is not meaningful for tourism marketing to launch tour applications in the mobile market without understanding tourism consumer characteristics. When developing mobile tour applications, companies should focus on the characters of consumer choice attitudes as high quality, high brand value, usefulness, and ease of mobile tour applications. This study has limitations in that it did not consider negative factors such as perceived risks or analyze whether there are differences between Korean and Chinese consumers. In the future, we will consider equipping the same mobile tour applications commonly used by both Korean and Chinese consumers, and then examine negative factors as well as the differences in mobile tour applications between Korean and Chinese consumers.

Design and construction method of an employment support management system for college students - A case study (대학생들을 위한 취업지원관리시스템의 설계 및 구축안-사례 연구)

  • Kim, Jae-Saeng;Kim, Kyung-Hun;Kyung, Tae-Won
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.329-338
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    • 2014
  • Today, one of the important factors that determine the university rating is the employment rate. The jobseekers are using online or offline recruiting services in order to get the desired job information. There are lots of employment supporting systems as like web-based employment agencies and University's job centers, but they are focusing more on providing job information rather than on managing the employment support. In addition, those are insufficient to support business process associated with MOU companies, industry field training, mentoring processors, etc., and to continue to manage and to update the information (resume, personal statement, etc.) about the students which the companies want, and the information about the companies which jobseekers want. Therefore, it is required that the employment supporting system which not only storages the initial data (student and corporate information), but also assist the career placement. In this paper, we considered the specific employment rights management features of the existing employment support system, it could receive real-time job information in the smart phone, we presented the design and construction of the system linked to the Bachelor Information System.

Research on Light Application System for the Dynamic Moving Effect of The Design on Porcelain (도자기 표면의 문양을 역동적으로 움직이는 효과를 갖는 광응용 시스템연구)

  • Ryoo, Hee Soo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.11
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    • pp.205-210
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    • 2014
  • This is concerned with the technology to display the design on Porcelain and adjust malfunction for moving effect and light intensity by curator. More precisely, the technology makes it possible that the porcelain is connected to Light module which is the device for controlling light emission and rotating rolling plate, etc that are connected to LED light module, optical fiber and controller that is for scenario from the given storytelling. In addition, with a WiFi portable device (Smart-phone, other mobile device). equipped with a scenario programs, information for operation, failure and malfunction can be obtained and analyzed in real-time, and menu color and alarm is alerted when the displaying design is in abnormal status, which makes the early reactions to the status. Furthermore, the collected data can be sent through WiFi network to the device and PC managed by the curator specialized in managing the design on the Porcelain, thus the technology could help the curator who have less knowledge about moving pattern on the Porcelain. There is always a possibility of malfunction due to various condition that are caused by wring-harness when modules are wired-connected. In this research, in order to overcome this problem, we propose a system configuration that can do monitoring and diagnosis with a device for collecting data from LED control module, Light emission sensor and a personal WiFi device. Also, we performed connection between optical Fiber and LED and interlock for the system defined by the definition for information and storytelling scenario.

A Study on the Influencing Factors of Online Word-of-Mouth Adoption in the Mobile Applications Market (모바일 애플리케이션 마켓에서 온라인 구전 수용에 영향을 미치는 요인에 관한 연구)

  • Ha, Na-Yeun;Kim, Kyung-Kyu;Lee, Ho
    • Journal of Information Management
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    • v.43 no.1
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    • pp.109-134
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    • 2012
  • This study, focusing on process of online Word-of-Mouth(oWOM) adoption in applications market which is a major issue of recent mobile industry, tried to empirically analyze how main characteristics of oWOM affect trust and process of oWOM adoption. To do this, based on understanding about applications market and precedent studies on online communication and Elaboration Likelihood Model(ELM), I developed the research model and proposed seven hypotheses. The subjects were smart phone users who ever used review in mobile applications market. The study method was questionnaire survey. As a result, trust in review was suggested as prerequisite for consumers to accept on-line review in mobile applications market. And it was empirically proved that for the customers to feel trust, these are necessary - positive assessment on argument quality, vividness of delivered explanation, and neutrality of message. The theoretical implications of this study are that based on studies on oWOM, factors affecting trust in review were explored in the environment of mobile applications market with less judgement clues for decision making compared to other on-line media and then, these factors were conceptualized. From the practical view, this study suggested implication on what attributes companies or developers can strategically utilize while investigating prerequisites of oWOM adoption.

The Development of 1G-PON Reach Extender based on Wavelength Division Multiplexing for Reduction of Optical Core (국사 광역화와 광코어 절감을 위한 파장분할다중 기반의 1기가급 수동 광가입자망 Reach Extender 효율 극대화 기술 개발)

  • Lee, Kyu-Man;Kwon, Taek-Won
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.229-235
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    • 2019
  • As the demand for broadband multimedia including the Internet explosively increases, the advancement of the subscriber network is becoming the biggest issue in the telecommunication industry due to the surge of data traffic caused by the emergence of new services such as smart phone, IPTV, VoIP, VOD and cloud services. In this paper, we have developed WDM(Wavelength Division Multiplexing)-PON(passive optical network) based on the 1-Gigabit Reach Externder (RE) technique to reduce optical core. Particularly, in order to strengthen the market competitiveness, we considered low cost, miniaturization, integration technique, and low power of optical parts. In addition, we have developed a batch system by integrating all techniques for reliability, remote management through the development of transmission distance extension and development of capacity increase of optical line by using RE technology in existing PON network. Based on system interworking with existing commercial 1G PON devices, it can be worthy of achievement of wide nationalization and optical core reduction by using this developed system. Based on these results, we are studying development of 10G PON technology.

A Study on the Compensation Methods of Object Recognition Errors for Using Intelligent Recognition Model in Sports Games (스포츠 경기에서 지능인식모델을 이용하기 위한 대상체 인식오류 보상방법에 관한 연구)

  • Han, Junsu;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.537-542
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    • 2021
  • This paper improves the possibility of recognizing fast-moving objects through the YOLO (You Only Look Once) deep learning recognition model in an application environment for object recognition in images. The purpose was to study the method of collecting semantic data through processing. In the recognition model, the moving object recognition error was identified as unrecognized because of the difference between the frame rate of the camera and the moving speed of the object and a misrecognition due to the existence of a similar object in an environment adjacent to the object. To minimize the recognition errors by compensating for errors, such as unrecognized and misrecognized objects through the proposed data collection method, and applying vision processing technology for the causes of errors that may occur in images acquired for sports (tennis games) that can represent real similar environments. The effectiveness of effective secondary data collection was improved by research on methods and processing structures. Therefore, by applying the data collection method proposed in this study, ordinary people can collect and manage data to improve their health and athletic performance in the sports and health industry through the simple shooting of a smart-phone camera.