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        검색결과 287

        61.
        2017.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Mobile shoppers have encountered frequent color mismatch in the products that they have purchased, as they can only rely on their sense of sight. Therefore, fabric color and color difference recognized by smartphone display during mobile shopping were studied using instrument analysis method. It aimed to gather precise information on actual fabric color understanding of the mobile shoppers purchasing textile products. Three smartphones were selected from LG, Samsung, and Apple companies, and four colors were researched (red, yellow, green and blue) to both polyester and wool test fabrics for color analysis though color measuring instruments. The results from the spectrophotometer indicated that the color coordinate location of smartphone fabric color is similarly distributed regardless of the type of fabric. The Samsung smartphone displays a relatively high color chroma (especially on red-colored fabric) regardless of the type of fabric due to a high color reproduction range. In contrast, the LG smartphone, which has high color temperature, displays high color chroma on the blue colored fabric with a significant color mismatch between the actual fabric color and smartphone fabric color. From the results of this study, issues related to mobile shopping can be addressed through an analysis of the products sold, the smartphone’s color representation, and user understanding.
        4,000원
        62.
        2017.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Mobile shoppers have encountered frequent color mismatch in the products that they have purchased, as they can only rely on their sense of sight. Therefore, fabric color and color difference recognized by smartphone display during mobile shopping were studied using instrument analysis method. It aimed to gather precise information on actual fabric color understanding of the mobile shoppers purchasing textile products. Three smartphones were selected from LG, Samsung, and Apple companies, and four colors were researched (red, yellow, green and blue) to both polyester and wool test fabrics for color analysis though color measuring instruments. The results from the spectrophotometer indicated that the color coordinate location of smartphone fabric color is similarly distributed regardless of the type of fabric. The Samsung smartphone displays a relatively high color chroma (especially on red-colored fabric) regardless of the type of fabric due to a high color reproduction range. In contrast, the LG smartphone, which has high color temperature, displays high color chroma on the blue colored fabric with a significant color mismatch between the actual fabric color and smartphone fabric color. From the results of this study, issues related to mobile shopping can be addressed through an analysis of the products sold, the smartphone’s color representation, and user understanding.
        4,000원
        63.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper introduces the implementation of runtime synchronization method when mobile network is broken during the game play. In case of network failure, the game is restored using the saved play record. Before the network failure, the previous game play is recorded in the server. The runtime synchronization is performed using the recorded game play in 2-times, 4-times, 8-times and 12-times according to the paused time and the game is played continuously. Using the proposed method, the user can play the mobile game uninterrupted. The project mobile game is implemented, and shows the effectiveness of the proposed method.
        4,000원
        64.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 모바일 환경에서 패션제품을 구매할 때 소비자의 구매의도에 영향을 미치는 영향 변수로 쇼핑가치와 새로운 기술을 수용하는데 영향을 주는 신념 변수로 알려진 사용용이성과 유용성을 채택하여 경로모형을 구성하여 검정하였고, 구매경험에 따른 집단 별(중구매/경구매 집단)로 경로모형을 비교분석하였다. 온라인 설문 전문업체를 통해 스마트 폰을 통해 패션제품을 구매한 경험이 있는 20-30 대 성인을 대상으로 설문지 분석을 시행하였고, 총 411부의 유효한 데이터를 SPSS 21과 AMOS 19 프로그램을 이용하여 분석하였다. 쇼핑가치는 감성적인 차원의 쾌락적 쇼핑가치와 실용적인 차원의 실용적 쇼핑가치로 분류되었고 구성변수의 신뢰성이 확인되었다. 경로모형의 적합성은 적합한 것으로 입증되었으며, 최근 1년 동안 스마트폰을 통해 패션제품을 구매한 횟수에 따라 중구매 집단과 경구매 집단으로 분류하여 경로모형을 비교분석한 결과는 다음과 같다. 두 집단 모두 공통적으로 쾌락적 가치보다는 실용적 가치가 모바일 구매의도에 미치는 직접적인 영향력이 유의한 것으로 나타났고, 사용용이성은 직접적으로 구매의도에 영향을 미치기보다는 유용성을 거쳐 구매의도에 영향을 미치는 것으로 나타났다. 구체적으로 중구매 집단의 경우, 쾌락적 쇼핑가치가 구매의도에 주는 영향과 사용용이성이 구매의도에 주는 영향을 제외하고는 모든 경로가 유의한 것으로 나타났다. 경구매 집단에서는 쾌락적 쇼핑가치가 사용용이성에 주는 영향, 실용적 쇼핑가치가 유용성에 주는 영향, 쾌락적 쇼핑가치가 구매의도에 주는 영향, 사용용이성이 구매의도에 주는 영향의 경로가 유의하지 않은 것으로 밝혀졌다. 본 분석 결과는 다양한 유통채널을 사용하여 제품을 구매하는 현대 소비자들을 모바일 구매로 유도하기 위한 차별화된 모바일 마케팅 전략을 수립하는데 근거가 될 것이다.
