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Comparative Study of U-Healthcare Applications between Google Play Store and Apple iTunes App Store in Korea

  • Nam, Sang-Zo
    • International Journal of Contents
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    • 제10권3호
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    • pp.1-8
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    • 2014
  • In this paper, we collect and analyze the status of mobile phone applications (hereafter apps) in the healthcare and fitness category of the Apple iTunes App Store and Google Play Store. We determine the number of apps and analyze statistical aspects such as classifications, age rating, fees, and user evaluation of the popular items. As of September 30, 2013, there were 236 popular apps available from iTunes. Google Play offered 720 apps. We discover that apps for healthcare and fitness are diverse. Apps for physical exercise have the greatest popularity. The proportions of apps that are suitable for all ages among the Google and iTunes popular apps are 55.8% and 89.4%, respectively. The user evaluation of apps in iTunes is relatively less positive. We determine that the proportion of paid apps to free apps in Google is higher than that of the apps in iTunes. We perform hypothesis tests and find statistically significant differences in age rating and perceived satisfaction between the apps of the Apple iTunes App Store and Google Play Store. However, we find no meaningful differences in the classification and price of the apps between the two app stores. We perform hypothesis tests to verify the differences in age rating and perceived satisfaction between the paid and free apps within and across the Google Play Store and iTunes App Store. There are statistically significant differences in the age rating between the paid and free apps in the Google play store, between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps. There are statistically significant differences in the perceived satisfaction between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps.

안드로이드 앱 지원 모델의 변화 (Changes in the Android App Support Model)

  • 이병석
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.201-203
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    • 2019
  • Google Play에 새로운 콘텐츠들이 나오고 경쟁함으로써 앱과 게임의 크기는 지속적으로 증가하고 있다. 앱과 게임의 크기가 커질수록 Google Play 스토어를 통한 앱 설치가 줄어들고 있다. 본문은 기존 지원 모델인 APK에 대한 구조 및 한계에 대해 이야기하고 새로운 지원 모델인 AAB(Android App Bundle) 구조에 대해 이야기한다. 추가로 향후 전망을 해보고자 한다.

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Google Play Malware Detection based on Search Rank Fraud Approach

  • Fareena, N;Yogesh, C;Selvakumar, K;Sai Ramesh, L
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권11호
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    • pp.3723-3737
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    • 2022
  • Google Play is one of the largest Android phone app markets and it contains both free and paid apps. It provides a variety of categories for every target user who has different needs and purposes. The customer's rate every product based on their experience of apps and based on the average rating the position of an app in these arch varies. Fraudulent behaviors emerge in those apps which incorporate search rank maltreatment and malware proliferation. To distinguish the fraudulent behavior, a novel framework is structured that finds and uses follows left behind by fraudsters, to identify both malware and applications exposed to the search rank fraud method. This strategy correlates survey exercises and remarkably joins identified review relations with semantic and behavioral signals produced from Google Play application information, to distinguish dubious applications. The proposed model accomplishes 90% precision in grouping gathered informational indexes of malware, fakes, and authentic apps. It finds many fraudulent applications that right now avoid Google Bouncers recognition technology. It also helped the discovery of fake reviews using the reviewer relationship amount of reviews which are forced as positive reviews for each reviewed Google play the android app.

사용자 관점의 모바일 앱 스토어 비교연구 : 구글 플레이와 T 스토어를 중심으로 (Two App Stores in One Smartphone : A Comparative Study on Mobile Application Stores between Google Play and T-Store)

  • 앤드류 델라 로사;이홍주
    • 한국IT서비스학회지
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    • 제12권2호
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    • pp.269-289
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    • 2013
  • The tremendous advancement of technology sparked a lot of opportunities for developers and consumers to pave way to a dynamic application market in smartphones. This study focuses on the users' perspective, that is, the preference between two application markets that varies in many perspectives of its features. Hence, the purpose of this study is to provide a comparative study on two mobile application stores in smartphones; Google Play and T-Store. A survey was conducted to compare the markets, and the results showed the different influencing factors on choosing and using each application store. In addition, the results somehow revealed the harmony of co-existence in smartphones.

Analyzing User Feedback on a Fan Community Platform 'Weverse': A Text Mining Approach

  • Thi Thao Van Ho;Mi Jin Noh;Yu Na Lee;Yang Sok Kim
    • 스마트미디어저널
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    • 제13권6호
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    • pp.62-71
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    • 2024
  • This study applies topic modeling to uncover user experience and app issues expressed in users' online reviews of a fan community platform, Weverse on Google Play Store. It allows us to identify the features which need to be improved to enhance user experience or need to be maintained and leveraged to attract more users. Therefore, we collect 88,068 first-level English online reviews of Weverse on Google Play Store with Google-Play-Scraper tool. After the initial preprocessing step, a dataset of 31,861 online reviews is analyzed using Latent Dirichlet Allocation (LDA) topic modeling with Gensim library in Python. There are 5 topics explored in this study which highlight significant issues such as network connection error, delayed notification, and incorrect translation. Besides, the result revealed the app's effectiveness in fostering not only interaction between fans and artists but also fans' mutual relationships. Consequently, the business can strengthen user engagement and loyalty by addressing the identified drawbacks and leveraging the platform for user communication.

