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        검색결과 287

        101.
        2014.12 구독 인증기관 무료, 개인회원 유료
        디스플레이의 화질평가에는 일반적으로 주관적인 화질평가와 객관적인 화질평가로 나누어진다. 객관적인 화질평가는 디스플레이의 물리적 특성을 측정하고 평가한다. 주관적인 화질평가는 시청자의 주관에 따른 디스플레이의 화질을 평가하는 방법이다. 디스플레이의 화질평가에 있어 객관적인 화질평가 방법은 화질의 정도에 대해 정량적으로 평가가 가능하나 관찰자의 감성, 관심영역, 외부환경이 등이 고려되지 않아 객관적인 평가방법이 시청자의 주관적인 평가의 결과와 일치하진 않는다. 반면에 주관적인 평가는 많은 시간이 소요되고, 정량화의 방법 또한 어렵다. 이에 따라, 디스플레이의 화질 평가에 있어 인간 시각 특성에 대한 분석과 정량화가 필요하다. 본 논문에서는 모바일 디스플레이의 화질을 평가함에 있어 인간의 주관적인 특성에 대해 인지 백색점과 인지 색 재현을 모델링하여 주관적 화질 평가의 정량화 방법을 제안한다. 이를 모델링함에 있어 주관적인 실험을 통해 선호 백색점과 11개의 primary 색에 대해 선호 색 좌표를 찾고, 이에 대해 평가 할 모바일 디스플레이의 특성화 된 영상과의 색 좌표의 거리를 통해 인지 화질평가의 정량화 방법을 제안한다.
        4,000원
        102.
        2014.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This research was designed to conduct research to apprehend fashion brand's mobile SNS characteristics in depth and the related consumer psychology and behaviors such as brand attachment and brand loyalty. The fashion brand's mobile SNS characteristics were differentiated from the web-based fashion brand's SNS. This study targeted women in their 20s using mobile Facebook and mobile Twitter, and residing in Seoul or Gyeonggi province. Total 412 observations were collected through online survey. The major findings of the study were as follows. First, as the characteristics of fashion brand's mobile SNS, ease of fashion data storage, fashion recentness, fashion usefulness, and fashion accessibility were extracted. As the factors of the flow, time distortion/focused attention and playfulness were extracted. Second, the fashion recentness and fashion usefulness showed positive influence to time distortion/focused attention factor in the flow. All four fashion brand's mobile SNS characteristics showed positive influence to playfulness factor in the flow. Third, time distortion/focused attention factor and playfulness factor both showed positive influence to brand attachment and brand loyalty from using fashion brand's mobile SNS. Fourth, brand attachment had positive influence to brand loyalty from using fashion brand's mobile SNS. Based on the above results, this study provided practical ways to develop effective mobile SNS marketing strategies in fashion brand. Also, this study demonstrated feasible future contents and necessary improvement for fashion brand's mobile SNS, which holds marketing implications.
        4,600원
        103.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the technology for smart phones has shown a quantum leap so the market share of mobile games is gradually increasing. User Interface(UI) is a crucial factor in the success of a mobile game. Thus, the mobile game UI evaluation is undoubtedly important. Currently, survey and heuristic evaluation methods are widely used in terms of evaluation. However, these methods have not been proven to show the user experiences. This study suggests a new method using ‘eye tracking’ technology which focuses on where on the mobile screen the user concentrates the most, where the user shows the most interest and how the user’s eyes move on the screen. Experiments have been conducted to verify the availability of eye tracking technology along with the differences between the traditional methods and the eye tracking method.
        4,000원
        104.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Mobile games are different from the PC online games, because of the circumstance of playing, payment, and the immediacy. the frequency of use is higher than the PC online games, but the connecting time is much less. The accessibility to games is much easier. Th purchase behaviour is made on the spot. The game industries are focused on this unique market, studies the success factors and are developing numerous titles. However, there is quite a few researches for academic purpose. The mobile game market is rapidly changed and followed by the late fashions. More than one year, there is an uprising genre which has good sales history. 40% of top 50's of mobile game market on the spot are this specific genre called collectible card game. The genre has an history from the offline collectible card games like baseball player collections to Japanese style cartoon illustrated mobile collectible game. The purpose of this study was to define the mobile collectible card game genre and to examine the influence factors of purchase intention of mobile collectible card games. Factors are adopted from precedent studies and a pilot interview. Subjects of 175 members who has been experienced mobile collectible card games responded the 15 questionnaires designed for satisfaction, perceived usefulness, graphic design of cards and purchase intention. Through the regression analysis, the results of the survey can be summarized as follow. Satisfaction, perceived usefulness and graphic design of cards are found to have a positive influence on purchase intention.
