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      • QMIPv4 : binding query를 이용한 mobile IPv4

        권순홍 경북대학교 대학원 2010 국내석사

        RANK : 2943

        Mobile IP(MIP) suffers from the so-called triangular routing problem. Moreover, MIP Home Agent(HA) tends to undergo server data traffic load, since it should deliver all the data packets toward mobile nodes. This thesis proposes a simple extension of MIP, called Query-based MIP(QMIP), in which the binding query to HA will be used to get the care-of address of a mobile node and to deliver the subsequent data packets over the optimized data path. The proposed QMIP scheme can reduce the overall transmission delays of data packets to mobile nodes, compared to the MIP. From the experimental result, it is shown that the QMIPv4 has short packet delivery time than MIPv4. QMIPv4 hosts don't need support MIP protocol because QMIPv4 provides network based mobility.

      • Mobile을 통한 영화서비스의 현황과 발전방안 : 휴대폰 사용자들의 만족도 및 관심도를 중점으로

        주완건 동국대학교 대학원 2003 국내석사

        RANK : 2943

        Information-Technology of Korea raised at 21st century and have grown fast. After Internet usage population diffusion, a movement communication usage population have been advanced at great speed in Information-Technology. A domestic movement communication subscribe embroidery is passing over a three thousand - two hundred million persons, among these a wireless Internet service subscribe embroidery is passing over a two thousand - four hundred million persons. Also mobile contents business has rising as various a movement communication terminal, like a movement telephone PDA(personal digital assistants), diffused widely. Mobile develops the second Internet portal communication media as not only telecommunication but also character, image, moving picture, game, lottery ticket etc. Namely, various contents is moving recently from wire Internet environment to a wireless Internet environment. Among a total contents use ratio, the movie contents occupies is considerably high. Now existing theater usage spectator does the movie usage much through different media. For example, people want easy contact as moved a screen for theater at home(we called the home-theater) and use VOD. It is same also telephone development. The telephone was developed and was used for the communication of the people to be there far. The desire of people try to move the window of the movie to the mobile and nowaday they making terminal which is as possible communication as can serve all information. Mobile movie is The beginning stage and experiment stage yet. People who see the movie with large screen never satisfied see the movie with small window. Everything mobile must be made simple and small for the hand carried. Small restriction makes a some branch resolution have in the desire to see the movie. The first thing, must be wrong with existing movie format. It is not existing an one-sided story that should be make interactive format like a describe the characteristic of the mobile. This is the distinction with the general movie and show the way of an movie contents. The second thing, find the resolution about the method to see which is the addition about small window. It has two way, one is " To see edge", the other is " To expansion of view by use extra viewer". Korea has many development possibility. They are advanced to the industrialized country of Information-Technology and developed into a culture contents strong power we go and go. The movie industry of Korea grew at the concern of the world and we went and made a mobile movie as the beginning. It is important that a mobile movie is growing with our concern and effort. If mobile move fixed successfully, we could be expect the development of Korean economy with the abroad export. Also this paper with same heart. It will be present the outlook for the direction of development for mobile movie.

      • Data-Driven Assistance for User Decision Making on Mobile Devices

        Liu, Susan Xueqing ProQuest Dissertations & Theses University of Illi 2019 해외박사(DDOD)

        RANK : 2943

        Mobile devices are ubiquitous. As of 2019, two-thirds of the world population own a mobile phone. Mobile devices are indispensable for supporting billions of users' information access activities such as searching, browsing news, and shopping. Among those activities, users may often need to make decisions when the mobile device is the only available channel for their information access. However, users' mobile decision-making experience is hindered by the physical characteristics of mobile devices: they are small and it is difficult to type on these devices. Furthermore, both editing and navigation would be harder than that on computers. These characteristics result in more difficulties for users to search, digest and compare information, which are the necessary steps in the process of decision making. Can we make it very easy for users to make decisions on mobile devices? In this dissertation, for the first time, we investigate the techniques for improving users' mobile decision making experience as a whole. We identify that the key to assisting user decision making is through suggesting external knowledge to bridge their knowledge gap. To this end, we propose to learn or mine such external knowledge from massive mobile-related data. We investigate three important real-world decision-making problems on mobile devices: mobile shopping decisions (Chapter 2), security decisions (Chapter 2 and Chapter 4), and business decisions (Chapter 5). We bridge users' knowledge gap in the following ways. In the first problem, we leverage a search-engine log to expand the missing information in user queries (Chapter 2); in the second problem, we leverage the Google Playstore meta-data to retrieve explanatory information to directly address users' confusion (Chapter 3 and Chapter 4), finally, in the third problem, we leverage text-to-SQL data to generate SQL from a natural language question, so that users can easily query the database using natural language (Chapter 5). Our experimental results prove that massive mobile-related data can be leveraged to effectively assist users' mobile decision making by suggesting external knowledge.

