• Title/Summary/Keyword: Mobile APP

Search Result 829, Processing Time 0.033 seconds

Analysis of Indonesia's Digital Industry and the Case of Gojek

  • Namjae Cho;Firti January Anindya
    • Journal of Information Technology Applications and Management
    • /
    • v.28 no.5
    • /
    • pp.17-39
    • /
    • 2021
  • Indonesia's industrial application of digital technology is growing fast, especially in the application of mobile technology. About 1,700 digital startups are sprouting. PT Aplikasi Karya Anak Bangsa is one of those digital startups founded in 2010. This company is widely known, especially in Southeast Asia, for its products and services called 'Gojek' which was launched initially in 2015. Gojek began as a ride-hailing mobile-based application that later evolved into a Super App providing more than 20 different services in one single mobile application. After becoming Indonesian first unicorn company in 2016, Gojek now has become the first decacorn company in Indonesia, worth more than USD 10 billion since 2019. This paper aims to analyzes the technology industry in Indonesia and analyzes Gojek's background and history, its competitive status, and critical success factors. As a conclusion, we provide some advices for future development of Gojek in Indonesia and other countries in Southeast Asia's market. The advices include rebranding its overseas presence and the use of consistent brand identity across countries.

Design a Programming Education Plan for SW Education Using Robot and Mobile Application Development Tool (SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안)

  • Yoo, Inhwan
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.4
    • /
    • pp.615-624
    • /
    • 2014
  • According to the rapid growth and popularization of the SMART device, the society is being changed greatly and importance of SW education is being emphasized. Also many student have a lot of interests about mobile application programming. The latest study suggests using the robots in the programming education may help to induce learners' interest and motivation, participation, achievement. So in this research, I designed a programming educational plan for SW education using robot and mobile application development tool(App Inventor) and applied them. And I conducted a survey four ares such as class, robot, App Inventor, robot and App Inventor. As a result, learner's response of interest and satisfaction was very positive commonly at four areas. In particular, learners could get programming result immediately using smart phone and could control the robot using smart phone, so learner's interest had increased especially. The conclusion is that suggested plan for SW education using robot and mobile application development tool is useful for programming education.

Perceived Usefulness and Risks and Behavioral Intentions of Mobile Fashion Apps -Focus Group Interviews with Chinese Students Studying in Korea- (모바일 패션 앱의 지각된 유용성과 위험 및 행동의도 -중국인 유학생 초점집단 면접 조사-)

  • Hong, Heesook;Sun, Yu;Lee, Seung-Eun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.44 no.2
    • /
    • pp.255-272
    • /
    • 2020
  • This exploratory study investigated Chinese consumers' perceived usefulness and risks of fashion apps and identified reasons for continuance and discontinuance intentions. This study conducted focus group interviews with a convenience sample of 13 Chinese students majoring in fashion in Korea. Based on interviewee responses, this study identified five attributes leading the perceived usefulness of mobile fashion apps (ubiquity and convenience, multi-media information, personalization, interactivity between consumers, and immediateness) and sub elements related to the five attributes. Five types of perceived risk (privacy risk, security risk, product risk, loss of future opportunity, and time risk) were identified in relation to Chinese consumers' use of fashion apps. The important role of live streaming services was uniquely identified by Chinese fashion app users. Usefulness of location-based information provided by mobile fashion apps were differently perceived according to respondents' use purpose, and augmented reality services provided by the apps were related to entertainment rather than usefulness. This study provides meaningful insights into Chinese consumers' perceptions of fashion apps and important app attributes that influence their continuance and discontinuance intentions. The findings from this study lend preliminary implications for future researchers and fashion businesses interested in the Chinese app market.

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.43-52
    • /
    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1475-1480
    • /
    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.

A Study on the Restaurant Recommendation Service App Based on AI Chatbot Using Personalization Information

  • Kim, Heeyoung;Jung, Sunmi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.263-270
    • /
    • 2020
  • The growth of the mobile app markets has made it popular among people who recommend relevant information about restaurants. The recommendation service app based on AI Chatbot is that it can efficiently manage time and finances by making it easy for restaurant consumers to easily access the information they want anytime, anywhere. Eating out consumers use smartphone applications for finding restaurants, making reservations, and getting reviews and how to use them. In addition, social attention has recently been focused on the research of AI chatbot. The Chatbot is combined with the mobile messenger platform and enabling various services due to the text-type interactive service. It also helps users to find the services and data that they need information tersely. Applying this to restaurant recommendation services will increase the reliability of the information in providing personal information. In this paper, an artificial intelligence chatbot-based smartphone restaurant recommendation app using personalization information is proposed. The recommendation service app utilizes personalization information such as gender, age, interests, occupation, search records, visit records, wish lists, reviews, and real-time location information. Users can get recommendations for restaurants that fir their purpose through chatting using AI chatbot. Furthermore, it is possible to check real-time information about restaurants, make reservations, and write reviews. The proposed app uses a collaborative filtering recommendation system, and users receive information on dining out using artificial intelligence chatbots. Through chatbots, users can receive customized services using personal information while minimizing time and space limitations.