        4,000원
        105.
        2014.09 구독 인증기관·개인회원 무료
        국내 수치지형도의 제작방법은 항공사진촬영방식을 이용하여 1년 주기로 수정 및 신규로 제작된다. 도 로의 현황은 1995년 총연장 74,237km에서 2012년 105,703km로 약 30% 연장이 확대되었으며, 고속도로 도 최근 15년간 1995년에 비하여 2배 이상 연장이 확대되었다. 기존의 수치지형도 제작방법으로는 도로의 연장에 따른 신속한 지도 제작 및 도로 주변 및 도로상에 존재하는 시설물에 대한 DB구축이 어려운 실정 이다. 또한 항공사진측량방법은 수직촬영에 의한 정사영상을 이용함으로 도로주변의 가로수, 대형건물 등 의 지장물에 의한 폐색구간에서는 인도와 차도의 경계, 차량 진출입로, 도로 주변에 설치되어있는 시설물 들에 대한 DB구축 및지도제작은 불가하기 때문에 현지조사방식을 적용하고 있다. 이러한 도로 및 도로 시 설물들에 대한 지도제작 문제점을 보완하기 위하여 Camera, Laser Scanner, GPS, IMU, DMI 등 멀티 센 서를 이용하여 3차원 공간정보를 취득하고 점군자료와 영상자료를 이용하여 도로 기반의 정밀 수치지형도 제작 가능성을 파악하기위한 정확도 검증을 실시하였다. 정확도 검증 대상으로는 중앙선, 노면 표시, 도로 표지판, 가로등 등 도로 시설물로 정하였으며, 위치 정보를 취득하기 하여 DGPS Network RTK측위 방법 중 하나인 VRS(Virtual Referens Station) 기법을 적용하여 3차원 위치정보를 취득하였다.
        106.
        2014.09 구독 인증기관 무료, 개인회원 유료
        스마트폰을 비롯한 모바일 기기의 디스플레이 해상도는 급격히 증가하고 있다. 최근 출시된 제품들은 대부분 이백만 화소 이상인 디스플레이를 사용하고 있다. 하지만 모바일용으로 널리 사용되는 멀티미디어 영상의 해상도는 디스플레이 해상도에 비해 상대적으로 낮다. 예를 들어 T-DMB(Terrestrial Digital Multimedia Broadcasting)의 화소수는 320x240이며, 인터넷 스트리밍 동영상은 대부분 720x480이하이다. 저해상도의 영상을 고해상도 디스플레이에서 재생하기 위해서는 보간을 수행해야 하는데, 이 과정에 의해 화질이 열화 된다. 특히 영상 확대에 따른 블로킹잡음 (blocking noise)의 가시성 증가는 모바일 디스플레이의 화질 저하에 중요한 영향을 미치는 요소 중에 하나이다. 본 논문에서는 보간된 영상을 대상으로 한 블로킹 잡음 저감 방법을 제안한다. 제안하는 방법은 에지를 보존하며 블로킹 잡음을 효과적으로 저감시킨다. 또한, 간단한 사칙연산, 비트연산과 비교연산만을 사용하여 모바일 기기에서의 하드웨어 구현이 용이하다는 장점을 갖는다.
        4,300원
        107.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As the users continuously play the mobile game, the mobile game service requires a method to manage their information such as their game play score and their own game items. For the purpose of responding to the user requests in real time, the proposed method reduces the size of the database by separating the information of inactive users from the main database. Considering the construction cost, the proposed method moves the information of the inactive users to the file instead of another secondary database system. In order to minimize the effect of the system environment such as CPU or memory, the proposed method depends on the response time to the user request rather than the last login time or the number of the user accounts. For the safety and consistency of the database, the proposed method utilizes a traditional RDBMS rather than NoSQL.
        4,000원
        108.
