• Title/Summary/Keyword: Mobile App Design

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A Study on the Establishment of the Safe Kindergarten Connecting a Home and Disaster Preparedness(Life Safety) for Infants (유아 재난 대비(생활 안전) 및 가정과 연계 유치원 안전 체계 구축 연구)

  • Nam, Kang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.3
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    • pp.245-252
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    • 2016
  • The Service Platform for going to Kindergarten configured with Beacon Devices, Gateway attached to the BUS, Mobile Communication Network, and Application Server. In this paper, We understand the need for Commuting Kindergarten Services, And interface to Specification of Kindergartener's Beacon Identification, And so design to Gateway Resource Tree Functions. For the Service Interfacing, Commute alerts handled in Parental Cellphone through APP. The Service Platform can check the registered beacon data collection and operation management function.

Mobile App Design for Real-time Illegal Vehicle Arrest (실시간 대포차 검거를 위한 모바일 앱 설계)

  • Jang, Eun-Gyeom;Lee, A-Ram;Lee, Eun-Ji;Han, Sol;Kim, Ye-Na;Han, Heun-Sae-Ui-Ggum
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.127-128
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    • 2017
  • 해마다 대포차로 인한 사건 사고가 많이 일어나고 있으며, 피해율이 점점 더 증가하는 시점에서 검거율은 현저히 낮다. 이러한 문제를 줄이기 위해 대포차 검거 애플리케이션을 개발하고자 한다. 본 연구는 GPS와 사진으로부터 텍스트를 추출하는 기능을 활용하여 대포차를 검거하는 데 도움을 주는 애플리케이션이다. 사용자가 정차 및 주차되어 있는 차의 번호판을 사진 촬영 기능을 활용하여 자동으로 사진을 분석을 통해 차량의 번호를 인식하고, GPS를 활용하여 촬영한 장소의 위치 값을 추출하고 대포차 여부를 확인한다. 촬영한 차량이 대포차로 식별되면 관리 서버에 등록되고 대응 절차에 의해 대포차 검거 절차를 진행한다. 대포차의 실시간 검거를 위해 대포차 대응서버에서는 관리자에게 실시간으로 정보를 전송하고 알림 기능을 통해 검거 절차가 진행된다. 또한 실시간 대응에 어려움이 있는 상황에서는 자주 신고가 접수되는 출몰지역 정보를 관리자가 유추할 수 있도록 통계정보를 제공하여 추후 잠복에 의한 검거 정보를 제공한다.

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Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management (게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델)

  • Paik, Sihyun;Wen, Zhezhu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.

Design of The Smart Conveyer Belt Control Mechanism using Arduino (아두이노를 활용한 스마트 컨베이어 벨트 제어 메카니즘 설계)

  • Hong, Yoo-Lee;Ha, Se-Ryeung;Kim, Tai-Woo
    • Journal of Internet of Things and Convergence
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    • v.2 no.2
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    • pp.7-13
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    • 2016
  • They produces the products using conveyer belts in many factories. However, so many accidents are occurred in the conveyer belts at the factories. It needs to prevent the any kinds of accidents in the conveyer belts. In this paper, we designed the smart conveyer belt and developed the smart conveyer control mechanism that provides more safe operation. Particularly, We proposed the methodologies to control conveyer belt using smart phone to prevent the accidents. Through this study, we expect the smart conveyer will be adapt to not only factories but also various kind of conveyer such as escalator in the subway.

Comparison of smartphone accelerometer applications for structural vibration monitoring

  • Cahill, Paul;Quirk, Lucy;Dewan, Priyanshu;Pakrashi, Vikram
    • Advances in Computational Design
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    • v.4 no.1
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    • pp.1-13
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    • 2019
  • Recent generations of smartphones offer accelerometer sensors as a standard feature. While this has led to the development of a number of related applications (apps), there has been no study on their comparative or individual performance against a benchmark. This paper investigates the comparative performance of a number of smartphone accelerometer apps amongst themselves and to a calibrated benchmark accelerometer. A total of 12 apps were selected for testing out of 90 following an initial review. The selected apps were subjected to sinusoidal vibration testing of varying frequency and the response of each compared against the calibrated baseline accelerometer. The performance of apps was quantified using analysis of variance (ANOVA) and test of significance was carried out. The apps were then compared for a realistic dynamic scenario of measuring the acceleration response of a bridge due to the passage of a French Train $\grave{a}$ Grande Vitesse (TGV) in a laboratory environment.

