DMB provides various kinds of data services such as BWS and TPEG service in addition to audio and video services. But recently the necessity of new business models creating profit has been on the rise due to the saturation of DMB receiver market and break-down of market barrier between mobile IPTV and DMB services. This paper introduces DMB filecasting service technology, which can be expected a new profit-creative business model. The purpose of DMB filecasting service is to transmit non-real time multimedia contents based on DMB AF format to the users through DMB channels. It makes possible to consume DMB contents with any DMB-installed device anytime, anywhere and share them with others. Also DMB filecasting service makes consumption and request of DMB contents possible to be extented to a variety of networks as well as DMB channels. The paper explains the standardization status of DMB filecasting service and various DMB filecasting service scenarios. And also it proposes a signalling methode, a transmission and reception protocol and a receiver structure using DMB broadcasting program guide information.
The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.
Journal of the Korea Academia-Industrial cooperation Society
/
v.11
no.7
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pp.2719-2726
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2010
The purpose of this study was to investigate the scientific basic grounds for the assessment of health and environmental diseases resulting from air pollutants in Pohang. For this study, we investigated pollutants, weather characteristics and concentration distribution of fine particles ($PM_10$) yearly and each season, using data from Air Quality Monitoring Stations. The properties of concentration distribution and seasonal fluctuation of $PM_10$ were studied qualitatively and quantitatively using CALPUFF, air dispersion model. The average concentration of $PM_10$ for each season was spring($75.7{\mu}g/m^3$)>summer($56.8{\mu}g/m^3$)>winter($53.6{\mu}g/m^3$)>fall( $52.7{\mu}g/m^3$). In the case of spring, high concentrations appear due to the Asian dust frequently occurring. The contributions of $PM_10$ classified by the types of pollution source in Pohang were point source 62%>mobile source 33%>area source 5%. An important point is that 97% of emissions were produced from the iron manufacture in steel industry. Therefore, it is necessary to control the emission sources of pollutants and to construct an observation system at Pohang steel industrial complex from now on. It’s time to control the risk factors for health and environmental disease to protect the health of resident in Pohang and its neighboring areas.
With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.
Journal of the Korea Academia-Industrial cooperation Society
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v.13
no.8
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pp.3389-3404
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2012
Based on the case study methods, the study analyzes emergence and ensuing typology of global ebook platforms such as Google eBook, Amazon Kindle, iBooks Store. Global ebook platforms show adaptation process responding to rapidly changing digital technological envirment and it's fitness landscape. The critical elements in its emerging process are the distinct selection criteria, the degree of resource abundance and the search process based on open innovation. Based on these critical elements, the global platforms show speciation process, so called niche creation and are evolving into a variety of the typology based on the initial condition of key resource which makes the platform emerge and grow. Each global ebook platforms is evolving into open platform, hybrid platform, closed platform. Google eBook has openness and extensibility due to a variety of devices based on Android and a direct involvement of actors. Amazon Kindle has developed from a online bookstore and into the hybrid platform which have not only closed quality but also openness with ebook devices and mobile network. iBooks Store has developed into the closed platform through the agency model based on competitive hardwares and closed quality with iphone and ipad.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.4
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pp.143-153
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2017
This was a descriptive survey to determine the intention of users to use smartphone healthcare applications (SHAs) and to clarify factors that may influence such intention. The data were collected during the month of April in 2015, using a structured self-report questionnaire that was distributed to 300 participants aged 20 to 70 years; 285 complete copies were used for the final analysis. The data were analyzed using descriptive statistics, independent t-test, one-way ANOVA, Pearson correlation coefficients, and hierarchical multiple regression. First, according to the results, the average intention to use SHAs was 3.28 out of 5, which varied according to age, final education, economy level, vacation, current disease, total period of smartphone use, and etc. Second, significant correlations were shown by exercise behavior, dietary management behavior, stress management, satisfaction with smartphone use, and satisfaction with using SHAs. Third, the explanatory power of the predictive model involving all general, health-related, smartphone use-related, and SHA use-related factors was 45.5%; and the economic level, interest, status, and awareness satisfaction of patients using SHA were identified to be the main influential factors. The results indicate that SHA developers need to put efforts into improving consumers' app recognition and to develop plans in provoking consumers' interests to increase the use of SHAs.
