• Title/Summary/Keyword: Application(App)

Search Result 728, Processing Time 0.027 seconds

PR-Management and Branding of Media Channels with the Application of Social Networks

  • Shalman, Tatiana;Dobrianska, Viktoriia;Kokhan, Marianna;Pletsan, Khrystyna;Humenchuk, Anatolii
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.7
    • /
    • pp.70-76
    • /
    • 2021
  • The relevance of intelligence involves the definition of such communication systems of PR-management and branding of media channels with the use of social networks, which are already implemented in practice by modern representatives of professional PR product. The purpose of the investigation is to determine the system of implementation of technologies of PR-management and branding of media channels with the use of social networks based on a survey of PR and brand of different media channels on the basis of a survey of brand managers and PR. 980 respondents from Ukraine took part in the survey. The survey was conducted on the Google-forms platform. The results outline a list of the most popular social networks and messengers for the implementation of PR management and branding technologies, including Facebook, Twitter, Google, LinkedIn, Tumblr; Telegram, WhatsApp, Viber, Skype. It is determined that the criteria of branding analysis are informativeness, centralization/distribution, content, feedback intensity. Identified 2 prospects for the development of branding in an interactive media environment (creation of a presentation system; integration of websites of social media and companies in universal centers). The criteria of general importance of the factors influencing the behavioral intention of consumers to use social media channels are presented (satisfaction, accessibility, perceived usefulness, trust, ease of use, attitude, social influence, self-efficacy). The meaning of the content of social media channels (public, informational and communication) is indicated. The practical significance of the study was to present the links between the criteria, development prospects and the values of branding factors.

A Study on the User Experience for Airline ticket Reservation Service -Focusing on Skyscanner App- (항공권 예매 서비스 사용자 경험 연구 -스카이스캐너 앱을 중심으로-)

  • Park, Seojin;Kim, Seung-In
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.2
    • /
    • pp.195-200
    • /
    • 2019
  • The purpose of this study is to investigate the phenomenon of user's use of services, focusing on Skyscanner apps, and to suggest improvements to provide better user experience. The service described in this paper is complicated in booking ticket and deficient its usability at a certain age. As a result, three point of improvement is derived. Provide clear information and countermeasures. And make operating procedure be convenient to learn. It is significant that this study suggested ways to improve ticket reservation services through Skyscanner, a major online ticket reservation service. In the follow-up study, I expected that this study will help the various business models improve its system such as UI design, improvement of information structure, and Skyscanner for silver generation.

IoT-based Water Tank Management System for Real-time Monitoring and Controling (실시간 관측 및 제어가 가능한 IoT 저수조 관리 시스템)

  • Kwon, Min-Seo;Gim, U-Ju;Lee, Jae-Jun;Jo, Ohyun
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.6
    • /
    • pp.217-223
    • /
    • 2018
  • Real-time controllability has been a major challenge that should be addressed to ascertain the practical usage of the management systems. In this regards, for the first time, we proposed and implemented an IoT(Internet of Things)-based water tank system to improve convenience and efficiency. The reservoir can be effectively controlled by notifying the user if the condition of the reservoir is unstable. The proposed system consists of embedded H/W unit for sensor data measuring and controling, application S/W for deployment of management server via web and mobile app, and efficient database structure for managing and monitoring statistics. And machine learning algorithms can be applied for further improvements of efficiency in practice.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.483-489
    • /
    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

Research on Usability of Seoul Bike based on Seoul Universal Guideline -Focusing on seoul citizens over-50s (서울시 유니버설디자인 통합 가이드라인을 기반으로 한 서울자전거 '따릉이' 사용성 연구 -50대 이상 서울시민을 대상으로-)

  • Kim, Tae-Hee;Kim, Boyeun
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.287-293
    • /
    • 2019
  • The purpose of this study is to research on usability of Seoul Bike focusing on seoul citizens over-50s. Before the test, I researched Seoul Universal Design Guideline's background, purpose, principle and range through literature review. Then I did two tests based on re-establishment of the existing principle to fit the public service. First, I have noticed that using the service through an application was difficult for seoul citizens over-50s even if they have NEEDS for using Seoul Bike according to the survey. Next, I drew the result from User Task Evaluation Analysis. Due to the low app usability(the main point of the service) and accessibility and usability status was rate low, but the overall service process was comfortable and convenience. I expect this study will be a good resouce for public service design.

