• 제목/요약/키워드: App-based

검색결과 1,051건 처리시간 0.032초

한·중 크로스오버 쇼퍼들의 모바일 앱 충성도에 대한 탐색적 연구 (Mobile app Loyalty of Cross-over Shoppers: A Comparison of Korean and Chinese)

  • 박은주;구진;박신영
    • 한국의류산업학회지
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    • 제20권3호
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    • pp.293-303
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    • 2018
  • Since 2009, consumers could access a new shopping channel called 'mobile shopping' with the generalization of smartphones. Mobile shopping (based on wireless communication technology), emphasizes convenience differentiated from internet shopping. A recent report introduced fashion products as powerful global drivers for mobile shopping sales. Korea and China have the highest percentage of consumer mobile shopping experiences compared to other countries. This study investigates the effects of cross-over shopping orientation, perception of app attributes, and flow on app loyalty that compared Korean and Chinese consumers. We obtained 652 usable questionnaires from two local college students; subsequently, data were analyzed by using factor analysis, Cronbach's alpha, and regression analysis using SPSS 21.0 Package. The study results showed that the cross-over shopping orientation affected perception of app attributes that included Review/Information, Design, Response and Product. Product only affected Flow, which reflected a high similarity between Korean and Chinese consumers. However, Korean and Chinese consumers showed remarkable differences in the factors related to app loyalty. Therefore, the results indicate that retailers of fashion products have developed strategies to improve mobile sales and increase the app loyalty of cross-over shopping orientation consumers.

An App Visualization design based on IoT Self-diagnosis Micro Control Unit for car accident prevention

  • Jeong, YiNa;Jeong, EunHee;Lee, ByungKwan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권2호
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    • pp.1005-1018
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    • 2017
  • This paper proposes an App Visualization (AppV) based on IoT Self-diagnosis Micro Control Unit (ISMCU) for accident prevention. It collects a current status of a vehicle through a sensor, visualizes it on a smart phone and prevents vehicles from accident. The AppV consists of 5 components. First, a Sensor Layer (SL) judges noxious gas from a current vehicle and a driver's driving habit by collecting data from various sensors such as an Accelerator Position Sensor, an O2 sensor, an Oil Pressure Sensor, etc. and computing the concentration of the CO collected by a semiconductor gas sensor. Second, a Wireless Sensor Communication Layer (WSCL) supports Zigbee, Wi-Fi, and Bluetooth protocol so that it may transfer the sensor data collected in the SL to ISMCU and the data in the ISMCU to a Mobile. Third, an ISMCU integrates the transferred sensor information and transfers the integrated result to a Mobile. Fourth, a Mobile App Block Programming Tool (MABPT) is an independent App generation tool that changes to visual data just the vehicle information which drivers want from a smart phone. Fifth, an Embedded Module (EM) records the data collected through a Smart Phone real time in a Cloud Server. Therefore, because the AppV checks a vehicle' fault and bad driving habits that are not known from sensors and performs self-diagnosis through a mobile, it can reduce time and cost spending on accidents caused by a vehicle's fault and noxious gas emitted to the outside.

해양오염 방제작업자를 위한 모바일 앱의 개발과 구현 (Development and Implementation of Mobile APP for Marine Pollution Responder)

  • 최종욱;김상운;김창균;이찬근;주영환
    • 해양환경안전학회지
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    • 제19권4호
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    • pp.352-358
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    • 2013
  • 본 연구의 목적은 해양오염 방제작업에 필요한 각종 정보를 시간과 장소에 구애 없이 손쉽게 이용할 수 있도록 2012년에 해양경찰청에서 개발한 모바일용 해양오염대응정보시스템을 소개하고 그 기능을 구현하는데 있다. 본 시스템은 우리나라에서 많이 사용하고 있는 Android와 iOS 운영체제를 기반으로 하고 모바일앱 기술과 모바일웹 기술을 결합한 하이브리드앱 형식으로 개발하였다. 이용 가능한 기능은 물질정보, 방제방법, 대응기술, QR스캔, 자원봉사 등 5개의 모바일 앱과 기상정보, 대응장비, 방제자재, SNS 등 4개의 모바일 웹으로 총 9개 구성하였다.

