• Title/Summary/Keyword: 스마트앱

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Design and realisation of 'Clean App' application to vitalise elderlies's smartphone usage (고령화 사회 실버세대의 스마트폰 활성화를 위한 '클린 앱' Application 설계 및 구현)

  • Cho, young-ju;Song, gi-young;Oh, ji-hoon;Kim, jin hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.89-90
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    • 2017
  • 4차 산업과 현대사회의 급격한 발전으로 인하여 현대인들에게 있어 스마트폰은 절대적 필수품으로 여겨진다. 또한 최근 인터넷 및 스마트 기기를 사용하는 '스마트 실버 세대'의 스마트폰 이용률이 증가해가는 추세이다. 본 논문에서는 '스마트 실버 세대'를 위해 불필요하거나 사용하지 않는 어플리케이션의 제거를 한눈에 볼 수 있도록 하여 어플리케이션을 제거(삭제)함에 있어 용이하고 편리함을 갖춘 '클린 앱' 어플리케이션을 제안한다. 더 나아가 '스마트 실버 세대'의 스마트폰 활성화를 위해 스마트폰 기기에 설치된 어플리케이션들을 사용빈도를 체크하고, 마지막으로 사용된 날짜를 확인 하여 불필요한 어플리케이션을 보다 정확하게 삭제 시킬 수 있도록 한다.

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매쉬업 웹 정보보호 표준화 동향

  • Nah, Jae Hoon;Cho, Hyun Sook
    • Review of KIISC
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    • v.23 no.3
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    • pp.51-55
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    • 2013
  • 웹 기술은 계속적으로 진화하고 있다. 산업적 측면에서는 이종의 서비스들이 융합하는 것이 손쉬운 방안이 된다. 이러한 서비스들 제공에는 스마트폰의 공급이 매우 지대한 영향을 미치고 있다. 인터넷 서비스는 스마트폰 서비스를 효율적으로 제공하기 위한 진통을 격고 있다. 앱스토어에서 제공되는 앱(Application)서비스의 무차별적인 다운로드는 스마트 인터넷 환경의 위해요소로 존재하고 있다. 매쉬업 기술에 의한 보안 위협을 식별하고, 서비스에 대한 보안 요구 사항 및 기술에 대한 ITU-T SG17에서 진행되고 있는 표준화 동향을 소개한다.

Implementation of Standard Conformance Verification Tool for Smart TV Platform based on HTML5 (HTML5 기반 스마트 TV 플랫폼 표준 앱 검증 도구 개발)

  • Hwang, Hee-Seon;Kim, Ho-Youn;Lee, Dong-Hoon;Park, Dong-Young;Lee, Eun-Hyang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.118-121
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    • 2014
  • 본 논문은 TTA 에서 제정된 "HTML5 기반 스마트 TV 플랫폼" 표준(TTAK.KO-07.0111/R1)에 따라 개발되는 스마트 TV 수신기 앱이 표준의 기술 요구사항을 준수하여 적합하게 구현되고 있는지 검증할 수 있는 앱 검증 도구를 소개한다. 이 도구는 개발자에게 제공되는 통합개발환경에 포함되는 개발 툴의 하나로, 표준기반 스마트 TV 앱의 소스코드를 해석하고 의미를 분석하여, 표준의 기술 요구사항에 따라 정의된 검증 규격(Rule)을 준수하는지 검증해주는 역할을 한다. 도구의 기능범위는 JSLint, JSHint, ESLint 와 같은 기존 Open Source 기반 툴의 문법 검사 기능을 수용하고, 스마트 TV 플랫폼 특성에 따른 미지원 API, 확장 API 사용 및 웹 브라우저에서 지원되지 않는 기능에 대한 검증을 추가하였다. 스마트 TV 앱 개발자들은 이 도구를 사용하여 개발 비용이 적게 드는 초기 단계에 표준을 준수하는 앱을 구현 함으로서 TV 정합 시간을 줄일 수 있으며, 다른 디바이스나 플랫폼으로 앱을 이식하는 작업을 효율적, 경제적으로 할 수 있다.

