• Title/Summary/Keyword: Help App Service

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A Study on Automatic Service Creation Method of Cloud-based Mobile Contents

  • Park, Jong-Youel
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.19-24
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    • 2018
  • Recently, people can create small content by themselves and it improved into a form that can be promoted. Also, as active small business owners increase, they produce the content for promotion by themselves without external professional help and they utilize it. This paper studies the method to make Mobile Apps, Mobile Web and homepage services available by automatically generating the mobile based mini content. The automated content creation system suggests the method that small business owners and groups can easily communicate with new people by bringing Single Page Application, hybrid mobile web app, N-Screen based content building, private cloud-based PaaS building technology, P2P network based file sharing and multimedia thread technologies together and creating the content.

Effects of fashion shopping orientations and importance of fashion application attributes on customer satisfaction and loyalty in the mobile shopping environment (모바일 쇼핑 환경에서 패션 쇼핑 성향과 패션 앱 속성 중요도가 고객만족과 충성도에 미치는 영향에 관한 연구)

  • Kim, Na Mi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.3
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    • pp.139-153
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    • 2020
  • Today, the proliferation of smart-phones and other mobile devices is bringing many changes to people's daily lives. Recently, the mobile shopping market has grown rapidly and has become a center of distribution. Furthermore, the consumer mobile fashion market is expected to expand and mobile fashion consumers' shopping tendencies will gradually become segmented. Differentiated marketing strategies for mobile fashion companies are to become essential. This study intends to understand the propensity of mobile fashion shopping and the importance of fashion app attributes, and their impact on mobile fashion shopping customer satisfaction and loyalty. The research aims to identify shopping trends and buying behaviors of mobile fashion consumers, find ways to increase mobile fashion shopping purchases, and help develop the mobile fashion market. The results of this study are summarized as follows. First, the compilation and the economics of the mobile fashion shopping propensity factors were shown to have a significant impact on product information, product reviews, and service quality, which are in turn important factors for fashion app attributes, whereas convenience only had a significant impact on service quality. Second, product information and service quality, which are also important factors for fashion app attributes, have a significant impact on mobile fashion shopping. Third, customer satisfaction concerning mobile fashion shopping has a significant impact on loyalty. Mobile fashion shopping customer satisfaction increases loyalty. Increasing the satisfaction and loyalty of mobile fashion shopping will lead to increased sales using mobile fashion shopping apps(Site) and become apparent in the results of mobile fashion companies. Therefore, various efforts by mobile fashion companies will be needed to satisfy their customers.

Design of a Smart TV Service System for Daily Life Notification (스마트 TV 생활 알리미 서비스 시스템 설계)

  • Choi, Jong Myung;Im, Do Yeon;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.3
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    • pp.23-31
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    • 2012
  • With the advance of Smart TV technologies, TV watchers can enjoy the Internet and games while watching TV programs. Besides retrieving with some keywords in the Internet, people may want to access local information such as notifications from town, messages from children's schools, shopping information from local marts, and even reminder messages for visiting from hospitals while watching TV without using web-browser. In this paper, we introduce the daily life notification service scenarios and its functional and non-functional requirements. Furthermore, we also propose a system that provides the notification services, consists of smart TV apps and server systems. We also introduce the system architecture and the component design of the system. Our work will help smart TV service developers because this paper will give them some service scenarios, requirements, and system architecture and its component design.

Usability Evaluation for Simple Payment Service Based on Mobile Application -Focused on Shinhan and Samsung- (모바일 간편결제 애플리케이션 사용성 평가 연구 -신한FAN 앱카드와 삼성 앱카드를 중심으로-)

  • Lee, Kyung-Joo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.421-426
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    • 2018
  • This study is meant to derive what is needed to enhance the convenience and satisfaction of users of mobile credit card applications. For the first step, the current status of simple payment service using application has been identified and in-depth interview by reorganizing Peter Morvile's Honeycomb model into the five usage principle based on the main function of the application card. As a result, it was found that users prefer personalized services that fulfill the purpose and key functions of the app card and take into account their consumption patterns rather than too many additional functions. Based on this study, it is expected that it would help card companies increase their experience with app card users and strengthen their platforms.

Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

A Study on gamification exercise encouragement app based on GPS location information (GPS위치 정보를 기반으로 한 운동독려 게임화 앱 연구)

  • Park, Hyun-Joo;Keum, Chung-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.119-124
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    • 2020
  • In this paper, in order to encourage the user's exercise, we presented an exercise goal that considers the user's weight and exercise state, and dealt with a study on an app that gives a goal using GPS information. Unlike the vague numbers and times suggested in the existing app, it is presented specifically with the surrounding buildings or structures using GPS information. In addition, to use competitive psychology to exercise encouragement, it shows the movement information of people connected to the app and allows users to use the competitive psychology to get the effect of exercising many people. The app creates coordinates of major buildings and sets markings using the Naver Map SDK location information to present specific targets. It is easy for users to get bored if they give a goal every time, and the boredom that the user feels decreases the interest in the exercise. In order to not to lose interest in athletic interest. the app switches to game mode and give a light goal that doesn't matter user's weight or exercise status, and rewards user for achieving the suggested goals. Game mode is added to app that connects a person's will to practice. It adds fun elements to create interest, and uses competitiveness to help you live a healthy life with a steady workout. Technically, to improve the accuracy of smart-phone map display using GPS and the tilt processing was to be able to display the exact location.

A Real-Time Surveillance System for Vaccine Cold Chain Based o n Internet of Things Technology

  • Shao-jun Jiang;Zhi-lai Zhang;Wen-yan Song
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.394-406
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    • 2023
  • In this study, a real-time surveillance system using Internet of Things technology is proposed for vaccine cold chains. This system fully visualizes vaccine transport and storage. It comprises a 4G gateway module, lowpower and low-cost wireless temperature and humidity collection module (WTHCM), cloud service software platform, and phone app. The WTHCM is installed in freezers or truck-mounted cold chain cabinets to collect the temperature and humidity information of the vaccine storage environment. It then transmits the collected data to a gateway module in the radiofrequency_physical layer (RF_PHY). The RF_PHY is an interface for calling the bottom 2.4-GHz transceiver, which can realize a more flexible communication mode. The gateway module can simultaneously receive data from multiple acquisition terminals, process the received data depending on the protocol, and transmit the collated data to the cloud server platform via 4G or Wi-Fi. The cloud server platform primarily provides data storage, chart views, short-message warnings, and other functions. The phone app is designed to help users view and print temperature and humidity data concerning the transportation and storage of vaccines anytime and anywhere. Thus, this system provides a new vaccine management model for ensuring the safety and reliability of vaccines to a greater extent.

A Case Study on Implementation of the Shipping Market Information Service System (해운시황정보서비스시스템 구현 사례연구)

  • Lee, Seokyong;Jeong, Myounghwan
    • Journal of Korea Port Economic Association
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    • v.29 no.3
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    • pp.73-94
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    • 2013
  • The necessity of shipping market information services has been on the rise which emphasizes the relevance of transaction information and market information to parties both in and outside the shipping industry. However, previous related researches have been restricted to explorations limited by the offerings of existing shipping market information providers. Users today require effective information, an efficient contents management system, interfacing to help the information provider, graphing and spread sheets to facilitate and present the analyzed information through diverse formats, and reliable web and mobile services to provide information effectively with limited human resources. As a first step, service information has to be defined, so that it takes into account user utility, information retrieval and data development. Second, benchmark information and services must be provided from leading shipbrokers and research institutes. Third, a review of the latest technical trends is required to identify the most suitable technologies for servicing shipping market information. Finally, analysis is required on the implementation of a system with selected technologies, as well as the development of channels to post information which have been analyzed by users. Such a process would enable the continual redefinition of the shipping market information users actively need. The application of an X-Internet based WCMS, with a single-window dashboard providing user-customized information, and used to obtain and manage processes, add spread sheets to sustain calculations using the latest information, graph results, and to input additional information following predefined rules. Access to data and use of the system would require agreement that the system will incorporate user data and user-analyzed information into the market report, web portal, and hybrid app to provide current shipping market information appropriately and accurately to service users.

The Effect of Mobile App Contents Characteristics on the Continuous Use Intention: Focused on Using KakaoTalk (모바일 앱 콘텐츠 특성이 지속사용의도에 미치는 영향에 관한 연구: 카카오톡의 사용을 중심으로)

  • Sou-Bin Yun;Byung-June Kim;Chae-Hyun Lee
    • Industry Promotion Research
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    • v.8 no.1
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    • pp.103-110
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    • 2023
  • This study targeted KakaoTalk app users, mainly in Seoul and the metropolitan area, and verified the factors that had a significant impact on the intention to continuously use the app through KakaoTalk contents. Among various content characteristics, five variables were used to verify the variables that had the greatest influence on the intention to continue using, and the ones that did not. As a result of testing the five hypotheses, it was found that convenience, enjoyment, informativeness, and perceived usefulness had a significant positive(+) effect on the intention to continue using, but intimacy did not. From this, it can be determined that the majority of users use the app content because it is useful and informative, rather than because they have a sense of familiarity. In this way, the purpose of this study is to provide empirical help to factors closely related to the intention of continuous use in deriving priorities to be considered in the service planning stage as well as in terms of technical design of contents when developing mobile apps in the mobile app industry as a whole and in the field in the future. I want to provide it, but there is a meaning.