증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로 (An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement)

  • 김새론;원은진;김형기;윤필중
    • 한국IT서비스학회지
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    • 제22권4호
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

Implementation of a Geo-Semantic App by Combining Mobile User Contexts with Geographic Ontologies

  • Lee, Ha-Jung;Lee, Yang-Won
    • Spatial Information Research
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    • 제21권1호
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    • pp.1-13
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    • 2013
  • This paper describes a GIS framework for geo-semantic information retrieval in mobile computing environments. We built geographic ontologies of POI (point of interest) and weather information for use in the combination of semantic, spatial, and temporal functions in a fully integrated database. We also implemented a geo-semantic app for Android-based smartphones that can extract more appropriate POIs in terms of user contexts and geographic ontologies and can visualize the POIs using Google Maps API (application programming interface). The feasibility tests showed our geo-semantic app can provide pertinent POI information according to mobile user contexts such as location, time, schedule, and weather. We can discover a baking CVS (convenience store) in the test of bakery search and can find out a drive-in theater for a not rainy day, which are good examples of the geo-semantic query using semantic, spatial, and temporal functions. As future work, we should need ontology-based inference systems and the LOD (linked open data) of various ontologies for more advanced sharing of geographic knowledge.

Cortex-M3기반 System 보안 플랫폼 구현에 대한 연구 (Implementation of system security platform based on Cortex-M3)

  • 박정길;김영길
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.317-320
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    • 2016
  • 임베디드 시스템에서 타 업체의 요청으로 코드를 공개해야 되면 하드웨어 복사 방지 대책을 세워야 힘들게 개발한 제품을 지킬 수 있다. 보안 IC칩을 사용하지 않고, 핵심코드와 하드웨어 복사를 방지하면서 펌웨어 코드를 공개할 수 있는 보안 플랫폼을 제안하고자 한다. Cortex-M3기반 MCU의 내부 Flash의 영역을 IAP(In-application programming)와 APP(Application)으로 나누어, IAP영역에는 핵심코드와 보안인증 코드를 배치하고, APP에서는 타업체의 개발자가 공개된 핵심코드의 Prototype을 사용하여 구현한 Application이 배치되는 플랫폼을 제안한다.

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택시 운전자들을 위한 스마트폰 앱 기반 걷기운동 프로그램 개발 및 효과: Bandura의 자기효능이론을 중심으로 (Development and Effects of Smartphone App-Based Walking Exercise Program for Taxi Drivers: Based on Bandura's Self Efficacy Theory)

  • 최윤하;채민정
    • 대한간호학회지
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    • 제50권2호
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    • pp.242-254
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    • 2020
  • Purpose: The purpose of this study was to examine the effects of smart-phone app-based walking exercise programs for taxi drivers on self-efficacy and outcome expectations for exercise, health-related quality of life, walking as an exercise, and physiological indexes. Methods: A nonequivalent control group with a pre-post-test design was used. The subjects were recruited in G metropolitan city. Subjects were assigned to the experimental (n=31) or control groups (n=30). The smart phone app-based walking exercise program consisted of educations via the app, twelve short message services, and one individual telephone counseling session, which was spread over 12 weeks. Results: Self-efficacy, outcome expectations, and health-related quality of life had significantly higher pre-post test differences in scores in the experimental group. Additionally, blood pressure, body mass index, and waist circumference had significantly decreased prepost-test difference levels in the experimental group. Walking as an exercise (which consisted of days walked, number of steps walked, and amount of time walked) had significantly increased in the experimental group after 7~12 weeks in the period following the intervention program rather than 1~6 weeks after the program. Conclusion: The smart phone app-based walking exercise program based on the self-efficacy theory demonstrates a significant effect on improving self-efficacy, outcome expectations physical activities, and health-related quality of life for taxi drivers. Therefore, it is recommended to actively use the program as a tool to promote self-efficacy, physical activities, and health behaviors in taxi drivers.

