• Title/Summary/Keyword: 애플리케이션의 선호도

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Design and Implementation of an Intelligent System for Personalized Contents Recommendation on Smart TVs (스마트 TV 상의 개인화된 콘텐츠 추천을 위한 지능형 시스템 설계 및 구현)

  • Lee, Sang Hoon;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.73-79
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    • 2013
  • Recently, smart TVs have widely spread in our daily lives. However, it is difficult for users to find proper TV contents among a lot of TV and application contents because of inconvenience of input devices compared with those of smart phones or smart pads, so there are some problems with very low utilization of the smart functionalities of smart TVs. We suggest a personalized contents recommender system on smart TVs to resolve these problems and help for users to search appropriate contents easily and quickly in this research. We design and implement an intelligent system for personalized contents recommendation on the smart TVs based on multi-dimensional analysis considering user profiles and preferences, watching patterns of TV programs, and TV contents use statistics of TV users.

Implementation on Wi-Fi/IR Gateway and Smartphone Application for Integration and Control of Consumer Appliances (가전제품 통합 제어를 위한 Wi-Fi/IR 게이트웨이 및 스마트폰 애플리케이션 구현)

  • Ryu, Won Jae;Chae, Seog;Shin, Soo Young;Kim, Young Hyung;Jung, Dong Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.4
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    • pp.879-888
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    • 2017
  • Recently, the Smart household appliances to provide Smart services have been actively spreaded by providing IoT(Internet of Things). Also, the appliances which Wi-Fi and Bluetooth can directly control are preferred. But until now, the most household appliances are based on IR(InfraRed) and the each procotols of them are different. In this paper, to solve these problems, we suggested the system to control both smart appliances and general appliances by using Smart phone. The system is "Wi-Fi to IR" gateway which receives the Wi-Fi signal to convert to IR signal and transmit it. Also, we made the remote control function in specific brands' appliances possible to most brands without limitation and tried to control not only one remote controller for one TV brand but also for all brand without limitation.

The Effects of Mobile Shopping Motivation on Attributes and Selection of Beauty Applications (모바일 쇼핑동기가 뷰티 어플리케이션의 속성과 채택에 미치는 영향)

  • Ha, Jong-Kyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.117-124
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    • 2021
  • This study attempted to analyze the influence of mobile shopping motivation on the attributes and selection of beauty applications among consumers in their 20s, and the results found the following: First, mobile shopping motivation was classified into the categories of playfulness, convenience, and impulsiveness while beauty application attributes were divided into contents, community, and continuous management. Second, mobile shopping motivation was found to have a significant influence on selection of mobile beauty applications. Specifically, playfulness affected professional brands and beauty shopping mall apps, while impulsiveness revealed an effect on online shopping malls and beauty community apps. In addition, convenience showed an influence on TV home shopping apps. Third, mobile shopping motivation had a statistically significant effect on beauty application attributes. Specifically, playfulness, convenience, and impulsiveness revealed a statistically significant influence on contents, while playfulness also affected beauty communities. In addition, impulsiveness affected continuous management.

Study on floating action button's use and its application (Floating Action Button의 사용 실태와 올바른 사용법)

  • Kang, Hyo Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.261-266
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    • 2019
  • The purpose of this study is to assess usage of floating action button, a component of Google's Material Design. Case studies were conducted to overview the component's current usage and qualities, followed by eye-tracking experiments and in-depth interviews conducted to 12 subjects. Results have shown that while floating button can promote an action by catching viewers' attention with its striking visual, users tend to look at top more, thus preferring top placement for interfaces. To give positive user experience, designers should consider factors such as the amount of content covered by the button, the way users interact with the application, etc. This study aims to provide proper guidelines for the component's application.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

A Study on the Revitalization of Military Libraries (병영도서관 활성화 방안에 관한 연구)

  • Noh, Younghee;Kwak, Woojung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.3
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    • pp.31-57
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    • 2019
  • This study is to suggest the revitalization plan of military libraries, on the basis of analysis for the military library status and the results of a survey and interview with soldiers and working staff in the military libraries. To this end, first, it analyzes study trends in the operation and revitalization plan of the military libraries based on the preceding research analysis and investigates and analyzes the operation of the military libraries. Second, it identifies problems in the operation of the military libraries by comparing and analyzing between the operation of domestic military libraries and the best cases as well as the operation situation of the overseas military libraries. Third, it suggests the revitalization plan by holistically analyzing the situation and the best cases of the military libraries while finding out the problems through interviews and questionnaires. According to the analysis, first, it is necessary to expand the number of exclusive personnel with librarian qualifications and prepare standards for the placement of librarians. Second, it is necessary to develop online education to provide regular operation education for the personnel of the military libraries. Third, it is necessary to develop common manuals for working staff. Fourth, it is necessary to prepare the plan to expand the preference books of soldiers to increase reading and usage rate of the military libraries. Fifth, it is necessary to construct library space in the form of a book cafe for soldiers' knowledge development and relaxation and to locate the library in a highly accessible place. Lastly, it needs to develop the application of the military library and should lead to high interest in libraries by letting soldiers read books and post book reviews on it after work.