• Title/Summary/Keyword: Application(App)

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Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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An Investigation into the Applicability of Node.js as a Platform for implementing Mobile Web Apps. (모바일 웹 어플리케이션을 구현하기 위한 Node.js 파일에 대한 조사)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.286-289
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    • 2016
  • In this paper, we propose an architecture that affords mobile app based on nomadic smartphone using not only mobile cloud computing- architecture but also a dedicated web platform called Node.js built-in with the asynchronous, Nonblocking, Event-Driven programming paradigm. Furthermore, the design of the proposed architecture takes document oriented database known as MongoDB to deal with the large amount of data transmit by users of mobile web access application. The Node.js aims to give the programmers the tools needed to solves the large number of concurrent connections problem. We demonstrate the effectiveness of the proposed architecture by implementing an android application responsible of real time analysis by using a vehicle to applications smart phones interface approach that considers the smartphones to acts as a remote users which passes driver inputs and delivers output from external applications.

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A Study on Remote Automatic Flipped System for Music Score Based on IoT (사물인터넷(IoT)기반한 원격 악보 넘기기 시스템 연구)

  • Kang, Ki-ho;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.259-267
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    • 2018
  • In this study, we study the system to remotely transmit musical score based on Internet of Things(IoT). When musicians play music, they occasionally use the instrument and the musical score at the same time. At this time, the degree of immersion in music is reduced. In order to solve this problem, this paper proposes automatic sheet page turning system based on Internet of Things(IoT). The system can be remotely adjusted using the foot without using the hand. The system consists of a Wireless Smart Button equipped with Bluetooth and an application capable of operating the Wireless Smart Button. The Wireless Smart Button used Arduino based open source. We designed an application(App) to utilize it and proposed an intuitive UI.

Development and Application of Career Education App for Elementary School Students (초등학생 진로교육을 위한 교육용 어플리케이션 개발 및 적용)

  • Kim, Hwee;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.265-272
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    • 2019
  • In the past society, it was possible for parents to provide career guidance at home and career education without professional education courses and knowledge about career education at school since the simple job and the slow pace of social change. However, in modern society, the profession itself becomes complicated, and professional functions and knowledge are required in the profession, and the job world is changed and also a lot of jobs will disappear. This change has made it difficult to establish the value of work and then career education has become very important and urgent. In this paper we develop a career education app for elementary school students and then examine the pedagogical effect of career education app on career education. We applied our proposed course to an elementary school in Seoul. In the course, totally eight hours of classes were offered to the 5-6th graders of an elementary class. As a result, students who took part in the class have a better understanding of the job and also the satisfaction level of the course was also very high.

Design of Lab Framework for Effective Blockchain Education (효율적인 블록체인 교육을 위한 실습프레임워크 설계)

  • Kim, Do-Kyu
    • Journal of Industrial Convergence
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    • v.18 no.6
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    • pp.147-154
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    • 2020
  • It is difficult to educate the overall operation of public and private blockchains with different characteristics. Recently, most education for blockchain is targeted at public blockchains such as Bitcoin and Ethereum. However, in an actual business environment, a private blockchain such as HyperLedger Fabric is used because access to corporate data is controlled through user authentication. In the case of HLF-based education, it is necessary to understand various components that are not in the public blockchain, such as peers, orderers, and channels. In this paper, a lab framework for HLF is designed for an efficient and systematic understanding of the functions and operations. The framework consists of HLF network, chaincode, and decentralized software control functions. Through the framework, the network configuration, distribution and activation of chaincode, and dApp execution process were checked step by step, and it was very easy to understand the overall flow for blockchain services. In addition, it is expected that a systematic understanding of the overall flow will be possible even in future network expansion.

