• 제목/요약/키워드: Analysis app

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A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

혼합학습(Blended Learning)을 적용한 디자인 수업 실증사례 연구 -팀 프로젝트와 스마트디바이스 앱 기반 학습을 중심으로- (A Case Study on Design Classes using Blended Learning -Focused on Team Project and Smart Device App-based Learning-)

  • 김진희;김혜균
    • 한국의류학회지
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    • 제45권2호
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    • pp.271-284
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    • 2021
  • This study presents the educational utility of blended learning by analyzing the effectiveness of learning after class by blending team project learning and smart device app-based learning methods. Qualitative analysis and survey analysis were conducted and the results were as follows. First, team project activities based on task resolution were conducted freely through detailed activities such as sharing roles, planning meetings, and coordinating opinions. Team activities were carried out with respect and consideration, team member bonding, and a sense of responsibility. Second, the smart device app is recognized as a medium for work and communication, and fast feedback has been made, making it highly impactful on classroom activities. Third, in terms of learning satisfaction, most learners showed an interest in the course and were satisfied with the project results. The smart device app was used as a learning and communication medium for personal and team activities and was analyzed as a blended method applicable to classes that conduct practical activities as an efficient tool to further activate project activities.

Food Delivery Applications Becoming Alligator of Hotel Supply Chain: An Empirical Analysis

  • HONG, Juhea;KANG, Eungoo
    • 유통과학연구
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    • 제20권9호
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    • pp.97-107
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    • 2022
  • Purpose: Online-To-Offline Food Delivery Services (O2O-FDS) is a new element in hotel supply chain that digitalizes traditional food delivery practices using new technologies. Targeting hotel guests, the present research is to explore the role of trust in the relationship between food delivery app on loyalty, price efficiency, and convenience. This new perspective is an essential value addition in the field of hotel marketing in relation to O2O-FDS. Research design, data and methodology: The present research conducted the mediator variable regression analysis as a main statistical methodology to identify the connections between three main constructs using total 244 South Korean participants that were recruited from the professional research company in Korea. Results: The statistical findings based on three steps of mediator regression approach strongly indicate that the trust of food delivery app in the hotel sector plays a moderating role in the relationship between price efficiency and convenience of food delivery app and customer loyalty of food delivery app in the hotel business. Conclusions: This research concludes that hotel practitioners must strive to provide adequate information on food delivery applications in order to increase price efficiency and convenience relative to traditional food and beverage services, influencing consumer trust in food delivery technology.

A Study on the Usage Factors of Mobile Banking Apps by Korean Banks in Vietnam: Focused on the Viewpoints of App User and App Provider

  • Suk-Gyoo Kim;Sang-Ha Lee;Chun-Su Lee
    • Journal of Korea Trade
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    • 제27권1호
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    • pp.192-210
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    • 2023
  • Purpose - Vietnam has the fastest growing digital economy in Southeast Asia and is emerging as a critical overseas market for Korean banks in the post-COVID-19 era. Accordingly, many Korean banks entered the Vietnamese market to overcome the limitations of the saturated domestic financial market and create new revenue sources. This study examined the current status of digital finance in Vietnam and the cases of Korean banks that have succeeded in the Vietnamese market. Then, importance-performance analysis (IPA) was conducted on local customers, managers and staff members of Korean banks in Vietnam. Design/methodology - In this study, we analyzed the importance and satisfaction factors of mobile banking app usage in Vietnam through IPA. In particular, we identified the differences between the two groups by considering the viewpoint of customers who use mobile banking apps and that of managers and staff members who provide mobile banking services. Findings - The IPA results from the customer group and managers and staff members group were generally similar, but differences were observed in Ease of Use (Technology), Innovativeness (Organization), and Increase in Revenue (Economic). In the case of the customer group, Ease of Use (Technology) is located in the second quadrant, which shows low satisfaction compared to high importance. However, in the managers and staff members group, Ease of Use (Technology) is located in the first quadrant, which indicates high importance and high satisfaction. This difference in perception can cause complaints from local customers; thus, it is necessary to change the perception of the technological aspect for ease of use of mobile banking apps in consideration of the customer's position. In addition, it is necessary to allocate the resources invested in the Innovativeness (Organization) and Increase in Revenue (Economic) to Ease of Use (Technology). Originality/value - In this study, based on the HOTE framework, factors for using mobile banking apps were derived, and IPA was conducted targeting local customers (app user) and managers and staff members (app provider) of Korean banks in Vietnam. Through this, we presented the results of empirical analysis that can help Korean banks efficiently utilize limited resources and budgets.

