• Title/Summary/Keyword: mobile users

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A Study on Behavior in Using Fin-Tech Based on Life Style Types (라이프스타일 유형에 따른 모바일 간편결제 서비스의 이용행태 연구)

  • Jin, Jeong Suk;Kim, Hyun Mo;Park, Joo Seok
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.119-138
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    • 2017
  • Mobile easy payment is a term for using mobile devices to facilitate financial transactions. Mobile easy payment is a quickly emerging practice, supported by the dramatic increase of mobile phone or device users around the world. The purpose of this study is to classify user's group of the mobile easy payment service by their lifestyle based on I-VALS type and to investigate differences in usage behavior among the user groups. For empirical study, a questionnaire survey was carried out with users of mobile easy payment services using the Internet from June 7 to 10 in 2016. We conducted factor analysis for I-VALS, usage factors, satisfaction factors. We also performed cluster analysis for group classification, and analysis of variance, cross analysis to compare the different usage behavior among the user groups. In analysis results, first three cluster appeared including "ICT task-oriented group", ICT positive and socialities oriented group", "ICT leader-oriented group". Second, it was found significant differences among the clusters about factor of "easy of use", "securities", "universality", "satisfaction". Third, we showed that there were significant differences in time first used the service. Based on these findings, we provide practical implications. Results of our study can be expected to provide the basis of differentiated marketing strategy of mobile easy payment services.

Motion Recognition of Mobile Phone for data sharing based on Google Cloud Message Service (Google 클라우드 메시지 서비스 기반의 데이터 공유를 위한 모바일 폰의 모션 인식)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.205-212
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    • 2019
  • With the rapid spread of mobile phones, users are continuously interested in using the mobile phone in connection with personal activities. Also, increasingly users want to share (transmit and receive) and save data more easily and simply in the mobile environment. This paper suggests motion recognition of mobile phone to share personal information with any people located within a certain distance using location-based service with GCM service. The suggested application is based on Google Cloud Messaging which enables asynchronous communication with the mobile applications executed in Android operating system. The requirements of light-weight mechanism can be satisfied as it is possible to access sharing of personal information easily, simply and in real time through all mobile devices anywhere.

Intention-awareness Communication System for Future Mobile Terminal with Flexible Shape Change (가변 형태의 미래형 단말기를 위한 의도인식 통신시스템)

  • Cho, Myeon-Gyun;Yoon, Dal-Hwan;Choi, Hyo-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2720-2728
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    • 2012
  • Recently flexible mobile terminals which can freely change the shape of their device are coming out with the development of the flexible display, high capacity memory and system integration technology. The display and the antenna configuration of the future terminals will be altered according to the QoS (quality of service) and the communication environment of users. In particular, we present the new emergence of a multimedia language for human and system to communicate over subjective concepts, intention of users. The intension of users is expressed by changing the shape of their mobile terminal. In addition, antenna configuration is also related to shape of terminal and QoS of users. Therefore, we set up a specific usage scenarios for future mobile terminals and propose an adaptive MIMO (multiple-input multiple-output) schemes that can maximize channel capacity and fit to QoS of users simultaneously.

Factors Affecting the Mobile Instant Messenger Users' Continued Usage Behavior and the Moderating Role of Habits: Focused on WeChat (모바일 인스턴트 메신저 사용자의 지속사용행동에 대한 영향요인과 습관의 조절효과: WeChat을 중심으로)

  • Zhang, Heng;Koh, Joon;Kim, Kyun Soo
    • The Journal of Information Systems
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    • v.25 no.3
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    • pp.61-90
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    • 2016
  • Purpose Recently the usage of Mobile Instant Messenger(MIM) has been increased all over the world. With the development of Mobile Internet, a large amount of mobile application came into being, such as WeChat, the most popular MIM now in China. It has a huge number of registered users, but just only half of them are the "active users". This study intends to examine what factors affect MIM user's continuance intention and actual usage behavior. Design/Methodology/Approach Based on the framework of Perception/Emotion-Behavior and the extended ECM-ISC (Expectation Confirmation Model of IS Continuance), this research introduced some unique variables to a user satisfaction model focusing on perceived/emotional factors in WeChat. In this model, perceived/emotional factors have been divided into enabler factors and inhibitor factors to analyze the effect on continuance intention and actual usage behavior. Also, the moderate effect of the habits was discussed. An online questionnaire survey of 203 WeChat users was conducted and the empirical validation was employed to test the research model. Findings From the empirical results, perceived usefulness, expectation confirmation, and needs for affiliation significantly affected satisfaction. Also, satisfaction influenced continuance intention which led to actual usage behavior. We found that the habit moderates the relationship between satisfaction and continuance intention. The result of this study provides guidance to the developers and operators of WeChat on how to improve enhance users' satisfaction and loyalty.