A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

An analysis on the difference in banking app usability by elderly age - Focusing on the PACMAD model - (고령층 연령에 따른 뱅킹앱 사용성 인식에 대한 차이 분석 -PACMAD 모델을 중심으로-)

  • Hyun Suk Joung
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.2
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    • pp.61-75
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    • 2023
  • This study aims to evaluate the usability of a banking app that is frequently used by the elderly. To this end, the usability PACMAD(People At the Center of Mobile Application Development) model that can be used in mobile was explained and the usability evaluation was empirically verified for the elderly over 60 years of age. For this study, descriptive statistics and variance analysis were conducted using SPSS 25.0 for 165 elderly people who had experience using banking apps. Looking at the analysis results of this study, efficiency, satisfaction, and effectiveness showed relatively high scores, and learnability, memorability, error, and cognitive load showed relatively low scores. In addition, in the verification of differences by age, it was confirmed that there were differences in all variables by age. These results suggest that the elderly's usability evaluation of banking apps and differences by age could be confirmed, but there is also a limitation that comparison with the general public is difficult because the age is limited to the elderly.

모바일 애플리케이션 마켓(앱스토어)의 수용의도 영향요인에 관한 연구

  • Bae, Jae-Gwon
    • Proceedings of the Korea Database Society Conference
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    • 2010.06a
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    • pp.223-234
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    • 2010
  • This study is aimed at proposing a new research model in which application store intention to acceptance influence factors (i.e.. facilitating condition, mobile computing self-efficacy, service compatibility, and system quality) affect TAM (i.e., perceived usefulness and perceived ease of use) positively, leading to application store intention to acceptance eventually. This study developed a research model to explain the use of Apple's App Store, and collected 228 survey responses from the undergraduate students who had experiences with such application store services as game and personal information management application download. To prove the validity of the proposed research model, PLS analysis is applied with valid 228 questionnaires. By employing PLS technique, the measurement reliability and validity of research variables are tested and the path analysis is conducted to do the hypothesis testing. In brief, the finding of this study suggests that application store intention to acceptance influence factors affect TAM positively, and application store intention to acceptance as well.

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Implementation of Fog Computing Architecture for IoT Service on Hybrid Broadcast Environment (하이브리드 방송 환경에서의 IoT 서비스 지원을 위한 Fog Computing Architecture 구현)

  • Kum, Seung Woo;Lim, Tae-Beom;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.107-117
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    • 2017
  • Recently, IoT applications are being deployed in Smart TVs, and these IoT applications are using smart TVs as application platforms rather than broadcast platforms. With the advent of Hybrid broadcast technologies, now it becomes available to develop IoT applications which are coupled to the broadcast information. However, the existing IoT services are not suitable for Hybrid broadcast application since they are built on cloud and require various protocol implementations. In this paper, a Fog Computing-based architecture for hybrid broadcast application is proposed. Instead of accessing IoT services from hybrid broadcast app directly, the proposed architecture places Fog Applet Server between them and distribute loads of hybrid broadcast app to the Fog Applet. The proposed architecture is implemented as a service to control IoT device with hybrid application.

Analyzing Impact Factors of User Resistance to Accepting Paid Mobile Application (유료 모바일 애플리케이션 수용 저항 요인에 관한 분석)

  • Song, Seong-Beom;Kang, Ju-Young;Lee, Sang-Gun
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.361-375
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    • 2013
  • While the mobile application market is growing fast, the revenues of the majority apps are declining. Moreover, paid mobile application prices and purchases have been slow because of intensifying competition. However, the conventional studies focused only on the acceptance factor of mobile applications, so they cannot explain the phenomenon such as acceptance resistance for paid mobile applications. Therefore, our study tries to analyze the factors for the acceptance resistance of users for paid mobile applications. The research model in this paper, which is based on S-O-R model, verified through surveys how social influence and app characteristics affect user perception and how user perception affects to app resistance. The results of our study showed that paid mobile applications happened to be destroyed in front of the chasm because of the perceived loss. Consequently, the results implicate that the developers should lower the initial price and actively react to the negative reviews in order to lower the perceived loss. Moreover, the results verified that a sense of self-efficacy can lower application acceptance resistance by including personal properties to our research model as control variables.