        2014.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, we identified the characteristics of mobile fashion shopping and verified the path model of effects of these characteristics on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. We conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows: Mobile fashion shopping characteristics (enjoyment, credibility, instant connectivity, security, and personalization) had positive effects on perceived usefulness and perceived usefulness influenced attitude toward purchase and purchase intention positively. Attitude toward purchase affected purchase intention in a positive way and perceived usefulness had indirect effect on purchase intention through attitude toward purchase. In conclusion, we proposed the marketing strategies of the mobile fashion shopping businesses.
        5,200원
        109.
        2014.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        이 연구는 스마트폰 사용이 많아지고 스마트폰 중독이라는 말이 생겨날 정도로 학생들이 스마트폰에 빠지는 것을 지켜보면서 모바일 역기능을 해소하기 위하여 학생들에게 알려주는 프로그램을 개발하려고 하였다. 다양한 모바일 기기를 통해 시간과 장소의 제한 없이 원하는 사람과 소통하고 각종 매체로부터 다양한 미디어 정보에 쉽게 접근할 수 있어 편리하기는 하지만 이에 따른 역기능 또한 함께 대두되고 있다. 우리 아이들은 스마트폰으로 원하는 정보에 쉽게 접근할 수 있고, 카카오톡과 같은 채팅 애플리케이션이 무분별하게 쏟아지면서 이들을 이용한 사이버 연애 및 성범죄의 온상이 되고 있으며 스마트폰이 가지는 매력 때문에 아이들이 매료되어 중독이라 할 정도로 스마트폰을 과다하게 사용하고 있다. 이에 본 연구자는 현재 아이들이 모바일기기로 인하여 기존에 경험하지 못한 부작용을 예방하고 새로운 정보통신 윤리관의 정립 및 교육적인 측면에서 모바일 역기능 해소 프로그램 개발을 통한 학습자 정보통신 윤리의식 소양 지도를 모색하게 되었다.
        5,500원
        110.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        When developing games run in different web browsers, people have connected outer Plug-in with games. With the appearance of HTML5, now it becomes more convenient to develop games using HTML5 and Javascript as Multimedia like audio, video, SVG and 2D/ 3D graphic operation using Canvas are possible. However, it’s not easy to directly convert mobile games from iOS, Android, Window mobile environment to HTML 5. This paper proposes we’d like to suggest the method which could convert games made from XNA, window mobile game developing environment to cross-platform games working in the web browser based on HTML5.
        4,000원
        111.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        A new near loss-less compression method for 2D game sprite animation image is presented to reduce the amount of the game contents resources. The sprite animation data in 2D mobile game occupies a large part of the resource, and in particular the sprite animation data by using a lossless compression technique can cause a relatively very significant increase of data amount as the higher complexity of the animation. The new near-lossless method, which is an adaptive compression technique by considering the alpha value for transparency and the variance of color values of block, is proposed in order to obtain greater compression efficiency without los of quality. By using experiments, we show that the proposed method compared to the PNG compression technique is good for compression efficiency, and in particular the effect is very high in complex and dynamic 2D sprite animation.
        4,000원
        112.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The 2013 Korean Gaming White Paper suggested that the mobile gaming market has a potential for the future value realization. The market of mobile games exploded by 89.1% compared to 2011 and the market share almost doubled. With higher infiltration and performance enhancement of the mobile devices, accompanied by the growth in the mobile advertisement market, fueled the development of the relevant infrastructure and the business model, which is the basis of our anticipation on the gaming industry to grow further. Unlike the weight it carries in our society, the literatures in the field of mobile games are scarce, which is why we conducted this study. In this study, we will focus on the characterizing factors of the mobile game and their relationship with immersion in order to identify with proofs the intent of their users for continued, repeated usage of the mobile games using statistical methods. The purpose of this study is to identify the characterizing factors of the mobile games that affect the intent for repeated usage and immersion, with a view to contribute to the development of the mobile games and the mobile gaming industry. The result of the evidentiary analysis revealed that the internal and external factors of the mobile games did have positive impacts on immersion into them, and the immersion into the game positively affected the intent for repeated usage. In addition, we examined the differences between genders in terms of the influence from the characterizing factors onto immersion, which revealed statistically significant differences between the genders and was reflected in our consideration on the implication of this study.
