• Title/Summary/Keyword: Application(App)

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Predicting numeric ratings for Google apps using text features and ensemble learning

  • Umer, Muhammad;Ashraf, Imran;Mehmood, Arif;Ullah, Saleem;Choi, Gyu Sang
    • ETRI Journal
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    • v.43 no.1
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    • pp.95-108
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    • 2021
  • Application (app) ratings are feedback provided voluntarily by users and serve as important evaluation criteria for apps. However, these ratings can often be biased owing to insufficient or missing votes. Additionally, significant differences have been observed between numeric ratings and user reviews. This study aims to predict the numeric ratings of Google apps using machine learning classifiers. It exploits numeric app ratings provided by users as training data and returns authentic mobile app ratings by analyzing user reviews. An ensemble learning model is proposed for this purpose that considers term frequency/inverse document frequency (TF/IDF) features. Three TF/IDF features, including unigrams, bigrams, and trigrams, were used. The dataset was scraped from the Google Play store, extracting data from 14 different app categories. Biased and unbiased user ratings were discriminated using TextBlob analysis to formulate the ground truth, from which the classifier prediction accuracy was then evaluated. The results demonstrate the high potential for machine learning-based classifiers to predict authentic numeric ratings based on actual user reviews.

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

  • Kim, Jin Hee;Kim, Hye Kyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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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.

MapAppGen : Drupal Based Map Application Generator (MapAppGen: Drupal 기반 맵 응용 생성기)

  • Jeong, Min-Kyung;Nam, Mi-Jin;Kang, Hye-Rim;Eum, Doohun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.72-75
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    • 2010
  • Google을 시작으로 포털 사이트들이 Maps API를 공개하면서 맵 응용에 대한 수요가 급증하고 있다. 맵 응용의 개발은 대부분 수작업으로 이루어지고 있기 때문에 맵 응용의 생산성이 떨어질 뿐만 아니라 유지 보수에도 많은 시간과 노력이 요구되고 있다. 우리가 설계하고 구현한 MapAppGen은 ModuleGen, IndexGen, MapGen으로 구성되며 맵 응용을 자동으로 생성한다. MapAppGen은 Google Maps API를 사용하여 CMS(Content Management System) 중의 하나인 Drupal에 적용 가능한 모듈들을 생성해 맵 응용에 대한 생산성을 향상시켜 준다. MapAppGen처럼 맵 응용을 위해 Drupal 모듈을 생성하는 생성기는 현재 존재하지 않으며 Gmap이나 NodeMap과 같이 고정된 맵 인터페이스 모듈들은 존재한다. 그러나 Gmap이나 NodeMap 모듈은 Drupal의 기본 컨텐츠 타입 모듈에 의존하기 때문에 사용자는 원하는 지형/지물 컨텐츠 타입을 생성해 활용할 수 없고 지형/지물들을 유형별로 맵 상에 표시하고 연관된 컨텐츠들을 검색할 수도 없다.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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A study on the service satisfaction of Chinese mobile Apps -Comparing paid and free services- (중국 모바일 앱 서비스 만족에 관한연구 -유료와 무료 모바일 서비스의 비교-)

  • Qin, Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.127-137
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    • 2017
  • The role of smartphones is changing from a communication system for exchanging calls and information into a universal platform for cultural services. Also, satisfaction for mobile application services on smartphones is a very important factor in the smart business. In This paper, we analyze the effects of the outcome, service scape, costs, and especially the impact of whether costumers having to pay or free for the app on customer satisfaction. For this purpose, we analyzed survey data on service quality of mobile app service from Chinese mobile app service users. We also analyzed the moderating effects of paid and free mobile app services. As a result, it was confirmed that the quality, servicescape quality and cost of mobile app service that customers perceive have a positive effect on customer satisfaction. In addition, the effect of the cost of mobile app service perceived by the customer on customer satisfaction showed that free mobile app service was more significant than paid mobile app service. This paper can be used as an alternative to monetization for providing a mobile app service provider or a mobile app service provider who wants to switch mobile app service from free to paid service.

