• Title/Summary/Keyword: 애플리케이션 디자인

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A Basic Study on the Possibility of Smart Mobile Application Development for Creating Education and Concepture Design Atypical Architectural Forms (비정형 건축의 정보 및 학습을 위한 스마트 모바일 애플리케이션 개발 가능성에 관한 기초 연구)

  • Park, Sang-Jun
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.14-26
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    • 2017
  • With the development of computer technology, many different kinds of digital design tools have been developed and used. In the circumstance, methodologies of digital process have more been researched. Despite various atypical forms, there have been limits to the application and practical use of the mobile technology for approaches to the creation of architectural forms and various circumstances. Therefore, this study tries to analyze previous studies and actual conditions of mobile application in order to recognize the research necessity and suggest the possibility of the atypical form creation in the mobile environment. In short, the purpose of this study is to recognize the necessity of the smart mobile application for making idea & learning tools, suggest the process based selective application method (not analytical application) of smart mobile application technology to make possible atypical form creation in the initial step of architectural design processes, and propose a new method of mobile application.

Comparison of Movie Ticketing system by smartphone applications -Focused on CGV, Megabox, Lotte cinema- (스마트폰 애플리케이션을 통한 영화 예매 시스템 비교 -CGV, 메가박스, 롯데시네마를 중심으로-)

  • Ko, Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.453-460
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    • 2016
  • This study aimed to compare the systems of ticketing application programs of three major movie theaters, CGV, Megabox, Lotte Cinema, with each other and evaluate the usability, and find problems to figure out user experiences for more convenient mobile ticketing. Experimental subjects with experiences of using apps of the movie theaters were recruited; First, as a primary task, they reserved movie tickets with each of the movie theater apps; Second, they had in-depth interviews with questions based on the model of Creating Pleasurable Interfaces by Stephen Anderson. As a result, users preferred the composition with information in order in overall, in which ticketing process went smoothly. In particular, users were more satisfied with convenient payment applications. Therefore, as an improving way, it is required to design an interface for users to recognize at a glance and a payment system within an app, not to design separate payment system out of the app. I hope this study will help actively conduct researches to maximize the usability in a way to reserve movie tickets through smartphone apps.

A Study on Visual Factors Affecting Purchase of Convenient Store's Packed-meal on Mobile Application (모바일 애플리케이션을 통한 편의점 도시락 구매 과정에 영향을 미치는 시각 요소에 관한 연구)

  • Lee, Da-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.443-448
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    • 2020
  • The purpose of research is identifying visual factors affecting purchase of convenient store packed-meals through mobile applications. Previous studies have not covered mobile applications on purchase of convenient store packed-meals and this inspired the research topic. Document analysis and online survey are mainly implemented and 4 visual factors; typography, product image, main color, brand logo have been set as a research variables. It is revealed that consumers recognize product image prior to the rest and their purchase intentions are most significantly affected by product image. In conclusion, the product image should encourage consumers to have expectation on packed-meal and need to deliver credibility at the same time. Hence, the application should be designed to solely spotlight product image to lead consumer's concentration on it. The research can be further expanded by including non-visual factors as its variables or increasing scale of survey samples.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Analyzing Game Streaming Application Reviews Using Text Mining Approach: Research to Strengthen Digital Competitiveness (텍스트마이닝 기법을 활용한 게임 스트리밍 애플리케이션 리뷰 분석: 디지털 경쟁력 강화를 위한 연구)

  • Jin, Wenhui;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.279-290
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    • 2022
  • As the growth of the live streaming service market is accelerating due to COVID-19, the number of downloads and reviews of live streaming mobile applications is also rapidly skyrocketing. This study is to research game streaming applications using Twitch reviews as database. A total of 8 topics are extracted through LDA topic modeling and 7 out of them are detected to be inconvenience factors. Then, to pinpoint the main inconvenience factors, co-occurrence analysis is used in order to find out main factors. Finally, based on previous studies, several solutions are provided, which can solve the inconvenience factors(advertisement, UI design, technology problems) as well as strengthening digital competitiveness. This study will serve as an opportunity to improve digital competitiveness not only for Twitch but also for other game live streaming service companies in the future.

Customer Voices in Telehealth: Constructing Positioning Maps from App Reviews (고객 리뷰를 통한 모바일 앱 서비스 포지셔닝 분석: 비대면 진료 앱을 중심으로)

  • Minjae Kim;Hong Joo Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.69-90
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    • 2023
  • The purpose of this study is to evaluate the service attributes and consumer reactions of telemedicine apps in South Korea and visualize their differentiation by constructing positioning maps. We crawled 23,219 user reviews of 6 major telemedicine apps in Korea from the Google Play store. Topics were derived by BERTopic modeling, and sentiment scores for each topic were calculated through KoBERT sentiment analysis. As a result, five service characteristics in the application attribute category and three in the medical service category were derived. Based on this, a two-dimensional positioning map was constructed through principal component analysis. This study proposes an objective service evaluation method based on text mining, which has implications. In sum, this study combines empirical statistical methods and text mining techniques based on user review texts of telemedicine apps. It presents a system of service attribute elicitation, sentiment analysis, and product positioning. This can serve as an effective way to objectively diagnose the service quality and consumer responses of telemedicine applications.

