• Title/Summary/Keyword: App. Market

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A Study on the necessity of Open Source Software Intermediaries in the Software Distribution Channel (소프트웨어 유통에 있어 공개소프트웨어 중개자의필요성에 대한 연구)

  • Lee, Seung-Chang;Suh, Eung-Kyo;Ahn, Sung-Hyuck;Park, Hoon-Sung
    • Journal of Distribution Science
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    • v.11 no.2
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    • pp.45-55
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    • 2013
  • Purpose - The development and implementation of OSS (Open Source Software) led to a dramatic change in corporate IT infrastructure, from system server to smart phone, because the performance, reliability, and security functions of OSS are comparable to those of commercial software. Today, OSS has become an indispensable tool to cope with the competitive business environment and the constantly-evolving IT environment. However, the use of OSS is insufficient in small and medium-sized companies and software houses. This study examines the need for OSS Intermediaries in the Software Distribution Channel. It is expected that the role of the OSS Intermediary will be reduced with the improvement of the distribution process. The purpose of this research is to prove that OSS Intermediaries increase the efficiency of the software distribution market. Research design, Data, and Methodology - This study presents the analysis of data gathered online to determine the extent of the impact of the intermediaries on the OSS market. Data was collected using an online survey, conducted by building a personal search robot (web crawler). The survey period lasted 9 days during which a total of 233,021 data points were gathered from sourceforge.net and Apple's App store, the two most popular software intermediaries in the world. The data collected was analyzed using Google's Motion Chart. Results - The study found that, beginning 2006, the production of OSS in the Sourceforge.net increased rapidly across the board, but in the second half of 2009, it dropped sharply. There are many events that can explain this causality; however, we found an appropriate event to explain the effect. It was seen that during the same period of time, the monthly production of OSS in the App store was increasing quickly. The App store showed a contrasting trend to software production. Our follow-up analysis suggests that appropriate intermediaries like App store can enlarge the OSS market. The increase was caused by the appearance of B2C software intermediaries like App store. The results imply that OSS intermediaries can accelerate OSS software distribution, while development of a better online market is critical for corporate users. Conclusion - In this study, we analyzed 233,021 data points on the online software marketplace at Sourceforge.net. It indicates that OSS Intermediaries are needed in the software distribution market for its vitality. It is also critical that OSS intermediaries should satisfy certain qualifications to play a key role as market makers. This study has several interesting implications. One implication of this research is that the OSS intermediary should make an effort to create a complementary relationship between OSS and Proprietary Software. The second implication is that the OSS intermediary must possess a business model that shares the benefits with all the participants (developer, intermediary, and users).The third implication is that the intermediary provides an OSS of high quality like proprietary software with a high level of complexity. Thus, it is worthwhile to examine this study, which proves that the open source software intermediaries are essential in the software distribution channel.

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Analysis of Factors Influencing Food Purchasing Behavior of Consumers In Mobile Shopping Malls : Focusing on the Comparison of Three Types of Mobile Shopping Malls

  • Eom, Ha Ram;Moon, Jung Hoon;Lee, Jong Tae
    • International Journal of Contents
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    • v.12 no.4
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    • pp.45-52
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    • 2016
  • This study focuses on finding ways to stimulate the growth of agricultural sectors in m-businesses, by analyzing and comparing the factors that influence the purchasing behavior of consumers in the open market, social commerce, and integrated shopping malls. Consumers at various mobile shopping malls answered a survey. Among the nine factors considered, one important factor was the frequency of purchasing agrifoods. Regression analysis produced three results. First, in the open market, in addition to various other advantages, the brand image, reasonable pricing, simple payment system, and convenience of using an app were important factors that influenced the purchasing behavior of the individual consumer. Second, in social commerce, the major factors influencing purchase were the reasonable pricing, quick delivery service, and convenience of using an app. Third, in integrated shopping malls, the brand image, guaranteed after-sale service, the variety of products, quick delivery service, and convenience of using an app were the significant factors.

