• Title/Summary/Keyword: 애플리케이션 개발

Search Result 1,303, Processing Time 0.035 seconds

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
    • /
    • v.21
    • /
    • pp.31-43
    • /
    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.24 no.1
    • /
    • pp.227-252
    • /
    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

Satisfaction Evaluation of Diabetic Foot Disease Measurement using AI-based Application (AI기반 에플리케이션을 활용한 당뇨병성 족부질환 측정의 만족도 평가)

  • Hyeun-Woo Choi;Hyo-jin Lee;Min-jeong Kim;Jong-Min Lee;Dong-hyun Kim
    • Journal of the Korean Society of Radiology
    • /
    • v.18 no.4
    • /
    • pp.327-334
    • /
    • 2024
  • The purpose of this study is to develop a customized foot disease analysis and management system for diabetic patients to prevent foot ulcers in diabetic foot disease patients. This system utilizes image analysis technology to measure not only foot pressure, but also ankle deformation, body balance, and foot wounds. Through various data, it is possible to accurately analyze the state of foot deformation, and based on this, the exact state of deformation of the foot of a patient with diabetic foot disease was identified and a customized insole was produced. This study was conducted to examine the satisfaction level of using an application that checks the status of diabetic foot disease wounds and to identify the degenerative status of diabetic foot disease patients and foot disease patients by wearing customized insoles and to survey the satisfaction of wearing insoles. As a result of the study, the knee angle measured for plantar pressure was -0.8 ± 1.3 degrees and ranged from a minimum of -2.4 degrees to a maximum of 1.1 degrees, and there was no significant difference in valgus knee between both lower extremities (p = 0.534). There was a significant difference in tibial angle between both lower extremities (p < 0.001). Ankle angle on the left side was 2.6 ± 2.0 degrees, ranging from a minimum of 0 degrees to a maximum of 6.3 degrees, and on the right, it was 4.5 ± 2.1 degrees, with a distribution of minimum 1.5 degrees to a maximum of 9.1 degrees. There was a significant difference in ankle angle between both lower extremities (p = 0.011). They responded that they felt an average of 4.3 points of satisfaction with the plantar pressure measurement application. Respondents responded that they felt an average of 3.9 points of satisfaction with the use of customized insoles.

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
    • /
    • v.30 no.2
    • /
    • pp.132-142
    • /
    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

Methods to Enhance Service Scalability Using Service Replication and Migration (서비스 복제 및 이주를 이용한 서비스 확장성 향상 기법)

  • Kim, Ji-Won;Lee, Jae-Yoo;Kim, Soo-Dong
    • Journal of KIISE:Software and Applications
    • /
    • v.37 no.7
    • /
    • pp.503-517
    • /
    • 2010
  • Service-oriented computing, the effective paradigm for developing service applications by using reusable services, becomes popular. In service-oriented computing, service consumer has no responsibility for managing services, just invokes services what service providers are producing. On the other hand, service providers should manage any resources and data for service consumers can use the service anytime and anywhere. However, it is hard service providers manage the quality of the services because an unspecified number of service consumers. Therefore, service scalability for providing services with higher quality of services specified in a service level agreement becomes a potential problem in service-oriented computing. There have been many researches for scalability in network, database, and distributed computing area. But a research about a definition of service scalability and metrics of measuring service scalability is still not mature in service engineering area. In this paper, we construct a service network which connects multiple service nodes, and integrate all the resources to manage it. And we also present a service scalability framework for managing service scalability by using a mechanism of service migration or replication. In section 3, we, firstly, present the structure of the scalability management framework and basic functionalities. In section 4, we propose scalability enhancement mechanism which is needed to release functionality of the framework. In section 5, we design and implement the framework by using proposed mechanism. In section 6, we demonstrate the result of our case study which dynamically manages services in multi-nodes environment by applying our framework. Through the case study, we show the applicability of our scalability management framework and mechanism.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
    • /
    • v.14 no.5
    • /
    • pp.157-163
    • /
    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

