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Business Model Framework for IoT : Case Studies and Strategic Implications for IoT Businesses
한국정보기술응용학회 JITAM Vol.29 No.1 2022.02 pp.1-28
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6,700원
To realize the vision of internet of things (IoT), where it is expected to bring significant impact to the global economy in the future, consideration of business models in the IoT context is necessary. This research attempts to build an enhanced artifact business model framework based on the definitions of IoT and literature on business models for analysis of IoT businesses. The framework is used to analyze four different types of players: the owner of things, vendors of devices, providers of connectivity and providers of IoT application services. The findings suggest that the owners of things tend to partner with ICT players to complement their weakness, and it tends to be connectivity providers. The device vendors leverage their strength of devices and device platforms to attract and enable 3rd party sensor/devices to interconnect, while the service providers are aiming to penetrate into customer premise. These lead to the following recommendations for non-IT players to consider in expanding into IoT business: 1) take into account differences in product development process between IT and non-IT businesses in expanding into IoT market; 2) collaborate with ICT players that acknowledge and understand the differences.
플립러닝형 프로젝트 기반학습을 적용한 수업 설계 : Digital Painting Tool 수업을 중심으로
한국정보기술응용학회 JITAM Vol.29 No.1 2022.02 pp.29-45
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5,100원
The Fourth Industrial Revolution era requires people to have the ability of integrated thinking, critics, sensitivity, and creativity in an integrated manner. Therefore, teaching methods are expected to become more suitable for the trend. In this belief, current teacher-leading education method should move to students’ self motivating one and consist of programs in which students voluntarily involve. In this reason, this study suggests FPBL educational method model that is combines project-based learning with flipped learning by analysing preceding research and digital painting tool class was designed by applying it. As a result of applying the designed class model to the class, all of the class satisfaction, effectiveness, and interaction were evaluated positively. Problems such as limitations of project classes due to non-face-to-face classes, large amount of learning before class, and reduced concentration during class were found. Therefore, when the FPBL class model is conducted non-face-to-face, it will be necessary to further strengthen the role of the instructor, provide lecture videos summarizing the core contents, and improve concentration by providing active participation and fun using various digital tools. The result of the study looks significant by confirming the possibility of applying FPBL model not only in design education but also other educational settings.
4,200원
The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children’s immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children’s literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.
4,300원
Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.
소비자의 긍정적 감정과 부정적 감정에서 먹방이 대리만족과 욕구에 미치는 영향
한국정보기술응용학회 JITAM Vol.29 No.1 2022.02 pp.71-82
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4,300원
Mukbang, which has established itself as a popular content, is now enjoying a sensational popularity not only in Korea but also around the world. This study investigated the effects of mukbang on consumers’ vicarious satisfaction and desire increase in different emotional aspects. In addition, we analyzed how the positive and negative emotions of consumers affect the vicarious satisfaction and desire increase of mukbang. According to this purpose, 120 participants in their 20s and 30s who had experienced watching mukbang were encouraged to watch mukbang videos after inducing positive, negative, and neutral emotions, and the effects of vicarious satisfaction and increased desire depending on emotions were examined. As a result of the experiment, it was confirmed that vicarious satisfaction through mukbang was high in positive emotional states, and desire through mukbang was high in negative emotional states. This study has a theoretical contribution that empirically investigates the different effects of mukbang according to positive and negative emotions, and is expected to help derive marketing measures using consumer emotional states that have not been received enough attention in using mukbang as a marketing tool.
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