• Title/Summary/Keyword: 스마트앱

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Research on Factors Affecting Smartphone App Market Selection: App Market Platform Provider's Perspective (스마트폰 앱 마켓 선택에 영향을 미치는 요인에 관한 연구: 앱 마켓 플랫폼 사업자 관점으로)

  • Lee, Ho;Kim, Jae Sung;Kim, Kyung Kyu;Lee, Youngin
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.1
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    • pp.11-23
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    • 2018
  • This paper empirically investigates the factors that influence the consumer choice of an app market based on the rational choice theory. The app market is the only channel where a consumer can buy smartphone apps, which give various functional convenience and are considered to be a major contributor to the proliferation of smartphones. Analyses of 281 questionnaires show that usability and structural guarantees as benefit factors significantly influence the app market choice. From the cost perspectives, both monetary and non-monetary conversion costs are found to significantly influence the app market choice. On the other hand, customer trust, information quality, and market image were found to have no significant effect on app market selection. In particular, Korean app market platform providers (KT, LG U +) seem to be superior in terms of structural guarantees, such as customer center operation and damage compensation regulations, compared to overseas app market platform operators (Google). However, in the case of the Google App Market, it is pre-installed on all Android phones, so it is not inconvenient to install additional apps to use other app market. This is disadvantageous to domestic app market platform operators, and it is necessary to establish a policy solution point. In terms of operator costs, both monetary and non-monetary conversion costs have a significant impact on app market choice. In particular, non-monetary conversion costs have a negative impact on Korean app market platform operators. It can be explained that the service expectation level of the domestic app market is low and it is recognized that the time cost factor such as membership is large for new users to use. It seems to be necessary to improve the domestic app market business. Meanwhile, extant research on smartphone apps focuses on the purchase of apps themselves, but not on the selection of the app market itself. In order to fill in this gap, this study focuses on the determinants of app market selection, including the characteristics of an app market and the switching costs.

The smartphone usage of the women's University students and University Education (여자대학교 학생의 스마트폰 사용실태와 대학교육)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.387-388
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    • 2012
  • 본 논문은 304명의 K여자대학교 학생 스마트폰 이용자(2011년 11월 20일~30일)를 대상으로 ${\blacktriangle}$스마트폰 서비스 이용현황 ${\blacktriangle}$스마트폰 제조사, 통신사, 약정기간, 교체기간 ${\blacktriangle}$모바일 앱 이용현황 ${\blacktriangle}$스마트폰 전용 정액요금제 종류 ${\blacktriangle}$스마트폰을 통한 SNS이용현황등의 스마트폰의 사용실태를 조사하고, 방송통신위원회 한국인터넷진흥원가 국내 만 12-59세 스마트폰 이용자의 온라인 설문지 유효응답자수 4,000명을 대상(2011년 5.29~6.9)으로 조사결과를 비교하여 대학의 학사행정관리, 학습콘텐츠 검색, 유용한 학습도구로 활용할 수 있는 미래대학의 모습을 제시하고자 한다.

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Design of an Electron Card Management System Based on Smart Phone Utilizing Web (웹을 활용한 스마트폰 기반의 전자명함 관리 시스템 설계)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.729-731
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    • 2011
  • 최근 스마트폰의 대중화로 인해 소비자들의 관심이 높아짐에 따라 통신사에서는 더욱 향상된 다양한 종류의 스마트폰을 선보이고 있는 추세이다. 또한 사용자의 성향에 따라 스마트폰에서 활용할 수 있는 콘텐츠나 어플리케이션의 종류도 꾸준히 증가하고 있다. 현재 스마트폰 기반에서의 전자명함과 관련된 콘텐츠는 일정한 명함의 디자인 포맷이 정해져 있고 사용자가 직접 명함을 디자인하거나 세부 항목을 설정할 수 있는 기능은 지원하지 않는 것이 대부분이다. 또한 웹과 연동하여 스마트폰과 PC에서 동시에 명함을 관리할 수 있는 부분에 대한 개발은 미비한 실정이다. 본 논문에서는 웹을 활용하여 사용자가 직접 명함을 디자인 할 수 있는 스마트폰 기반의 전자명함 관리 시스템을 설계한다.

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A Study of DDoS Attack and Malicious Code Countermeasures for Smartphone (스마트폰 DDoS 공격과 악성코드에 관한 대응책 연구)

  • Choi, Woo-Seok;Han, Seung-jo
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.896-899
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    • 2012
  • 현재 스마트폰 사용자가 급증하면서 통계적으로 국민 1인당 1대의 스마트폰 혹은 태블릿PC를 사용하고 있는 것으로 집계되고 있다. 스마트폰 이용자가 증가함에 따라 보안에 대한 위협도 증가하고 있다. 실제 좀비 스마트폰에 대한 좀비 악성코드에 감염된 사례도 있으며 본 논문에서는 PC를 이용한 기존의 DDoS(Distributed Denial of Service)공격과 스마트폰을 이용한 DDoS공격 기법의 공격을 살펴보고, 스마트폰의 패킷을 캡쳐하여 Wi-fi 데이터망에서 앱 실행이나 웹에 접속 할 때 어떤 패킷이 나가고 들어오는지 확인하는 방법을 소개하며, 스마트폰 DDoS 공격 등의 악성코드에 대한 대응책을 제시한다.