Development of iPod Game Using Cocos2d Engine (Cocos2d 엔진을 사용한 아이팟 게임의 개발)

  • Kim, Jong-Wun;Joo, Bok-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.10 no.2
    • /
    • pp.31-38
    • /
    • 2010
  • By the recent success of the iPhone and the App Store, software developers from all over the world challenge to list their applications on the App Store and sell them worldwide. And major mobile companies in Korea are following the Apple by opening open markets to distribute software products running on their mobile devices. In this paper, we describe the development of an action game for iPod 'Hexa-Samkukgi'. The game is developed using Cocos2d engine.

Design of the Smart Planner System for Students based on a Mobile Web App (모바일 웹앱 기반 학생용 스마트 플래너 시스템의 설계)

  • Ahn, Sungwoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.460-463
    • /
    • 2013
  • 스마트 기기의 보급 활성화로 최근 주목받고 있는 스마트교육은 다양한 영역을 포함하고 있지만 주로 스마트 디바이스를 활용한 학습방법과 교육콘텐츠 개발 등 학습역량을 높이는데 집중되어 있다. 그러나 성공적인 교육을 위해서는 무엇보다도 학교생활 전반에 걸쳐 학습자와의 소통과 교감이 우선되어야 한다. 이를 위해서 대학과 일선 학과에서는 학생들과 소통을 위해 오프라인 기반 게시판이나 홈페이지를 활용해왔지만 더 이상 스마트 기기에 익숙해져 있는 학생들과 효과적으로 소통을 할 수 있는 수단이 되지 못하고 있다. 본 논문에서는 이러한 문제를 해결하기 위해서 모바일 웹앱기반 학생용 스마트 플래너 시스템을 제안한다. 제안하는 시스템은 학과의 프로그램 공지와 같은 단순 정보 전달에 국한되지 않고 학생이 스스로 학사일정을 체크하면서 자기 관리를 할 수 있는 수단을 제공해준다. 또한 다양한 학과 프로그램에 학생들이 자발적으로 참여할 수 있도록 유도하기 위한 인센티브 시스템 운영, SNS를 활용한 상호 커뮤니케이션을 포함하고 있다.

  • PDF

Development of a Mobile App for Smart Bidet based on IoT (IoT 기반의 스마트 비데를 위한 모바일 App 개발)

  • Kwon, Yong-Dae;Choi, Kyou-Cheol;Ha, Ok-Kyoon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.07a
    • /
    • pp.407-408
    • /
    • 2017
  • 본 논문에서는 기존의 비데와 인체 정보 수집 센서류를 결합한 IoT기반의 스마트 비데를 위해 생체 측정 데이터를 효과적으로 관리하고 사용자들의 사용 편의성을 증가시키는 모바일 기반 어플을 설계한다. 제시하는 모바일 어플은 스마트 비데의 체온센서, 산소포화도센서, 압력센서를 통해 수집된 사용자의 생체정보를 블루투스 기반 통신을 통해 실시간으로 생체신호를 수집 및 디스플레이 하며, 특정 기간의 데이터 통계를 통해 생체 정보의 이력을 사용자에게 효과적으로 제공함으로써 각종 질병 예방에 기여할 수 있다.

  • PDF

Design and Implementation of a Mobile App Catalog for Publicizing Small Company (소규모 회사 홍보용 모바일앱 카탈로그의 설계 및 구현)

  • Ahn, Sungwoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.320-323
    • /
    • 2013
  • 기업 홍보를 위해 사용되는 인쇄 기반의 카탈로그는 오프라인의 한계로 비용대비 효과를 보지 못하는 경우가 많기 때문에 최근에는 웹 기술을 이용해 고객에게 실시간으로 회사 정보를 제공하는 전자 카탈로그가 많이 사용되고 있다. 그러나 벤처기업, 소상공인 등의 소규모 기업 대부분은 전자 카탈로그를 구축하고 유지보수를 하기위해 인력과 비용을 지출하기가 힘들다. 이러한 문제를 해결하기 위해서 본 논문에서는 스마트폰 기반의 모바일앱 카탈로그 시스템을 설계하고 구현하였다. 구현된 시스템을 이용하여 소규모 회사에서는 적은 비용으로 쉽고 빠르게 카탈로그를 구축한 후 스마트폰에 설치함으로써 스마트폰만 있으면 언제 어디서든 고객에게 회사 및 제품을 소개할 수 있다. 또한, 구현된 시스템은 카탈로그 정보관리 기능을 제공함으로써 회사의 변경사항을 실시간으로 유지보수를 할 수 있는 장점이 있다.

  • PDF