        4,500원
        113.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Users of smrtphone based mobile social network games are rapidly increasing. However, there are few researches for smartphone based mobile social network games. In this paper, we conducted a qualitative study in order to understand the continual usage intention of mobile social network game from indepth interview. As a result, passing time, hedonic valuem social value, challenge/competition, perceived enjoyment, and social interaction were found to have positive effects on continuous usage intention of smartphone based mobile social network game. And network quality, difficulties of game, and social interaction were found to have negative effects on continuous usage intention of smartphone based mobile social network game. This study provides practical suggestions for developers of social network game to invigorate the smart-phone based social network game market, such as improved additional investment for simple game interface, easy game rule, additional interactive services.
        4,000원
        114.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        On July 30, 2012, Kakao Talk of Kakao Co., Ltd has pioneered a mobile platform SNG market for the first time in the country along with the launch of ‘Kakao Game Center’. While Kakao Talk has released a puzzle game called ‘Anipang’ at the time of launching the Kakao Game Center, it has recorded a DAU value exceeding 8 million at the most by dominating the domestic mobile game market for smart phones right after being released. However, a sudden decrease of DAU was shown starting September 4th which is not even two month after being released and the defection of DAU continues to occur. This is a condition which is different from the Facebook SNG which is a computer platform based SNG where the DAU is steadily maintained until now. This study attempts to analyze the cause of such conditions through the comparison between Facebook SNG and Kakao Talk SNG representing each of computer platform based SNG and mobile platform based SNG to present an important reference point for the game creators who are preparing for the participation of mobile platform based SNG industry in the future through this analysis.
        4,500원
        115.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, we identified the factors of perceived interactivity and verified the path model of effects of these factors on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. To develop the conceptual model, we consulted the related precedent studies and searched various kinds of literatures. To verify the conceptual model, we conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows. Control, responsiveness and two-way communication, and contextual offer were identified as the factors of perceived interactivity. Perceived interactivity and perceived ease of use had positive effect on perceived usefulness. Perceived usefulness affected attitude toward purchase, and attitude toward purchase influenced positively on purchase intention. Perceived usefulness affected purchase intention directly as well as indirectly through attitude toward purchase. Based on the results, we proposed the marketing strategies for mobile fashion shopping businesses.
        4,900원
        116.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was an experimental qualitative study on the characteristics of fashion brand's mobile SNS. The study was focused on mobile Facebook and identified the characteristics of fashion brand's mobile SNS. In-depth interviews were conducted with 10 people in the 20s, who have used fashion brand's mobile Facebook application and currently live in Seoul or Gyeonggi province. After analysis of the in-depth interview data, four characteristics of fashion brand's mobile SNS were identified as follows. First, it was possible to access fashion brand's mobile SNS at any time anywhere, if users needed brand-related information. In this study, this characteristic was named 'fashion accessibility'. Second, it was possible to access update-information using fashion brand's mobile SNS or get up-to-date information about the brand in real-time. In this study, this characteristic was named 'fashion recentness'. Third, it was possible to store or capture fashion brand-related images and texts. In this study, this characteristic was named 'ease of storage of fashion data'. Fourth, fashion brand's mobile SNS was useful in various ways to fashion consumers, so this characteristic was named 'fashion usefulness' in this study. The study extracted 10 sub-characteristics of the characteristics of fashion brand's mobile SNS based on the results of a qualitative study. This study has significant value which suggests directions for future research. Also, this paper is expected to provide managerial implications to fashion companies that need to develop mobile SNS marketing strategies.
        4,600원
        117.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 모바일 폰의 GUI 디자인의 구성요소를 색상, 텍스트, 레이아웃, 그래픽아이콘, 동영상으로 정하고, 이들 요소와 브랜드 선호도와의 관련성을 실버세대를 대상으로 고찰하는 데 목적이 있었다. 이러한 목적을 달성하기 위해 모형을 구축하고 가설을 설정한 후 다중회귀분석으로 검증하였다. 그 결과는 다음과 같다. 첫째, 모바일 폰의 GUI 디자인 구성요소별로 통계적 유의성을 고찰한 결과 색상, 텍스트, 레이아웃, 그래픽 아이콘, 동영상 요소는 제시된 유의수준에서 통계적으로 유의하게 나타남에 따라 이들 요소는 모두 브랜드 선호도에 영향을 미치고 있다고 판단된다. 둘째, 모바일 폰의 GUI 디자인 구성요소들이 브랜드 선호도에 미치는 상대적 영향력의 크기는 텍스트, 색상, 동영상, 그래픽아이콘, 레이아웃 순서로 나타났다. 따라서 실버세대의 경우 모바일 폰의 브랜드 선호도를 높이기 위해서는 ‘텍스트’ 요소와 ‘색상’ 요소를 다른 요소보다 우선적으로 고려해야 함을 알 수 있다. 아울러 ‘텍스트’ 요소와 ‘색상’ 요소의 영향력이 높을수록 브랜드의 선호도는 높아질 것으로 판단된다.
