• Title/Summary/Keyword: Application(App)

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The Effects of Diabetes Management Programs using Mobile App: A Systematic Review and a Meta-Analysis (모바일 앱을 이용한 당뇨환자관리의 효과: 체계적 문헌고찰과 메타분석)

  • Kim, Hee Eon;Kim, EunJa;Kim, Gaeun
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.300-307
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    • 2015
  • The purpose of this review was to evaluate the effects of diabetes management program using mobile appllication. A systematic review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses: the PRISMA Statement was conducted. Studies published between 2004 and 2014 were reviewed using the following databases: Ovid, CINAHL and Cochrane library. The keywords used were (app*OR mobile) AND (nurs* OR health* OR medic*) AND (diabet*). Selected studies were assessed for methodological quality using Scottish Intercollegiate Guidelines Network (SIGN)' Checklist. Three hundred seventy five studies were identified, All the 3 studies found mobile application as a valid strategy on clinical usefulness in diabetes management. This review provides updated evidence for app-based management program in diabetes management. Further studies are needed to increase generalizability using randomized controlled trials, enough sample size. In addition, valid measurements are needed to assess the main outcomes.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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App Design Style and Usability Analysis for Smartphone Application -Focusing on the iPhone and Appstore- (스마트폰 앱 디자인 스타일 및 사용성 분석 -아이폰과 앱스토어를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.129-136
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    • 2010
  • Smartphone used to be an it item for only business people and early adaptors. However, the public interest towards Smartphone has been rapidly increased and now is spreading to the everyday life in general people. Variety of applications are introduced and registered in a day, but there are not enough apps with simple and useable interface. This is because that the applications are developed only in a view from developer and designer to match the splendor design and technical skills of apps not concerning the users. Therefore this study will analyze the value in use and design trend of registered apps in apps store to recognize the importance in use and also to discuss about a plan to apply this into the apps more effectively. In order to improve the mobile app usability, this study suggest that using intuitional icon, designing easy to use app navigation. This will lead to produce clear instruction for app developers and designers with more reliable effects in the future of Smartphone world.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Systematic Search and Qualitative Evaluation of Dietary Supplement Mobile Applications: Using the Mobile Application Rating Scale (MARS)

  • Hyeon Ji Lee;Si Hyun Seong;Hyunjin Chung;Yun Jeong Lee;Jae-Hyun Kim
    • Korean Journal of Clinical Pharmacy
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    • v.33 no.1
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    • pp.51-61
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    • 2023
  • Background: Mobile applications (apps) on dietary supplements can increase consumers' access to information. However, it can lead to indiscriminate use of dietary supplements. This study aims to systematically review dietary supplement apps released in English and Korean and evaluate the quality of those apps. Methods: Through the app stores, apps on dietary supplements were systemically searched and examined. Two independent evaluators evaluated the apps and presented a mean score using the Mobile App Rating Scale (MARS). The correlation between MARS scores, user and evaluator ratings, and the number of secondary features of the apps were analyzed. Results: Of the 2,772 dietary supplement apps identified, 17 apps were included according to the selection criteria. The mean MARS score was 3.28 (standard deviation: 0.29) out of 5. Apps had higher scores in aesthetics and functionality dimensions, while engagement and information dimensions had lower scores. There was a positive correlation between the number of app downloads and information among MARS dimensions. The subjective evaluation also correlated with the information dimension. There was a positive correlation between the secondary features of the apps and MARS total score as well as the engagement dimension. Conclusion: The dietary supplement apps need to be managed at a higher level of quality to provide safe and reliable information to consumers. Especially, quality on information and engagement dimensions can be improved. Involvement of healthcare professionals in the app development, management with adequate referencing of information, and use of secondary features for enhanced user engagement can be helpful.

Examining the Generative Artificial Intelligence Landscape: Current Status and Policy Strategies

  • Hyoung-Goo Kang;Ahram Moon;Seongmin Jeon
    • Asia pacific journal of information systems
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    • v.34 no.1
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    • pp.150-190
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    • 2024
  • This article proposes a framework to elucidate the structural dynamics of the generative AI ecosystem. It also outlines the practical application of this proposed framework through illustrative policies, with a specific emphasis on the development of the Korean generative AI ecosystem and its implications of platform strategies at AI platform-squared. We propose a comprehensive classification scheme within generative AI ecosystems, including app builders, technology partners, app stores, foundational AI models operating as operating systems, cloud services, and chip manufacturers. The market competitiveness for both app builders and technology partners will be highly contingent on their ability to effectively navigate the customer decision journey (CDJ) while offering localized services that fill the gaps left by foundational models. The strategically important platform of platforms in the generative AI ecosystem (i.e., AI platform-squared) is constituted by app stores, foundational AIs as operating systems, and cloud services. A few companies, primarily in the U.S. and China, are projected to dominate this AI platform squared, and consequently, they are likely to become the primary targets of non-market strategies by diverse governments and communities. Korea still has chances in AI platform-squared, but the window of opportunities is narrowing. A cautious approach is necessary when considering potential regulations for domestic large AI models and platforms. Hastily importing foreign regulatory frameworks and non-market strategies, such as those from Europe, could overlook the essential hierarchical structure that our framework underscores. Our study suggests a clear strategic pathway for Korea to emerge as a generative AI powerhouse. As one of the few countries boasting significant companies within the foundational AI models (which need to collaborate with each other) and chip manufacturing sectors, it is vital for Korea to leverage its unique position and strategically penetrate the platform-squared segment-app stores, operating systems, and cloud services. Given the potential network effects and winner-takes-all dynamics in AI platform-squared, this endeavor is of immediate urgency. To facilitate this transition, it is recommended that the government implement promotional policies that strategically nurture these AI platform-squared, rather than restrict them through regulations and stakeholder pressures.