MissingFound: An Assistant System for Finding Missing Companions via Mobile Crowdsourcing

  • Liu, Weiqing;Li, Jing;Zhou, Zhiqiang;He, Jiling
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.4766-4786
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    • 2016
  • Looking for missing companions who are out of touch in public places might suffer a long and painful process. With the help of mobile crowdsourcing, the missing person's location may be reported in a short time. In this paper, we propose MissingFound, an assistant system that applies mobile crowdsourcing for finding missing companions. Discovering valuable users who have chances to see the missing person is the most important task of MissingFound but also a big challenge with the requirements of saving battery and protecting users' location privacy. A customized metric is designed to measure the probability of seeing, according to users' movement traces represented by WiFi RSSI fingerprints. Since WiFi RSSI fingerprints provide no knowledge of users' physical locations, the computation of probability is too complex for practical use. By parallelizing the original sequential algorithms under MapReduce framework, the selecting process can be accomplished within a few minutes for 10 thousand users with records of several days. Experimental evaluation with 23 volunteers shows that MissingFound can select out the potential witnesses in reality and achieves a high accuracy (76.75% on average). We believe that MissingFound can help not only find missing companions, but other public services (e.g., controlling communicable diseases).

A Study on Video Content Application Based on Mobile Device Platform in China (중국의 Mobile Device Platform 기반 영상콘텐츠 Application 연구)

  • ShI, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.433-438
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    • 2019
  • In this paper, the write analysis the application of basic video content of Mobil Device Platform in China and studies the future development scheme. According to the survey, as of 2019, 78% of Chinese total population is the Internet service users and application software users. Mobile Device Platform is independently developed to provide video content application services, which already have 640 million video application users from 2013 to the present. 65% of users install and use more than two video content applications. In China TikTok, Kuai Shou, MeiPai and other video content applications, not only can easily achieve simple user interface and users can directly shoot video content. These production functions is different from YouTube, a famous video platform in the United States. In the video platform market, the core competitiveness is content creation. In the future, the integration of video content of VR, AR and other video projects will expecte to further activate the video platform market.

Mobile-based smart same-time broadcasting services using locational information of urban railway users (도시철도 이용자의 위치정보를 활용한 모바일 기반 스마트 일제방송 서비스)

  • Eung-young Cho;Joong-Yoon Lee;Joo-Yeoun Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.207-213
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    • 2023
  • The control center of an urban railway operator provides railway users with various information on railway use through a 1:N same-time broadcasting system. However, the facilities of the broadcasting system are aging, exposing many limitations in meeting the needs of urban railway users who have become familiar with mobile services. To overcome these challenges, this study analyzed the mobile-based same-time broadcasting services using location information of urban railway users and the requirements of various stakeholders (urban railway users, an operator, and external service providers, etc.) to suggest optimal service models and physical structures. Through this study, it aims to secure safer operations of urban railway as well as to improve better disaster responses through rapid and efficient spread of the situation in case of disaster.

무선인터넷망 개방이 무선인터넷 시장에 미칠 영향 -소비자 후생과 컨텐츠공급자 수익을 중심으로-

  • 박은영;이호무;안병훈
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2001.10a
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    • pp.222-225
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    • 2001
  • Policy introducing open access to the wireless network has been under discussion in the Korean mobile telecommunications industry. The policy, which directs mobile operators to allow mobile portals other than their own ones to access their network and subscribers, is expected to vitalize mobile Internet market through competition among portals. This study analyzes the impact of the policy in terms of welfare of mobile Internet users and profit of mobile contents providers. We also cover the influence of mobile Internet fee on anticipated results of the policy

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The Analysis of Advertisement Effect in Smart Phone Environment : The Comparison of Users with Providers of Commercial (스마트폰 환경에서의 광고효과 분석 : 광고 사용자와 광고 제공자의 인식차이 비교)

  • Ha, Seong-Ho;Oh, Jun-Seok;Lee, Bong-Gyou
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.221-239
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    • 2011
  • Various applications are developed with the extension of the smart phone market. This affects the change of contents and market for mobile advertisement. Mobile advertisement has been changed from the text type in feature phone environment to banner type which are added on the applications and branded app which are application itself for commercials. This research shows the difference in views between users and professions for the factors which affects the acceptance of mobile advertisement in smart phone environment. The analysis results present two groups have significant differences in the views for the users' acceptances of mobile advertisement. This research provides the important factors which need to be considers in creating mobile commercials. It also suggests that professions in advertisement field have to consider the aspects of smart phone users when they create advertisements in smart phone environment.

Fuzzy-AHP Based Mobile Games Recommendation System Using Bayesian Network (베이지안 네트워크를 이용한 Fuzzy-AHP 기반 모바일 게임 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.461-468
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    • 2017
  • The current available recommendation systems for mobile games have a couple of problems. First, there is no knowing whether they make a pattern recommendation for games that actual users prefer or for games that they are simply interested in. It is also impossible to know the subjective preference of users in a direct manner. An AHP(Analytic Hierarchy Process)-based recommendation system for mobile games was thus developed to reflect the subjective preference of users directly, but it had its own problem since the degree of preference could vary among users in spite of the same scale for their preferable items. In an effort to solve those problems, this study implemented a recommendation system for mobile games by applying triangular fuzzy numbers of the Fuzzy-AHP technique and the independence of evaluation items in the Bayesian Network. The findings show that the proposed recommendation system recorded the highest accuracy of recommendation results and the highest level of user satisfaction.