• Title/Summary/Keyword: 모바일 어플리케이션 특성

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Mhealth apps: The current status of usage and the factors of continuous use (건강 어플리케이션 이용현황 및 지속적 사용요인 - 서울대학교 대학생 및 대학원생을 중심으로)

  • Suh, Hyojung;Hong, Hyeonseok;Kim, Minjeong;Yoon, Wonjung;Lee, Taehoon;Jung, Jiyun;Hwang, Shinha;Cho, Youngtae
    • Journal of the HCI Society of Korea
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    • v.10 no.1
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    • pp.19-27
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    • 2015
  • As the mobile content industry is growing, mobile health (m-health) market is expanding based on various contents. It has developed in the way of utilizing health contents through mobile device such as smart phone among young people. This study aims to examine the usage of m-health application and factors of continuous usage among students in Seoul National University. The result is expected to provide a foundation for future health promotion programs utilizing m-health. The study analyzes the difference of application usage tendency based on demographic characteristic and the continuous usage, and compared the level of knowledge, attitude, belief, and practice (KABP) of mobile health application. 28% of the total sample population uses the application continuously, and their KABP level was higher than that of users that stopped using. This study goes beyond the previous studies of service satisfaction and acceptance analysis on the marketing level, and is meaningful in that it has analyzed the m-health application usage from the public health point of view.

A Study on the Persuasive Effect of Mobile Application: focusing on public interest content (모바일 어플리케이션의 설득효과 연구: 공익 콘텐츠를 중심으로)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.43-48
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    • 2024
  • This study sought to examine the effectiveness of mobile applications, which have recently increased persuasion effects by stimulating consumer experiences. In particular, to determine how content for public interest affects users' attitudes and beliefs, we selected interactivity and public interest as characteristics of mobile applications and examined their relationship. One of the actual applications was selected for research and the reactions of subjects who experienced it were investigated. As a result, the interactivity and public interest of mobile applications were found to have a direct and indirect influence on content attitude and beliefs, and it was confirmed that content attitude can affect beliefs. These research results show that cognitive structure can be influenced by reinforcing the audience's attitude toward content.

Android Application Development following the MVC Architecture (MVC 아키텍쳐에 따른 안드로이드 어플리케이션 개발)

  • Yeo, Se-Hwan;Kim, Jung-Sun
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.76-78
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    • 2012
  • 최근 스마트폰의 이용이 증가함에 따라서 많은 모바일 어플리케이션들이 개발되고 있다. 그 중 안드로이드 어플리케이션에서는 MVC 아키텍쳐가 사용되어서 어플리케이션의 확장성을 향상시킨다. 하지만 안드로이드 어플리케이션의 특성으로 인하여 MVC 아키텍쳐를 지키지 못하고 작성될 위험성이 존재한다. 따라서 본 논문에서는 그 위험성이 나타나게 된 원인을 분석하고 이 문제를 해결할 방안을 제시한다.

A Mobile Tour Guide System using Wearable See-through Device and Hand-held Device based on Shared Touring Context (여행자 상황 정보 기반 안경형 웨어러블 디바이스 및 핸드헬드 디바이스 투어 가이드 시스템)

  • Kim, Doyeon;Seo, Daeil;Yoo, Byounghyun;Ko, Heedong
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.29-38
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    • 2016
  • Mobile tour guide applications help tourists to search for and visit their surrounding POIs(Points of Interest) of their locations and to obtain their guide information. With the development of wearable devices like smart watches and wearable glasses, people using multiple mobile devices are increasing; a tourist may use a hand-held device, a wearable device or both to obtain tour information. However, most mobile tour guides using mobile devices provide the tour information with little consideration of their hand-held and wearable characteristics. In particular, a tourist with multiple mobile devices who search for the tour information from multiple mobile devices must input their intention separately to each device. To alleviate these problems, we propose a mobile tour guide system with the following features: one is to reduce redundant user input by sharing the touring context between hand-held and wearable devices; the other is to present tour information according to capabilities and usage pattern of the devices. The proposed system guides tourists by complementing disadvantage of the devices and also minimizes user interaction between applications and tourists.

Implementation of Conversion Solution for Interoperability of Applications Developed on Different Mobile Platforms (이기종 모바일 플랫폼 간 어플리케이션의 상호 호환을 위한 변환 솔루션 구현)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Ryu, Jong-Min;Hong, Chang-Pyo;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.65-69
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    • 2006
  • Cellular network evolution and development of multi-function cellular phones introduce new mobile business mode. Cellular operators provide mobile internet services using the mobile browser such as ME and WAP and the mobile multimedia platform such as WIPI, J2ME, and BREW. New mobile applications are developed using mobile platforms provided by cellular operators as cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS are developed. Content providers have problems of redevelopment of a mobile application for different mobile platforms. In this paper, we propose a conversion solution for interoperability of applications developed on different mobile platforms of WIPI and BREW. We analyze APIs of WIPI and BREW and develop conversion solutions.