      • Exploring mobile information seeking behavior : a repertoire approach

        강다영 Graduate School, Korea University 2018 국내석사

        RANK : 2943

        The ongoing diffusion and growing use of smartphones have located the mobile apps at the center of the media landscape. In the hyper-competitive mobile landscape with an infinite range of choices, users constantly shift between apps. Some users tend to use diverse apps simultaneously, while others choose to use only a select few. In recent years, with the expansion of mobile apps in the marketplace that aim to serve narrower and more specific information needs of users, what we access to obtain information has become of utmost interest to marketers and mobile service providers as much as what we seek and what we do on mobile. In this context, this study focused on the function of mobile apps, namely the native apps and mobile browsers, as sources and intermediaries of information. To provide a comprehensive overview of the current mobile information seeking behavior, a repertoire approach was applied, which measures a set of apps in use. To this end, a focus group interview and a preliminary survey were preceded by the actual survey. The data from the sample of 1,139 Korean mobile users revealed that participants were using an average of 29 apps to seek and obtain information in the 10 given domains of information. In terms of the size of the 10 sub-repertoires, Shopping constituted the largest size of repertoire, followed by News and Entertainment. Then this study looked into the dependence on mobile browsers in terms of mobile information seeking and the composition of top 30 apps ranked by the sum of the frequency of use by app. Lastly, this study identified six demographic and six psychological variables that may affect the size of repertoire based on literature review across the domain of mobile use behavior, information seeking and media repertoire. The hierarchical multiple regression results showed that, of the demographic factors, gender, education level, mobile communication cost and average daily traveling time were found to have significant effects on the size of repertoire. For psychological factors, variety-seeking tendency, hedonic motive of browsing through mobile apps and mobile efficacy were shown to be predictive for the repertoire size. To conclude, this study provides a snapshot of the current mobile environment in line with the long-run research question from traditional media repertoire studies, that is, whether the tremendous increase in the number of media actually leads to the diversification of media use. In addition, the exploratory findings on factors affecting the repertoire size should serve as a baseline understanding for planning future research and mobile marketing strategies. 스마트폰을 비롯한 모바일 기기의 이용이 보편화됨에 따라 모바일은 전체 미디어 이용 환경의 중심이 되고 있다. 본 논문은 이러한 ‘모바일 퍼스트 (mobile-first)’ 시대, 이용자의 정보 탐색 행위(information seeking behavior)를 탐구하는 데 있어 모바일 어플리케이션(이하 앱)의 이용 목록을 의미하는 ‘레퍼토리’를 측정하는 접근법을 도입한 탐색적 연구를 수행하였다. 이를 위한 사전 연구로서 포커스 그룹 인터뷰 등을 진행하였으며, 이후 본 조사에서 총 1,139명의 모바일 이용자들을 대상으로 설문을 실시하였다. 연구 결과, 응답자들은 정보 이용을 목적으로 평균 약 29개의 모바일 앱을 이용하고 있었으며, 10개 정보 분야별 레퍼토리의 크기를 살펴보았을 때 쇼핑과 뉴스, 엔터테인먼트 순으로 크게 나타났다. 이어 본 연구는 일 주일에 최소 1회 이상 이용하는 모바일 앱의 레퍼토리를 기준으로 이용 빈도를 가중하여 합한 값을 통해 모바일 브라우저(mobile browser)의 이용 의존도를 살펴 보았으며, 개별 앱 단위에서 이용 빈도를 가중한 응답 빈도를 기준으로 상위 30개 순위 앱들의 구성을 살펴보았다. 다음으로 본 연구는 정보 이용을 위해 사용하는 앱 레퍼토리의 크기에 영향을 미치는 요인을 탐구하기 위해 각 여섯 개의 인구통계학적 변인과 심리적 변인을 도출하여 위계적 회귀분석을 실시하였다. 분석 결과, 인구통계학적 변인 중에서는 성별과 교육 수준, 모바일 통신 요금 그리고 일 평균 이동 시간이 정보 탐색을 목적으로 이용하는 앱 레퍼토리의 크기에 유의미한 긍정적인 영향을 미치는 것으로 나타났다. 심리적 변인으로는 다양성 추구 성향과 쾌락 동기, 그리고 모바일 이용 효능감이 레퍼토리의 크기에 대한 예측 요인으로 나타났다. 본 연구는 모바일 정보 탐색 행동에 관한 기존의 연구에서 잘 다뤄지지 않았던, 정보원(information source)과 정보매개자(infomediary)로서의 개별 모바일 앱의 기능에 주목하여, 모바일 환경에서 이용 가능한 정보원의 다양화가 이용자 관점에서 역시 정보원 이용의 다양화를 야기하는 지에 대한 전통적 미디어 레퍼토리 연구의 현상적 연구 문제를 횡단적으로 살펴보고, 이용자 관점에서 예측 변인들을 살펴보았다는 데 의의가 있다.