Anti-Theft App for smartphone charging in public places (공중장소에서 충전 중인 스마트폰의 도난방지를 위한 앱)

  • Sug, Hyontai;Kim, Seong-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.129-130
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    • 2020
  • 공중장소에서 충전기에 꽂힌 상태로 무방비로 도난의 위협에 방치되어있는 스마트폰들을 아주 쉽게 발견할 수 있다. 잃어버린 스마트폰은 다시 구매하면 되지만 혹시라도 미처 백업하지 못한 자료나 연락처 등의 소중한 정보의 손실로 인해 피해는 클 것이다. 공중장소에서 충전중인 스마트폰을 절도를 목적으로 무단으로 전원에서 분리할 가능성에 대비하여 경고화면을 보여주는 한편, 만일 무단으로 충전기에서 뽑거나 케이블을 절단하면 경보를 울리는 한편, 현재 위치의 위도와 경도를 SMS기능을 사용해 지정한 전화번호로 해당 정보를 전송하는 기능을 안드로이드에 구현하였다. 이를 통해 도난이 되더라도 스마트폰을 잃어버린 위치와 시간을 특정 할 수 있게 도와 줄 수 있기 때문에, 도난이 의심되는 해당 시설 또는 근처의 CCTV영상을 확보하여 범인을 빨리 특정할 수 있게 함으로써 최대한 빠르게 스마트폰을 되찾을 수 있는 확률을 높여주고, 스마트폰에 대한 절도억제 효과도 줄 수 있다.

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Application-Services, "Islands" utilizing web-picture (웹 영상을 활용한 "섬"앱 서비스에 관한 연구)

  • Kwon, Oh-Tae;Kang, Hyo-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2712-2716
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    • 2011
  • The development of mobile phone is growing everyday according to the change of our age. Most of all, the birth of smart phone has gotten lots of attentions. The Smart Phone has not only nalogue functions for calling and receiving but also has many multiple-service functions satisfying the contemporary digital needs. Due to the smart phone, people could access to various and plenty information simply by touching it. It was Sep. 2011 that the number of smart phone users began to be more than 15,000,000. That number stands for the turning point of digital revolution. In Korea, both of "Omnia" from Samsung and "i-phone" from Apple came into the market near the end of 2009. That time was so called the full-scale first smart-phone war, and thinking of the time, it could be named as the explosive growth of smart phones. We can predict that the smart phone will influence the real life of human beings not only the mobile phone market. In this way, the smart phone has come deeply into our life day by day. For instance, more people can be able to get the informations of their trip for their leisure and free weekends through the smart phone. Thus, our study, began with the theme of "Korean islands trip", will start in the relationship with the Application-Services, "Islands" utilizing web-pictures.

Analysis of Pre-Service Elementary Teachers' Questions and Lesson Plans in Planning Science Class Utilizing Smart Technology (스마트 테크놀로지 활용 과학 수업 계획 시 발생하는 초등 예비교사의 질문과 수업과정안 분석)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.162-174
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    • 2021
  • The purpose of this study was to investigate the types of questions raised by pre-service elementary teachers when planning a science class utilizing smart technology and the characteristics of their lesson plans. For this purpose, lesson plans and questions written by the 96 pre-service teachers were collected. The results of this study can be summarized as follows: (1) Pre-service teachers used simulation apps, information offering apps, clicker evaluation apps, astronomical observation apps. Simulation apps and clicker evaluation apps were used the most in the introduction stage of the class, simulation apps in the development stage, and clicker evaluation apps in the finishing stage. (2) In the lesson plans, the activities that elementary school students use smart technology showed more than those used by teachers, and its characteristics were more prominent in the development stage of the class. (3) As for the content type of smart technology, experience type was the highest, followed by tool type and resource type. In comparison, there were relatively few interaction support types and learning opportunity extensions. (4) There were many cases in which pre-service teachers replaced elementary school students with virtual experiences using experience type instead of providing opportunities to experiment or experience directly. (5) Pre-service teachers asked various questions while planning science class utilizing smart technology, and a total of 25 question types appeared in 7 categories.

Tracking Application Behaviors Using User Interactions on Android Smartphones (안드로이드 스마트폰에서 사용자 상호작용을 이용한 앱 행위 추적 기법)

  • Ahn, Woo Hyun;Joun, Young Nam
    • Convergence Security Journal
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    • v.14 no.4
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    • pp.61-71
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    • 2014
  • In recent years, malwares in Android smartphones are becoming increased explosively. Since a great deal of appsare deployed day after day, detecting the malwares requires commercial anti-virus companies to spend much time and resources. Such a situation causes malwares to be detected after they have become already spread. We propose a scheme called TAU that dynamically tracks application behaviors to specify apps with potential security risks. TAU keeps track of how a user's interactions to smartphones incurs the app installation, the route of app spread, and the behavior of app execution. This tracking specifies apps that have the possibility of attacking the smartphones using the drive-by download and update attack schemes. Moreover, the tracked behaviors are used to decide whether apps are repackaged or not. Therefore, TAU allows anti-virus companies to detect malwares efficiently and rapidly by guiding to preferentially analyze apps with potential security risks.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.927-934
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    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.