• Title/Summary/Keyword: Application(App)

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Supporting Measures for Mobile Application Development Activation (모바일 애플리케이션 개발 활성화 지원에 관한 연구)

  • Sim, Myungsik;Bae, Junseong;Lee, Sangjoon
    • Information Systems Review
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    • v.15 no.1
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    • pp.91-104
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    • 2013
  • As coming smart computing era, the government and leading telecommunication companies have actively supported the development of mobile applications. However, since it is processed apart from the characteristics of small businesses, policy problems and support ways have continuously been pointed out. In this study, we selected priority of support project for the activation of the mobile application development, then proposed support ways for the success of small development business. Firstly, we researched the mobile business literatures, support projects and policy trends of the Korean government, academia and private sector. Next, we developed the activation model for small development business by synthesizing of support projects, literatures and expert group interviews. Based on this model, we selected priority of support projects according to AHP (Analytic Hierarchy Process) analysis results. In conclusion, we categorize the five support ways for the activation of mobile application development. We are expecting that these support ways will be useful to the development of effective policies and selection of detail tasks for the support of small business or developers.

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The Smart Phone Taxi Application Using State, Value Perception and Satisfaction among Chinese Consumers (중국 소비자들의 스마트폰 택시 앱 이용실태, 가치속성에 대한 지각과 만족도)

  • Yang, Zhen;Wang, Da Woon;Choi, Hye Kyong
    • International Area Studies Review
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    • v.22 no.1
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    • pp.141-159
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    • 2018
  • The study aims to explore the factors that affect the value perception, satisfaction, and frequency of smart phone taxi applications in Shanghai, China, and commuters. According to a survey conducted on the actual use of taxi application, the majority of the customers responded that they have been using taxi apps for more than one or two years, and the results showed that they use taxi apps once or twice a week. It also showed that the actual use of taxi apps varies depending on their age and academic background. Among the value attributes of smart phone taxi applications, the respondents perceived ease of use as the highest at 4.41 points out of 5 point scale, while the risk perception was the lowest at 3.34 points. Finally, when social demographic characteristics and the nature of taxi app use were controlled, the value perception variables had a significant influence on taxi application satisfaction. The higher the perception of service quality, usefulness, and system usability, the higher the satisfaction levels were. In particular, the impact of perceived usefulness and system usability perception was high.

User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.

Mobile App Analytics using Media Repertoire Approach (미디어 레퍼토리를 이용한 스마트폰 애플리케이션 이용 패턴 유형 분석)

  • Kwon, Sung Eun;Jang, Shu In;Hwangbo, Hyunwoo
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.133-154
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    • 2021
  • Today smart phone is the most common media with a vehicle called 'application'. In order to understand how media users select applications and build their repertoire, this study conducted two-step approach using big data from smart phone log for 4 weeks in November 2019, and finally classified 8 media repertoire groups. Each of the eight media repertoire groups showed differences in time spent of mobile application category compared to other groups, and also showed differences between groups in demographic distribution. In addition to the academic contribution of identifying the mobile application repertoire with large scale behavioral data, this study also has significance in proposing a two-step approach that overcomes 'outlier issue' in behavioral data by extracting prototype vectors using SOM (Sefl-Organized Map) and applying it to k-means clustering for optimization of the classification. The study is also meaningful in that it categorizes customers using e-commerce services, identifies customer structure based on behavioral data, and provides practical guides to e-commerce communities that execute appropriate services or marketing decisions for each customer group.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Composting Impacts on Soil Properties and Productivity in a Fluvio-marine Deposit Paddy Field (하해혼성 평야지 논토양의 부산물퇴비 시용효과)

