The purpose of this research is to investigate the characteristics of big data-based fashion shopping (BDFS) application, perceived usefulness, and expectation confirmation that influence the continuous usage intention of BDFS application users based on the expectation-confirmation model. A survey was conducted with female consumers in their 20s, who are living in Seoul and Incheon area and have used BDFS applications, A total of 182 responses were used for the data analysis. Five hypotheses were proposed, and regression analyses were conducted to test those hypotheses. The results indicated that the users' perceived usefulness increased with the increase of accuracy and personalization characteristics of the app and the expectation confirmation. The result suggested that it is essential to provide accurate information for users to feel useful and to develop the personalized offerings and services which can be the biggest strength of the big-data based mobile fashion store. It was also found that continuous usage intention increases with increased perceived usefulness and expectation confirmation. This result suggests that expectations can play a critical role in perceiving the usefulness of BDFS applications and the user's expectation confirmation also significantly affected the users' continuous usage intention.
Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: This study aimed to assess the ability of children aged 2-8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them. Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow. Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Seven- and 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (F=544.0407, P<0.05). No significant difference was observed in the performance of female versus male children (P>0.05). Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.
Even in 2022, when medical science is highly developed, pandemic infectious diseases continue to occur. COVID-19, which occurred in 2019, is highly contagious and has caused many infections. In Korea, temporary screening clinics, such as screening clinics and respiratory clinics, have been added to prevent the spread of COVID-19, but there are problems such as a bottleneck due to the large number of people who want to take the test, and this creates a bottleneck. In order to solve the problem, this study aims to identify people who want to be tested for COVID-19 in a screening clinic in real time. It uses a real-time database to link with screening clinics and provides users with the real-time status of each screening clinic. Using the app, users can check the status of screening clinics in real time and can select a clinic smoothly.
Journal of the Korea Academia-Industrial cooperation Society
/
v.21
no.9
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pp.25-31
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2020
In this study, for the safe use of a portable ultrasonic skin-beauty device, an android app was developed to show the irradiation locations of focused ultrasound to a user through augmented reality (AR) and enable stable self-surgery. The utility of the app was assessed through testing. While the user is making a facial treatment with the beauty device, the user's face and the ultrasonic irradiation location on the face are detected in real-time with a smart-phone camera. The irradiation location is then indicated on the face image and shown to the user so that excessive ultrasound is not irradiated to the same area during treatment. To this end, ML-Kit is used to detect the user's face landmarks in real-time, and they are compared with a reference face model to estimate the pose of the face, such as rotation and movement. After mounting a LED on the ultrasonic irradiation part of the device and operating the LED during irradiation, the LED light was searched to find the position of the ultrasonic irradiation on the smart-phone screen, and the irradiation position was registered and displayed on the face image based on the estimated face pose. Each task performed in the app was implemented through the thread and the timer, and all tasks were executed within 75 ms. The test results showed that the time taken to register and display 120 ultrasound irradiation positions was less than 25ms, and the display accuracy was within 20mm when the face did not rotate significantly.
Hydrophilic Surface modification of Polysarene (PS) was performed by Atmospheric Pressure Plasma (APP). Air or 0, gases were used for carrier gases and RF power was changed from 150 to 350 W. We controlled the treatment time as 1 time to 4 time passing through the plasma region. when the carrier gas was air, the water contact angle on the PS surface was decreased from $91^{\circ}$ to $20^{\circ}$. And the surface energy increased from 45.74 dyne/cm to 68.48 dyne/cm. In case of the $O_2$ plasma treatment, at 300 W of RF power and 4 times treatment, the water contact angle on the PS. Surface was decreased from $91^{\circ}$ to $17^{\circ}$ and the surface energy was increased from 45.74 dyne/cm to 69.73 dyne/cm. The surface energy was increased by polar force not by dispersion force. Improvement of surface properties can be explained by the formation of new hydrophilic groups which is identified as C-O, C=O by XPS analysis. The contact angle of APP treated PS surface kept in air was increased with time elapse, but maintained same value when it was kept in water. We treated the PS surface by APP and deposited Cu as $4,000\;{\AA}$ and $8,000\;{\AA}$ by thermal evaporation. The adhesion between sample and Cu thin film improvement of treated PS surface against untreated sample. could be verifiable by Tape test (ASTM D3359)