        4,600원
        65.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to analyze the effect of message frame on Exercise Interest and User Experience including Fitness App Fun, Fitness App Satisfaction, and Fitness App Use Intention in the mobile fitness app game. ‘Enjoy Your Fitness’, a fitness app game developed by Healthcare Media Research Institute, was used for this study and Repeated Measure Design and Playtest methodologies were used for the experiment. The results showed that the persuasive effect of gain messages were higher than loss messages in all factors. This results implies that exercise, as a preventive health behavior, can be promoted more effectively when messages are presented in the frame of gain message rather than loss message. Therefore, messages in the fitness app game need to be presented by emphasizing the positive outcome and benefit of exercise.
        4,000원
        67.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study shows the content production of mobile baseball games. In 2013, mobile games accounted for 23.9% of domestic games, and the global mobile game market is expected to grow to $30.3 billion by 2015. This study examines trends and characteristics of the mobile game industry. Also, this study intends to show mobile game rankings, reproduce the enthusiasm of professional baseball games through mobile games, participate in games to utilize leisure, and contribute to the mobile game industry. Currently, there is Magu magu of Netrnarble as a mobile baseball game. By differentiating with mobile Magu magu, this study attempts to produce various and interesting short plays of AI, UI, and FSM from webtoon contents to engage in the realism of mobile baseball games, and to improve the productivity of the mobile game industry. Therefore, we intend to promote the game industry and activate game production contents.
        4,000원
        68.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The mobile device users have been increasing significantly because of the development of social network system. Mobile educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation elements for providing useful quality evaluation information about educational serious game to user or developer. This study conducted prioritizing the quality elements of mobile educational serious game contents. Then, these elements are decomposed into sub-elements and resulted into a hierarchical model with three levels. To evaluate the priorities among elements, AHP(Analytic Hierarchy Process) is adopted. Additionally, if the evaluation element of this study would be applied into other game contents, it can provide the fundamental information for quality improvement of total mobile educational serious game contents.
        4,000원
        69.
        2016.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study aimed to investigate the influence of consumers' innovativeness, perceived benefits of home shopping mobile apps, and satisfaction with telephone orders on switching to and satisfaction with such apps (for those who have used these apps). This study also investigated the influence of the aforementioned factors on the intention to switch to home shopping mobile apps (for those who have not used these apps). Data were collected from 546 customers ranging in age from 18 to 59 with experience purchasing fashion goods from home shopping networks, and 502 of the questionnaires were used in the statistical analyses. Structure equation models were employed using AMOS 23.0. The results were as follows: for consumers experienced with home shopping mobile apps, their innovativeness and perceived benefits of such apps (convenience, usefulness) influenced their switching behavior. Additionally, consumers' innovativeness and perceived benefits of these apps (usefulness, accessibility, interactiveness) affected their satisfaction with the apps. For those not experienced with home shopping mobile apps, consumers' innovativeness and perceived benefits of the apps (interactiveness, security, enjoyment) influenced their intention to switch to these apps. These results indicate that different strategies should be developed for home shopping consumers experienced and inexperienced with these apps for the improvement of app satisfaction.
        5,100원
        70.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of ‘touch and feel’ to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer’s preference for ‘touch and feel’ style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.
        4,000원
        71.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        All games support the meaningful play, and each mechanism producing meaning is various. In mobile role-playing game, automation of in-game action standardizes movements of avatars and diversify combat challenges. Thereby players reinforce their avatars and make various repertoires so as to cope with different contents. Players predict the result of their own actions based on short-term, juicy feedbacks. In conclusion, mobile role-playing game has 'strategy' as its action mode while the unit time required for meaningful play is highly reduced. This analysis is significant in the sense that it was the first step toward integrated change of game play experiences.
