• Title/Summary/Keyword: mobile contents

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A Study on Characteristics of Mobile (이동전화 단말기 속성에 관한 연구)

  • Choi, seung-il
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.419-421
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    • 2008
  • Recently, the mobile telecommunication industry is increasing rapidly; nevertheless it is competing severely with other mobile telecommunication industries in the world and it is projected that in the future the mobile telecommunication industry will compete more fiercely and increase more rapidly. By means of looking into characteristics of the mobile, therefore, it can be said that it can help the companies which want to survive in such a competitive society.

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Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

Development of Korean Learning Education Contents for Children based on Mobile Platform (모바일 플랫폼 기반 유아용 한글 학습 교육 콘텐츠 개발)

  • Song, Mi-Young;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.47-49
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    • 2020
  • 본 논문은 유아기 언어 발달 시기에 한글의 기초 단계를 학습하기 위해 기존의 학습지 형태의 한글 교육 선행 학습과는 달리 시각적, 청각적 효과로 몸의 감각을 통해 창의적이고 동적으로 사물을 배우며 이러한 자극으로 정보를 기억하고 축적할 수 있는 한글 학습 교육용 콘텐츠를 개발하고자 한다. 이는 유아의 호기심을 자극할 뿐만 아니라 모바일 플랫폼과의 상호작용을 통해 재미와 즐거움을 키우며 나아가 지식을 얻을 수 있다. 더불어 유아가 한글 학습의 놀이 과정을 통해 창의력을 높이고, 다방면으로 문제를 해결할 수 있는 능력을 키울 뿐만 아니라 학습을 통해 스스로 이끌어가는 자기 주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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Mobile Self-Adaptable Customization Technique based on Data Variability (데이터 가변성 기반 모바일 자가적응 커스터마이제이션 기법)

  • Kim, Chul-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.96-104
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    • 2012
  • The reusability problems in the existing object-oriented development method and component development method is the problem that should be also resolved in the mobile development. Changing the function in mobile applications need to upgrade the entire mobile application, which can cause problems in mobile application in conjunction with other applications within the device. Thus, the changable functions in mobile application should be developed by considering their reusability. In this paper, we propose the customization technique that can be improved reusability for a variety of requirements of mobile application. We propose the self-adaptable customization technique that can change dynamically for the function to require changes by applying the data variability among variabilities.

Effective Network Management Using Mobile Agents Based on Split Management Policy (분할관리정책에 의한 이동 에이전트를 이용한 효율적인 네트워크 관리)

  • Lee, Jae-Hyoung;Oh, Gil-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.66-75
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    • 2007
  • The traditional centralized network management method using the SNMP has problems, such as, increase of communication traffic and severe bottleneck phenomena at the specific manager-node caused by a frequent polling mechanism. Several mobile agent based network management methods have been studied to solve and overcome these problem. However, in these mobile agent based methods, as the number of nodes to be managed is increased, the mobile data are increased accumulatively and the effectiveness of the network management is decreased. In this paper, we propose the split management method by using mobile agents to handle these problems. In our method, the nodes are divided into groups to be handled by separate mobile agents. Each mobile agent visits its own nodes and gets management information from them. We demonstrate the effectiveness of our proposed method using experimental results.

Applying Basic Word Lists and Contents for Elementary School English Education by Mobile Games (초등학생용 모바일 영어어휘 게임을 위한 어휘목록 및 콘텐츠 적용 방법 제시)

  • Jeong, Dong-Bin;Kim, Hyun-Jung;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.35-48
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    • 2010
  • The purpose of the present study was to suggest basic word lists and contents of English for mobile games and to propose how to apply basic word lists to mobile games for English vocabulary learning because it is possible that some potential advantages of mobile games can provide elementary school students with new learning environment for English vocabulary learning. To support this idea, firstly, the basic word lists were selected from essential word lists in the national English curriculum, the word lists from textbooks, and five randomly chosen word books. Secondly, mobile games were examined and appropriate mobile games for learning English words was selected. Lastly, the basic word lists for mobile games were applied to the selected game.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

The detection of the feature point in the real-time image system used by BLoG (실시간 이미지 시스템을 위한 BLoG 기반의 특징점 검출)

  • Park, Yi-Keun;Kim, Jong-Min;Lee, Woong-Ki
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.625-632
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    • 2009
  • In these days mobile handsets have come to be used at almost every user. The performance improvement of mobile devices and networks have made this trend possible. As a great variety of mobile applications are published, the necessity of running large-scale mobile applications becomes greater than before. To accomplish this, the existing researchers have developed mobile cluster computing libraries like Mobile-JPVM. In this paper, we implement a compute-intensive Animated GIF generating application and its cell phone viewer software using Mobile-JPVM library. We find out by the real execution of our softwares on the KTF handsets that they can sufficiently run on cellular phones. Our Animated GIF generator and its viewer are going to be commercially used for the mobile fashion advertisement systems.

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Usability Improvement Method of Shopping Mall based on Smartphone (스마트폰 기반 쇼핑몰의 사용성 향상 기법)

  • Kim, Hee-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.77-84
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    • 2011
  • Following the increase in the supply of smartphones and the increase in the use of wireless Internet, the online shopping environment is also changing into mobile shopping. However, the domestic mobile shopping services fall short of people's expectations compared to desktop Internet shopping malls. These are mainly due to the restricted screen size and inconvenient data entry of mobile devices, the slow Internet speed, and other restrictive conditions. Accordingly, in this paper, the usability of three main domestic mobile shopping malls was evaluated using a heuristic evaluation method. The factors that must be considered when producing a mobile website, the consideration for the mobile users, and the main functions of a shopping mall, were considered to define an evaluation form. The results of the evaluation were then analyzed to propose the problems of mobile shopping malls and the directions for their improvement.

Analysis of Mobility and Security Requirements for Mobile IPTV (모바일 IPTV의 이동성에 대한 침해 분석 및 대응방안)

  • Lee, Sun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.37-44
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    • 2010
  • The mobility is one of the most important factor for mobile IPTV. However, mobility is highly vulnerable to eavesdropping and unauthorized access. Generally mobility of mobile services is based on handover techniques. But we showed that mobile IPTV must use other techniques to confirm mobility. In this paper, we analyzed security of wibro mobile IPTV from the viewpoint of mobility. We considered DCAS host must include new addresses of mobile devices. We analyzed total number of authentication for the proposed method. So we showed that proposed method was more efficient than wibro-mobile IPTV. We compared the security of our proposal to the security requirements of TTA.