Androfilter: 유효마켓데이터를 이용한 안드로이드 악성코드 필터 (Androfilter: Android Malware Filter using Valid Market Data)

  • 양원우;김지혜
    • 정보보호학회논문지
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    • 제25권6호
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    • pp.1341-1351
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    • 2015
  • 스마트폰의 대중화로 다양한 애플리케이션이 증가하면서, Third party App Market 이나 블랙마켓을 통한 악성 애플리케이션 또한 급격한 증가세에 있다. 본 논문에서는 APK파일의 변조여부를 효과적으로 검출할 수 있는 검사 필터인 Androfilter를 제안한다. Androfilter는 대부분의 안티바이러스 소프트웨어들이 사용하는 수집, 분석, 업데이트 서버등을 사용하지 않고, Google Play를 신뢰 기관으로 가정하여 대응되는 애플리케이션의 조회만으로 애플리케이션의 변조여부를 판단 한다. 실험 결과에 따르면 변조된 애플리케이션을 감지함으로 보고되지 않은 신종 악성코드를 차단할 수 있다.

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

  • 박종찬;백남균
    • 한국정보통신학회논문지
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    • 제26권6호
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    • pp.907-913
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    • 2022
  • 전 세계 스마트폰 이용자 중 약 70%가 안드로이드 운영체제 기반 스마트폰을 사용하고 있으며 이러한 안드로이드 플랫폼을 표적으로 한 악성 앱이 지속적으로 증가하고 있다. 구글은 증가하는 안드로이드 대상 악성코드에 대응하기 위해 'Google Play Protect'를 제공하여 악성 앱이 스마트폰에 설치되는 것을 방지하고 있으나, 아직도 많은 악성 앱들이 정상 앱처럼 위장하여 구글 플레이스토어에 등록되어 선량한 일반 사용자의 스마트폰을 위협하고 있다. 하지만 일반 사용자가 악성 앱을 점검하기에는 상당한 전문성이 필요하기에 대부분 사용자는 안티바이러스 프로그램에 의존하여 악성 앱을 탐지하고 있다. 이에 본 논문에서는 앱에서 쉽게 확인이 가능한 카테고리와 권한만을 활용하여 앱의 불필요한 악성 권한을 분류하고 분류한 권한을 통해 악성 앱을 쉽게 검출할 수 있는 방법을 제안한다. 제안된 방법은 '상용 악성 앱 검출 프로그램'과 미탐율·오탐율 측면에서 비교 분석하여 성능 수준을 제시하고 있다.

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • 제11권1호
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • 한국정보기술학회 영문논문지
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    • 제9권2호
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

사용자 경험과 서비스 평가의 변화에 관한 연구 - 넷플릭스 앱 리뷰 토픽 모델링을 통해 (A study of changes in user experience and service evaluation - Topic modeling of Netflix app reviews)

  • 유선영;노미진;김양석;한무명초
    • 스마트미디어저널
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    • 제12권6호
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    • pp.27-34
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    • 2023
  • 코로나19로 인해 넷플릭스 사용량이 증가하면서 사용자들의 넷플릭스 서비스 경험도 함께 증가하였다. 이에 본 연구는 코로나19 대유행 전후 넷플릭스 사용자 경험과 서비스 변화를 살펴보기 위하여, 넷플릭스 리뷰 데이터를 기반으로 토픽 모델링 분석을 수행하고자 한다. Google Play Scraper 라이브러리를 사용하여 구글 플레이 스토어 내의 넷플릭스 앱 리뷰 데이터를 수집하여, 코로나19 대유행 전후 앱 리뷰 기반의 토픽 모델링을 활용하여 키워드 차이를 살펴보았다. 분석 결과 넷플릭스 앱 기능, 넷플릭스 콘텐츠, 넷플릭스 서비스 이용, 넷플릭스 총평이라는 4가지 토픽으로 나타났다. 사용자 경험이 증가한 코로나19 대유행 이후 사용자들은 더 다양하고 세부적인 키워드를 사용하여 리뷰를 작성하는 경향을 보였다. 본 연구는 넷플릭스 리뷰 데이터를 활용하여 사용자들의 의견을 분석하여 코로나19 대유행 전·후 넷플릭스 서비스의 사용자 경험 변화를 보여주므로, 향후 치열한 OTT 서비스 시장에서의 경쟁력 강화를 위한 가이드 라인으로 활용할 수 있을 것이다.