• Title/Summary/Keyword: 스마트폰 App

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Design and Implementation of Health Club Management System Using Mobile App (모바일 앱을 이용한 헬스클럽관리 시스템 설계 및 구현)

  • Kim, YunSu;Yoon, KyungBae;Koo, MinJeong
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.133-139
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    • 2014
  • This study has designed the system that can manage the amount of exercise required for health management, viewing the health management courses which are currently being operated, register the desire courses and verifying the registered schedules and monthly health performances at a glance by using a mobile application. The advantage of health club management system is automatically transmits the daily exercise information to the server without a separate sensor through a simple QR scanning using a smart phone. Since the overall operating requirements of services and various facilities of health club is transmitted as the data to the remote server through a smart phone, users of various levels including workers, students, housewives, etc can easily access and use the health club management system using the WiFi, LTE, 3G, etc.

The effects of smart phone usage motive and fashion brand app factors upon the intention to accept fashion brand applications (스마트폰 이용 동기와 패션 브랜드 앱 내용이 패션 브랜드 앱 수용의도에 미치는 영향)

  • Choi, Yeseul;Kim, Miyoung
    • Journal of Fashion Business
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    • v.17 no.4
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    • pp.149-163
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    • 2013
  • This study investigated the effects of smart phone usage motives and fashion brand app factors upon the intention to accept fashion brand applications. Data were collected from 250 female college students living in Seoul and Gyeonggi-do. 220 reliable data were analyzed by frequency, factor analysis, Cronbach's alpha, ANOVA,, Duncan test, paired t-test, chi-square analysis, regression. The results were as follows: Firstly, the 'information acquisition' and the'use of time' were considered to be the most important motive factors driving consumer's smart phone usage. Secondly, the motives underpinning smart phone user's intention to accept a fashion brand application were 'social relationships', 'entertainment', and 'information acquisition'. Thirdly, the frequently used factors during the usage of fashion brand application could be classified in order of frequency as follows: 'product information provision', 'store information provision', 'coordinated information provision', 'fashion information provision', 'entertainment provision', 'hobbies and life information provision', virtual wearing provision', 'SNS provision', and, 'events and coupons provision'. Fourthly, a factor analysis of these nine factors were classified into 'basic information type', and 'additional information type'. The influences of basic information type and the additional information type upon the intention to accept the fashion brand application showed the following significant result: The basic information type had a greater influence upon the intention to accept the fashion brand app.

App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.519-526
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    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

AStudy of Potential CustomerUsage Intentfor in-Vehicle Apps and App Markettype (차량용 앱 및 앱 마켓 유형에 대한 잠재고객의 사용의도 분석 연구: 스마트폰과의 상호 운용성의 중요성)

  • Hong, Joo Hey;Lee, Chang Hoon;Park, Kyu Hong
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.225-251
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    • 2023
  • Purpose The purpose of this study is to examine the future direction of in-vehicle app development and service, the relationship between potential customers' intention to use and the factors that affect it was explored. It was also checked whether the two types of app development platform and the experience of the existing smartphone app platform had a moderating effect on these relationships. Design/methodology/approach Data was gathered through surveys, collecting responses from 904 potential consumers of vehicle app services in Korea. Structural equation modeling was utilized to analyze the data. Findings According to the empirical analysis result, it was found that potential customers considered enjoyment as the most important benefit factor in in-vehicle app service, and the most important external factor affecting enjoyment was functional compatibility with smartphone. The type of vehicle app development platform did not have a meaningful moderating effect on the factor relationship, whereas the smartphone app platform experience showed a meaningful moderating effect on the relationship between factors. It was analyzed that the risk of app performance, personal information privacy, and driving safety data did not have a negative effect on the intention to use the vehicle app service.

Proposal of a Learning Model for Mobile App Malicious Code Analysis (모바일 앱 악성코드 분석을 위한 학습모델 제안)

  • Bae, Se-jin;Choi, Young-ryul;Rhee, Jung-soo;Baik, Nam-kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.455-457
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    • 2021
  • App is used on mobile devices such as smartphones and also has malicious code, which can be divided into normal and malicious depending on the presence or absence of hacking codes. Because there are many kind of malware, it is difficult to detect directly, we propose a method to detect malicious app using AI. Most of the existing methods are to detect malicious app by extracting features from malicious app. However, the number of types have increased exponentially, making it impossible to detect malicious code. Therefore, we would like to propose two more methods besides detecting malicious app by extracting features from most existing malicious app. The first method is to learn normal app to extract normal's features, as opposed to the existing method of learning malicious app and find abnormalities (malicious app). The second one is an 'ensemble technique' that combines the existing method with the first proposal. These two methods need to be studied so that they can be used in future mobile environment.

