• Title/Summary/Keyword: 앱특성

Search Result 156, Processing Time 0.026 seconds

An Empirical Study on Digital Transformation of Traditional Markets; Focused on Traditional Market Delivery Application (전통시장의 디지털 전환에 관한 연구; 전통시장 배달 앱을 중심으로)

  • Hong, Susie;Yang, Jong-Gon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.6
    • /
    • pp.484-491
    • /
    • 2021
  • This study was undertaken to identify success factors of traditional market delivery apps and lead digital transformation of traditional markets. The success factors of traditional market delivery apps are represented by four variables: system characteristics of the app, delivery, products, and responsibility towards customer responses. These factors were analyzed to examine their impact on the operations performance. Data was collected by surveying 148 traditional market business owners. Results of the empirical analysis revealed that the app system characteristics, delivery characteristics, and product sales promotion, impart a significant effect on the operations performance. Conversely, the customer response characteristics showed no significant effects. This could be because some apps lack the function to check customer reviews and respond appropriately. Currently, where traditional market delivery apps are in the early stages of implementation and are gradually expanding, data obtained from this study helps to identify characteristics of traditional market delivery apps, and offers suggestions to create development indicators of the traditional market delivery apps by analyzing their effects on operational performance, thereby contributing to the revival of traditional markets through digital transformation.

The Effectiveness of Service Characteristics of Car Sharing on User Evaluation and Net Benefit (카 쉐어링 서비스 특성이 사용자 평가와 순 편익에 미치는 영향)

  • Sohn, Bongjin;Choi, Jaewon;Kwon, Hyuk-Jun
    • The Journal of Society for e-Business Studies
    • /
    • v.23 no.2
    • /
    • pp.1-20
    • /
    • 2018
  • Car Sharing Service is provided with sharing the vehicleas you can use it anywhere and anytime. The paper verified the factors impact between providing infrastructure characteristics such as scarcity, system quality and service quality and user evaluation factors based on DeLone & McLean IS Success Model. User evaluation factors have an influence on net benefit. D&M IS model mainly proved inner organization impact. The research collected experienced car sharing service, we analyzed the 224 respondents. The result of the hypothesis follows. The scarcity of time is negatively related to perceived social support and app trust. Provisional coupon is positively related to perceived social support and app trust. But, scarcity of quantity is not related to user evaluation factors. Most of the system qualities are related to app trust, however, privacy concern isn't related to app trust. the paper's demographic characteristic is lack of experience frequency. User evaluation factors that are perceived social support and app trust are positively related to user satisfaction and WoM intention. User satisfaction is individual impact and WoM intention is organization impact. Two factors are the net benefit in car sharing service. The area of sharing economy should more study about correlation among experimental various factors. Thus, the paper has different significant from antecedent research. because of trying to experimental analysis.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
    • /
    • v.43 no.2
    • /
    • pp.59-72
    • /
    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
    • /
    • v.14 no.1
    • /
    • pp.44-62
    • /
    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

A Study on the Factors Affecting the Characteristics of Mobile App for Disabled Libraries' Full-text Service on User's Satisfaction and Reuse Intention (장애인도서관 원문서비스 모바일 앱의 특성이 사용자의 만족도 및 재사용 의도에 미치는 영향요인 연구)

  • Jang, Bo-Seong
    • Journal of Korean Library and Information Science Society
    • /
    • v.51 no.1
    • /
    • pp.329-347
    • /
    • 2020
  • This study analyzed the effect of app characteristics of the handicapped library on user satisfaction and intention to reuse using the technology acceptance model. As a result, the app's accessibility, convenience, innovation, and reliability have a significant effect on perceived usefulness, and instant accessibility, accuracy, and interactivity have no significant effect. The characteristics of all apps were analyzed to have a significant effect on perceived ease of use. The regression model for perceived ease of use and perceived usefulness was statistically significant. It was found that perceived ease of use and perceived usefulness had a positive effect on user satisfaction and satisfaction was intended to be reused.

