• Title/Summary/Keyword: Apps

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Problem Identification and Improvement Measures through Government24 App User Review Analysis: Insights through Topic Model (정부24 앱 사용자 리뷰 분석을 통한 문제 파악 및 개선방안: 토픽 모델을 통한 통찰)

  • MuMoungCho Han;Mijin Noh;YangSok Kim
    • Smart Media Journal
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    • v.12 no.11
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    • pp.27-35
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    • 2023
  • Fourth Industrial Revolution and COVID-19 pandemic have boosted the use of Government 24 app for public service complaints in the era of non-face-to-face interactions. there has been a growing influx of complaints and improvement demands from users of public apps. Furthermore, systematic management of public apps is deemed necessary. The aim of this study is to analyze the grievances of Government 24 app users, understand the current dissatisfaction among citizens, and propose potential improvements. Data were collected from the Google Play Store from May 2, 2013, to June 30, 2023, comprising a total of 6,344 records. Among these, 1,199 records with a rating of 1 and at least one 'thumbs-up' were used for topic modeling analysis. The analysis revealed seven topics: 'Issues with certificate issuance,' 'Website functionality and UI problems,' 'User ID-related issues,' 'Update problems,' 'Government employee app management issues,' 'Budget wastage concerns ((It's not worth even a single star) or (It's a waste of taxpayers' money)),' and 'Password-related problems.' Furthermore, the overall trend of these topics showed an increase until 2021, a slight decrease in 2022, but a resurgence in 2023, underscoring the urgency of updates and management. We hope that the results of this study will contribute to the development and management of public apps that satisfy citizens in the future.

A Study on Reward-based Home-training App Users Using a Cash-cow User Prediction Model (캐시카우 사용자 예측 모델을 통한 리워드형 홈트레이닝 앱의 운영 및 관리 전략에 관한 연구)

  • Sanghwa Kim;Jinwook Choi;Byungwan Koh
    • Information Systems Review
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    • v.23 no.4
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    • pp.183-198
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    • 2021
  • Due to the Covid-19 pandemic, the home-training app market is growing rapidly and numerous apps are entering the market. It is becoming more difficult for an app to secure the profitability. In this study, by analyzing actual user data of a reward-based home-training app, we propose a model that predicts cash-cow users of the app. Cash-cow users are the users who watch in-stream ads to watch training videos although they cannot earn any rewards by doing so. Thus, these users make profits for the app yet do not incur any costs. The results of this study show that the users who irregularly watch training videos are more likely to be cash-cow users than the users who regularly watch training videos. This result suggests that, paradoxically, for sustainable profitability, home-training apps may need to find a way to retain the users who watch training videos irregularly so that they can be satisfied with the service and continue use the apps.

Methods of Energy Saving for Outdoor LBS Apps (실외 위치기반서비스 앱을 위한 건전지 절약 방법)

  • Yim, Jaegeol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.119-120
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    • 2017
  • 최신 스마트폰은 GPS(Global Positioning System) 신호를 이용하여 비교적 정확한 위치정보를 제공한다. 그래서 GPS를 이용한 다양한 실외용 위치기반서비스 앱이 개발되고 있다. 그러나 GPS를 이용하면 비교적 많은 건전지 에너지가 소모되어 사용자에게 큰 불편을 준다. 본 논문은 지도정보와 에너지 소모가 적은 센서를 이용하여 건전지를 절약하는 방안을 제안한다.

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Didactic Games and Gamification in Education

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.417-419
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    • 2022
  • This paper undertakes educational games and gamification, their features, importance, and integration into the educational process. Besides outlining features, benefits, and difficulties, it highlights the difference between gaming, gamification, and game-based learning. The article contends that game-based learning and gamification elements such as reward, completion, and cooperation develop students' positive attitudes toward the curriculum and boost their learning motivation.

Proposing Micro-Learning in Saudi Universities

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.13-16
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    • 2022
  • This paper proposes using micro-learning at Saudi universities. It commences with an account of the concept of micro-learning and the difference between micro-learning and electronic learning. Then it touches on the significance, principles, and examples of micro-learning, followed by some micro-learning applications and pitfalls. The paper closes with a proposal for using this learning mode at Saudi universities.

Android Operating System: Security Features, Vulnerabilities, and Protection Mechanisms

  • AlJeraisy, Lulwa Abdulmajeed;Alsultan, Arwa
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.367-372
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    • 2022
  • In the age of smartphones, users accomplish their daily tasks using their smartphones due to the significant growth in smartphone technology. Due to these tremendous expansions, attackers are highly motivated to penetrate numerous mobile marketplaces with their developed malicious apps. Android has the biggest proportion of the overall market share when compared to other platforms including Windows, iOS, and Blackberry. This research will discuss the Android security features, vulnerabilities and threats, in addition to some existing protection mechanisms.

