• Title/Summary/Keyword: Mobile App Design

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Design of Sensor-based Healthy Diet App for Smartphones (스마트 폰을 위한 센서기반 건강 다이어트 어플의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.141-147
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    • 2014
  • With the rapid development of major functions in a smartphone, many applications interacting with a smartphone are introduced and mobile applications converged with various related technologies are announced and rapidly disseminated recently. In this paper, we propose the design of a smart mobile application operated with devices like sensors in order to utilize various functions of the smartphone effectively. The mobile application proposed in this paper uses the bluetooth module of the smartphone, composes the wireless ad hoc network with various sensors around us, and collects bionic context information of the user in real time. The smart application designed and implemented in this paper is the sensor based healthy diet application that can fulfill healthy diet program by reflecting the user's sensed bionic context data in real time.

Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

A Usability Testing of a Hybrid Mobile Reading Game for Children With Reading Disabilities (읽기장애아동을 위한 하이브리드 모바일 읽기 게임의 사용성 검사)

  • Shin, Mikyung;Park, Eunhye;Hong, Ki-Hyung;Lee, Joohyun;Park, Hyewon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.314-326
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    • 2018
  • The purpose of this study was to evaluate the usability of a hybrid mobile reading game among 14 parents of children with reading disabilities. The reading game consisted of six steps according to the process of reading (familiarizing with consonants and vowels, acquiring whole words, combining consonants and vowels, reading words, phonological rules, reading fluency). In this study, parents experienced steps one through three of the reading-game app and evaluated the general design features and Universal Design for Learning on a five-point scale. Regarding the general design features, parents rated usability (18 items in total) as high in the following order: interactive design, instructional design, and interface design. Regarding the Universal Design for Learning (9 items in total), parents evaluated usability as high in the following order: providing multiple means of representation, providing multiple means of action and expression, and providing multiple means of engagement. Lastly, suggestions for the improvement of the app, practical implications, and suggestions for future research are discussed.

A Study on the Development Method of Android App GUI Test Automation Tool (안드로이드 앱 GUI 테스트 자동화 툴 개발 방법에 관한 연구)

  • Park, Se-jun;Kim, Kyu-jung
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.403-412
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    • 2021
  • As the number of mobile apps increases exponentially, automation of tests performed in the app development process is becoming more important. Until the app is released, iterative verification is performed through various types of tests, and this study was conducted focusing on the GUI test among various types of tests. This study is meaningful in that it can contribute to the stable app distribution of the developer by suggesting the development direction of the GUI test. To develop Android's GUI test tool, I collected basic data before presenting the development method by researching Android's UI controls and Material design guideline. After that, for the existing GUI test automation tool, two tools based on screen capture test and four tools based on source code analysis test were studied. Through this, it was found that existing GUI test tools don't consider visual design, usability, and component arrangement. In order to supplement the shortcomings of existing tools, a new GUI test automation tool development method was presented based on the basic data previously studied.

An Investigation into the Applicability of Node.js as a Platform for implementing Mobile Web Apps. (모바일 웹 어플리케이션을 구현하기 위한 Node.js 파일에 대한 조사)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.286-289
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    • 2016
  • In this paper, we propose an architecture that affords mobile app based on nomadic smartphone using not only mobile cloud computing- architecture but also a dedicated web platform called Node.js built-in with the asynchronous, Nonblocking, Event-Driven programming paradigm. Furthermore, the design of the proposed architecture takes document oriented database known as MongoDB to deal with the large amount of data transmit by users of mobile web access application. The Node.js aims to give the programmers the tools needed to solves the large number of concurrent connections problem. We demonstrate the effectiveness of the proposed architecture by implementing an android application responsible of real time analysis by using a vehicle to applications smart phones interface approach that considers the smartphones to acts as a remote users which passes driver inputs and delivers output from external applications.

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Design and Implementation of the Specialized Business-Work Management System(WMS) Using Mobile App and GPS (모바일 앱과 GPS를 이용한 특화된 근무관리시스템(WMS) 설계 및 구현에 대한 연구)

  • Koo, MinJeong;Yoon, KyungBae;Ko, ChangBae
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.359-365
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    • 2013
  • Companies recently tend to move their business sites to a customer-centered location and the work place is changed from specific time and place to a working environment of anytime and anywhere the job can be done. Therefore, the design and implementation of business-work management system using mobile applications has been actively researched. In this study, the business-work management system, a mobile application using GPS, is immediately transmitted to ERP system and is stored into a company's formula DB, at such sites outside the company as business trip destinations, training institutions, and outside meetings, through smartphone-based GPS location information using WiFi, 3G, LTE, or 4G. In this way, it is aimed to design and develop the mobile application system to obtain rapid authorization in connection with electro nic document approval system. Also, this study is to measure the system's productivity and expected effects through the users' survey results by actual application of the designed and developed system to companies.

Hybrid app development for furniture manufacture using traditional setting-up (전통적인 짜맞춤을 이용한 가구제작용 하이브리드 앱 개발)

  • Kim, Song-Min;Oh, Jong-Gab
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.12
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    • pp.1389-1396
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    • 2014
  • In this paper, when the number of dimensions and the "JANGBU 'of the app on the" BUJAE "without an experienced only the traditional setting-up techniques described was so determined to create a traditional furniture. Fabrication of efficient and accommodating furniture enabled by design drawing of furniture consisted manually by technical experts meantime uses and create CAD. Also CNC design drawing and 3D STL files of modeled 56 kinds are serviced through APP and used Hybrid App to do it so that update may be available from time to time.

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.