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The Convergence Effect of the Willingness to use Smartphone Application on Therapeutic Lifestyle Change among People with Mental Illness (스마트폰 앱 활용의지가 정신질환자의 생활습관 개선에 미치는 융합적 효과)

  • Lee, Kyunghee;Han, Mihwa
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.325-335
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    • 2018
  • We aimed to construct and test a structural equation model to analyze the convergence effect of utilizing smartphone technology for Therapeutic Lifestyle Change(TLC) among people with mental illness. A survey using a structured self-questionnaire was conducted from 549 male and 357 female subjects. The data was analyzed by SPSS 23.0 and AMOS 21.0. The model fit for the modified hypothetical model was shown: Q(${\chi}^2/df$)=3.241, AGFI=0.968, CFI=0.970, RMSEA=0.050(95% CI=0.035, 0.065), SRMR=0.048. In modified model from hypothetical model, the opinions about smartphone use affect the willingness to use smartphone applications. And the willingness to use smartphone applications affect dietary and living habits. The result of this study suggests that a convergent study using various delivery systems such as smartphone technology is necessary to implement TLC, which can facilitate the prevention of the metabolic syndrome among people with schizophrenia.

Implementation of Smart Convergent Communication System of Satellite and Wireless for Monitoring in Closed Room of Vessel (선박의 밀폐된 선내에서 해상관제를 위한 스마트 위성·무선 복합통신시스템 구현)

  • Park, Heum;Lee, Chang Bum;An, Sung Mun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.8
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    • pp.1853-1858
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    • 2015
  • The existence communications of vessel focused on voice, FAX, ISDN, etc. using satellite on the existent most communications on the ships, and recently, the ships need high quality smart communication service environments. In the results of experiments using the existent system, it could access on board, but in the closed room of vessel, was impossible to access e-mail and smart apps except voice communication. In the present paper, we implemented a novel communication system that can access voice, text, e-mail, file, vessel monitoring apps, etc. It consists of a convergent communication terminal combined with satellite and communication for Smartphone, and smart communication environment on the closed room. As the results, we can access a variety of smart communication in anywhere on board.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

A study on the service satisfaction of Chinese mobile Apps -Comparing paid and free services- (중국 모바일 앱 서비스 만족에 관한연구 -유료와 무료 모바일 서비스의 비교-)

  • Qin, Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.127-137
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    • 2017
  • The role of smartphones is changing from a communication system for exchanging calls and information into a universal platform for cultural services. Also, satisfaction for mobile application services on smartphones is a very important factor in the smart business. In This paper, we analyze the effects of the outcome, service scape, costs, and especially the impact of whether costumers having to pay or free for the app on customer satisfaction. For this purpose, we analyzed survey data on service quality of mobile app service from Chinese mobile app service users. We also analyzed the moderating effects of paid and free mobile app services. As a result, it was confirmed that the quality, servicescape quality and cost of mobile app service that customers perceive have a positive effect on customer satisfaction. In addition, the effect of the cost of mobile app service perceived by the customer on customer satisfaction showed that free mobile app service was more significant than paid mobile app service. This paper can be used as an alternative to monetization for providing a mobile app service provider or a mobile app service provider who wants to switch mobile app service from free to paid service.

Differences in Finding Smartphone Apps across User Types Categorized by App Icon Arrangement Style (스마트폰 사용자의 앱정리 유형에 따른 앱아이콘 탐색의 차이 연구 -아이폰 사용자 중심으로-)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.143-155
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    • 2017
  • In the mobile-first era, plenty of mobile apps have been created so that the number of apps owned in a smartphone have been increasing as well. However, users spend most of time with only a few apps and the rest of apps are just kept in their smartphones for future usage. Thus, in order to help users find the apps quickly it is important to study how users arrange apps in a mobile phone screen and find an app. In the literature, we extracted 5 user types to organize mobile apps. We further conducted user survey with 30 subjects and finalized major 3 user types categorized by relatedness(A), aesthetic(B), and external concepts(C). We found that most of subjects took less than 2 minutes when finding frequently-used-apps. However we identified difference in times taken to find a barely-used-apps across three user types; while A type users turns out to be the most effective in finding barely-used-apps, the B type uses tend to be the least effective among three types. For the A type users, an app's name is more important than an icon image because they tend to guess the functionality from the name of the app. The B type users use the color of app icon to find the app in the smartphone. For the C type users who tend to remain the original position of an app when first downloading it in the smartphone, the visibility of an app icon is important to catch users' eyes while they scan a page. The results of this study is expected to be useful for UX designers who improve the usability of app icon usage considering the user types.