Analysis on affective and cognitive effects of application development education using authoring tool for high-school students (고등학생 대상 저작도구 활용 앱 개발 교육의 정의적·인지적 효과 분석)

  • Yoon, Seonghye;Kang, Woori;Lee, Myoungwoo
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.415-424
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    • 2017
  • Due to the influence of the fourth industrial revolution in recent years, maker education is getting attention. Therefore, this study tried to propose the possibility of application (app) development education as maker education by empirically verifying the affective and cognitive effects of app development education using authoring tool. To do this, we implemented app development education in D high school in Seoul, Korea, and collected data from 41 participants. We analyzed the changes in attitudes toward SW education and creative problem-solving ability before and after the education by conducting the paired t-test, and the level of satisfaction and perceived achievement through descriptive statistics analysis. Also, the learner's responses collected through the open-ended questionnaire were analyzed qualitatively. The result showed that the attitude toward SW education and creative problem-solving ability showed statistically significant improvement after app development education using the authoring tool, and the learner's statement also supported this result. Also, satisfaction and perceived achievement after the education were relatively high. Through these results, we have empirically confirmed the effect of app development education using the authoring tool for high school students, and derived the theoretical and practical implications.

A Design of Mobile App Test System Using Web Socket (웹소켓을 이용한 모바일 앱 테스트 시스템 설계)

  • Choi, Kyung Su;Lee, Kilhung
    • Journal of Information Technology Services
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    • v.17 no.3
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    • pp.63-75
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    • 2018
  • In this paper, we propose a testing method of the quality of device application effectively reflecting the necessity of increasing mobile device application quality test, and designed and developed it as a web system. We have studied traditional software testing methods for designing and developing a system. We have developed a next-generation alternative technology that can analyze and compensate for the weaknesses of the web and weaknesses of the Android in order to realize the access system and the responsive web system. As an example applied to the system, we analyzed the requirements of the system implementation and expressed the functions of the system through the use case diagram. The test scenarios were conducted by connecting 5,000 devices to each system using the existing HTTP polling method and the proposed web socket method. After setting the comparative group, the result of the proposed web management system was observed and compared through repeated tests. The research shows that the proposed web socket system has better performance than HTTP polling. The more the number of simultaneous processing of the devices, the lower the server stability but the better the time efficiency. In conclusion, the more the number of devices to be tested is, the more the number of devices can be effectively tested using the proposed web management system.

Management Plan for Mobile Contents Bypassing In App Billing Application (모바일 컨텐츠 인앱 결제 우회 애플리케이션에 대한 대처 방안)

  • Lee, Sang-Ho;Shin, Miyea
    • Journal of Convergence Society for SMB
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    • v.5 no.3
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    • pp.21-26
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    • 2015
  • As mobile contents grow up, In App Billing is brisk at applications including mobile contents. But some of users don't pay and use charged content for free to use cheating payment module or hacking through applications. Call this bypass payment. Applications, helping bypass, are Freedom, IAP Cracker, and DNS server suggested by the hacker named Borodin. In case of mobile game, Despite sell a lot of charged content but income is different revenue in sales log with real profits. Because of users using bypass payment application. Management plan to bypass payment are checking OrderID, encrypting public key and verifying receipt.

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Design and Implementation of Hybrid Mobile App Framework (하이브리드 모바일 앱 프레임워크 설계 및 구현)

  • Jung, Woo-Jin;Oh, Jang-Hoon;Yoon, Dong-Weon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.9
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    • pp.1990-1996
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    • 2012
  • In this paper, in order to improve the execution performance and serviceability of cross-platform applications frameworks based on the existing web applications, we design and implement a new hybrid application framework named as WApplE.js, which enables direct control of native UI(User Interface) of mobile operating systems and various resources via JavaScript. We first present the design results for the overall software structure and the configuration of every layer of WApplE.js, and then analyze the processes for calling and handling APIs in the implemented hybrid application framework. In addition, the results of comparison of features to the existing frameworks are presented.

Design Mobile Cross Framework Based MDA (MDA 기반의 모바일 크로스 프레임워크 설계)

  • Song, Yujin;Lee, Eun-Joo;Han, Deok-Soo
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1445-1452
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    • 2016
  • Recently Mobile Software Applications are developed in various languages and stored in App Store. App Users selectively use appropriate apps for the owned hardware. In other words, it depends on the kinds of operating systems of the apps whether to use or not to use the applications in various languages. The apps should be differently implemented according to the kind of the user's device, though they provide the same functions. To solve these problems, it is necessary to define an independent function specification method which is not dependent to a specific system environment. In this paper, the Mobile Application Developing Framework is suggested, which incorporates all of the development process. Standardized models are proposed which can be used in the analysis and design steps. In implementation phase, a technique for cross framework design is suggested so as to implement a platform dependent mobile app.