Consumer Attitudes, Intention to Use Technology, Purchase Intention of Korean 20's Women on the Acceptance of Fashion Augmented Reality (FAR) with the Application of the UTAUT Model (UTAUT 모델을 응용한 패션 증강현실(FAR) 기술수용에 관한 한국 20대 여성의 소비자 태도, 기술 사용의도 및 구매의도)

  • Cho, Sung Hee;Kim, Chil Soon
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.1
    • /
    • pp.125-137
    • /
    • 2019
  • This study determined the impact of 'Fashion Augmented Reality (FAR)' acceptance factors based on the model of acceptance and use of technology (UTAUT) on consumer attitudes, intention to use technology, and fashion product purchase intention. A survey asked participants to have an AR experience using a FAR app to understand FAR in advance. Data were analyzed factor analysis and stepwise regression using SPSS. The results are as follows. First, the factor analysis classified the acceptance variables of FAR technology into 'social relations', 'shopping effectiveness', and 'easy to use FAR'. Second, among the three factors of FAR acceptance, 'shopping effectiveness' is statistically more influential on positive attitudes towards FAR. However, 'easy to use' factor was more influential on 'the intention to use technology' as well as 'purchase intention'. Third, 'social relations' were identified as an important factor affecting 'consumer attitudes', 'intention to use technology' and 'purchase intention' which are not well covered in fashion technology research. In addition, 'the intention to use technology' was found to be influential on 'purchase intention' and indicated the importance of easiness of FAR to enhance purchase intention.

Security Analysis on 'Privacy-Preserving Contact Tracing Specifications by Apple and Google' and Improvement with Verifiable Computations ('애플과 구글의 코로나 접촉 추적 사양'에 대한 보안성 평가 및 검증 가능한 연산을 이용한 개선)

  • Kim, Byeong Yeon;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.3
    • /
    • pp.291-307
    • /
    • 2021
  • There has been global efforts to prevent the further spread of the COVID-19 and get society back to normal. 'Contact tracing' is a crucial way to detect the infected person. However the contact tracing makes another concern about the privacy violation of the personal data of infected people, released by governments. Therefore Google and Apple are announcing a joint effort to enable the use of Bluetooth technology to help governments and health agencies reduce the spread of the virus, with user privacy and security central to the design. However, in order to provide the improved tracing application, it is necessary to identify potential security threats and investigate vulnerabilities for systematically. In this paper, we provide security analysis of Privacy-Preserving COVID-19 Contact Tracing App with STRIDE and LINDDUN threat models. Based on the analysis, we propose to adopt a verifiable computation scheme, Zero-knowledge Succinctness Non-interactive Arguments of Knowledges (zkSNARKs) and Public Key Infrastructure (PKI) to ensure both data integrity and privacy protection in a more practical way.

Effects of Menu Arrangement and User Script on Task Using Smartphone Applications (메뉴의 배열과 사용자 스크립트가 스마트폰 애플리케이션 과제 수행에 미치는 효과)

  • Min, Sungki;Park, Soo-Young;Lee, Sangil
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.4
    • /
    • pp.67-76
    • /
    • 2021
  • Three research hypotheses expected when working with a mobile app were verified. As follows: (1) Usability varies depending on the external structure of the tree-view menu. (2) If the menu arrangement is different from the script expected by users, the usability is poor. And (3) the effects of each of these two hypotheses vary depending on the complexity of the task. To this end, a script for booking accommodations expected by undergraduate students was written, and an experiment was designed with the task completion time and error rate as dependent variables. The experiment was conducted by implementing a prototype for reservation system on a smartphone As a result, while the overall performance was unfavorable when the task was complicated, the superiority of sectional menu was prominent when the task was complicated, and positive responses were observed when the menu arrangement in a complicated task matched user expectations. By discussing these results, it was found that when designing a procedural menu on a mobile screen, we come up with measures to minimize the burden of working memory, consider what tree-views are for the task, and that in complex tasks, menus should be arranged according to the scripts expected by users.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.4
    • /
    • pp.643-651
    • /
    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

The Detection of Android Malicious Apps Using Categories and Permissions (카테고리와 권한을 이용한 안드로이드 악성 앱 탐지)

  • Park, Jong-Chan;Baik, Namkyun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.6
    • /
    • pp.907-913
    • /
    • 2022
  • Approximately 70% of smartphone users around the world use Android operating system-based smartphones, and malicious apps targeting these Android platforms are constantly increasing. Google has provided "Google Play Protect" to respond to the increasing number of Android targeted malware, preventing malicious apps from being installed on smartphones, but many malicious apps are still normal. It threatens the smartphones of ordinary users registered in the Google Play store by disguising themselves as apps. However, most people rely on antivirus programs to detect malicious apps because the average user needs a great deal of expertise to check for malicious apps. Therefore, in this paper, we propose a method to classify unnecessary malicious permissions of apps by using only the categories and permissions that can be easily confirmed by the app, and to easily detect malicious apps through the classified permissions. The proposed method is compared and analyzed from the viewpoint of undiscovered rate and false positives with the "commercial malicious application detection program", and the performance level is presented.