Strategy for Sustainable Growth Through Forming Network in Mobile Service Industry: Focusing on Stock-Swapping M&A Strategy of YelloMobile (모바일 서비스 산업에서의 네트워크 형성을 통한 성장 전략: 옐로모바일의 지분교환방식 인수합병을 중심으로)

  • Lee, Saerom;Jahng, Jungjoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.11 no.1
    • /
    • pp.109-119
    • /
    • 2016
  • Due to the fact that it is relatively easy to transfer technology between application developers or content providers, low entry barrier in the business causes fierce competition among the venture companies in mobile service industry. Our study examines a sustainable strategies to operate a business for venture companies that are in a highly competitive technology-intensive industry. In this paper, we examine how venture firms created a network and brought synergy effects, using network theory. Korean venture firm, YelloMobile, uses unique strategies of merger and acquisition through the method of swapping equity and thereby establishing network. We contribute to expand network theory by examining three elements of network: such as network structure, network governance mechanisms, and network contents.

  • PDF

An Ontology-based Data Variability Processing Method (온톨로지 기반 데이터 가변성 처리 기법)

  • Lim, Yoon-Sun;Kim, Myung
    • Journal of KIISE:Software and Applications
    • /
    • v.37 no.4
    • /
    • pp.239-251
    • /
    • 2010
  • In modern distributed enterprise applications that have multilayered architecture, business entities are a kind of crosscutting concerns running through service components that implements business logic in each layer. When business entities are modified, service components related to them should also be modified so that they can deal with those business entities with new types, even though their functionality remains the same. Our previous paper proposed what we call the DTT (Data Type-Tolerant) component model to efficiently process the variability of business entities, which are data externalized from service components. While the DTT component model, by removing direct coupling between service components and business entities, exempts the need to rewrite service components when business entities are modified, it incurs the burden of implementing data type converters that mediate between them. To solve this problem, this paper proposes a method to use ontology as the metadata of both SCDTs (Self-Contained Data Types) in service components and business entities, and a method to generate data type converter code using the ontology. This ontology-based DTT component model greatly enhances the reusability of service components and the efficiency in processing data variability by allowing the computer to automatically generate data type converters without error.

The Study Of Development Plan Based On The Analysis of the Import & Export Market In Korean Webtoon (한국웹툰의 수출입 시장분석을 통한 발전방안 연구)

  • Ryu, Yu-Hee;Lee, Seung-Jin
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.105-123
    • /
    • 2016
  • The webtoon market has been consisently developing in the digital market. Under such circumstances, The Korea webtoon market is rapidly growing and leading of them. This is the time to prepare the base of a stable environment for the webtoon market which shows a swift rise. The Korean webtoon is surely aiming at the global market as well as the domestic one. As the Korean webtoon companies spread out to the world briskly, The leading publication cartoon market, Japan tries to break into the Korean digital market. The domestic market that has the good-quality cartoons through exportation and importation to make people of all ages enjoy them. and also the Korean webtoon is in the center of the global webtoon markert. The early model of Korean webtoon, line-webtoon is translated in English, Chinese, Thai language and Indonesian language to use on the mobile applications and web. Nevertheless, It is just the stating point. With Eradicating of the Achilles heel of the digital contents, illegal distribution and finding materials for cultural discount rate minimized cartoon, The Korean webtoon can become the highest in the global market and hold it. Moreover, not only webtoon but also published cartoons are existing together to have a long run. Beyond the existing cartoon books printed on paper, we should reach toward the digital books with portability and economic feasibility to make the contents stay out longer.

