• Title/Summary/Keyword: 스마트 앱

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A Study on App Factory Design for Improving App Development Software Productivity (앱 개발 소프트웨어 생산성 향상을 위한 개발 자동화 설계에 대한 연구)

  • Chang, Younghyun
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.1
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    • pp.35-41
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    • 2017
  • Smart phone based IT support programs are faced with difficulties due to the following reasons first, long development period is required as separate developments are necessary respectively depending on the operating system of Smart phone second, it is also difficult to secure high development cost for the outsourcing of the development. It is a big problem for improving app developing productivity. Smart App Factory which is suggested in this thesis is the business strategy to surpass the Android market of Google and App Store of Apple within short period of time based on App productivity of Smart App Authoring Tool and to accomplish the materialization of App market which is in the 1st global position and all potential customers who need programs for their works regardless of budget, scope, complexity and scale will be implemented by unfolding unprecedented low price policy and global online marketing activities for App development.

A study on the effect of App Inventor in introductory Android programming course (안드로이드 앱 입문교육에서 앱 인벤터 활용 제안)

  • Park, Jungshin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.287-288
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    • 2013
  • 본 논문에서는 스마트폰의 확산으로 각광받고 있는 안드로이드 앱을 구현하기 위해 앱 인벤터라는 비주얼 프로그래밍 툴을 활용하는 법을 제안한다. 스마트폰 앱을 만드는 과정에서 컴퓨터 전공 초보 학생들이 느끼는 프로그래밍 언어 문법의 어려움을 최대한 덜어주고 문제해결능력과 논리 교육을 우선시함으로써 프로그래밍에 대한 재미와 흥미를 느끼게 해준다. 이로 인해 학생들의 중도탈락을 예방하고 전공 취업률을 높이는 효과를 기대할 수가 있다. 본 논문에서는 앱 인벤터를 통해 학생들이 구현한 간단한 예제를 살펴보고 교육적 효과와 활용 방안을 제안한다.

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Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.339-349
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    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

App Design Style and Usability Analysis for Smartphone Application -Focusing on the iPhone and Appstore- (스마트폰 앱 디자인 스타일 및 사용성 분석 -아이폰과 앱스토어를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.129-136
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    • 2010
  • Smartphone used to be an it item for only business people and early adaptors. However, the public interest towards Smartphone has been rapidly increased and now is spreading to the everyday life in general people. Variety of applications are introduced and registered in a day, but there are not enough apps with simple and useable interface. This is because that the applications are developed only in a view from developer and designer to match the splendor design and technical skills of apps not concerning the users. Therefore this study will analyze the value in use and design trend of registered apps in apps store to recognize the importance in use and also to discuss about a plan to apply this into the apps more effectively. In order to improve the mobile app usability, this study suggest that using intuitional icon, designing easy to use app navigation. This will lead to produce clear instruction for app developers and designers with more reliable effects in the future of Smartphone world.

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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Smartphone Usage Data Collection Application and Management Program for Big Data Analysis (빅데이터 분석을 위한 스마트폰 사용 데이터 수집 앱 및 관리 프로그램)

  • Jo, Seong-Min;Oh, Seung-Hyeon;Ahn, Ji-Woo;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.225-228
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    • 2021
  • 본 연구는 스마트폰 중독과 관련된 다양한 분석을 위한 스마트폰 사용 앱과 관리자 웹을 개발하고자 한다. 연구방법으로 이전 연구에서 중요한 변수로 작용되었던 '화면 켠 횟수', '실사용시간-인지사용시간' 변수를 분석할 있도록 적용하여 스마트폰 사용시간, 사용량, 사용 앱, 화면 잠금을 해제한 횟수 등 다양한 데이터 수집이 가능한 앱을 개발한다. 관리자 웹은 수집된 데이터를 저장, 분석할 수 있는 공간으로 사용할 것이다. 앱에서 수집된 데이터는 서버에 전송한 후, 시각화 분석 기능을 제공하는 관리 프로그램으로 개발하여 스마트폰 중독 연구에 사용한다. 향후 데이터 수집과 사용 목적에 동의한 사용자를 모집하여 데이터를 수집하고 스마트폰 사용 패턴, 데이터마이닝, 중독 등과 관련된 다양한 분석을 할 것이다. 이를 통해 보다 정확하고 효과적인 스마트폰 중독 진단이 가능해질 것과 나아가 스마트폰 중독 치료방안 연구에 기여할 것으로 기대한다.

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VTS 앱 개발 및 보급을 통한 선박 관제 서비스 강화 방안

  • Lee, Dong-Heon;An, Byeong-Il;Yun, Su-Jin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2018.05a
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    • pp.286-288
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    • 2018
  • 본 연구에서는 스마트폰 GPS 기능을 활용한 스마트폰 앱을 개발 및 보급하여, 선박에서 자신의 스마트폰을 활용, 관제 정보를 즉시 확인 가능하도록 하고, 이를 바탕으로 한 선박안전관리 및 관제서비스 향상방안을 제언하고자 한다.

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A Study on Effects of the Service Quality and the Usage Review Characteristics of Smartphone Majib App on Satisfaction and Reuse Intention of Majib App (스마트폰 맛집 앱 서비스품질과 사용후기 특성이 앱만족 및 재이용의도에 미치는 영향에 관한 연구)

  • Han, Ji-Soo
    • Culinary science and hospitality research
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    • v.22 no.2
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    • pp.234-251
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    • 2016
  • The purpose of this study is to verify the effects of service quality and usage review of smartphone Maiib application(apps) on satisfaction, and reuse intention, convenience sampling method was employed and survey was conducted during the 15th of September, 2015 to the 30th on October as perceived by smartphone Maiib app users. Total of 312 responses were collected, and 295 usable data were used for statistical analysis excluding missing data. Descriptive analysis, factor analysis, and SEM were used to verify the hypothesis. The results from this study are as follows: first, reliability, empathy, usefulness of service quality significantly impact on Majib app satisfaction except informativeness and mobility; second, review assentation of the usage review characteristics significantly impact on Majib app satisfaction but review usefulness of the usage review characteristics significantly did not influence on Majib app satisfaction; third, smartphone Majib app satisfaction critically influences on reuse intention. Based on these results, current study can contribute to verify useful information is very important antecedent to construct the effective marketing strategy by smartphone app.

Factors Influencing Satisfaction of Branded App and Purchasing Intention: Moderation Role of Product Involvement (브랜드 앱 만족도와 구매의도의 영향요인: 제품관여도의 조절효과)

  • Jin Xinhua;SooYeon Chung;Cheol Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.121-140
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    • 2016
  • Today, consumers are interested in branded apps as new marketing channels. Consumers do not have ready access to information that will enable them to judge the quality of a particular product or service before purchase, but they will gain such information with branded apps. As they need to be actively chosen and downloaded to users' smartphone by the users themselves, branded apps have greater marketing effectiveness and influence than traditional channels. Therefore, corporations that place emphasis on interactions with customers anticipate a new marketing effect with their branded apps. With previous research on smartphone applications as a background, this research finds key factors in branded apps that influence users' satisfaction. Additionally, the study centers on the relationship in which satisfaction in the branded app significantly influences the purchase intention for the branded product/service.