• Title/Summary/Keyword: 스마트앱

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Implementation of the Realtime Learning Evaluation System and Interaction for Smart Learning (스마트러닝을 위한 실시간 학습평가 및 상호작용 시스템 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.6
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    • pp.245-252
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    • 2013
  • We developed a system which supports the functions of real-time evaluation and feedback for smart learning. The system is consisted of an application for tablet PC and smart phone and the server, and the client exchanges data with the server through wireless communication. Whereby, the proposed system enabled realtime interaction and feedback between learner and teacher or between learners. As a result, the instruction for each learner's level is available using the system, and then it could enhance the level of academic achievement and learning interest.

Development of Smart Application for English Speaking (영어 말하기 능력 신장을 위한 스마트 앱 개발)

  • Ryu, Miyoung;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.367-374
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    • 2016
  • In this study, we proposed the development of smart application for English speaking effectively. First, to develop English learning application, we applied the TTS feature to record your own sounds and learning theory repeated listening and speaking that is the basis of English learning. To analyze the effectiveness of the application, we applied a lesson to elementary students for 4 months. In the test result, we found that all students have advanced to the English speaking ability and the test results of the affective factors showed a positive response to most students.

Development of an App for Store Information Management based on NFC (NFC 기반 가게정보관리 앱 개발에 관한 연구)

  • Ahn, Ki Ho;Kim, Yong Il
    • Smart Media Journal
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    • v.2 no.3
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    • pp.39-46
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    • 2013
  • According to popularization of smart phones, we can easily see the QR code attached to products. Restaurants also provide customers with store information using QR code. Sixteen years have passed since QR code was developed. In Korea, QR code has been widely utilized in the field of marketing because of easiness of technique implementation and channel expansion to mobile. However, to recognize QR code, we should run the proper application and focus on it during loading time. To address this problem, this paper proposes the app to manage store information using NFC technology. The proposed app saves easily store information through the name card of a store and facilitates its management obtained by a smart phone.

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A Design and Implementation of Mobile Application Usage Pattern Analysis System (모바일 어플리케이션 이용패턴 분석 시스템의 설계와 구현)

  • Park, DongGyu;Kim, SungKwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2272-2279
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    • 2014
  • Mobile applications are software systems running on handheld devices, such as smartphones, PDAs, tablets and so on. The market of mobile application has rapidly expanded in the past few years. In this paper, we present a novel approach to track smartphone application usage from a event logs on the mobile device and analyzed both on client system and usage analysis server. We implemented our client system on Android device based usage analytics platform. Based on the analysis server system, we obtained over 47,000 user base, and we get the user's app usage informations on realtime. In this paper, we describe a large scale deployment-based research for a smartphone usage patterns and usage information visualization techniques.

Smartphone Applications/System Design Plan for Class Activation (수업 활성화를 위한 스마트폰 앱·시스템 설계 방안)

  • Lim, Kyung-Hee;Kim, Mi Ryang
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.213-223
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    • 2021
  • In this study, a smartphone utilization system was designed to explore ways to use smartphones owned by more than 95% of Korean teenagers in school classes. First, the necessary functions were selected based on the factors related to adolescents and the factors of distraction, dependence, motivation, and cooperation in the preceding studies on the use of smartphone classes, and then three versions of the application were composed according to the educational roles of students, teachers, and parents. By using these applications, students can learn self-study, motivate learning, and actively interact, teachers can be more closely with students and facilitate lessons while giving detailed feedback, and parents can check the student's safe learning using smartphones. It is hoped that this measure will help to increase the educational effect by activating the use of smartphones in school classes.