Development of a Mobile App Combining React Native and Unity3D for Chromakey-based Image Composition (React Native와 Unity3D를 활용한 크로마키 기반 이미지 합성 모바일 앱 개발)

  • Kim, Seung-Jun;Seo, Beom-Joo;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.11-20
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    • 2020
  • In the rapidly changing mobile app market, it is crucial to develop a good idea quickly and receive its market evaluation. For a small-sized company, however, it is very challenging to rapidly develop and deploy their products in response to highly fragmented mobile environments. This article demonstrates that our integrated development environment using both React Native and Unity3D when developing a mobile app achieves a high level of functionality and performance requirements successfully. Moreover, this integrated environment helps reduce development costs and shorten development time.

Mobile Application Verification System Web-based (웹 기반 모바일 어플리케이션 검증 시스템)

  • Yoo, Ki-Sun;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.1075-1076
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    • 2009
  • The mobile application Open Market of the Apple company's App-store is serviced by the domestic communication company. The domestic developer concentrates on the development and trading ont the market of the application. But App-store's I-pod is different from the Korean mobile. The developer can't use the mobile test because there are a lot of mobile in korea. To solve this, we propose that developers can more easily use the mobile test with mobile simulators on the web. This system does the least amount of tests with many mobile terminals and is the verified trading application.

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A Systematic Review of Mobile Health Applications Using Self-Acupressure (자가혈위지압을 활용한 모바일 의료 어플에 대한 체계적 문헌고찰)

  • Seokyung Park;Johyun Lee;Ga-Young Jung;Celine Jang;Sang-Ho Kim
    • Korean Journal of Acupuncture
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    • v.40 no.1
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    • pp.1-12
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    • 2023
  • Objectives : This study aims to provide information regarding the status and quality of mobile applications (MAs) using self-acupressure by performing a systematic review. Methods : We conducted comprehensive searching on five international databases and two app markets from inception to July 31, 2022 to identify MAs using self-acupressure. We analyzed the characteristics of each MA regarding the name of the MA, registered app markets, target symptoms, developers, the year and country of development, cost, target age, media function, and expertise. We assessed the quality of each MA using Mobile Application Rating Scale (MARS). Results : We identified a total of 30 MAs using self-acupressure (25 MAs from the app market and 6 MAs from clinical studies, with 1 MA in common). 17 out of 24 MAs from the app market provided self-acupressure regimens for various symptoms and the others provided regimens for specific symptoms such as memory, anxiety, depression, asthma, allergy, low back pain, and headache. 14 developers were reported. 23 MAs were developed after 2013. The largest number of MAs were developed in the United States. The target age group of 12 MAs was above the age of 3, and that of 11 MAs was above the age of 12. 14 MAs provided multimedia functions such as videos. 13 MAs provided information of expertise. From clinical studies, only 3 out of 6 MAs were accessible through the app market. 4 MAs were developed by the researchers of the study. In terms of MARS, the score of MAs from the app market was higher than that of MAs from clinical studies in both objective and subjective evaluation areas. Conclusions : This study summarizes the characteristics of MAs using self-acupressure. More MAs using self-acupressure should be developed and further clinical research for MA on each symptom and disease is warranted for the diversification of MA fields using self-acupressure.

The Dynamics of Online word-of-mouth and Marketing Performance : Exploring Mobile Game Application Reviews (온라인 구전과 마케팅 성과의 다이나믹스 연구 : 모바일 게임 앱 리뷰를 중심으로)

  • Kim, In-kiw;Cha, Seong-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.36-48
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    • 2020
  • App market has continuously been growth since its launch. The market revenues will reach about 1,000 billion US dollars in 2019. App is a core service for smartphone. Currently, there are more than 1.5 million mobile apps in App platform calling out for attention. So, if you are looking at developing a successful app, you need to have a solid marketing and distribution strategy. Online word of mouth(eWOM) is one of the most effective, powerful App marketing method. eWOM affect potential consumers' decision making, and this effect can spread rapidly through online social network. Despite the increasing research on word of mouth, only few studies have focused on content analysis. Most of studies focused on the causes and acceptance of eWOM and eWOM performance measurement. This study aims to content analysis of mobile apps review In 2013, Google researchers announced Word2Vec. This method has overcome the weakness of previous studies. This is faster and more accurate than traditional methods. This study found out the relationship between mobile app reviews and checked for reactions by Word2vec.