Design and Prototype Implementation of Hybrid App for Geo-Metadata Searching of Satellite Images (위성영상정보 공간 메타데이터 검색 하이브리드 앱 설계 및 시험 구현)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.2
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    • pp.203-211
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    • 2011
  • Recently, information communication technologies such as smartphone or mobile app greatly affect various application fields including geo-spatial domain. And development scheme of mobile web app or hybrid app regards as the most important computing technology which is combined each advantage of mobile app and mobile web. Despite these trends, it is general case that satellite images are used for the background image for other contents services. With this motivation, hybrid app for geo-metadata as the base for dissemination and service is designed and implemented as the prototype, in this study. At the design stage, HTML5, which is the core technology on an international standardization process for hybrid app, is applied. In the implementation, PhoneGap and Sencha Touch as mobile SDK(Software Development Kit) supporting HTML5 on cross-platform in open sources are used. In prototype, some KOMPSAT-2 images covering small area and mandatory elements in geo-metafata standard are tested. As mobile industry applications and business service models based on satellite images on mobile platform are progressing and diversifying, it is expected that this approach and implemented prototype are considered as an important reference.

Development of color space conversion algorithm for application of tooth colorimetry app (치아측색용 App 적용을 위한 색공간 변환 알고리즘 개발)

  • Jo, Jae-Hyun;Kim, Seung-Hun;Lee, Sang-Sik;Jeong, Jin-Hyoung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.1
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    • pp.62-68
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    • 2022
  • Due to medical and economic development, various treatment methods are being studied to restore or maintain beautiful and healthy teeth. In particular, interest in aesthetic treatment procedures such as prosthetic treatment and whitening to restore tooth loss is increasing. One of the important things in the field of prosthetics and esthetic treatment is to determine the correct color of teeth because harmony with natural teeth is an important factor in determining the perfection of esthetic prostheses. This study is about the development of a colorimetry application for tooth colorimetry using a smartphone camera. The colorimetry application UI was designed, the colorimetry algorithm was derived and the application was implemented, and the validity of the application was verified through testing the implemented application.

A study on Consumer's Needs for Development of Diet Guide Application for Pregnant Women (임신부의 건강식생활 가이드를 위한 애플리케이션 개발 소비자요구도 조사)

  • Kim, Sook-Bae;Kim, Jeong-Weon;Kim, Mi-Hyun;Cho, Young-Sook;Kim, Se-Na;Lim, Hee-Sook;Kim, Soon-Kyung
    • Korean Journal of Community Nutrition
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    • v.18 no.6
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    • pp.588-598
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    • 2013
  • This study was conducted to assess needs of educational mobile application (App) development for nutritional management and information on pregnant women. A total of 105 pregnant women were investigated on general characteristics, dietary habits, health behavior and needs for contents and composition of the application. The mean age of the subjects was 31.9 years and the mean gestation period was 25.4 weeks. The rate of skipping meal was 39.0% and the rate of irregular meal time was 46.6%. The consciousness of the meal as balanced nutrition and health was 19.9%. Eating out at least forth a week was 35.3%. Obtaining information about pregnancy and childbirth were internet (35.3%), hospital or health center (19.9%), books (17.1%), experience (15.2%), mobile (8.6%) and friends or acquaintances (4.8%). If the application is developed, subject replied 'frequently use' (51.4%), 'when needed' (47.6%) respectively. The favour topic in developing application were 'nutrition information of pregnant and fetal' (36.2%), 'weight management, feeding' (33.3%), 'food choice and cooking' (21.9%), 'shopping' (5.7%), 'example of menu' (1.9%), 'effect of smoking, drinking, exercising' (1.0%). The favorite content was 'include sufficient amount about information' (44.8%). Depending on the age and education level, the best age for pregnancy group have significantly higher ability for utilize and information gathering than old age pregnant group. Also the best age for pregnancy group have high demands of design, convenience and various contents in App development. Therefore, mobile application (App) for pregnant women could be widely used as an effective dietary guide.

Development of Postoperative Self Care Mobile App for Kidney Transplantation Patients (신장이식 환자의 수술 후 자가간호 어플리케이션 개발)

  • Noh, Se-Hee;Park, Jeong-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.316-326
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    • 2016
  • The purpose of this research was to develop a self-care application for kidney transplantation patients based on a review of previous literatures and the results of a survey that evaluated the needs of patients. The research proceeded in ADDIE order of analysis, design, development, implementation, and evaluation stages. In the analysis phase, interviews were conducted on over 5 kidney transplantation patients. Moreover, related applications and literatures were reviewed to develop application contents. App-based postoperative self-care program composed of the following: Health teaching, measurement, checklist, views, alarms, and App information. For the evaluation phase, a survey was conducted on 9 experts and 5 patients, using a smartphone application. SPSS/WIN 21.0 program was used for data analysis. Descriptive statistics were used to analyze the validity and suitability of data obtained from experts and users. Content was validated using CVI. Expert assessment of application for the self-care after kidney transplant showed 3.5 out of 4. Patient assessment showed 3.7 out of 4. We determined that a self-care application for patients that underwent kidney transplant is helpful. Moreover, a future study is necessary to test and verify the effects of using this application on self-care and self-care knowledge.