• Title/Summary/Keyword: 애플리케이션 효과

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Development of the Evaluation Training Application in Smart-Learning Environment (스마트 러닝 환경에서의 평가학습 애플리케이션 개발)

  • Kim, Jung-A;Kim, Eun-Gil;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.59-65
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    • 2011
  • The purpose of this paper is to develop an application that utilizes educational tools on the Smart-Phone, which will make it possible for student education in any environment. Strengths that a Smart-Phone application has include always being carried by the student, short boot time to open the program and rather than having to use a traditional computer for access. Tests can be taken repeatedly, so students prepare before class and keep their motivation level high, thus raising overall test outcomes.

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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.

어도비 CC 2014 신기능 2> 추가된 새로운 포토샵 기능

  • 대한인쇄문화협회
    • 프린팅코리아
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    • v.13 no.9
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    • pp.101-103
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    • 2014
  • 어도비는 최근 크리에이티브 클라우드의 14개 데스크톱 애플리케이션의 새 버전을 발표했다. 이번 대규모 업데이트는 CS6 이래 가장 큰 규모로, 4가지 새로운 모바일 앱 및 크리에이티브 클라우드 서비스의 업데이트가 포함됐다. 포토샵 CC에는 더욱 똑똑해진 스마트 가이드, 향상된 레이어 구성요소, 사실적인 모션 블러 효과 등이 추가됐다. 추가된 포커스 마스크, 향상된 레이어 구성요소 등에 대해 알아본다.

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App contents plans for convergence education of French literature (프랑스 문학의 융합교육을 위한 앱 콘텐츠 설계)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.281-286
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    • 2014
  • Humanities knowledge makes the learners overcome the boundaries of study and can be applied variously by means of contents for study. This paper suggests application contents plans designed as the learning tools for blended learning, which can be sure of the possibility to the extension of other fields. Literary education with application contents has effects followings: First, smart device based on the web under the ubiquitous circumstances has the information system like the neuron's. So the application selects the necessary information and makes the contents for infusion into the education. Also it provides with more abundant and extended information system. With this approach, learners are able to get further literary knowledge and promote the ability for tapping them for new knowledge as well. Lastly, literature applied to the class with web contents is based on the foundation that creates new knowledge necessary for culture, arts, and so on. As a result, the education using web contents achieves the boundless of study, which is the final goal of the blended learning.

A Study on UI/UX design of mobile application of Mindfulness (마음챙김 훈련을 위한 모바일 인터페이스 디자인)

  • OH, Jun-yep;Ma, Jung-Yi;Kyu, Mam-Sang;Gim, Wan-Suk;Lee, Joo-yeop
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.179-192
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    • 2018
  • The purpose of this study is to research the design solutions that should be taken into consideration when developing mobile applications of Mindfulness Training. We aim to provide basic UI / UX design guidances for being effectiveness of mobile application of Mindfulness Training. For this purpose, We research in various aspects. Base on this, We select an approach and apply the application screen prototypes. We suggest some points for to be considered in the development of UI / IX design for mobile applications for Mindfulness Training based on obtained knowledge through this research process.

A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

Design of Thin-Client Framework for Application Sharing & Optimization of Data Access (애플리케이션 공유 및 데이터 접근 최적화를 위한 씬-클라이언트 프레임워크 설계)

  • Song, Min-Gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.19-32
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    • 2009
  • In this paper, we design thin-client framework capable of application sharing & data access on the Internet, and apply related skills, such as X windows system, pseudo server, CODA file system, MPI(Message Passing Interface). We suggest a framework for the thin client to access data produced by working on a server optimally as well as to run server side application, even in the case of network down. Additionally, it needed to reflect all local computing changes to remote server when network is restored. To design thin client framework with these characteristics, in this paper, we apply distributed pseudo server and CODA file system to our framework, also utilize MPI for the purpose of more efficient computing & management. It allows for implementation of network independent computing environment of thin client, also provide scalable application service to numerous user through the elimination of bottleneck on caused by server overload. In this paper, we discuss the implementing method of thin client framework in detail.

Artificial intelligence application UX/UI study for language learning of children with articulation disorder (조음장애 아동의 언어학습을 위한 인공지능 애플리케이션 UX/UI 연구)

  • Yang, Eun-mi;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.174-176
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    • 2022
  • In this paper, we present a mobile application for 'personalized customized learning' for children with articulation disorders using an artificial intelligence (AI) algorithm. A dataset (Data Set) to analyze, judge, and predict the learner's articulation situation and degree. In particular, we designed a prototype model by looking at how AI can be improved and advanced compared to existing applications from the UX/UI (GUI) aspect. So far, the focus has been on visual experience, but now it is an important time to process data and provide a UX/UI (GUI) experience to users. The UX/UI (GUI) of the proposed mobile application was to be provided according to the learner's articulation level and situation by using CRNN (Convolution Recurrent Neural Network) of DeepLearning and Auto Encoder GPT-3 (Generative Pretrained Transformer). The use of artificial intelligence algorithms will provide a learning environment with a high degree of perfection to children with articulation disorders, thereby enhancing the learning effect. I hope that you do not have any fear or discomfort in conversation by improving the perfection of articulation with 'personalized and customized learning'.

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Design and Implementation of Birthmark Technique for Unity Application

  • Heewan Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.7
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    • pp.85-93
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    • 2023
  • Software birthmark refers to a unique feature inherent in software that can be extracted from program binaries even in the absence of the original source code of the program. Like human genetic information, the similarity between programs can be calculated numerically, so it can be used to determine whether software is stolen or copied. In this paper, we propose a new birthmark technique for Android applications developed using Unity. The source codes of Unity-based Android applications use C# language, and since the core logic of the program is included in the DLL module, it must be approached in a different way from normal Android applications. In this paper, a Unity birthmark extraction and comparison system was implemented, and reliability and resilience were evaluated. The use of the Unity birthmark technique proposed in this paper is expected to be effective in preventing illegal copy or code theft of the Unity-based Android applications.

A Review on Cognitive Assessment and Rehabilitation for the Elderly Using Gamification Elements in Digital Applications: Focusing on Studies from 2015 to 2024 (디지털 애플리케이션과 게이미피케이션 요소를 활용한 고령자 인지 평가와 인지재활에 관한 문헌 고찰: 2015년부터 2024년의 연구를 중심으로)

  • Haewon Byeon
    • Journal of Advanced Technology Convergence
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    • v.3 no.3
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    • pp.37-45
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    • 2024
  • This study reviews the literature on the utilization of gamification elements in digital applications for cognitive assessment and rehabilitation of the elderly, focusing on both domestic and international research from 2015 to 2024. Following the PRISMA methodology, inclusion and exclusion criteria were applied to align with the research objectives. Out of 1,718 initial studies, 18 were ultimately analyzed after a screening and filtering process. The results of this literature review indicate a growing interest in cognitive training and other interventions aimed at mitigating cognitive decline among the elderly. Additionally, it was found that the gamification elements of digital applications are effective in engaging elderly users and improving cognitive functions such as memory, attention, and executive function. The findings of this study suggest that integrating gamification elements can enhance user engagement and provide practical solutions for cognitive health management. Further research is needed to explore the long-term effects and broader applicability of these digital interventions.