• Title/Summary/Keyword: Application(App)

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Implementation of Hybrid Application for Cafeteria Monitoring based on HTML5 (HTML5 기반 급식 모니터링 하이브리드앱 개발)

  • Shin, Hwa-Young;Kim, Yu-Doo;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.749-750
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    • 2013
  • Due to the rapid development of smart phones, smart phone users grew, expanding communication between the service users has been enabled by the application's service. Difficult to find a service that allows you to know the quality of school meals and the expectations of these applications. In addition, the existing application works only with a particular device, it is difficult to compatible devices. Thus, based on the HTML5 hybrid application were developed and this feed can be monitored by the students of the school, the communication can be formed.

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Design and Implementation for Management App. of Expiration date based on Cosmetics (화장품을 중심으로 한 유통 기한 관리 앱 설계 및 구현)

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.193-198
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    • 2013
  • This paper proposes an application which applied in managements of cosmetics and finds applications related with expiration date among applications. In this paper, the application is implemented to improve safety and stability of cosmetics based on android platform. In general, it is hard to use to have all knowledge in many types of cosmetics. Because of that each item have different date to buy and use, it is necessary to manage them efficiently. This paper is designed and implemented the application for management of expiration date to use cosmetics. It helps to use cosmetics safely and serve good information from cosmetics companies connected with this application.

A Design and Implementation of Mobile Application Usage Pattern Analysis System (모바일 어플리케이션 이용패턴 분석 시스템의 설계와 구현)

  • Park, DongGyu;Kim, SungKwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2272-2279
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    • 2014
  • Mobile applications are software systems running on handheld devices, such as smartphones, PDAs, tablets and so on. The market of mobile application has rapidly expanded in the past few years. In this paper, we present a novel approach to track smartphone application usage from a event logs on the mobile device and analyzed both on client system and usage analysis server. We implemented our client system on Android device based usage analytics platform. Based on the analysis server system, we obtained over 47,000 user base, and we get the user's app usage informations on realtime. In this paper, we describe a large scale deployment-based research for a smartphone usage patterns and usage information visualization techniques.

The Development of Tire Safety Recognition Application with Pressure and Laser Sensors (압력센서와 레이저 센서를 이용한 타이어 안전 인지 애플리케이션 개발)

  • Mo, Won-Ki;An, Jung-Woo;Yoo, Seung-Jea;Lim, Ji-Won;Lee, Boong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.4
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    • pp.725-734
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    • 2021
  • To prevent tire accidents, we developed an application that can check tire safety using the app-inventor and the bluetooth communication. The temperature sensor measures ambient temperature, the pressure sensor measures tire pressure, the laser sensor has a distance of more than 50mm, and an angle of 45° to measure for the optimal tire. We have developed an application that determines tire condition based on measured wear and tear levels, works through the Bluetooth module via App Inventor, and identifies tire condition and expected replacement condition on the user's mobile phone.

Analysis of Categorized Cultural Asset and Application for Cultural Asset App Store Based on IoT Environment (IoT 환경기반 문화재 앱스토어 구축을 위한 카테고리별 문화재 및 애플리케이션 분석)

  • Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.105-106
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    • 2015
  • 본 논문에서는 IoT 환경 기반의 문화재 앱스토어 구축을 위한 카테고리별 문화재 및 애플리케이션을 분석한다. 문화재 종류는 문화재진흥청에서 정의한 종류로 분류되어 있으며 종류에 따라 문화재 개수도 다양하다. 이러한 다양한 종류의 문화재 및 애플리케이션 카테고리 분석을 통해 문화재 앱스토어 구축에 있어 카테고리 분류 작업시 중요한 기반 자료가 된다. 이는 앱스토어 소비자에게 정확한 서비스를 제공하는 시스템을 구축하는데 도움이 될 것이다.

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Development of voice pen-pal application of global communication system by voice message

  • Lau, Shuai
    • Korean Journal of Artificial Intelligence
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    • v.2 no.1
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    • pp.1-3
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    • 2014
  • These days, interest and demand on smart learning has rapidly increased. Video English and mobile system based English speaking service have become popular. This study gave prototype of application to give and take voice message with world people and to give new concept of voice pen-pal beyond exchange of text messages. In modern society having rapidly increasing demand on smart learning, you can study foreign language by smart phone and communicate with foreigners by voice anytime and anywhere. The app allows global exchange to learn conversation. Recruitment of initial users and profit model have problems. We shall develop to improve problems and to solve difficulty.

Design of Children and Adolescent's Parents for oral health convergence education App in Mobile Environments

  • Kim, Seok-Hun;Woo, Hee-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.1
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    • pp.57-62
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    • 2017
  • Children need oral care according to their developmental stage and accordingly, the appropriate dental treatment is different, which requires parents to have an active attitude and the applicable oral knowledge. As there is so much unreliable oral care information and PR, it is hard to find accurate information and parents are in need of a preventative oral healthcare mobile application for healthy oral care. Also, pediatric adolescent care should be focused on prevention rather than treatment and children should be instructed and educated to eat cariogenic foods as little as possible as well as told to brush before going to bed. This study designed a smart application for oral health care education to provide information and knowledge regarding oral health care for infants, oral health education, and oral health care prevention for parents of young children.

A Curriculum for Mobile Programming Education that Includes A Project Completion and It's Implementation Results

  • Ha, Seok-Wun;Huh, Kwang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.139-147
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    • 2016
  • In recent, android application developments have been done widely that intensify smart phone utilization. In this paper, we propose a curriculum that undergraduate students can improve their mobile programming abilities as well as integrate experiences of application development based on android. And also a series of practices to advance their sense of accomplishment are added by offering an opportunity to carry out a real project to use a variety of sensors embedded in smart phone during the course of study. The project is composed of a series of modules for implementing a trekking App that helpful to people who enjoy spending time in outdoors through their favorite activities such as trekking, cycling, and climbing with their own smart phones. Through practical curriculum operation and project implementation, we show that the proposed curriculum is appropriate to a mobile programming education that combine learning and practice.

Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.179-210
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    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.

Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.136-148
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    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.