A Study on Flash Mobile Game Application Using Adobe AIR (어도비 에어를 이용한 플래시 모바일 게임 애플리케이션에 관한 연구)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.73-82
    • /
    • 2015
  • This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.

Morphing and Warping using Delaunay Triangulation in Android Platform (안드로이드 플랫폼에서 들로네 삼각망을 이용한 모핑 및 와핑 기법)

  • Hwang, Ki-Tae
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.137-146
    • /
    • 2010
  • According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.

Effects of Characteristics of Social Commerce on Purchase Intention -Moderating Effects of Perceived Risk and Price Sensitivity of Mobile Application Users- (소셜커머스의 특성이 구매의도에 미치는 영향 -모바일 앱 사용자의 지각된 위험과 가격민감성의 조절효과-)

  • Choi, Ye-ji;Lee, Mi-ah
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.40 no.3
    • /
    • pp.574-589
    • /
    • 2016
  • This research investigates the characteristics of the mobile social commerce and explores the moderating effects of perceived risk and price sensitivity. This survey targeted consumers in their 20s to 30s who use mobile social commerce applications. We used 261 questionnaires for the final statistical analysis. Descriptive analysis, factor analysis, reliability analysis, and hierarchical regression analysis were applied in the data analysis. The results are summarized as follows. First, characteristics of mobile social commerce are composed of economics, informativeness, entertainment and promotion. Second, perceived risk (which had a negative effect on purchase intention) had moderating effects between perceived risk and economics or entertainment. Third, price sensitivity (which had a positive effect on purchase intention) had a moderating effect between price sensitivity and promotion. This study contributes to the disclosure of the role of perceived risk and price sensitivity as moderating factors between the characteristics of mobile social commerce and purchase intention. Finally, useful implications (both academic and practical) are provided for fashion retail managers.

Smart backpack combining mobility and IoT technologies (모빌리티와 IoT기술을 결합한 스마트 백팩)

  • Park, Cheol-Hoon;Cho, Yong-Jin;Shin, Seung-Hyuk;Jeong, So-Ri;Cho, Soo-Hyun;Heo, Dong-Woo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.11a
    • /
    • pp.562-565
    • /
    • 2017
  • 본 연구는 일상에서 길을 찾는 데 어려움을 겪은 보행자나 초행길을 낯선 여행자들을 대상으로, 스마트폰과 더불어 사람들이 많이 지니고 다니는 가방을 가지고 적용하였다. 스마트폰의 LBS, 블루투스 기능과 가방에 부착된 진동 인터페이스가 연결되어 실시간 경로 안내를 받을 수 있는 제품이다. 부가적인 기능으로는 앱 상에 회원관리 기능이 있어 개인의 이용 기록에 관한 데이터가 DB에 저장되며 DBMS를 통한 데이터 분석으로 사용자에게 맞춤화된 서비스를 제공해 줄 수 있다. 또한 여러 사용자들이 이용한 플랫폼에 쌓인 데이터를 가지고 새로운 비지니스를 창출할 수도 있다. 추가적으로 일정 거리 이상 멀어지면 신호의 강도가 약해지는 블루투스의 특성을 이용하여 이용자가 가방과 일정 거리 이상 떨어질 경우, 스마트폰으로 팝업 창을 띄워주는 형태로 분실 방지 기능을 제공해 줄 수도 있다.

A Study on the Evidence Investigation of Forged/Modulated Time-Stamp at iOS(iPhone, iPad) (iOS(iPhone, iPad)에서의 타임스탬프 위·변조 흔적 조사에 관한 연구)

  • Lee, Sanghyun;Lee, Yunho;Lee, Sangjin
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.5 no.7
    • /
    • pp.173-180
    • /
    • 2016
  • Since smartphones possess a variety of user information, we can derive useful data related to the case from app data analysis in the digital forensic perspective. However, it requires an appropriate forensic measure as smartphone has the property of high mobility and high possibility of data loss, forgery, and modulation. Especially the forged/modulated time-stamp impairs the credibility of digital proof and results in the perplexity during the timeline analysis. This paper provides traces of usage which could investigate whether the time-stamp has been forged/modulated or not within the range of iOS based devices.