Purpose - Current study aimed at investigating the effects of the choice easiness as a thought triggered at the time of making decision and the goal achievement emotion as a prediction of how consumers feel in the state of achieving consumption goal on brand purchase intention. And It also explored moderation role of incidental pride type such as ambient hubris pride and ambient authentic pride felt before the event in the effects of message type such as self-verifying message and self-enhancing message on the choice easiness and the goal achievement emotion. Research design, data, and methodology - Message type was divided into self-verifying message and self-enhancing message. Incidental pride type was divided into hubris and authentic pride. Smart mobile phone was selected for empirical study. And the experiment was performed with 2(pride type: hubristic versus authentic) × 2(message type: self-verifying message versus self-enhancing message) between-subjects design. Questionnaires from 215 undergraduate students were used to test hypotheses by Macro process model 7. The hypotheses were tested at each of self-verifying message group and self-enhancing message group. Results - First, both choice easiness and goal achievement emotion positively influenced on the purchase intention at both self-verifying message group and self-enhancing message group. Second, at self-verifying message group, the positive effects of self verification on both choice easiness and goal achievement emotion were higher to the customers under incidental hubris pride than to those under incidental authentic pride customers. Third, at self-enhancing message group, the positive effects of self enhancement on goal achievement emotion were higher to the customers under incidental authentic pride than to those under incidental hubris pride. However, at self-enhancing message group, the positive effects of self enhancement on choice easiness (goal achievement emotion) were not higher (higher) to the customers under incidental authentic pride than to those under incidental hubris pride. Conclusions - Focusing on the results of this study, to promote their brand purchase intention, brand managers should use self-enhancing message to induce goal achievement emotion from incidental authentic pride customers. And the brand managers should develop and use self-verifying message to induce choice easiness as well as goal achievement emotion from hubris pride customers, which in turn, promote their brand purchase intention.
Journal of the Korean Institute of Intelligent Systems
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v.20
no.4
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pp.503-508
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2010
Recently, the advance of mobile devices has made various services possible beyond simple communication. One of services is the predicting the future path of users and providing the most suitable location based service based on the prediction results. Almost of these prediction methods are based on previous path data. Thus, calculating similarities between current location information and the previous trajectories for path prediction is an important operation. The collected trajectory data have a huge amount of location information generally. These information needs the high computational cost for calculating similarities. For reducing computational cost, the meaningful location based trajectory model approaches are proposed. However, most of the previous researches are considering only the physical information such as stay time and the distance for extracting the meaningful locations. Thus, they will probably ignore the characteristics of users for meaningful location extraction. In this paper, we suggest a meaningful location extracting and trajectory simplification approach considering the stay time, distance, and additionally interaction information of user. The method collects the location information using GPS device and interaction information between the user and the others. Using these data, the proposed method defines the proximity of the people who are related with the user. The system extracts the meaningful locations based on the calculated proximities, stay time and distance. Using the selected meaningful locations the trajectories are simplified. For verifying the usability of the proposed method, we collect the behavioral data of smart phone users. Using these data, we measure the suitability of meaningful location extraction method, and the accuracy of prediction approach based on simplified trajectories. Following these result, we confirmed the usability of proposed method.
Journal of the Korea Institute of Information and Communication Engineering
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v.11
no.8
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pp.1456-1464
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2007
The research of skin-tone detection has been conducting continuously to enlarge the importance in security, surveillance and administration of the information and 'Password Control System' for using face and skin recognition in airports, harbors and general companies. As well as tile rapid diffusion of the application range in image communications and an electron transaction using wide range of communication network, the importance of the accurate detection of skin color has been augmenting recently. In this paper, it will set up the boundaries of skin colors using the information of Cb and Cr in YCbCr color model of human skin color which is from hundreds compiled portrait images for each race, and suggest a efficient yet simple structure about the skin detection which has been followed by whether the comprehension of the boundaries of skin or not with adaptive skin-range set. With the possibility of the 1D Processes which does not use any memory, it is able to be applied to relatively small-sized hardware and system such as mobile apparatuses. To add the selective mode, it is not only available the improvement of tie skin detection, but also showing the correspondent results about previous face recognition technologies using complicated algorithm.
Regulatory barrier is considered most challenging out of all FinTech barriers, which many technology innovators have always experienced. Even though technological solutions promise customers accessibility to more cost-effective and secured financial services, it is quite challenging to create regulatory environment that enables innovation FinTech industry. Especially, a common challenge FinTech innovators and business face is regulatory uncertainty and confusion rather than any particular regulation. Since many FinTech models are continuously introducing new innovative ways in providing financial services, significant confusion could be raised in applying principles of existing law and regulations. In addition, it is uncertain whether or not applying complex regulatory compliance model intended for large financial institutions to small start-ups is appropriate since most existing regulations and rules are established and introduced without considering innovative tools such as mobile instruments, e-trade, and internet. Therefore, new mechanism to access to regulatory information in a more cost-effective, quick and immediate way should be created. Regulators, technological innovators, and financial customers should cooperate each other to find out appropriate solutions for those issues. Many regulators are introducing regulatory sandbox which provides service providers with opportunities to test their innovations, during the test, providing regulators with enough time to understand risks of innovations. However, regulatory sandbox is not a panacea for all challenges to FinTech innovations. Therefore, regulators should make comprehensive and multidimensional efforts including regulatory sandbox in supporting FinTech ecosystem.
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