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Design and Implementation of Chef Challenge App. using Smartphone and IoT (스마트폰과 IoT를 이용한 쉐프 도전 앱의 설계 및 구현)

  • Lee, Dong-Geun;Lim, Jae-Young;Park, Sung-Hee;Seo, Dong-Mahn;Gil, Joon-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.983-985
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    • 2016
  • 이 논문에서는 스마트폰과 IoT 기술을 이용하여 아두이노 보드에 탑재된 온도, 중량 등의 센서로부터 실시간 정보를 스마트폰으로 전송받아 요리과정을 시간별로 보여줌으로써 사용자들이 요리에 흥미를 유발시키고, SNS을 활용하여 자신이 개발한 레시피를 공개하여 누구든지 손쉽게 요리를 따라할 수 있는 내도쉐프 앱을 설계하고 구현한다.

Design of Programming Education with App Inventor (앱 인벤터를 활용한 PBL 프로그래밍 교육 설계)

  • Jeon, SeongKyun;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.237-240
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    • 2014
  • 오늘날 학생들에게 스마트폰은 일상생활에서 빼놓을 수 없는 친숙한 기기이지만 단순한 오락 위주의 활용에 그치는 경우가 대부분이다. 스마트폰을 손안의 작은 컴퓨터라는 관점에서 본다면 이는 더욱더 안타까운 실정이다. 왜냐하면 스마트폰은 그 동안 물리적 현실적 제약조건을 벗어나 다양한 교육활동을 가능하게 할 수 있는 교육 도구로써도 의미가 있기 때문이다. 이에 본 연구에서는 앱 인벤터를 활용한 PBL프로그래밍 교육을 연구하고자 한다. 앱 인벤터를 통해 학생들은 실제로 활용가능한 앱을 만들 수 있다는 점은 다른 교육용프로그래밍 언어와 차별화된 점이라 할 수 있다. 이러한 장점을 적극 활용하여 학생들의 흥미와 관심을 지속적으로 유지시키며 프로그래밍 교육을 할 수 있다는 점에서 의미가 있다고 생각한다.

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Application For Card Transfer and Making Using NFC (NFC를 사용한 명함 전송 및 제작 어플리케이션)

  • Jang, Eun-Gyeom;Moon, Chan-ho;Kim, Hwang-Jae;Song, Min-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.195-196
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    • 2016
  • 본 논문은 효율적인 명함 교환을 위하여 NFC를 활용하는 어플리케이션을 개발하였다. 기존의 오프라인 명함은 사용할 때 발생하는 제작비용과 보관상의 어려움이 있다. 이러한 문제점들을 해결하기 위해 개발한 프로젝트는 자신이 사용할 명함을 스마트폰에서 제작하고, 스마트폰에 기본적으로 탑재되어 있는 NFC 기능을 활용하여 명함을 교환하는 App이다. 사용자간 명함교환은 안드로이드 OS에 기본 탑재된 Android Beam 기능을 적용하였고 명함제작을 위해 스마트폰 카메라 또는 기존 사진 이미지를 활용할 수 있어 활용과 교환측면에 장점을 가져 활용성과 편의성이 용이하다.

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A Comparative Analysis on Authentication System of Smartphone Application (스마트폰 App 인증시스템의 비교분석)

  • Kwak, Kyeon-Hoon;Kim, Sang-Woong;Jung, Sung-Jin;Yang, You-Suck;Kim, Joo-Ryeong;Lim, Yang-Won;Lim, Hankyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.430-432
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    • 2015
  • 스마트폰의 보급과 소프트웨어 개발기술의 발전으로 다양한 어플리케이션이 출시되고 사용되어지고 있다. 특히, 스마프폰을 통해 모바일 쇼핑뿐 아니라 개인간 거래가 활성화되고 있다. 하지만 사용자가 많아지면서 인터넷 사기 범죄도 증가하고 있는 추세이다. 사용자간의 교류가 많은 어플리케이션은 인증이 중요하다. 본 논문에서는 스마트폰 어플리케이션에서 활용하는 인증의 종류를 알아보고 모바일 중고 거래 어플리케이션의 사용자 인증의 종류와 신뢰도 측정방법을 비교 분석하고, 문제점을 파악하였다.

Development of A Smartphone App Using Psychological Tests (심리테스트를 이용한 스마트폰 앱 개발)

  • Do, Hye-Rim;Cho, Tae-Yeon;Han, Woo-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.417-418
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    • 2011
  • 본 논문은 안드로이드기반 심리테스트 게임을 구현한 논문으로 사용자가 여분의 시간에 개인 또는 여러 참여자가 함께 실행하면서 즐기는 어플이다. 본 게임은 심리테스트 문제에 대한 설명과 각 선택항목에 대한 특성을 설명한 프로세스로 연동하였고 스마트폰으로 apk화일을 배포하여 수행결과를 확인하였다. 심리테스트의 구조와 다양한 테스트를 추가한다면 상용 어플로도 활용 가능하다. 본 과정을 완료함으로써 어플구현의 과정을 학습하게 되어 지도 학생에 대한 교육적인 효과가 향상되었다.

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