• 제목/요약/키워드: App Review

검색결과 120건 처리시간 0.034초

A Study on the Development of School Library Mobile App Service Based on User Experience (사용자 경험을 기반으로 한 학교도서관 모바일 앱 서비스 개발에 관한 연구)

  • Park, Sora;Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • 제32권2호
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    • pp.49-67
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    • 2021
  • The school library provides a mobile web service that allows access to the library catalog system, and provides services that reflect the needs of search and consider the characteristics of mobile devices. Therefore, this study conducted a literature review, an analysis of the current status of school library mobile web services, and a survey of the mobile service user experience of students and teachers to find the contents and service plans for school library mobile app services that meet the school library mobile needs. Based on the survey, the contents and design plan of the school library DLS mobile service was prepared. First, the steps were reduced from step 4 to step 3. In the first step, solution of screen clipping errors in registering as a member and various login platforms for accessibility are needed. In the second step, integrated search and detailed search, provision of materials for use and reading education, post-booking activities, guides and announcements on the use of the affiliated school library, inter-loan, and e-books are provided as main menu. In the third step, it was proposed to provide related functions such as reservations as well as the display of the detailed screen of the search results of the collection. This study can be used not only to develop dedicated mobile app services, but also to change current web-based mobile services.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • 제20권11호
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

Automated Bar Placing Model Generation for Augmented Reality Using Recognition of Reinforced Concrete Details (부재 일람표 도면 인식을 활용한 증강현실 배근모델 자동 생성)

  • Park, U-Yeol;An, Sung-Hoon
    • Journal of the Korea Institute of Building Construction
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    • 제20권3호
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    • pp.289-296
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    • 2020
  • This study suggests a methodology for automatically extracting placing information from 2D reinforced concrete details drawings and generating a 3D reinforcement placing model to develop a mobile augmented reality for bar placing work. To make it easier for users to acquire placing information, it is suggested that users takes pictures of structural drawings using a camera built into a mobile device and extract placing information using vision recognition and the OCR(Optical Character Registration) tool. In addition, an augmented reality app is implemented using the game engine to allow users to automatically generate 3D reinforcement placing model and review the 3D models by superimposing them with real images. Details are described for application to the proposed methodology using the previously developed programming tools, and the results of implementing reinforcement augmented reality models for typical members at construction sites are reviewed. It is expected that the methodology presented as a result of application can be used for learning bar placing work or construction review.

Function Analysis for SNS and Shopping Mall Integration (SNS와 쇼핑몰 통합을 위한 기능분석)

  • Gim, Misu;Woo, Wonseok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.239-244
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    • 2015
  • We can build regular relationships with customers by integrating SNS (Social Networking Service) and internet shopping mall functions. For example of direct dealing of agricultural products, consumers can find news of regular sellers (seeding, farming, harvesting and new products) in the timeline at their SNS home. Then, they can purchase the necessary products by one click motion. The sellers provide news and discount information for building regular customers. Besides these SNS personal connection building, our system provides shopping mall functions to consumer's SNS home pages with auto classified catalog of products. Then, consumes easily find necessary products and these purchase may lead to regular relationships with sellers. Consumers may redistribute recommendations and reviews and it enables direct communications between consumers who are unknown to each other.

Understanding Smartphone-based Online Shopping Experiences and Behaviors of Blind Users

  • Park, Jihyuk;Han, Yeji;Oh, Uran
    • International journal of advanced smart convergence
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    • 제9권3호
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    • pp.260-271
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    • 2020
  • Smartphones provide blind users with screenreader as an accessibility tool. However, blind users often experience difficulties accessing online shopping malls via smartphones due to their inconsistent and image-based layouts. To enable screenreader users to get access to the detailed information about products while they are shopping online, we have developed BarrierFreeShop, an accessible mobile shopping application for people with visual impairments. BarrierFreeShop has three accessibility features: (1) layout automation, (2) review summarization, and (3) optical character recognition. We conducted a user study with 80 participants with visual impairments where they were asked to use BarrierFreeShop for a month. The findings revealed the effectiveness of our app in terms of speed and post interview feedback. We have also discovered typical shopping experiences that participants had during the test. This research suggests that computer vision technologies can improve accessibility issues in online shopping malls. In addition, we have confirmed that extracting contents from images help people with visual impairments to get better access to product information.