A Design of a Network Module supporting Primitive Messaging Operations for MOM (MOM의 Primitive Messaging Operation을 지원하는 네트워크 모듈 설계)

  • Kang, Tae-Gun;Sohn, Kang-Min;Ham, Ho-Sang
    • Annual Conference of KIPS
    • /
    • 2003.11a
    • /
    • pp.115-118
    • /
    • 2003
  • 최근 MOM 기술은 비즈니스 로직을 수행하는 애플리케이션 서버의 필수적인 구성요소로서 자리잡고 있으며, 보통 수백에서 수천의 클라이언트 요청을 처리할 수 있는 능력을 제공한다. MOM 은 이러한 대용량의 클라이언트 요청을 효과적으로 처리하기 위해서 효율적이고 확장성있는(스케일러블) 네트워크 모듈이 필요하며, 다양한 네트워크 프로토콜을 지원해야 한다. MOM이 기본적으로 지원하는 메시징 기능은 PTP(Point-To-Point)와 publish/subscribe 메시징 도메인으로 나뉘는데 이 논문에서는 두 가지 메시징 도메인과 그룹통신 메시징 서비스 기능을 동시에 지원하는 MoIM-Message 시스템의 하부 통신 모듈의 설계에 대해 기술한다. PTP와 publish/subscribe 메시징을 지원하기 위해 세가지 프리미티브 메시징 오퍼레이션인 "synchronous send", "synchronous receive", "asynchronous receive"를 정의하였으며 하부 통신 모듈 역할을 하는 메시지 트랜스포트 관리 계층내의 트랜스포트 관리자 내에 구현되었다. 트랜스포트 관리자는 다양한 트랜스포트 프로토콜을 적용할 수 있도록 하기 위해 트랜스포트 어댑터로 설계되었으며, 대량의 통신 요청을 효과적으로 처리하기 위해 "polling with multiple service thread model" 기법을 적용하여 구현되었다. 또한, 모바일 클라이언트 환경을 지원하기 위해 클라이언트 측 통신 모듈을 IPaq PDA 상에 포팅하였다. 본 논문에서 제안하는 세 가지 프리미티브 메시징 오퍼레이션을 제공하는 통신 모듈은 MOM이 기본적으로 지원해야 할 메시징 도메인과 대용량의 클라이언트 요청을 효율적으로 처리할 수 있는 구조를 가진다.es}8$ 모드를 모두 사용한 경우와 $8{\times}8$ 단일모드를 사용한 경우보다 계산 시간이 감소하였음을 확인하였다.행중인 MoIM-Messge서버의 네트워크 모듈로 다중 쓰레드 소켓폴링 모델을 적용하였다.n rate compared with conventional face recognition algorithms. 아니라 실내에서도 발생하고 있었다. 정량한 8개 화합물 각각과 총 휘발성 유기화합물의 스피어만 상관계수는 벤젠을 제외하고는 모두 유의하였다. 이중 톨루엔과 크실렌은 총 휘발성 유기화합물과 좋은 상관성 (톨루엔 0.76, 크실렌, 0.87)을 나타내었다. 이 연구는 톨루엔과 크실렌이 총 휘발성 유기화합물의 좋은 지표를 사용될 있고, 톨루엔, 에틸벤젠, 크실렌 등 많은 휘발성 유기화합물의 발생원은 실외뿐 아니라 실내에도 있음을 나타내고 있다.>10)의 $[^{18}F]F_2$를 얻었다. 결론: $^{18}O(p,n)^{18}F$ 핵반응을 이용하여 친전자성 방사성동위원소 $[^{18}F]F_2$를 생산하였다. 표적 챔버는 알루미늄으로 제작하였으며 본 연구에서 연구된 $[^{18}F]F_2$가스는 친핵성 치환반응으로 방사성동위원소를 도입하기 어려운 다양한 방사성의 약품개발에 유용하게 이용될 수 있을 것이다.었으나 움직임 보정 후 영상을 이용하여 비교한 경우, 결합능 변화가 선조체 영역에서 국한되어 나타나며 그 유의성이 움직임 보정 전에 비하여 낮음을 알 수 있었다. 결론: 뇌활성화 과제 수행시에 동반되는 피험자의 머리 움직임에 의하여 도파민 유리가 과대평가되었으며 이는 이 연구에서 제안한 영상정합을 이용한 움직임 보정기법에

  • PDF