  • Yang, Chang-Hyu;Kim, Byeong-Su;Yoo, Chul-Hyun;Park, Woo-Kyun;Yoo, Young-Seok;Kim, Jae-Duk;Jung, Kwang-Yong
    • Korean Journal of Soil Science and Fertilizer
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    • v.40 no.3
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    • pp.181-188
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    • 2007
  • Objective of this research was to identify by-product composting impacts on paddy soil properties and rice yield. Research was conducted in Iksan (soil was identified as a Jeonbug series) located in Honam plain area from 2001 to 2004. Composts, such as cow manure sawdust compost(CMSC), Chicken manure sawdust compost(ChMSC) and Pig manure sawdust compost(PMSC) were treated in the reseach plots for every, 2, and 3 year term. Some physical properties, such as, soil hardness, and bulk density tended to decrease with application of compost and decreased in order of CMSC, ChMSC, and PMSC, while surface soil depth and porosity were increased in order of CMSC, PMSC, and ChMSC. Some chemical soil properties, such as organic matter, available phosphorus, available silicate, and exchangeable cations were increased with application of compost and every year application plots. Nitrogen uptake was higher in order of CMSC, ChMSC, SF, and PMSC. Nitrogen use efficiency was higher in order of CMSC, ChMSC, SF, and PMSC. Rice yields was increased in all application plot of CMSC, in every other year application plot ChMSC and PMSC compared with SF($5.07Mg\;ha^{-1}$). Also average rice yield on years were increased in all application plot of CMSC and in every other year application plot ChMSC, while decreased in all application plot of PMSC compared with SF($5.27Mg\;ha^{-1}$). Head rice ratio and perfect grain ratio on hulled rice was high in all application plot of PMSC and in every year, in every other year app lication plot of ChMSC while its lowered percentage of 10~13 caused by application of CMSC compared with SF.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Gateway Architecture for Ubiquitous Access to ZigBee-Based Sensor Networks (ZigBee 기반 센서 네트워크로의 유비쿼터스 접근을 위한 게이트웨이 아키텍처)

  • Heo, Ung;Peng, Qiu;You, Kang-Soo;Choi, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.73-83
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    • 2010
  • This paper investigates protocol architecture of a Web-ZigBee gateway for interconnecting TCP/IP-based networks and ZigBee/IEEE802.15.4-based wireless sensor networks. The Web-ZigBee gateway delivers data between the TCP/IP network and the ZigBee network. Since those two networks have different communication protocols, a protocol translation mechanism is needed. Herein, we propose a method to deliver query messages from the Internet to the sensor network and receive data from sensors. The protocol translation is performed in the translation layer that is placed above the two application layers, i.e., the Internet application layer and ZigBee application layer. Among various interfaces, we use CGI programming to take care of translation functions efficiently. The CGI manages query information from a client on the Internet and data from the ZigBee sensor network. Whereas the TCP/IP enabled sensor network overlays two heterogeneous communication protocols, overlaying layers increase the complexity and cost of implementing the sensor network. On the contrary, the sensors in our gateway-based system are not only light (because each communication protocol works independently without overlaying), but also efficient because the translation layer mostly alleviates header overloading.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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Development of mobile-application based cognitive training for Menopausal Women with Cognitive Complaints (갱년기 여성을 위한 앱 기반의 인지기능훈련 프로그램 개발)

  • Kim, Ji-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.150-166
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    • 2020
  • Based on the theory of cognitive reserve, we undertook this study to develop a cognitive function training program for woman in menopausal transition with complaints of declining in cognitive function. The program was established by applying the analysis, design, and development stages of the network-based instructional system designed by Jung. The cognitive function training program developed by us is an was an 8-week program composed of cognitive and video training using a mobile application. The program consists of 24 sessions, each with 20-30 minutes of duration, to be completed 3 sessions per week. The contents of the cognitive function training comprise of memory, attention, language function, and scenario-based problem-solving for executive functions, all of which are cognitive areas found to be the most vulnerable for menopausal women. The educational contents were developed for eight subject areas, one subject area per week, including the definition of menopause, its causes and symptoms, menopause and brain function, etc. During the pilot test, the cognitive function training program was applied to 10 menopausal women who complained of cognitive function decline. The results indicated that, after eight weeks of training, the overall cognitive function of participants increased, revealing statistically significant differences (t=-3.04, p=.014) after the program was completed. The mobile app-based cognitive function training program might not only improve patients' memory functions but also potentially reduce the incidence of dementia.