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The Development of Road Signs Mobile Application for Managing Road Signs Efficiently (도로표지의 효율적 관리를 위한 도로표지 모바일 어플리케이션 개발)

  • Baik, Sang-Keun;Hong, Chang-Hee;Kim, No-Min;Park, Hyun-Keun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.835-838
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    • 2013
  • 국토해양부에서는 전국 도로표지의 효율적인 관리를 위해 국내 300여개 도로표지 관리기관에서 도로표지업무에 활용할 수 있도록 2001년 웹 기반의 도로표지전산관리시스템을 구축하였고, 2003년 도로표지종합관리센터를 설립하여 지속적으로 운영해오고 있다. 이는 네트워크 기반의 도로망도 상에서 전국 도로표지를 연계하여 관리할 수 있어 도로표지의 안내 연결성 확보 등 국내 도로표지 관리업무에 많은 부분 기여해 왔다. 최근 들어서는 모바일 환경이 구축되면서 인터넷이 연결된 사무공간 외에 현장에서도 시스템을 활용하고자 하는 요구가 증가하게 되었다. 따라서 도로표지종합관리센터에서는 도로표지전산관리시스템 이용자들의 편의를 증진하기 위하여 현장지원을 위한 도로표지 모바일 어플리케이션을 개발하였다. 모바일 어플리케이션은 스마트폰, 스마트패드 등 3G/4G/Wi-Fi 등 무선통신이 가능한 다양한 모바일 스마트 기기를 활용하여 도로표지전산관리시스템의 기능을 현장에서 활용할 수 있도록 하였으며, 현장이라는 공간 특성을 반영하여 쉽고 간단하게 기능을 구현하였다는 데 특징이 있다. 이를 통해 도로표지 담당자들은 언제 어디서든 도로표지 정보의 조회가 가능하고, 현장조사 시 표지 사진과 관련 정보를 수집하여 현장에서 즉시 도로표지전산관리시스템에 표지정보를 입력하거나 수정 할 수 있다. 현재는 모바일 어플리케이션 버전 1.0이 개발된 상태이며, 향후 다양하고 반복적인 사용자 활용 패턴을 면밀히 분석하여 보다 사용하기 쉽게 도로표지전산관리시스템 기능을 사무공간에서와 같이 모바일 어플리케이션도 사용할 수 있도록 지속적으로 개선해 나가고자 한다.

Design of Data Encryption Platform by Types of Application in Mobile Environment (모바일 환경의 어플리케이션 유형별 데이터 암호화 플랫폼 설계)

  • Cho, Dae-Kyun;Yun, Sung-Yeol;Park, Seok-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1038-1040
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    • 2012
  • 모바일 보안에 대해 개인정보유출 피해방지를 위하여 모바일 기반 어플리케이션에 사용되는 데이터 유형을 단말저장형, 일반전송형, 실시간전송형 데이터로 정의하고, 데이터 유형에 맞는 암호화 알고리즘의 특징을 비교 분석하였다. 그리고 개발자가 개발하는 어플리케이션에 맞는 암호화 알고리즘을 사용하기 위하여 암호화 알고리즘 특성에 맞는 항목으로 객관적인 비교 분석을 하였다. 또한 객관적인 분석을 통하여 데이터형태를 정할 수 있는 데이터 유형분석 알고리즘을 설계하였다.

Intention to Use Mobile Delivery Application Services, Depending on Personal Innovativeness and Self-Efficacy (개인혁신성과 자기효능감이 모바일 배달 어플리케이션 서비스 이용의도에 미치는 영향)

  • Park, Min-Hee;Kwon, Mahnwoo
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.440-448
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    • 2017
  • This study aims to determine the factors affecting people's intention to use mobile delivery application services. The technology acceptance model (TAM) was employed and a survey was conducted on 300 delivery application users. As a result, personal innovativeness was found to have a positive effect on perceived ease of use and perceived playfulness. Self-efficacy turned out to have a positive influence on perceived ease of use and perceived playfulness. Next, perceived ease of use was found to positively affect both perceived usefulness and perceived playfulness, and perceived usefulness and playfulness had a positive effect on the intention to use the service as well. Lastly, personal innovativeness and self-efficacy were found to have a significant indirect influence on the intention to use the service. This study suggests users can be induced to voluntarily and continuously use the service, if their personal characteristics and perception of the service are considered in the future development of the service.

Design and Implementation for Augment Reality Application Using Open Source (오픈소스를 활용한 증강현실 어플리케이션 설계 및 구현)

  • Cha, Tae-soo;Kim, Jong-bae;Shin, Yong-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.538-541
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    • 2014
  • With the increased market demand for advanced specifications in smart phones, smart phones that have functions with wireless communications with high speed, cameras with high pixel and with high graphic processing ability have appeared. Furthermore, as traditional Augmented Reality technology has been practicable in mobile devices, many application's use AR technology, so AR's portability has been increased. But application with AR technology, which was implemented in smart phones has created capacity issues as applications are taking up a large portion of the memory capacity of phones. This research designed and implemented optimized AR technology by Mixare, AR open source, to solve such problems. As a result, I assured that there has been a decrease in application's memory used on the basis of mobiles.

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Implementation of Mobile-phone Application Develop Environment: CPU-level Emulator (모바일 폰 어플리케이션 개발환경의 구축: CPU레벨 에뮬레이터의 개발)

  • Lee, Je-Hyeong;Mun, Su-Muk
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.361-366
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    • 2007
  • 현재 모바일 폰 소프트웨어 개발 플랫폼들의 에뮬레이터들은 API 레벨로만 에뮬레이션을 하는 한계로 인해 실제 폰과 완전히 동일한 동작을 보장할 수 없으므로 개발중인 어플리케이션의 동작을 제한된 수준 안에서 확인해 볼 수밖에 없었다. 하지만 CPU 레벨의 에뮬레이터가 제공된다면 실제 폰과 동한 동작을 PC에서도 보장할 수 있게 되어 어플리케이션의 개발에 있어서 보다 수월한 테스트, 동작의 동작 특성 파악 및 성능 평가 등이 가능해 진다고 할 수 있다. 이 논문은 ARM 기반의 CPU 레벨 에뮬레이터를 제공함으로써 이와 같은 개발상의 이점을 취함과 동시에 널리 사용되는 디버거(GDB)와 연동되도록 하여 친숙하고 쾌적한 디버깅 환경을 제공할 수 있음을 보여주며, 이러한 에뮬레이터 플랫폼 개발에서 발생하는 여러가지 문제점들의 해결방안을 제시하고자 한다.

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