        4,000원
        72.
        2016.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The importance of marketing on mobile platforms as well as mobile commerce is increasing dramatically in fashion industry. The purpose of this study was to categorize mobile fashion marketing strategies and to examine application usage motivations that influence brand attitude, purchase decisions, and post-purchase evaluation. Qualitative research methods, in particular focus-groups and in-depth interviews, were conducted to examine the typology of mobile marketing and fashion application usage motivations. Then, a modified survey was used to quantitatively examine what content consumers expect from fashion applications. Results of the qualitative study indicated that consumers perceive sensory (visual, tactile, auditory), relationship, information and practical marketing strategies through motives. Survey result from 229 consumers revealed four fashion application usage motives: sensory, relationship, information and practical. Based on these motives consumers were segmented into three groups: the experience/relationship-conscious, the product informationconscious, and the lifestyle information-conscious. The product information-conscious group showed higher level of monthly income and clothing expenses but lower level of mobile device usages. Lifestyle information-conscious group and experience/ relationship-conscious group had higher level of attitude, and post-purchase evaluation. It was experience-relationship conscious consumers who spent more time in mobile use. This study shows a better understanding of mobile marketing environment of fashion applications.
        4,800원
        73.
        2016.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purposes of this study were to: 1) identify sub-factors of fashion shopping orientation (FSO) in adults aged 20 through 39, and analyze the differences among those FSO factors according to classified groups, which were based on gender and purchase frequency in a mobile shopping mall, and 2) to investigate the effects of FSO factors on mobile purchase intention according to the same classified groups. The questionnaire was conducted from November 10, 2015 to November 20, 2015 and its 432 respondents were classified into four groups, which were male/heavy purchaser, male/light purchaser, female/heavy purchaser, and female/light purchaser. The results of this study were as follows: First, fashion shopping orientation consisted of five sub-factors, which included “conspicuous brand pursuit”, “economic pursuit”, “pleasure/trend pursuit”, “impulse shopping”, and “convenience pursuit”. Second, There were significant differences in three factors of FSO between male purchasers and female purchasers. Male purchasers showed higher tendency than female purchasers in “conspicuous brand pursuit”, while female purchasers showed higher tendency than male purchasers in “economic pursuit” and “convenience pursuit”. All the factors of FSO showed significant differences among the classified groups. Third, “economic pursuit”, “pleasure/trend pursuit” and “convenience pursuit” affected mobile purchase intention in the case of male purchasers while “economic pursuit” and “conspicuous brand pursuit” had a influence on mobile purchase intention in the case of female purchasers. Fourth, the factors of FSO affected mobile purchase intention partly in each group. In conclusion. “economic pursuit” was proven to be the main influential factor to induce consumers to have a mobile purchase intention.
        4,600원
        74.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        South Korea has led the global online game markets successfully in the mobile game platform based social network service with commercialization and showed the potential of the mobile game market. Currently, Korea's game industry is accelerating the global expansion for the mobile game market based on online game technology and mobile infrastructure. However, recently as mobile games attract attention in the mobile business and digital entertainment markets, the competition grows so fast. Cooperation between game developers and publishers have important implications in mobile games as well as online games for competitiveness through selection and concentration. This study was designed to support decision making at the outsourcing for publisher and the development of mobile games with key success factor analysis. The key evaluation factors of the mobile game were extracted through the literature review and expert groups, and then the relative importance between each factor was derived to take advantage of the AHP, Multi-criteria decision method. Differences between the online game and mobile game were analysed in this evaluation process. Also we were able to verify this evaluation model by applying the released mobile game. As a result, accomplishment and gambling in the mobile game was found to be a key factor. Also differentiation factors from online game were social factor, scalability, reliability. Unlike the previous studies which have been focused on online games, this study offers the guideline of the decision making for the business success in the mobile game development and the sourcing, the most important steps in publishing business.
        4,000원
        75.
        2016.06 구독 인증기관 무료, 개인회원 유료
        Cost for plant survey has been dramatically reduced due to the development of mobile technology to obtain pictures with their GPS coordination. We developed a PlantGPS system consisting of an Android application specialized for collecting plant pictures and their locations using mobile devices, a server-side component for uploading data, and a web-based interface for managing and analyzing data. As examples of application of our PlantGPS system, surveys of “plants in Nangsae (Daksum) Island” and “ferns in Chollipo arboretum” were conducted. Results showed that our PlantGPS system could be used to quickly survey plant distribution in restricted area with reasonable time and effort.
