레포트 (3,239)
[조사방법론] iPHONE(아이폰) VS OMNIA(옴니아) 분석(영문)
is a line of Internet- and multimedia-enabled smart phones designed and marketed by Apple Inc. and released in 2007. An Iphone functions as a camera phone ( also including text messaging and visual voicemail), a portable media player ( equivalent to a video iPod), and an Internet client (with e-mail, web browsing, and Wi-Fi connectivity). The user interface is built around the devices multi-t
36페이지 | 2,800원 | 2010.08.27
is using human networks. Cyworld serves Miniroom and Mimihomepage and these are a way to reflect users characteristics and by connecting each other through their homepage, they can set their own human networks. As the needs to show users identites and gather to share their ideas, Cyworld became the most well-known internet distributor. Here, we would like to study about Cyworlds strategies
15페이지 | 1,400원 | 2008.10.07
Demographic, Behavioral and AttitudinalChanges in the Migration fromLow-Speed to High-Speed Internet AccessBy Max KilgerThis paper explores some of the demographic, behavioral and attitudinaldifferences between home users with low-speed and high-speed Internetaccess. In addition, a logistic regression analysis is performed to helpdetermine which of these differences are drivers for migrati
9페이지 | 1,400원 | 2010.04.09
is it to use? determines whether that product will survive in the market or wither away in obscurity. For instance, dial-up buttons replaced by evolutionary one-touch screens is an example as well as wired telephones made obsolete by cordless cellphones. However, it is this convenience that is nowhere to be seen in current models of baby strollers. The user cannot use a baby stroller in mass tran
48페이지 | 2,100원 | 2010.07.09
[MIS, 경영정보시스템] 웹2.0과 ucc에 대해서(영문)
is the term given to describe a second generation of the World Wide Web that is focused on the ability for people to collaborate and share information online. Web 2.0 basically refers to the transition from static HTML Web pages to a more dynamic Web that is more organized and is based on serving Web applications to users. Other improved functionality of Web 2.0 includes open communication with a
24페이지 | 2,100원 | 2009.08.29
is a subset of electric commerce (social commerce is a new concept introduced by Yahoo in November 2005). The definition of social commerce brought by Yahoo is stated as follows, “Social commerce is a subset of electronic commerce that involves using social media, online media that supports social interaction and user contributions, to assist in the online buying and selling of products and ser
11페이지 | 1,400원 | 2011.02.25
is important not also follow-up service AS, but also continuous developing related apps, OS upgrade (2)Designe and easy usingInnovative UI (User Interface)Many Apps that we needed is already in App storeJust one your finger can works appsAttractive designMillions of apps for iPhone(3)Many compatibility instruments, fixed specVarious kinds of adjuvant Devises →growing practical usingFi
25페이지 | 2,100원 | 2010.07.28
is stolen. What would not be much of a concern for off-line book retailers, potential problems that on-line consumers such as Amazon.com users may face are identity theft, defective or undelivered products, and the accumulation of unwanted spyware. Whenever a product is purchased, personal information such as credit card information and billing/shipping addresses are required. In the case that th
8페이지 | 1,200원 | 2011.05.25
Google(구글) VS naver(네이버) 비즈니스모델 분석(영문)
is the biggest company in Korea internet based industry. Naver’s search market share is 73.7% in Korea. Google is founded in 1998. Google started in the U.S. 123,161,000 people joined Google member. Google is the biggest company in the world IT based industry. Google’s search market share in the world is 80.91%. Many countries internet users use Google. Google has monopolistic position in th
23페이지 | 2,000원 | 2010.01.11
is one of the largest in the world, with millions of active users. Tand the original Starcraft is the representative game of Blizzard. Its a long-running staple of professional tournament gaming. This is especially the case in South Korea, where the games mass popularity played a major role in the birth of the professional-gaming and game-broadcasting phenomena, as well as serving as one of the
9페이지 | 1,400원 | 2009.02.03