Types and Characteristics of Digital Anthropometric Methods (디지털 인체 계측 방법의 유형 및 특성)

  • Kim, Rira
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.88-98
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    • 2021
  • In this study, the characteristics of digital anthropometric methods were determined with case studies. These methods were broadly classified into two categories: non-wearable and wearable. Then, these categories were further classified into four types: 3D Scanning, mobile app, smart clothing, and smart tool Among the non-wearable types, the "3D scanning" technique was based on the use of 3D hardware equipment. With this technique, the body shape was measured and the internal body information was obtained. Therefore, it is used in fields of healthcare and fitness. Among the wearable types, "Smart clothing" involves a special clothing that measures human body and a smartphone application. Both the components are linked to a fashion platform, which is based on the measured sizes that help shoppers. The "Smart tool" has the characteristic of measuring only with smart tools and smartphone applications; it does not involve the measurement of images. The common advantage of digital anthropometric methods are as follows: they reduce the time and cost of measurement by enabling self-measurement. Moreover, simple measurements are used to determine the size of anthropometry. Thereafter, it accumulates this data to track the continuous changes in size. From an industrial point of view, digital anthropometric technology should be used to increase sales. The on-demand market can be expanded as global consumers would throng the Korean fashion market. For the consumer, an avatar should be created to fit the user's size. This would provide a fun experience to the user.

Generation YZ's E-Healthcare Use Factors Distribution in COVID-19's Third Year: A UTAUT Modeling

  • Michael CHRISTIAN;Kurnadi GULARSO;Prio UTOMO;Henilia YULITA;Suryo WIBOWO;Sunarno SUNARNO;Rima MELATI
    • Journal of Distribution Science
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    • v.21 no.7
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    • pp.117-129
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    • 2023
  • Purpose: With the number of COVID-19 cases declining and generational differences among how people use mobile apps, including health service apps, the goal of this research is to identify and analyze the factors that affect people's attitudes when using the Halodoc health service app during the third year of the pandemic. Research design, data, and methodology: This study proposes a quantitative analysis method based on PLS-SEM modeling. This study has used a questionnaire survey to collect randomized data from 268 Halodoc users from generations Y and Z in Jakarta. Results: Both the Y and Z generations believe there is a significant usefulness factor in the attitude toward using the application. The start of the pandemic period demonstrates that the urgency of using health service applications is no longer determined by performance expectations, effort, or social panic, but rather by these applications' usability. Conclusions: Even though a health service application is no longer considered an urgent service or a priority need, attitudes, and behaviors in using it emphasize the aspect of long-term benefits. These findings supplement other considerations and understandings in application of the Unified Theory of Acceptance and Use of Technology (UTAUT) model in explaining attitudes and intention behaviors.

The effect of Type 2 diabetes management using a smartphone-based blood glucose management training program (모바일 자가혈당관리 교육프로그램을 이용한 2형 당뇨병 관리 효과 분석)

  • Lee, Jung-Hwa;Jung, Jin-Hee;Sim, Kang-Hee;Choi, Hee-Sun;Lee, Jeong-Rim;Kang, Yang-Gyo;Song, Bok-Rye
    • Journal of Industrial Convergence
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    • v.20 no.9
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    • pp.59-70
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    • 2022
  • Background: Diabetes education is an important factor in blood glucose control. Reinforced education is necessary for effective diabetes education. However, it is difficult to provide reinforced diabetes education within Korea's medical environment. Therefore, we want to analyze the effect of continuous diabetes education using mobile health care that can effectively provide repeated education without having to face the patient. Methods: This study is a multicenter, randomized, controlled, pre-post design study conducted to analyze the effect of a continuous diabetes education method. A total of 109 people were registered at five hospitals in south Korea, and they were randomly assigned to the app group (34 people) who received real-time coaching and repetitive training, the logbook group (37 people) who received face-to-face training after writing a blood glucose logbook, and the general group (38 people) who received a one-time diabetes education. The study was conducted for a total of 24 weeks. Twenty-one patients withdrew their consent and failed to perform an HbA1c. A final 88 patients were analyzed. The difference in HbA1c, Self-management behavior, and Quality of life before and after education was analyzed. Results: The study involved 51 (58%) male subjects, mean age was 55.8 years and mean duration of diabetes was 7.6 years. After 24 weeks of intervention, there was no significant difference in self-care behavior and quality of life between the three groups, but the HbA1c of the app group significantly decreased after education compared to the logbook group and the general group (F=4.62, p=.013). Conclusion: It can be seen through the app group that receiving real-time education is more effective in improving blood glucose management and continuous diabetes education is important.

Development of Container House Equipped with Sensing and Environmental Monitoring System Based on Photovoltaic/Diesel Hybrid System (태양광/디젤 하이브리드 시스템 기반 센서 구동 및 환경 모니터링 컨테이너 하우스 개발)

  • Mi-Jeong Park;Jong-Yul Joo;Eung-Kon Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.3
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    • pp.459-464
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    • 2023
  • The mobile house of this article is provided with stand-alone power system that uses photovoltaic energy and enables sensing and environmental monitoring. Excess power generated is stored in lithium batteries, which enable smooth operation of the mobile house even in environment in which solar energy cannot be used. The house has been designed that its systems can be operated continuously by diesel power generation even when photovoltaic energy cannot be generated due to long rainy season or heavy snow. BMS (batter management system) has been constructed for photovoltaic and power management, and monitors the charge/discharge and usage amount of photovoltaic energy. Various sensing data are recorded and transmitted automatically, and the design allows for wireless monitoring by means of computer and smartphone app. The container house proposed in this study enables efficient energy management by performing optimal energy operation in remote areas, parks, event venues, and construction sites where there is no system power source.

S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.