Molecular and Cellular Basis of Neurodegeneration in Alzheimer's Disease

  • Jeong, Sangyun
    • Molecules and Cells
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    • 제40권9호
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    • pp.613-620
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    • 2017
  • The most common form of senile dementia is Alzheimer's disease (AD), which is characterized by the extracellular deposition of amyloid ${\beta}-peptide$ ($A{\beta}$) plaques and the intracellular formation of neurofibrillary tangles (NFTs) in the cerebral cortex. Tau abnormalities are commonly observed in many neurodegenerative diseases including AD, Parkinson's disease, and Pick's disease. Interestingly, tau-mediated formation of NFTs in AD brains shows better correlation with cognitive impairment than $A{\beta}$ plaque accumulation; pathological tau alone is sufficient to elicit frontotemporal dementia, but it does not cause AD. A growing amount of evidence suggests that soluble $A{\beta}$ oligomers in concert with hyperphosphorylated tau (pTau) serve as the major pathogenic drivers of neurodegeneration in AD. Increased $A{\beta}$ oligomers trigger neuronal dysfunction and network alternations in learning and memory circuitry prior to clinical onset of AD, leading to cognitive decline. Furthermore, accumulated damage to mitochondria in the course of aging, which is the best-known nongenetic risk factor for AD, may collaborate with soluble $A{\beta}$ and pTau to induce synapse loss and cognitive impairment in AD. In this review, I summarize and discuss the current knowledge of the molecular and cellular biology of AD and also the mechanisms that underlie $A{\beta}-mediated$ neurodegeneration.

A Study On The Hospital Reservation System And Appointment System Using Smartphone (스마트폰을 이용한 병원 진료예약 및 진료시스템 연구)

  • Seo, Seong-Bum;Lee, Jae-Sang;Koo, Min-Jeong
    • The Journal of the Convergence on Culture Technology
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    • 제3권1호
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    • pp.29-33
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    • 2017
  • As more than 80% of the entire Korean population uses smartphone, an increasing number of applications are being developed to increase the convenience in daily life. Users are also looking for applications associated with health, such as those that help them confirm their health status. While users are use most frequently a health care application, this study was conducted to review an application that can be used in real time to access hospital services. Namely, to manage the health status of users and patients, book online or offline appointments and go through the appointments. The study was conducted using the application of Baeksok University Hospital.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • 제21권1호
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

The Information Behavior of Indonesian Faculty Members on Social Media

  • Kurniasih, Nuning
    • Journal of Information Science Theory and Practice
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    • 제7권4호
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    • pp.45-55
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    • 2019
  • Currently there are many groups of Indonesian faculty members on social media. This research aims to find out the information behavior of Indonesian faculty members on social media, especially on Facebook, Telegram, and WhatsApp. The focus of this research is in-depth understanding of the needs, search, organization, and use of information by Indonesian faculty members on social media. This research is qualitative research using a virtual ethnographic approach. The research data was obtained through participatory observation, in-depth interviews, and a literature review. The selection of informants was done by purposive sampling, while triangulation was done by data sources and theories triangulation. The results showed that the information behavior of Indonesian faculty members on social media began with the need for information, choosing social media, choosing and entering into one or several groups, sharing information, and discussing in a group. Some faculty members keep the information, and some choose to ask when they need the information, even though the information has been discussed. The information obtained is used when they need it, and they usually share their experiences with other group members.

Comparison of smartphone accelerometer applications for structural vibration monitoring

  • Cahill, Paul;Quirk, Lucy;Dewan, Priyanshu;Pakrashi, Vikram
    • Advances in Computational Design
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    • 제4권1호
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    • pp.1-13
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    • 2019
  • Recent generations of smartphones offer accelerometer sensors as a standard feature. While this has led to the development of a number of related applications (apps), there has been no study on their comparative or individual performance against a benchmark. This paper investigates the comparative performance of a number of smartphone accelerometer apps amongst themselves and to a calibrated benchmark accelerometer. A total of 12 apps were selected for testing out of 90 following an initial review. The selected apps were subjected to sinusoidal vibration testing of varying frequency and the response of each compared against the calibrated baseline accelerometer. The performance of apps was quantified using analysis of variance (ANOVA) and test of significance was carried out. The apps were then compared for a realistic dynamic scenario of measuring the acceleration response of a bridge due to the passage of a French Train $\grave{a}$ Grande Vitesse (TGV) in a laboratory environment.