A Study on the Development of App Ecosystem based Smart Home

  • Moon, Junsik;Park, Chan Young
    • Architectural research
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    • v.18 no.1
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    • pp.13-20
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    • 2016
  • Smart Home has achieved remarkable developments over the past few decades. In the ICT(Information and Communications Technology) field, 'app ecosystem'-a collection of multiple devices such as mobile phones and tablets, software (operating system and development tools), companies (manufacturers, carriers, app-stores, etc.) and the process through which data is transferred/shared by a user from one device to another device or by the device itself-has come into wide use since the advent of the smart phone. Due to the synergy effect of the 'app ecosystem', it has been applied to various fields such as televisions and automobile industries. As a result, both the Smart TV and connected vehicle have developed their own ecosystem. Although much research has been conducted on these two ecosystems, there is a lack of research regarding 'App Ecosystem based Smart Home' (AESH). This research focuses on the building scenarios based on 'Tracking, Analyzing, Imaging, Deciding, and Acting (T.A.I.D.A), a future prediction method process. Rather than taking an approach from the perspective of providing and applying advanced technology for research on building future scenarios, this paper focuses on research from the perspective of architectural planning. As a result, two future scenarios of AESH are suggested.

A Study of Factors Affecting Mobile Application Download (모바일 애플리케이션 다운로드에 영향을 미치는 요인에 관한 연구)

  • Wan, Lili
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.189-196
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    • 2014
  • Mobile applications are significantly impacting people's smart phone using behavior and mobile industry value chain. By examining sources of data on mobile applications use, this study presents evidence about what factors would affect the amount of apps download, which may be useful to guide app designers and publishers to develop more persuasive new apps and marketing strategies. The results indicated app ranking had effect on download amount of apps in both Android app market and Apple app store, while prices of apps had no impact on the amount of download. App type, developer experience, and locality had effect on the amount of download only for paid apps in Apple app store.

Exploration of Innovation Typology and Evolutionary Trajectories of Financial Super App (금융 슈퍼앱 혁신 유형 분류 및 진화 경로 분석 연구)

  • Jewon Yoo;Chie Hoon Song
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.4_2
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    • pp.909-923
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    • 2024
  • This study aims to classify the types of financial super apps and analyzes their evolution and growth paths by type. Super apps, which provide various services on a single platform, are gaining attention as a key strategy for digital transformation in the financial sector. By adopting the grounded theory methodology, this research has categorized financial super apps into three types: "lifestyle financial super app", "integrated financial super app", and "universal financial super app". Ansoff Matrix was used as a theoretical framework to understand how each type of super app grew and evolved through various strategies. Our analysis revealed that super apps of each type grew using a different mix of 'market penetration', 'product development', 'mark et development', and 'diversification' strategies, with each mix showcasing a distinct evolutionary path. The findings of this study are expected to enhance understanding of financial super app typology and evolutionary trajectories, contributing to the development of practical strategies, such as channel optimization for financial super apps in the future.

A Study of the Relationship Analysis between Mobile Application by Using An Association Rules (연관성 규칙을 이용한 모바일 앱 간 관계 분석에 관한 연구 - 모바일 게임 앱을 중심으로)

  • Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.3 no.2
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    • pp.19-26
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    • 2012
  • In accordance with the advent of smartphone and the growth of the Mobile App market, the Mobile game industry is being reorganized. So, This study is to be know the association rules between mobile game apps and mobile apps. Accordingly, To promote the Mobile Game App based on advertisement effectiveness that can be obtained from the characteristics of the game by finding out what to investigate.