Perceptions of Residents in Relation to Smartphone Applications to Promote Understanding of Radiation Exposure after the Fukushima Accident: A Cross-Sectional Study within and outside Fukushima Prefecture

  • Kuroda, Yujiro;Goto, Jun;Yoshida, Hiroko;Takahashi, Takeshi
    • Journal of Radiation Protection and Research
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    • 제47권2호
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    • pp.67-76
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    • 2022
  • Background: We conducted a cross-sectional study of residents within and outside Fukushima Prefecture to clarify their perceptions of the need for smartphone applications (apps) for explaining exposure doses. The results will lead to more effective methods for identifying target groups for future app development by researchers and municipalities, which will promote residents' understanding of radiological situations. Materials and Methods: In November 2019, 400 people in Fukushima Prefecture and 400 people outside were surveyed via a web-based questionnaire. In addition to basic characteristics, survey items included concerns about radiation levels and intention to use a smartphone app to keep track of exposure. The analysis was conducted by stratifying responses in each region and then cross-tabulating responses to concerns about radiation levels and intention to use an app by demographic variables. The intention to use an app was analyzed by binomial logistic regression analysis. Text-mining analyses were conducted in KH Coder software. Results and Discussion: Outside Fukushima Prefecture, concerns about the medical exposure of women to radiation exceeded 30%. Within the prefecture, the medical exposure of women, purchasing food products, and consumption of own-grown food were the main concerns. Within the prefecture, having children under the age of 18, the experience of measurement, and having experience of evacuation were significantly related to the intention to use an app. Conclusion: Regional and individual differences were evident. Since respondents differ, it is necessary to develop and promote app use in accordance with their needs and with phases of reconstruction. We expect that a suitable app will not only collect data but also connect local service providers and residents, while protecting personal information.

스마트폰의 홈 화면구조에 따른 효율적 UI 방안 모색 (An Examination of an Efficient UI of Smartphone Home Screen Structure)

  • 최진해
    • 대한인간공학회지
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    • 제36권5호
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    • pp.437-446
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    • 2017
  • Objective: This study aims to draw an efficient UI design by comparing the usability of App drawer and single-layered home screens, which are smartphone home screens. Background: Because smartphone home screen is frequently used including the installation, deletion, and editing of APPs, it should be designed with easily controllable information structure. There is a need to seek a user-friendly UI by comparing the usability of App drawer and single-layered home screens, of which methods to search Apps are different. There is also a need to examine an efficient UI and the factors to improve from the user perspective. Method: This study targeted 30 Android OS and iOS users to evaluate the App drawer and single-layered home screens, of which UI structures are different. Each participant was instructed to carry out an App searching task and App deleting task, and the execution time and the number of errors were measured. After the tasks were completed, they evaluated satisfaction through a questionnaire survey. Results: In the App searching task with low task level, there was no difference in execution level between the App drawer and single-layered home screens. However, the single-layered home screen showed higher efficiency and accuracy in the App deleting task with high task level. As for the group difference according to use experience, there was no difference in satisfaction among Android OS users, but iOS user satisfaction with single-layered home screen with which they were familiar was higher. Conclusion: As for home screen usability, the single-layered home screen UI structure can be advantageous, as task level is higher. Repulsion was higher, when users, who had used easier UI, used complex UI in comparison with user satisfaction, when users familiar with complex UI used easier UI. A UI indicating the current status with clear label marking through a task flow chart-based analysis, and a UI in which a user can immediately recognize by exposing hidden functions to the first depth were revealed as things to improve. Application: The results of this study are expected to be used as reference data in designing smartphone home screens. Especially, when iOS users use Android OS, the results are presumed to contribute to the reduction of predicted barriers.