        4,300원
        118.
        2013.12 구독 인증기관 무료, 개인회원 유료
        최근 정보통신기술이 급속하게 발전함에 따라 산업사회에서 디지털사회로 전환되었으며 최근 스마트사회로 변화 되어가고 있다. 이러한 변화에 발맞추어 모바일기기의 다양한 콘텐츠에 대한 저작권보호 침해를 사전에 예방 하는 것을 고려하는 것이 매우 중요하다. 인터넷과 함께 다양한 업이 내장된 모바일기기를 활용함으로써 학습관 련활동의 목적으로 편리하게 다양한 정보에 접속할 수 있게 되었다. 본 연구의 목적은 통합기술수용이론인 UTAUT(The Unified Theory of Acceptance and Use of Technology) 모형을 개념적 틀(Conceptual Frame)로 이용하여 모바일학습의 이용행동에 영향을 미치는 요인을 검증하고자 한다. 아울러 모바일학습 이용자의 개인적인 특성인 혁신성향의 정도에 따라 위의 핵심 영향요인들이 모바일학습의 이용의도에 미치는 영향에서 유의한 차이가 있는지를 규명하고자 한다. 본 언구의 결과를 요약하면 인지된 이동성의 가치,성과에 대한 기대,사회적 영향 및 촉진조건요인들은 모바일 학습 이용의도에 유의한 영향을 미치는 요인으로 밝혀졌다. 사용의 용이성 및 자기주도 학습관리 요인은 이용의도에 영향을 미치지 않는 것으로 밝혀졌다. 개인적 혁신성의 조절효과의 분석결과 성과에 대한 기대요인만이 모바일학습의 이용의도와의 관계에 유의한 차이가 있는 것으로 나타났다.
        6,100원
        119.
        2013.12 구독 인증기관 무료, 개인회원 유료
        몇 년 전만 해도 모바일 엠 시장이 활성화될 것이라는 지배적인 의견에도 불구하고,세계수준 대비 국내현황을 비교하면 산학의 불균형적인 전문인력 양성으로 인해 사업체들은 모바일 캡 분야의 전문인력이 부족하다. 현재의 문제점을 파악하여 향후 개선책을 모색하기 위해 모바일 앵(애플리케이션) 분야의 수요조사 및 직무분석을 위한 조시를 수행하였다. 이번 조사결과에 따르면,모바일 앨 인력의 실제 수요자인 사엽체의 요구사항에 맞춘 교육과정개편이 필요하다는 결론과 함께,모바일 랩 개발업체에 대한 법/제도적/경제적 지원이 필요함을 제시한다.
        4,500원
        120.
        2013.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        PURPOSES : Lately, a traffic information market has been developed with a rapid speed owing to information and communications. In this situation, a study on the use intention and the satisfaction of mobile transportation information applications of users will be diverse implications and a strategic foundation to local governments and transportation information related enterprises that should provide satisfactory info as public goods to much more users. METHODS : Going along with the flow, this study establishes features of the mobile transportation information applications aiming to the users and analyzes empirical causality for effects of the use intension and the satisfaction. Through this study's analysis, targeting users having experienced transportation information applications among smart phone users, a survey was conducted and characteristics of the transportation information applications were lighted and the effects of the use intention and the satisfaction were analyzed using a technology acceptance model. RESULTS : The analysis result was that Accuracy, Riskiness, Ubiquity and Interactivity as all attributes of transportation information applications have a significant effect on Perceived usefulness and Perceived Ease of Use respectively. The Perceived usefulness and Perceived Ease of Use have affected significantly users' satisfaction respectively, so consequentially this shows effect relationship leading to reuse intention. CONCLUSIONS : The Perceived usefulness and Perceived Ease of Use all for the transportation information applications were shown to influence significantly on the satisfaction. With this kind of result, if users obtain positive outcomes such as travel time reduction or effective roles on their tasks through the transportation information applications, they feel the satisfaction for using and eventually these affect positively to the reuse intention of those transportation information applications.
        4,000원