        4,000원
        77.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As mobile devices are becoming ubiquitous, more users encompassing different are groups are enjoying mobile games. There are two types of mobile games – games mandating a certain type of learning and games not requiring any sophisticated learning such as casual games. In this paper, we first define th the degree of learning and compare the acceptance of these two types of mobile games on two different ages groups, i.e., 2~30 age group and 40~50 age group. For this experiment, we recruited 20 users, 10 users per each group, and each participant responds to our survey after playing 15 games with different degrees of difficulty. Our survey results show that 1) both age groups are more engaged in popular games, 2) 20~50 age group is less engaged in brain-teasing games and social network games, 3) both age groups feel difficult as more learning is required, and 4) 20~30 age group quickly learns new games if those are similar to the games they played before.
        4,000원
        78.
        2016.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to investigate the differences in fashion shopping orientation and perceived value according to the level of use of mobile fashion shopping. Furthermore, the effect of fashion shopping orientation on perceived value was analyzed. To estimate the level of use of mobile fashion shopping, respondents were classified into four different groups in terms of their frequency of buying fashion products and the period for which they had bought fashion products. The survey was limited to adults aged 20-40 years who had purchased fashion products in a mobile shopping mall. The questionnaire was carried out from April 15, 2015 to April 22, 2015 and 430 sets of useful response data were analyzed using SPSS 17.0. The results of this study were as follows: First, fashion shopping orientation for mobile shopping consumers was divided into four factors as follows: convenience/ economic shopping, ostentation/trend shopping, enjoyment shopping, and impulse shopping. Second, there was a significant difference in all the fashion shopping orientation factors except for convenience/economic shopping according to each classified group: short/few, long/few, short/many, and long/many. In addition, there was a significant difference in perceived value according to each group. Third, all the fashion shopping orientation factors except for impulse shopping had a significant influence on perceived value. Fourth, fashion shopping orientation factors had a slightly significant influence on the perceived value according to each group.
        4,600원
        79.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 해상에서 선박의 외측 표면 검사를 위한 모바일 로봇의 개발에 대해 언급하였다. 해상에서 선체 측면에 대한 검사를 육안으로 진행하기 어려우며 이러한 검사를 효과적으로 수행하기 위해 모바일 로봇은 선체 측면에 부착되어 주행할 수 있는 기능을 갖추어야 한다. 이를 위해 선체 측면과의 부착력을 발생시키기 위해 영구 자석 모듈을 도입하였고, 곡면 주행 시 자기력의 변화를 최소화하는 구조로 설계를 하였다. 이러한 설계를 바탕으로 4개의 네오디움 자석, 4개의 구동바퀴, 영상 획득 모듈로 구성되는 모바일 로봇을 제작하였다. 제작된 로봇에 대해 선체와의 부착력을 확인하기 위한 하중 실험을 실시하였고, 주행이후 정지 시 측면 미끄럼 실험과 주행 속도 측정 실험을 실시하였다. 실험 결과 13 [Kgf]까지 선체와의 부착력을 유지할 수 있었고, 미끄러짐이 없는 하중은 8 [Kgf]까지였다. 주행 실험에서는 6.5 [A]의 전류에 대해 0.82 [m/s]의 속도로 주행할 수 있는 것을 확인하였다. 선박의 표면 검사를 위해 개발한 모바일 로봇의 특성 실험을 통해 로봇의 유용성을 확인할 수 있었다.
        4,000원
        80.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of the study is to explore the relationship between user satisfaction of mobile social network game and user preference of co-marketing brand with the game. We propose revised UTAUT model(i.e., mobile game effect model) and explore the influence of user habit with game in the model. Total 129 Korean mobile game users were surveyed. The data were analyzed using structural equation model(SEM). The result show that perceived usefulness and hedonic value influence user satisfaction for mobile social network game. Next, user satisfaction has a positive influence on users' brand preference placed on the game. We also identified the moderating effect of the habit on the relationship between user satisfaction and brand preference. This study provide a deeper understanding of Korean consumers' mobile game behavior and trend.
        4,000원
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