Development of Evaluation Tool for Educational Applications (교육용 앱 평가도구 개발 연구)

  • Lee, Jeong-Sook;Kim, Sung-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.149-152
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    • 2013
  • 이 연구는 스마트교육환경에서의 교육용 앱을 평가하기 위한 신뢰롭고 타당한 도구를 개발하는데 있다. 기존 선행연구에 기초해서 교육용 앱의 평가를 위한 평가모형을 도출했으며, 이 모형은 4개의 평가영역(교수 학습측면, 화면디자인측면, 기술측면, 경제 윤리측면)과 13개 평가요소들로 구성되었다. 이 잠재모형의 통계적 타당성 검증을 위한 자료수집을 하고자, 경기도 소재 중학교 1곳과 고등학교 2곳의 학생 156명을 대상으로 교육용 앱을 평가하는데 있어서 각 평가문항이 갖는 중요도를 평가하였다. 수집된 자료를 탐색적 요인분석한 결과, 교육용 앱을 평가하는 영역으로 교수 학습(흥미성 자기주도성 실용성, 인지발달성), 화면디자인(디자인의 적합성, 어휘의 정확성), 기술(호환성, 안정성), 경제 윤리(경제성, 윤리성) 등 4개 영역이 제안되었다. 또한 문항내적일관성을 확인하고자 신뢰도 분석한 결과, 각 평가영역 별 Cronbach ${\alpha}$는 .88, .85, .82, .80으로 모두 적합한 수준을 보였다. 따라서, 이 연구를 통해 도출된 교육용 앱 평가도구는 통계적으로나 타당성과 신뢰성 측면에서 의미 있는 것으로 판단할 수 있다.

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Study for Mathematics App development for Senior (스마트 기기 활용 시니어 수학 자료 개발 연구)

  • Ko, Ho Kyoung;Lee, Hyeungju
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.309-333
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    • 2016
  • This study is part of app development research based on user centered design which targets silver generation learners. The mathematical contents provided by Senior math application focus on Numeracy issues. In order to finalize the user interface and the mathematical contents which is for developing the mathematic application, teaching experiment was carried out through 9 senior learners. Also CIPP program evaluation model was used for monitoring the result of this teaching experiment. Factors such as 'educational objectives' 'requirement analysis' 'educational environment' 'curriculum' 'learning content' 'learning matter' 'interaction' 'program administration' 'supporting environment' 'satisfaction' 'study result' 'substantiality of learning' were checked and as a result the Senior Mathematic application was developed through these feedbacks.

On Security of Android Smartphone Apps Employing Cryptography (안드로이드 스마트폰 암호 사용 앱 보안 분석 및 대응)

  • Park, Sang-Ho;Kim, Hyeonjin;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.6
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    • pp.1049-1055
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    • 2013
  • Smartphones are rapidly growing because of easy installation of the apps (application software) that users actually want. There are increasingly many apps that require cryptographic suites to be installed, for instance, for protecting account and financial data. Android platform provides protection mechanisms for memory and storage based on Linux kernel, but they are vulnerable to rooting attacks. In this paper, we analyze security mechanisms of Android platform and point out security problems. We show the security vulnerabilities of several commercial apps and suggest appropriate countermeasures.

A Study of Behavior Based Authentication Using Touch Dynamics and Application Usage on Android (안드로이드에서 앱 사용과 터치 정보를 이용한 행위 기반 사용자 인증 기술 연구)

  • Kim, Minwoo;Kim, Seungyeon;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.361-371
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    • 2017
  • The increase in user data stored in the device implies the increase in threats of users' sensitive data. Currently, smartphone authentication mechanisms such as Pattern Lock, fingerprint recognition are widely used. Although, there exist disadvantages of inconvenience use and dependence that users need to depend on their own memory. User behavior based authentication mechanism have advantages of high convenience by offering continuous authentication when using the mobile device. However, these mechanisms show limitations on low accuracy of authentication and there are researches to improve the accuracy. This paper proposes improved authentication mechanism that uses user's smartphone application usage pattern which has not considered on earlier studies. Also, we analyze performance of proposed mechanism with collected datasets from actual use of smartphone applications.

A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Annual Conference of KIPS
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.