      • What to study about mobile payment? : a literature analysis and AHP approach

        하진경 Graduate School, Korea University 2019 국내석사

        RANK : 2943

        With the advantages of unlimited connectivity, it offers a chance for users to enjoy diversified mobile-related services. Among the smartphone and mobile services, mobile payment now leads the fintech market as an alternative tool for consumption behavior of users. Although this service is highly related to human behavior, m-payment research now has stopped in the stage of technological research. Social science research which is highly related to actual human life on mobile payment, meanwhile, is just in a beginning. The most important part of the early stage of mobile payment research is finding hollow of study and suggests the guideline to researchers for future study by taking two steps of studies. This paper identified the current stage and research trend on mobile payment by adopting literature analysis with papers published among 2013 to 2018 as study 1. Moreover, to identify the gap in academic requirement between research trend and experts needs, AHP was adopted as its methodology for study 2. As the result of the study, we found that there are the academic requirements to fill the gap between current status and experts needs on mobile payment research. The findings suggest several implications for academic, business, and government on mobile payment field.

      • The Adoption of Mobile Government for Public Safety : A proposal for Guatemala = 공공안전을 위한 모바일 정부 도입: 과테말라에 대한 제안

        Nancy Verónica Carranza Sazo 성균관대학교 국정관리대학원 2011 국내석사

        RANK : 2943

        모바일 서비스가 여러 국가들에서 제공되고 있음에도 불구하고 남미와 특히 과테말라에서는 아직도 충분히 활용되지 않고 있다. 개발도상국들이 가장 높은 모바일 보급률을 기록하고 있다는 사실에서 모바일 정부에 대한 관심이 등장하고 있고 이는 국민이 우려하고 있는 이슈들을 해결하고 국민간 커뮤니케이션과 상호작용을 전국 어디서든 좀 더 개인적이고 효과적으로 개선할 수 있는 기회가 된다. 본 연구는 지금까지 실시되었던 다양한 모바일 이니셔티브들 중에서 공공안전 및 범죄예방과 관련된 사항에 초점을 맞추고 있다. 범위를 이렇게 잡은 것은 과테말라 국민들 사이에서는 공공안전이 최고의 관심사이기 때문이다. 범죄는 부정적인 사회적, 경제적 영향과 더불어 국민의 삶의 질에 끔찍한 영향을 미치는데 모바일 테크놀로지는 범죄예방에 기여할 수 있는 효과적인 전략으로 활용될 수 있는 잠재력을 가지고 있다. 과거 연구원들이 설명한 바와 같이 모바일 정부는 초기 단계에 있기 때문에 탐구적 연구가 적절한 방법이 된다. 여러 국가들에서 실시된 다양한 이니셔티브에 대해 알아본 후 성공요인에서 교훈을 얻을 수 있도록 기술적 사례연구를 통해 필리핀과 멕시코 산미구엘 히달고 디스트릭트의 베스트 프랙티스 (best practice)를 분석한다. 나아가 과테말라州에 거주하고 있는 주민을 대상으로 그들이 모바일 정부 이니셔티브에 참가할 의사와 준비성을 알아보기 위해 설문조사를 실시했고 설문조사를 기초로 과테말라에 적용될 수 있는 '모바일에 기초한 공공안전 정책'의 가능성을 분석할 수 있었으며 그 결과 채택이 가능해 보이는 몇 가지 정책 제안을 제시하고 있다.

