• Title/Summary/Keyword: mobile contents

Search Result 2,320, Processing Time 0.025 seconds

Analysis on Mobile Content Services of the Domestic Media Companies (국내 미디어 기업의 모바일 콘텐츠 서비스 사례 분석)

  • Park, Joo-Yeun;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.160-169
    • /
    • 2010
  • The mobile internet service market is growing very rapidly in Korea. This study outlines the current state of mobile internet services and analyzes the mobile contents types of media companies, especially newspapers, broadcasters and internet portal firms. As a result of this study, media companies provide generally different types of news and information for free and they are eager to develop the new mobile business models to maintain their power in new media. But mobile content distribution is still in the early stages due to the lack of clear business models. To satisfy the consumer's needs and to maintain the competitive advantages, the media companies should develop new business models and cooperate with other market participants to reduce the barriers in the mobile internet service market.

A Study on 3D Object and GUI Representation Based on MPEG-4 BIFS for Mobile TV (MPEG-4 BIFS 기반 모바일 방송 환경에서 3D 객체 및 GUI 표현 기술 연구)

  • Yim, Hyun-Jeong;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.5
    • /
    • pp.677-687
    • /
    • 2009
  • Despite the fact that the mobile environment has favorable conditions for using data contents, it is not easy to implement enhanced data services for mobile broadcasting based on MPEG-4 BIFS. With a structure inherited from VRML, BIFS targets different types of content with a development approach that is not very compatible with broadcasting contents. Furthermore, it is not easy to implement BIFS because the standard is too complicated for the mobile broadcasting environment. Accordingly, this study proposes an enhanced mobile TV contents model that provides interactive 3D objects and GUI for the viewers to interact with the broadcasting contents. By applying the model to the DMB environment, this study suggests a direction for future developments of mobile broadcasting contents. In order to represent 3D graphics on mobile TV, we analyzed MPEG-BIFS 3D nodes and composed a subset of VRML profile, and defined new nodes that can efficiently represent GUI at the content development level. If this study helps facilitate expression of 3D graphics and interactions in data contents composition, enhanced efficiency of contents development is expected to promote the development of various contents suitable for the mobile broadcasting environment.

  • PDF

A study on the Development of System for the Mobile Game based on WIPI (WIPI 기반 모바일게임 시스템개발에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
    • /
    • v.6 no.4
    • /
    • pp.261-266
    • /
    • 2005
  • As the wireless internet applications are spreading more fast and the mobile devices are being used increasingly, it has recently been activated to develop a variety of contents for mobile service. Mobile services can be enjoyable whenever and wherever on would like to. They became so universal that they might reach all the area where the wire has never approached before. This study is to suggest a mobile game system based on the technology called WIPI(Wireless Internet Platform for Interoperability), which can be easily available to anyone who would like to enjoy it. Game contents to use WIPI can allow the mobile carriers to provide users to download the common mobile application throughout the wireless web by sharing the internet platform. This can eventually lead to the generalization of transforming west game contents into WIPI-based. Therefore, the market of WIPI-based game contents will be expected to grow at high speed and its significance deserves to be considered for commercialization.

  • PDF

The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention (지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향)

  • Lee, Sung-Ho;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
    • /
    • v.16 no.3
    • /
    • pp.205-227
    • /
    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

Mobille Resource Availability Modeling in Mobile Grid System

  • Ro, Cheul Woo;Cao, Yang;Suh, In Saeng
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2010.05a
    • /
    • pp.390-392
    • /
    • 2010
  • Mobile grid system supports the integration mobile devices as grid resources. Availability of mobile resources changes dynamically in mobile grid system. Stochastic reward nets (SRN) is an extension of stochastic Petri nets and provides compact modeling facilities for system analysis. We build the SRN model to represent availability of mobile resources with disconnected operation service.

  • PDF

Design and Implementation of a Mobile Contents for Learning English Vocabulary (영어 어휘 학습을 위한 모바일 콘텐츠의 설계 및 구현)

  • Lee Jae-Seok;Bae Ihn-Han
    • Journal of Internet Computing and Services
    • /
    • v.5 no.4
    • /
    • pp.43-51
    • /
    • 2004
  • The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will assist individuals and groups to learn anytime, anywhere. In this thesis, we suggest a learning model for educational mobile contents, and implement a mobile contents for English vocabulary learning. The mobile contents consist of two parts: vocabulary learning and vocabulary evaluation. The vocabulary learning provides the mobile learner not only the display of English vocabulary but also the pronunciation of native speaker. The degree of learning achievement is evaluated by the quiz program of game style. Accordingly, the proposed prototype system for English vocabulary learning is designed and implemented, as an exemplar of personal mobile systems for edutainment mobile learning.

  • PDF

A Study on the Construction of Contents for Mobile Library Websites (도서관 모바일 웹사이트의 콘텐츠 구성에 관한 연구)

  • Nam, Jae-Woo;Nam, Tae-Woo
    • Journal of the Korean Society for information Management
    • /
    • v.27 no.4
    • /
    • pp.153-168
    • /
    • 2010
  • The information service of library is getting into a new paradigm as the smart phone usage increases. This study analyzes the contents reflected on the library mobile website to figure out the structural condition and features of the information. For this study, 26 academic libraries in U.S. are selected for an examination of their mobile websites, and the contents on the sites were analyzed. This study analyzed the most frequent type of contents provided in the mobile website. As a result, this study suggested the information structure and core contents of the mobile website in detail. The outcome of this study is expected to be a reference for building the mobile website of library.

Transforming Objects and a Scene Tree of MPEG-4 Contents for Mobile Devices (모바일 장치를 위한 MPEG-4 콘텐츠의 객체 및 장면 트리 변환)

  • Kim Sangwook;Kim Kyungdeok;Lee Sookyoung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.11 no.2
    • /
    • pp.124-132
    • /
    • 2005
  • We propose a method using a transformation of an object and a scene tree in order to author MPEG-4 contents for mobile devices in this paper. The method transforms media objects in the scene into geometry objects in order to reduce initial loading time of the contents, and reduces an external form of each object in a scene of the content for presenting it efficiently on the small interface of mobile devices. Therefore, the contents for mobile devices are reconstructed by the method. An original object in the scene is presented on a mobile device when a user clicks a related geometry object. The method was applied to a conventional authoring tool, so we could find that the method showed an efficient presentation of MPEG-4 contents on mobile devices.

A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • Journal of Digital Convergence
    • /
    • v.4 no.2
    • /
    • pp.87-96
    • /
    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Based on the information and information system-related studies, our research proposes to show the relationships among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

  • PDF

A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • 한국디지털정책학회:학술대회논문집
    • /
    • 2006.06a
    • /
    • pp.409-417
    • /
    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Base on the information and information system-related studies, our research proposes to show the relationship among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

  • PDF