Purpose - Recently, the mobile application field has been receiving astronomical attention from the past few years due to the growing number of mobile app downloads and withal due to the revenues being engendered. Especially delivery apps by mobile service market is experiencing rapid growth and competition is intensifying. Therefore, delivery apps' choice attributes has become important as a strategy for survival of franchise firms. Based on previous studies, this research proposed the theoretical framework about the structural relationships among customer satisfaction, trust and revisit intention on delivery apps' choice attributes. Research design, data, and methodology - This study examines the structural relationship between choice attributes of using the delivery app, satisfaction, trust, and revisit intention. More specifically, this study has been examined from the perspective of Generation Y who is enjoying electronic commerce and shopping with mobile phone. In this model, choice attributes of delivery app consists of three sub-dimensions such as service quality, system quality, interaction quality. So as to test the purposes of this study, research model and hypotheses were developed. After excluding 24 invalid respondent questionnaires, 201 valid questionnaires were coded and analyzed using frequency, confirmatory factor analysis, correlations analysis, and structural equation modeling with SPSS 21 and SmartPLS 3.0. Result - The results of the study are as follows. First, service quality and interaction quality had positive effects on satisfaction, and interaction quality had positive effects on trust, but system quality did not have a significant effect on both satisfaction and trust. Second, satisfaction had positive effects on both trust and revisit intention. Third, trust had positive effects on revisit intention. Conclusions - The implications of this study are following as: From the theoretical perspective, this study confirms the effect of delivery apps' choice attributes on satisfaction, trust, and revisit intention. In addition, it is significant that we examined the influence of choice attributes of delivery apps on their attitudes and behaviors of Generation Y familiar with mobile environment. Through this study, we hypothesized that the attributes of service quality and interaction quality of delivery apps have a significant effect on customer satisfaction, and this can be expected to provide meaningful implications for the development of franchise restaurant industry. To encourage continuous repurchase through customer satisfaction, franchise companies need to establish various strategic alliances with delivery app companies and new growth engines by providing diverse and high-quality services to customers in the smart age.
Objectives: A mobile health intervention program was provided for employees with overweight and obesity for 12 weeks, and a process evaluation was completed at the end of the program. We investigated participant engagement based on app usage data, and whether engagement was associated with the degree of satisfaction with the program. Methods: The program involved the use of a dietary coaching app and a wearable device for monitoring physical activity and body composition. A total of 235 employees participated in the program. App usage data were collected from a mobile platform, and a questionnaire survey on process evaluation and needs assessment was conducted during the post-test. Results: The engagement level of the participants decreased over time. Participants in their 40s, high school graduates or lower education, and manufacturing workers showed higher engagement than other age groups, college graduates, and office workers, respectively. The overall satisfaction score was 3.6 out of 5. When participants were categorized into three groups according to their engagement level, the upper group was more satisfied than the lower group. A total of 71.5% of participants answered that they wanted to rejoin or recommend the program, and 71.9% answered that the program was helpful in improving their dietary habits. The most helpful components in the program were diet records and a 1:1 chat with the dietary coach from the dietary coaching app. The barriers to improving dietary habits included company dinners, special occasions, lack of time, and eating out. The workplace dietary management programs were recognized as necessary with a need score of 3.9 out of 5. Conclusions: Participants were generally satisfied with the mobile health intervention program, particularly highly engaged participants. Feedback from a dietary coach was an important factor in increasing satisfaction.
This paper presents a mathematical approach to implementing distributed optimal power flow (OPF), wherein a regional decomposition technique is adopted to parallelize the OPF. Three mathematical decomposition coordination methods are introduced firs to implement the proposed distributed scheme: the Auxiliary Problem Principle (APP), the Predictor-Corrector Proximal Multiplier Method (PCPM), and the Alternating Direction Method (ADM). Then two alternative schemes for modeling distributed OPF are introduced; the Dummy Generator-Dummy Generator (DGDG) scheme and Dummy Generator-Dummy Load (DGDL) scheme. We present the mathematical analyses of the proposed approach, and demonstrate the approach on several test, systems, including IEEE Reliability Test Systems and parts of the ERCOT (Electric Reliability Council of Texas) system.
Transactions of the Korean Society of Automotive Engineers
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v.8
no.3
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pp.190-197
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2000
A graphic vehicle modeling pre-processing program and a visualization post-processing program have been developed for AutoDyn7, which is a special program for vehicle dynamics. The Rapid-App for GUI(Graphic User Interface) builder and the Open Inventor for 3D graphic library have been employed to develop these programs in Silicon Graphics workstation. A Graphic User Interface program integrates vehicle modeling pre-processor, AutoDyn7 analysis processor, and visualization post-processor. In vehicle modeling pre-processor, vehicle hard point data for a suspension model are automatically converted into multibody vehicle system data. An interactive graphics capabilities provides suspension modeling aides to verify user input data interactively. In visualization post-processor, vehicle virtual test simulation results are animated with virtual testing environments.
International Journal of Computer Science & Network Security
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v.22
no.2
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pp.23-28
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2022
The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.
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