• Title/Summary/Keyword: Mobile App Service

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Free Contents Aggregation System for IPTV Service (IPTV 서비스를 위한 프리콘텐츠 수집시스템)

  • Kang, Young-Man;Han, Soonhee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1361-1370
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    • 2018
  • With the advent of OTT, the new concept of content delivery service is growing interest in the market, the development of appropriate equipment and application program is needed. In order to provide OTT service, a system to receive UHD broadcast to collect free content is needed. In this study, we designed an OTT service providing system that operates on 4K UHD video adapter hardware capable of IPTV service. First, we analyzed the situation to provide video free contents service and implemented a system to collect free contents. To validate the research and to make practical use of it, we have developed a mobile program for free content service and distributed it through the Google App Store. It is also installed in an OTT box with the ability to provide free content on the open market and is in service in several countries including Brazil.

A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.

The Antecedents of Consumer's Perceived Value and Repurchase Intention in the O2O Food Delivery Service Value Chain (O2O 음식배달서비스에서 있어서의 소비자의 지각된 가치와 재구매 의도에 대한 선행요인 연구)

  • Wenzhou Zheng;Anurag Agarwal;Kwangtae Park
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.1-23
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    • 2023
  • In this study, we try to discover some success factors, for the entire value chain of the O2O food delivery industry in China, from ordering to delivery. We study the influence of three aspects of the value chain, namely, (1) the mobile platform, (2) the restaurant and food and (3) the delivery service, on the perceived value and repurchase intention of customers. Using structural equation modeling, we develop a structural research model with seven sets of hypotheses relating various independent variable constructs (platform, restaurant, and delivery) and dependent constructs (perceived value and repurchase intention). We find that usefulness of mobile app, the food condition and the availability of offline restaurants were significant antecedents for perceived value and repurchase intention. In addition, fair pricing was a significant antecedent for repurchase intention.

Designing Programming Curriculum for Developing Programming Pedagogical Content Knowledge of Pre-service Informatics Teachers (예비교사의 프로그래밍 교수내용지식 향상을 위한 프로그래밍 교육프로그램 설계)

  • An, Sangjin;Lee, Youngjun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.1-10
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    • 2016
  • This study is for developing a programming education course to improve pre-service teachers' pedagogical content knowledge(PCK) of programming education. A 40-hour training course was designed with App Inventor, a block-based mobile programming environment, and with problem-based learning method and project-based learning method. After the curriculum was adopted to 12 undergraduate students, the effect of education was tested with a programming PCK questionnaire. As a result, after a 20-hour problem-based learning class, overall score and teaching method score were enhanced significantly. After another 20-hour project-based learning class, content knowledge, teaching method, and curriculum score were improved.

Opportunities for the Use of Blockchain Technology in the Tourism Industry

  • Ukhina, Tatiana Viktorovna;Otteva, Irina Vladimirovna;Plaksa, Julia Valerievna;Makushkin, Sergey Anatolyevich;Ryakhovsky, Dmitriy Ivanovich;Khromtsova, Lina Sergeevna
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.51-56
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    • 2022
  • It is relevant and timely for the existence and prosperity of today's tourism to build up a stock of new abilities and a set of innovations. At present, the tourism industry is experiencing a new stage in its digital transformation. The newest technologies, which are now spreading en masse and one of which is rightfully considered to be blockchain technology, enable tourists to receive tourist services directly from the producers, which not only gives the consumer the opportunity to enjoy higher quality and inexpensive products but also increases the responsibility of the producer. The article analyzes research literature on the possibility of using blockchain technology in the tourism industry. Based on an expert survey, the main problems, prospects, and advantages of the implementation of blockchain technology in the tourism industry are identified. The paper proposes and analyzes an option for the use of blockchain technology on the basis of a blockchain project with a mobile app for users and a dedicated website and public API for travel service providers.

Implementation of Mobile Virtual Colored Overlay for People with Scotopic Sensitivity Syndrome (광과민성 증후군자를 위한 태블릿 PC와 스마트폰 용 가상 색 오버레이 구현)

  • Jang, Young Gun
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.2
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    • pp.145-150
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    • 2013
  • A film colored overlay has been used as an assistive device for dyslexics, Recently, several virtual colored overlays which can be used in computer were developed. But mobile virtual overlay has not been developed yet. In this paper, I implemented a mobile overlay application which is based android operating system and displays a colored overlay of screen all the time while user can freely interact with rest of apps in normal manner by using root window and service. A method is presented to determine the source color of a virtual overlays by estimating alpha value of alpha blending algorithm through measurement of the chromaticity and transmissivity of film overlays and I implemented all colors which are presented by using Intuitive Overlays. Test results of the developed virtual overlay show that all colors of the overlays are almost identical to the colors of Intuitive Overlay by using the chroma meter CS-200A.

Development of TPACK and mathematical communication of pre-service teachers in math classes using apps for group creativity (집단창의성 발현을 위한 앱 활용 수학 수업을 위한 예비교사의 TPACK과 의사소통 능력 신장 방안)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.2
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    • pp.195-224
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    • 2022
  • In this study, pre-service mathematics teachers cultivated technology content teaching knowledge (TPACK) in the regular curriculum of the College of Education. The course was designed to enhance pre-service teachers' mathematical communication skills by using an application, which is a mobile mathematics learning content for the development of group creativity of high school students. The educational program to improve mathematics teaching expertise using the application for group creativity expression consists of pre-education, goal setting, planning, teaching at school, and evaluation. In this process, pre-service teachers evaluated technology tools. They also wrote a task dialogue, lesson play, reflective journal, and lesson plan to guide high school students to develop group creativity in both app activities. As a result of the educational program, pre-service mathematics teachers cultivated TPACK and enhanced their mathematical communication skills with high school students to develop group creativity.

Analysis of Web Caching Techniques for Efficient Web Data Loading (효율적인 웹 데이터 로딩을 위한 웹 캐싱 기법 분석)

  • Kim, Hyun-Gook;Park, Jin-Tae;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.497-500
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    • 2018
  • As the fourth industrial revolution began to take off in earnest, the quality and quantity of data shared among devices began to increase exponentially over the network. In addition, the category of devices where people are exposed to such data has become diversified into desktops, mobile phones, smart phones, smart pads, and smart watches. As a result, the medium that contacts the data has begun to change, and the place where modern society has the most data is smart device. However, smart devices still leave much to be desired in terms of network speed and hardware specifications to handle large amounts of data at one time. Therefore, in this paper, we analyze the use of Service Worker, IndexedDB, and LocalStroage, which can retrieve a large amount of web contents more efficiently from mobile devices, and suggest ways to improve it.

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Learning Assistant System Using Geofencing Technology (지오펜싱 기술을 이용한 학습 지원 시스템에 관한 연구)

  • Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.631-636
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    • 2019
  • In recently, various kinds of services utilizing the location information of the user's smart phone have appeared. Based on this trend, we designed a new type of learning assistant system that utilizes geofencing technology, which is a field of location information technology. This system identifies the location of the classroom using the location information of learner's the smart phone and automatically provides the necessary learning contents to the learner's smart phone when the learner enters the classroom set as the virtual fence area while carrying the smart phone respectively. Our system provides learning contents in a form similar to the form of a message or a mobile coupon and learners are used to such mobile service environments very much. So the use of learning contents provided by our system is expected to help improve the learning effect of learners.

User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.