Multithread design of Enterprise Java Beans (EJB 애플리케이션을 위한 멀티 쓰레드 구현 방법에 대한 연구)

  • Lee, Young-Ji;Kim, Tae-Yoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1557-1560
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    • 2001
  • EJB는 Sun사에서 발표한 분산 객체 구조에 맞는 서버쪽 컴포넌트 아키텍처이다. EJB를 사용하면 다중 네트워크 환경에서 애플리케이션의 디자인과 개발, 배포가 쉬워진다. 개발자는 하부 사항에 대해 신경쓰지 않고 상위 레벨에서 애플리케이션을 설계할 수 있다. EJB 1.1 명세서는 그러한 내용을 나타내고 있는 명세서이다. 하지만 이 명세에서는 멀티 스레드를 허용하지 않는다. 멀티 스레드는 프로그래밍에서 상당히 유용한 것으로 멀티 스레드를 사용하면 다른 오브젝트에 영향을 주지 않으면서 작업을 수행할 수 있는 등 여러 가지 이점이 많다. 본 논문에서는 이러한 이점을 살려서 명세서에 따르면서 멀티 스레드를 생성하는 방법에 대해 알아보고자 한다 본 논문에서 제시하는 방법은 클라이언트 쪽에서 멀티 스레딩을 생성하는 방법, 콜백 서비스를 이용하는 방법, 메세징 서비스를 이용하는 방법 3가지이고 각각에는 장단점이 따른다. 따라서 실제 구현 시에는 각자의 요구 사항에 맞춰 알맞은 방법을 찾아야 한다.

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A Study on Access Control for Applications Developed by 3rd party (제 3 자 개발 애플리케이션 접근제어에 대한 연구)

  • Park, Seon-Ho;Park, Min-Woo;Chung, Tai-Myoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.705-706
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    • 2009
  • 본 논문은 향후 임베디드 단말 기기에 탑재되어 실행되는 응용 애플리케이션들이 제 3 자에 의해 개발되어 앱스토어를 통해 배포될 경우, 신뢰성 및 보안 문제 해결을 위해 제 3 자 개발자에 의해 개발된 애드온 애플리케이션들의 접근통제 메커니즘에 대해 연구하였다. 본 논문에서는 태스크-플로우 기반 메쏘드 접근제어 모델을 제시하고, X.509 기반의 권한 관리 구조를 통해 임베디드 단말에서 애드온 프로세스의 접근 통제를 위한 구조를 디자인하였다

An Explorative Research for Possibility of Digitalwear Based on Motion-detective Input Technology as Apparel Product and Suggestion of the Design Prototypes(II) (동작인식형 디저털웨어의 의류 상품화 가능성 탐색과 디자인 프로토타입의 제안(II))

  • 박희주;이주현
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.35-50
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    • 2002
  • The purpose of this research is 1) to search for the possibility of DMDI(Digitalwear based on motion-detective input technology) as an apparel product and 2) to develop designs of DMDI based on consumers' demand. This research consists of part I and part Ⅱ. In partⅠ, six design guidelines for designing of DMDI and five feasible applications were suggested as the result of an empirical study. In part Ⅱ of this research, two basic directions for designing of DMDI were suggested on the basis of the findings in part Ⅰ. Total 5 design prototypes of DMDI were developed, for which ‘wearability as an apparel product’ and ‘usability as an physical interface’ were intensively considered.

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Design and Implementation of an intelligent Clothing for Ski Patrols on the Basis of Electronics/Image Tagging Technology (전자/이미지 태그 기술에 기반한 스키장 응급구조 지원용 인텔리전트 의류의 디자인 모형의 개발)

  • Lee Young-Jin;Lee Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.9 no.2
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    • pp.151-158
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    • 2006
  • The purpose of this study was to design and to implement a 'patrol jacket' which was a type of intelligent clothing for skiing patrol. We derived an application founding on 'Colorcode' which was a sort of electronics/image tagging technology. In this study, a design prototype of 'patrol jacket' with un obtrusive clothing-like appearance was developed through the four steps: (1) derivation of design concept, (2) establishment of an actual prototype of it, (3) evaluation, (4) correction and refinement of the model.

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