• 제목/요약/키워드: mobile advertisement

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A Case Study on Mobile Web and Social Network Service in Digital Music Market : The New Management of NeowizBugs (디지털 음악시장에서 모바일 웹과 소셜네트워크서비스 사례연구 : 네오위즈벅스의 신경영)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.1-15
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    • 2011
  • The new environment of music service has brought changes in digital music industry. Today, various forms of music contents are presented in ubiquitous environments. Thus, securing various contents becomes very important in monopolistic competition of music market. Under the circumstance, web 2.0 provides a networking environment to form diverse relations. Social Network Service (SNS) is a service to emphasize people relation and is different from information-centered Internet service. And mobile SNS becomes popular as Smartphone rapidly increases. NeowizBugs merged with NeowizInternet managing Sayclub of a music-specified SNS site. And the firm confirms comprehensive contents by making ties with SM entertainment. Thus, the integration corporation secures and manages a new business model by linking digital contents with SNS. Generally, music-specified SNS has advertisement business model and uses a recommend system utilizing the database of users. By introducing the case of NeowizBugs, this study tries to identify the success strategy of music distributors fitting ubiquitous environment including web 2.0, mobile SNS, Smartphone, etc.

An Implementation of a Stamps Management System on Mobile Devices (Collecting Stamps : 모바일 스탬프북 관리시스템 설계 및 구현)

  • Kwon, Eui-Jung;Yoon, So-Young;Lee, Soo-Hyun;Ahn, Hoo-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.205-211
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    • 2007
  • The marketing using coupons policy is using in various business departments. The coupon marketing gives advantages to consumers and stores, too. The coupon policy gives discount to consumers. The stores can reduce cost of advertisement. It activates the motivation of consumers to give his loyalty to the specific store. Although the coupon marketing has these merits, there are too many coupons in the purse of consumers. The consumers should collect their coupons in their purse. The shops have to calculate the points of each consumer's coupons differently. The processing process of coupons is too complex to manage. This paper implements the managing system to control stamps in mobile devices. "Collecting Stamp" resolves those problems and enables to manage various coupons in mobile environment.

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A Comparative Analysis on Ad Avoidance of Korean and Chinese Mobile Advertising Audiences based on Country and Age (한국과 중국 모바일광고 수용자의 광고회피에 관한 국가 및 연령별 비교연구)

  • Xie, Kuang-Yi;Lee, Bo-Hui;Kim, Byung-Dae
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.281-290
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    • 2020
  • The purpose of this study was to examine how the consumer's entertainment, information, relevance, reliability, and perceived invasion affect the avoidance of advertising. Besides, the purpose of this study was to examine whether there is a difference according to the country and age in the effect of advertisement characteristics on the evasion. This study investigated the avoidance of mobile advertising among 254 Koreans and Chinese publics in their 20's and 40's, evaluated the results in terms of comparative analysis. Collected data were verified by multiple regression analysis and hierarchical regression analysis. The higher the advertising entertainment and relevance, the lower the avoidance of advertising. The higher the perceived penetration, the higher the avoidance of advertising. Besides, there were differences by country and age in the effects of advertising entertainment, information, relevance, and reliability on ad avoidance. The implications of this study are to find out how to reduce the mobile advertising avoidance of consumers by identifying the predictive factors that cause the avoidance of advertisements by country and age.

Seamless Recording Algorithm Using MPEG System and Service Information in Mobile Broadcasting (MPEG 시스템 및 서비스 정보를 이용한 끊김 없는 모바일 방송 녹화 방법)

  • Kwon, Seong-Geun;Lee, Suk-Hwan;Kim, Kang-Wook;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1185-1195
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    • 2012
  • In the general recording method of mobile broadcasting, all incoming broadcasting streams after recording time will be saved regardless of its content. In this case, as such that viewers do not want to record, commercial advertisement, are saved together. In order to solve these problems, the proposed method checks if the contents such as advertisements are exist in the target stream by analysing the splicing in incoming MPEG-2 TS streams and, if splicing happened, excludes incoming stream after the splicing in the recording process. In the proposed method, first the splice in the recording stream is verified using the related flags of adaptation field in the TS packet and, if judged to cause a splice, the time of splicing is to be estimated by evaluating the value of splice_countdown filed. In this way, the proposed algorithm provides the seamless recording method by estimating the time of splice and excluding the contents after the splicing. To evaluate the proposed seamless recording method, the simulation was carried out by modifying the software of the existing mobile broadcasting terminal.