      • Mobile generation : exploring mobile consumer influence with an emphasis on South Korea

        Chung, David Graduate School of International Studies, Korea Un 2014 국내석사

        RANK : 2943

        This study examines various aspects of mobile commerce including background, consumer trends, consumer behaviors, mobile marketing and mobile technology, with a focus on South Korean business. The primary purpose of this research is to provide a better understanding of what marketers and retailers need to do to influence mobile purchasing behaviors by answering three questions. The first question is: How has purchasing behaviors changed with the advancement of smartphones and tablets? Smartphone and tablet penetration around the world have soared since the first introduction of the iPhone in 2007. Since then purchasing behaviors have changed with mobile devices being the reason. Second question is: How can marketers and retailers reach mobile consumers? Researchers have found that although several major businesses have taken initiatives into the mobile marketplace, many still have yet to completely understand and perfect the craft of mobile marketing. The study will look into the Mobile Shopping Life Cycle that gives businesses six specific moments for them to influence mobile shoppers. The final question is: How have Korean businesses been able to influence local mobile consumers? This paper will present examples from two Korean businesses that have been able to influence mobile shoppers in their own creative and innovative ways. Then, recommendations that will benefit Korean businesses that wish to gain mobile influence will be presented. Findings from different points throughout this research indicate the new value of brick and mortars and the importance of retailers satisfying the needs of the consumer rather than selling to them a product or service.

      • The Effect of Gamification Elements of Securities Companies' Mobile Services on the User Experience of MZ Generation : Using service design prototype