The Impact of Past Behavior on Intention to Smartphone Application Piracy (과거행동이 스마트폰 애플리케이션 불법복제 의도에 미치는 영향)

  • Kim, Joong Han
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.37-49
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    • 2016
  • Due to the expandability of smartphone, the mobile application market is growing explosively. However, as happens in other digital contents markets, piracy of mobile applications is prevalent. This study investigated the effects of behavioral factors on smartphone application piracy. The research model consists of factors from the theory of planned behavior model - subjective norms, attitudes toward piracy and perceptions of behavioral control. In addition, perceived consequences, past behavior and habit was included. The past behavior of PC software piracy was a meaningful predictor of habit, and habit was found to influence significantly the smartphone piracy intention. The result also shows that perceived benefit had significant effect on attitude, but both perceived legal and technical risk were not significantly related to attitude. Implications for research and practice are discussed.

Modeling the Chemical Kinetics of Atmospheric Plasma

  • Kim, Ho-Yeong;Lee, Hyeon-U;Kim, Gyu-Cheon;Lee, Jae-Gu
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.08a
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    • pp.270-270
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    • 2012
  • Low temperature atmospheric pressure plasmas (APPs) have been known to be effective for living cell inactivation in the water [1]. Many earlier research found that pH level of the solution was changed from neutral to acidic after plasma treatment. The importance of the effect of acidity of the solution for cell treatments has already been reported by many experiments. In addition, several studies have demonstrated that the addition of a small amount of oxygen to pure helium results in higher sterilization efficiency of APPs [2]. However, it is not clear yet which species are key factors for the cell treatment. To find key factors, we used GMoo simulation. We elucidate the processes through which pH level in the solution is changed from neutral to acidic after plasma exposure and key components with pH and air variation with using GMoo simulation. First, pH level in a liquid solution is changed by He+ and He(21S) radicals. Second, O3 density decreases as pH level in the solution decreases and air concentration decreases. It can be a method of removing O3 that cause chest pain and damage lung tissue when the density is very high. H2O2, HO2 and NO radicals are found to be key factors for cell inactivation in the solution with pH and air variation.

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An Examination of an Efficient UI of Smartphone Home Screen Structure (스마트폰의 홈 화면구조에 따른 효율적 UI 방안 모색)

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.437-446
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    • 2017
  • Objective: This study aims to draw an efficient UI design by comparing the usability of App drawer and single-layered home screens, which are smartphone home screens. Background: Because smartphone home screen is frequently used including the installation, deletion, and editing of APPs, it should be designed with easily controllable information structure. There is a need to seek a user-friendly UI by comparing the usability of App drawer and single-layered home screens, of which methods to search Apps are different. There is also a need to examine an efficient UI and the factors to improve from the user perspective. Method: This study targeted 30 Android OS and iOS users to evaluate the App drawer and single-layered home screens, of which UI structures are different. Each participant was instructed to carry out an App searching task and App deleting task, and the execution time and the number of errors were measured. After the tasks were completed, they evaluated satisfaction through a questionnaire survey. Results: In the App searching task with low task level, there was no difference in execution level between the App drawer and single-layered home screens. However, the single-layered home screen showed higher efficiency and accuracy in the App deleting task with high task level. As for the group difference according to use experience, there was no difference in satisfaction among Android OS users, but iOS user satisfaction with single-layered home screen with which they were familiar was higher. Conclusion: As for home screen usability, the single-layered home screen UI structure can be advantageous, as task level is higher. Repulsion was higher, when users, who had used easier UI, used complex UI in comparison with user satisfaction, when users familiar with complex UI used easier UI. A UI indicating the current status with clear label marking through a task flow chart-based analysis, and a UI in which a user can immediately recognize by exposing hidden functions to the first depth were revealed as things to improve. Application: The results of this study are expected to be used as reference data in designing smartphone home screens. Especially, when iOS users use Android OS, the results are presumed to contribute to the reduction of predicted barriers.

Design and Implementation of Real-Time News App using RSS of the Internet Newspaper (신문사 RSS를 활용한 실시간뉴스 어플리케이션 설계 및 구현)

  • Song, Ju-Whan
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.631-637
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    • 2018
  • In order to read newspaper articles, the use of paper newspapers is decreasing and smartphone are increasingly used. As a result, the number of news apps continues to increase. Many of the news apps in the Android Play Store fall into two categories. The first is an app that is developed by a specific newspaper company and distributes only the articles of the newspaper company. The rest is an app that shows a list of newspapers and shows the homepage when a newspaper is selected. In this paper, we have designed and implemented a Real-Time News app for collecting articles from many newspapers and providing them in real time. Newspapers provide up-to-date articles with RSS feeds. The server program stores them in the DB, and transmits the articles requested in the Real-Time News app in real time. In order to see the latest news, it is possible to collect the articles of each newspaper without visiting the websites of the various newspapers, and it is possible to reduce the mobile data usage used to access each website.