A Study on the Edu-tainer Convergence App for Young Children's Play learning in Mobile Environments (모바일 환경에서의 유아 놀이 학습을 위한 에듀테이너 융합 앱 연구)

  • Jung, Doo-Yong;Sok, Yun-Young
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.23-28
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    • 2016
  • In this paper, smart devices using a 4 to 6 years old, infants and parents to a user layer of training and with games or studying infants by integrating them. Not losing interest and concentration, Mobile infants to learning to learn Korean, English, the estimated budget. design the app tainer. For parents of infants and a variety of media concentration and learning Korean, English, English word cards that can increase the interest of the design and, to find a picture Memory game, had provided games are various kinds such as learning to do puzzles. Also, infants and tries to help study a visual learning and auditory learning at the same time can be achieved by mothers of children is much more conveniently. Learning to guide implementation to maximize the availability, convenience and mobility.

A Metadata Design for Augmented Broadcasting and Testbed System Implementation

  • Choi, Bumsuk;Kim, Jeonghak;Kim, Soonchoul;Jeong, Youngho;Hong, Jin Woo;Lee, Won Don
    • ETRI Journal
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    • v.35 no.2
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    • pp.292-300
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    • 2013
  • Augmented reality (AR) is a popular service in mobile devices, and many AR applications can be downloaded from app stores. As TV broadcasting has continued to integrate with the Internet, it has become an area in which the AR concept is able to reside, although in a simple form, such as an advertisement placed in the static region of a scene. There are some restrictions against TV broadcasting realizing AR since TVs are fixed devices and typically do not have GPS, geomagnetic, or acceleration sensors, which are standard equipment in mobile devices. However, the desire to experience AR on a large TV screen has triggered research and development for an ideal AR business model and service type. This paper introduces several use cases for augmented broadcasting services and also presents an augmented broadcasting metadata scheme designed for a broadcasting environment. We also verify some of the use cases and an augmented broadcasting metadata scheme in an implemented augmented broadcasting system based on a hybrid TV platform.

Analysis of Cosmetics App Smart UI convergence Design in Mobile Environments (모바일 환경에서의 화장품 앱 스마트 UI 융합 디자인 분석)

  • Yeom, Mi-Ryeong;Park, Ju-Ok;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.13-17
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    • 2016
  • omputer and the Internet (online) services have rapidly been developed and evolved over the last 10 years. They also reduce time and costs in many parts of human life. Yet, a range of adoption and expression has been segmented as a piece of information is diversified. Particularly, while this segmentized information can be integrated according to fields, it is hard for users to aware it at a glance. Therefore, this study aims to improve and analyze programs that have been developed in a variety of ways from the existing unified design of GUI as the UIs of the Internet and programs have become accentuated recently so that it could suggest the importance of user-oriented UI designs.

Influencer Attachment and Consumer Response to Product Links in Native Video Ads: An Empirical Study on Bilibili's Platform

  • Hu, Jiayu;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.140-151
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    • 2024
  • This study explores an innovative advertising technique on Bilibili, where product links are embedded as bullet comments visible only to mobile app users. The research involved 140 participants, divided equally between followers and non-followers of a popular influencer, 'Gourmet WanggangR.' These groups were further split, with half viewing a video containing the product link on the app and the other half via PC. The study revealed that influencer attachment significantly increased viewer immersion (transportation) and positively influenced attitudes towards the content, which in turn elevated purchase intentions. Importantly, the influencer's followers showed a stronger attachment and more favorable attitudes towards the content, alongside a heightened likelihood to purchase the advertised product. The presence of the product link further accentuated these effects among the influencer's followers. Conversely, in the absence of the link, the correlation between influencer attachment and content attitude was less pronounced. These findings highlight the effectiveness of embedding product links in video content as a marketing strategy, particularly when targeting an influencer's followers through mobile platforms.