        원창선 성균관대학교 일반대학원 2023 국내박사

        RANK : 2943

        Low-interest rates as a result of central bank liquidity provision throughout 2020 and 2021, relative deprivation as a consequence of skyrocketing real estate, and the learning effect of the stock market in the past, as well as changes to the subscription system for initial public offering, have increased the number of people investing in the stock market. This craze was led by the MZ generation, who are proficient in mobile and have an active propensity to invest. Since their teenage years, the MZ generation has been putting their interest in financial technologies and investment and has been converting these interests into action and their active investment propensity is particularly appealing to securities companies. Yet, because they have tendencies to switch between financial institutions based on the benefits of financial products and services, the development of differentiated securities services for the MZ generation is urgently required. On the other hand, securities companies' platform is changing from PC-based HTS (Home Trading System) to mobile-based MTS (Mobile Trading System), and they are also scrambling to launch an intuitive and convenient MTS that reflects design and service suitable for the MZ generation. Nevertheless, they are still at the level of providing simple usability and improvements for functional benefits, making it difficult for them to deviate from the supplier's point of view, in terms of contents. In order to overcome these limitations, a prototype of G-MTS(Gamification MTS) was created in this study, which reflected the characteristics and fun elements of the MZ generation in MTS. The objective is to enhance mobile service usage and satisfaction by presenting gamification elements that influence user investment experience through verification. To that end, a prototype was created using a Service Design methodology that employs a user-centered research method to improve the service experience for users while also providing efficient services to suppliers. The MZ generation was divided into the Older millennial generation, the Younger millennial generation, and the Z generation for prototype verification. In-depth interviews were used for qualitative analysis, and process mining was used for quantitative analysis. Through this analysis, the fun elements of 'Social Interaction', 'Reward', and 'Altruism', as well as the game mechanisms of 'Social Engagement Loop,' 'Virtual Goods,' and 'Gifts and Charity,' were discovered to be the main gamification elements influencing the user experience when the MZ generation uses securities company's mobile service. This implies that, when compared to other generations, the MZ generation uses social media more frequently and is familiar with gathering and sharing information through social media. It was discovered that the element of making investments and interacting with others while investing is important. As well as the reward element was discovered to be crucial since it serves as a motivator for subsequent activities. Furthermore, despite being unrelated to investment, it was discovered that the MZ generation, which values fair value and good influence and believes that they have the power to change the world, highly regards altruism, the principle of love and devotion to others. In addition to these study results, it is hoped that the research procedure model of G-MTS (Gamification MTS) will be used to establish and develop a customized strategy for securities companies' mobile services for the MZ generation. 2020과 2021년에 걸쳐서 중앙은행의 유동성 공급으로 인한 저금리, 부동산 폭등으로 인한 상대적 박탈감, 과거 주식시장의 학습효과, 공모주 청약제도의 변경 등의 이유로 개인주식투자 인구가 급증했으며, 특히 모바일에 능숙하고, 적극적인 투자성향을 가지고 있는 MZ세대가 이러한 열풍을 주도했다. 10대부터 재테크와 투자에 관심을 가지고 실제 행동에 옯기는 MZ세대의 적극적인 투자성향은 증권사 입장에서 보면 매우 매력적이지만 금융상품 및 서비스 등의 혜택에 따라 여러 금융사를 옮겨 다니는 성향을 가지고 있어 MZ세대를 위한 차별화된 증권 서비스 개발이 절실하게 요구되고 있다. 한편 증권사의 플랫폼은 PC기반의 HTS(Home Trading System)에서 모바일 기반의 MTS(Mobile Trading System)으로 변화하고 있으며, 증권사들도 MZ세대의 눈높이에 맞는 디자인과 서비스를 반영한 직관적이고 편리한 MTS를 앞 다퉈서 출시하고 있지만 단순한 사용성 개선이나 기능편익을 제공하는 수준으로, 콘텐츠 측면에서는 여전히 공급자 관점에서 벗어나지 못하고 있는 실정이다. 따라서 본 연구에서는 이러한 한계를 극복하기 위해서 MZ세대의 특성과 재미 요소를 MTS에 반영한 G-MTS(Gamification MTS)의 프로토타입을 작성하고, 검증을 통해서 사용자 투자경험에 영향을 미치는 게이미피케이션 요소를 제시함으로서 MZ세대의 지속적인 모바일 서비스 사용과 서비스 만족도를 제고하고자 한다. 이를 위해 사용자에게는 서비스 경험을 향상시키고, 공급자에게는 효율적인 서비스를 제공하는 서비스 디자인 방법론을 활용하여 프로토타입을 작성하였으며, MZ세대를 전기 밀레니얼세대, 후기 밀레니얼 세대, Z세대로 구분하여 정성적, 정량적 분석을 통해 비교분석하였다. 이러한 분석을 통해서 MZ세대가 증권사 모바일 서비스를 사용함에 있어, 사용자 경험에 영향을 미치는 주요 게이미피케이션 요소는 ‘사회적 상호작용’, ‘보상’, ‘애타심’의 재미 요소와 ‘소셜몰입루프’, ‘가상재화’, ‘선물과 자선’의 게임메커니즘 요소임을 알 수 있었다. 이는 MZ세대가 타 세대 대비 소셜 미디어 활용률이 높고, 소셜 미디어를 통해 정보의 수집과 정보의 공유에 익숙한 세대로 투자에 있어서도 다른 사람들과 관계를 맺고 상호작용할 수 요소가 중요하며, 다른 활동의 동기 부여 역할을 하는 보상 요소도 중요함을 알 수 있었다. 또한 공정 가치와 선한 영향력을 중요시하고, 세상을 바꾸는 영향력이 있다고 믿는 MZ세대는 투자와는 직접적으로 관련은 없지만 남을 사랑하고 소중히 여기는 마음인 애타심 요소가 중요함을 알 수 있었다. 이러한 연구결과와 더불어 G-MTS(Gamification MTS)의 연구절차모형이 MZ세대를 위한 증권사 모바일 서비스의 맞춤형 전략 수립과 개발에 활용되기를 기대한다.

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