부분적 관찰정보기반 견고한 안드로이드 앱 추천 기법 (POMDP Based Trustworthy Android App Recommendation Services)

  • 오하영;구은희
    • 정보보호학회논문지
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    • 제27권6호
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    • pp.1499-1506
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    • 2017
  • 스마트폰의 사용 및 다양한 앱 들의 출시 등이 기하급수적으로 증가되면서 악성 앱 또한 동시에 증가됐다. 기존의 앱 추천 시스템들은 온라인상에서 보이는 다른 사용자들의 평점, 댓글 및 인기 카테고리 등의 정적인 정보 분석을 기반으로만 동작한다는 한계가 있었다. 본 논문에서는 처음으로 스마트폰에서 실제로 사용되는 앱의 동적인 정보들을 현실적으로 사용하여 정적인 정보와 동적인 정보를 동시에 고려하는 견고한 앱 추천 시스템을 제안한다. 즉, 본 논문에서는 앱의 사용되는 시간, 앱의 사용 빈도수 및 앱과 앱 간의 상호 작용과 안드로이드 커널과의 접촉 횟수 등을 측정 가능한 수준에서 부분적으로 반영하여 견고한 안드로이드 앱 추천 시스템을 제안한다. 성능평가 결과 제안하는 기법이 견고하고 효율적인 앱 추천 시스템임을 증명했다.

Path App 인터페이스 디자인 분석 : 간결화를 중심으로 (Interface Design Analysis for Path App toward the Simplification)

  • 셰화쳰;송승근
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2018년도 춘계 종합학술대회 논문집
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    • pp.441-442
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    • 2018
  • 인터넷의 급속한 발달에 따라 다양한 앱(App)들이 기능적인 디자인으로 변모하고 있다. 그러나 아직 미적인 감성을 기반으로 한 간결성과 단순성에 대한 사용자 입장에서는 많은 불편함이 많은 실정이다. 그래서 이를 극복하기 위하여 앱을 설계할 때 사용자의 만족도도 높이면서 앱의 간결성에 영향을 미치는 요인에 대한 요소를 분석하고자 한다.

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열가소성 분말 코팅소재 제조 및 난연특성 연구 (A Study on the Preparation of Thermoplastic Powder Coating Material and Its Flame Retardancy)

  • 이순홍;정화영
    • 한국안전학회지
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    • 제25권3호
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    • pp.45-52
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    • 2010
  • The purpose of this study is application to flame retardant powder coating(FRPC) material consisting of ammonium polyphosphate(APP) and magnesium hydroxide($Mg(OH)_2$) as a halogen free flame retardant into thermoplastic resin(LDPE-g-MAH). For improvement of adhesion, LDPE-g-MAH was synthesized from low density polyethylene(LDPE) and maleic anhydride(MAH). The mechanical properties as melt flow index, pencil hardness, cross-hatch adhesion and impact resistance of FRPC were measured. Also, the limited oxygen index(LOI) values were measured 17.3vol%, 31.1vol% and 33.7vol% for LDPE-g-MAH, FRPC-3(APP 15wt%, $Mg(OH)_2$ 15wt%) and FRPC-5(APP 30 wt%), respectively. The thermo gravimetry/differential thermal analysis(TG/DTA) of FPRC-3 was observed endothermic peak at $340^{\circ}C$ and $450^{\circ}C$, it was confirmed predominant thermal stability though the wide temperature range by APP and $Mg(OH)_2$. It was showed V-0 grade for FRPC-3 and FRPC-4(APP 20wt%, $Mg(OH)_2$ 10wt%) that a char formation and drip suppressing effect, and combustion time reduced by UL94(vertical burning test). It was confirmed that flame retardancy was improved with the synergy effect because of char formation by APP and $Mg(OH)_2$.

텍스트 분석을 통한 제품 분류 체계 수립방안: 관광분야 App을 중심으로 (Building a Hierarchy of Product Categories through Text Analysis of Product Description)

  • 임현아;최재원;이홍주
    • 지식경영연구
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    • 제20권3호
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    • pp.139-154
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    • 2019
  • With the increasing use of smartphone apps, many apps are coming out in various fields. In order to analyze the current status and trends of apps in a specific field, it is necessary to establish a classification scheme. Various schemes considering users' behavior and characteristics of apps have been proposed, but there is a problem in that many apps are released and a fixed classification scheme must be updated according to the passage of time. Although it is necessary to consider many aspects in establishing classification scheme, it is possible to grasp the trend of the app through the proposal of a classification scheme according to the characteristic of the app. This research proposes a method of establishing an app classification scheme through the description of the app written by the app developers. For this purpose, we collected explanations about apps in the tourism field and identified major categories through topic modeling. Using only the apps corresponding to the topic, we construct a network of words contained in the explanatory text and identify subcategories based on the networks of words. Six topics were selected, and Clauset Newman Moore algorithm was applied to each topic to identify subcategories. Four or five subcategories were identified for each topic.