The Use Intention of Mobile Travel Apps by Korea-Visiting Chinese Tourists (방한 중국 관광객의 모바일 여행 앱 이용의도에 관한 연구)

  • Wu, Runze;Lee, Jong-Ho
    • Journal of Distribution Science
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    • v.15 no.5
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    • pp.53-64
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    • 2017
  • Purpose - This study focuses on use intention of mobile travel Apps by Chinese tourists visiting Korea based on UTAUT model, ISS model and ITM model. And the corresponding market promotion schemes are proposed for operators of mobile travel Apps by the research results. Research design, data, and methodology - After collecting 326 respondents in China with cross-sectional questionnaires, this study begins the empirical research with users of mobile travel Apps, and analyzes data with IBM SPSS 23.0 and IBM AMOS 23.0. Results - The results of this study include the following aspects: firstly, the System quality and Information quality are accepted for hypotheses of Satisfaction and Performance expectancy. Secondly, the Personal Propensity to Trust and Firm Reputation are accepted for Initial Trust hypothesis, and the hypotheses of Firm Reputation and Initial Trust are accepted for Use Intention. Thirdly, the Performance expectancy, Effort expectancy, Social influence are accepted for Use Intention hypothesis. Conclusions - With the increase of tourists visiting Korea, it can be predicted that the needs visiting Korea will be increased persistently for Chinese - this trend brings about the increase of the Chinese travel. First, information quality greatly influences satisfaction and performance expectancy. The research result shows that, the higher the mobile traveling App's information quality is, the higher the satisfaction and performance expectancy will be. Therefore, operators of mobile traveling App should have in-depth investigations towards users, to know the latter's real demand to the information quality and then provide corresponding services. Second, performance expectancy and effort expectancy greatly influence users' intention. Therefore, mobile traveling App operators should improve Apps' convenience and efficiency and, in doing so, find an effective method for market expansion. Third, social influence greatly affects users' intention. The result shows that mobile traveling App operators should pay attention to the influence of mass media and friends' recommendation on users, thereby it is necessary to improve advertisement activities. Fourth, initial trust also influences users' intention. The result shows that initial trust is a key element inducing users to generate use intention. Therefore, mobile traveling Apps operators should make efforts to catch elements that influence users' initial trust.

mRMCP : An Scalable Overlay Multicast Protocol over Mobile Environments (mRMCP : 이동 환경에서 확장성 있는 그룹 통신 서비스를 위한 오버레이 멀티캐스트 기법)

  • Oh, Jun-Seok;Lee, Ji-Hyun;Park, Hyun-Gyu;Lim, Kyung-Shik
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06d
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    • pp.95-99
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    • 2007
  • 오버레이 멀티캐스트는 응용 계층을 기반으로 멀티캐스트 트리를 구성함으로써 서비스 보급을 위한 비용 소모를 최소화하고 확장성 있는 일대다 통신 구조를 지원한다. 그러나 이를 이동망에 적용하기 위해서는 이동성 지원 메커니즘과 패킷 손실 및 패킷 중복 수신 방지 기능을 함께 지원하는 오버레이 멀티캐스트 기법이 요구된다. 본 논문에서는 이를 해결하기 위하여 오버레이 멀티캐스트 기법인 mRMCP를 제안한다. 이 기법은 응용 계층 기반의 Advertisement 기능을 이용하여 하위계층의 지원 없이 단말의 이동성을 지원한다. 또한 중계기와 단말 간 데이터 전송 시 독립적인 멀티캐스트 채널을 활용함으로써 패킷 중복 수신을 최소화한다. 이와 같은 기능을 통해 mRMCP는 이동 환경에서 확장성 있는 멀티캐스트 서비스를 제공한다.

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