소규모 제조업 사업장 노동자의 근골격계질환 증상관리를 위한 앱 기반과 포스터 기반 자가관리 작업장 스트레칭 프로그램의 효과 비교 (Comparison of the Effects of an App-based and Poster-based Self-managed Workplace Stretching Program on Musculoskeletal Symptoms of Workers in Small Manufacturing Businesses)

  • 이연숙;채덕희;김자선
    • 한국직업건강간호학회지
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    • 제30권3호
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    • pp.120-131
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    • 2021
  • Purpose: This study aimed to compare the effects of an 8 week, self-managed, app-based and poster-based stretching program on musculoskeletal symptoms, flexibility, stretching frequency, self-efficacy, social support, and musculoskeletal disorder knowledge in small manufacturing business workers. Methods: This was a cluster randomized, two-group pretest-posttest design. Workers were assigned to either an app-based (n=20) or a poster-based (n=25) stretching intervention. Both groups received an educational class. The app group also received mobile phone text messages and an app with stretching videos, stretching alarms, stretching records, and information on musculoskeletal disorders. The poster group received workplace stretching posters. Data were collected from April to September 2018 and analyzed with the 𝑥2 test, paired t-test, and independent t-test. Results: There was only a significant difference in social support. Significant increase in flexibility and musculoskeletal symptoms were noted for both groups, but social support and musculoskeletal disorder knowledge were significantly changed only in the poster group. More than half of the workers practiced stretching at least 3 times a week. Conclusion: The 8 week, self-managed, workplace stretching program was effective to increase flexibility and stretching frequency to at least 3 times a week. However, effective interventions for musculoskeletal symptoms could not be identified.

앱 영상 분류를 이용한 모바일 디바이스의 시인성 향상 (Enhancement of Visibility Using App Image Categorization in Mobile Device)

  • 김대철;강동욱;김경모;하영호
    • 전자공학회논문지
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    • 제51권8호
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    • pp.77-86
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    • 2014
  • 모바일 디바이스는 일반적으로 인위적인 디자인의 앱 영상으로 구성된다, 따라서, 본 논문에서는 주변 밝기에 따라 앱 영상별 최적의 밝기를 설정하여 재현함으로 모바일 디스플레이에서의 최적의 시인성을 나타내는 방법을 제안한다. 먼저 두 가지의 사전실험을 통하여 시인성에 영향을 주는 앱 영상의 특성요소를 찾고, 각 앱 영상별 만족하는 디바이스 밝기를 조사하였다. 다음으로, 앱 영상별로 이들 요소들과 디바이스 만족 밝기와의 관계를 비교 분석하였다. 그 결과, 평균 밝기와 진출색의 분포비율을 이용하여 앱 영상을 분류하고 각 분류별 가장 많은 빈도를 나타내는 만족 밝기를 최적 밝기로 설정하였다. 평가를 위한 실험에서 분류된 영상별 최적의 밝기에 대해 시인성 테스트를 수행한 결과 분류된 앱 영상에 따라 다양한 조도 환경에 대하여 높은 만족도를 나타냄을 확인하였다.

앱 인벤터를 활용한 예비 유아교사 학습 앱 개발 (Learning App Development using App Inventor for Preliminary Early Childhood Teacher)

  • 안미영
    • 한국정보전자통신기술학회논문지
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    • 제11권4호
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    • pp.355-361
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    • 2018
  • 최근 ICT 기술 기반의 다양한 학습 도구를 이용해 학습 능력을 높이려고 하고 있다. 게임과 같은 응용프로그램을 강의식 수업과 병행하여 수업에서 대한 흥미를 유발하고 스마트 폰 앱을 학습 도구로 활용하여 학습 효과를 높이고 있다. 뿐만 아니라 조기 코딩 교육을 통해서 창의적 사고능력, 문제해결 능력, 논리적 사고능력를 키우고자 노력하고 있다. 본 논문에서는 앱 인벤터를 활용한 학습 및 퀴즈 앱으로 수업을 진행하고 개발된 앱을 설명한 후 앱 관련 설문을 진행하였다. 개발된 앱을 활용하여 예비 유아교사에게 교육철학에 대한 학습을 진행 하였고 그 앱에 대한 설명과 앱 인벤터를 활용하여 유아 교육에 활용할 수 있도록 교육하였다. 설문을 통해서 학습 효과 및 유아 교육에서 활용 의사를 확인하였다. 본 연구를 통해서 앱 인벤터로 개발된 앱으로 유아 교사 학습 능력 향상 및 유아 교육에서 코딩을 활용할 수 있도록 하고자 한다.