• Title/Summary/Keyword: Mobile App.

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Introducing Mobile Cloud Computing-Cloudlet for implementing mobile APP (모바일앱을 구현하기 위한 모바일 클라우드 도입)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.304-307
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    • 2015
  • Virtualization lacks capabilities for enabling the application to scale efficiently because of new applications components which are raised to be configured on demand. In this paper, we propose an architecture that affords mobile app based on nomadic smartphone using not only mobile cloud computing-cloudlet architecture but also a dedicated platform that relies on using virtual private mobile networks to provide reliable connectivity through Long Term Evolution (LTE) wireless communication. The design architecture lies with how the cloudlet host discovers service and sends out the cloudlet IP and port while locating the user mobile device. 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 act as a remote users which passes driver inputs and delivers outputs from external applications.

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Hybrid Web App Development for Eye movement at Mobile Devices (모바일 기기에서 눈 운동을 할 수 있는 하이브리드 웹앱 개발)

  • Seok, Hyun-Tack
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.249-254
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    • 2013
  • This paper presented a mobile application program to help eye movement with mobile devices. It helps to strengthen ocular muscles and improve visual acuity. Users can easily access the program of eye movement type of app program in mobile devices. There were some papers which studied on the eye movement and showed efficient eye movement method for improvement of visual acuity. So here presents programming codes to help eye movement with some specific patterns from some papers and it was implemented by HTML, CSS and javascript. To convert web code to app code, appspresso tool was used.

An Exploratory Study on Mobile App Review through Comparative Analysis between South Korea and U.S. (한국과 미국 간 모바일 앱 리뷰의 감성과 토픽 차이에 관한 탐색적 비교 분석)

  • Cho, Hyukjun;Kang, Juyoung;Jeong, Dae Yong
    • Journal of Information Technology Services
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    • v.15 no.2
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    • pp.169-184
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    • 2016
  • Smartphone use is rapidly spreading due to the advantage of being able to connect to the Internet anytime, anywhere--and mobile app development is developing accordingly. The characteristic of the mobile app market is the ability to launch one's app into foreign markets with ease as long as the platform is the same. However, a large amount of prior research asserts that consumers behave differently depending on their culture and, from this perspective, various studies comparing the differences between consumer behaviors in different countries exist. Accordingly, this research, which uses online product reviews (OPRs) in order to analyze the cultural differences in consumer behavior comparatively by nationality, proposes to compare the U.S. and South Korea by selecting ten apps which were released in both countries in order to perform a sentimental analysis on the basis of star ratings and, based on those ratings, to interpret the sentiments in reviews. This research was carried out to determine whether, on the basis of ratings analysis, analysis of review contents for sentiment differences, analysis of LDA topic modeling, and co-occurrence analysis, actual differences in online reviews in South Korea and the U.S. exist due to cultural differences. The results confirm that the sentiments of reviews for both countries appear to be more negative than those of star ratings. Furthermore, while no great differences in high-raking review topics between the U.S. and South Korea were revealed through topic modeling and co-occurrence analyses, numerous differences in sentiment appeared-confirming that Koreans evaluated the mobile apps' specialized functions, while Americans evaluated the mobile apps in their entirety. This research reveals that differences in sentiments regarding mobile app reviews due to cultural differences between Koreans and Americans can be seen through sentiment analysis and topic modeling, and, through co-occurrence analysis, that they were able to examine trends in review-writing for each country.

A Study on the Usage Factors of Mobile Banking Apps by Korean Banks in Vietnam: Focused on the Viewpoints of App User and App Provider

  • Suk-Gyoo Kim;Sang-Ha Lee;Chun-Su Lee
    • Journal of Korea Trade
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    • v.27 no.1
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    • pp.192-210
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    • 2023
  • Purpose - Vietnam has the fastest growing digital economy in Southeast Asia and is emerging as a critical overseas market for Korean banks in the post-COVID-19 era. Accordingly, many Korean banks entered the Vietnamese market to overcome the limitations of the saturated domestic financial market and create new revenue sources. This study examined the current status of digital finance in Vietnam and the cases of Korean banks that have succeeded in the Vietnamese market. Then, importance-performance analysis (IPA) was conducted on local customers, managers and staff members of Korean banks in Vietnam. Design/methodology - In this study, we analyzed the importance and satisfaction factors of mobile banking app usage in Vietnam through IPA. In particular, we identified the differences between the two groups by considering the viewpoint of customers who use mobile banking apps and that of managers and staff members who provide mobile banking services. Findings - The IPA results from the customer group and managers and staff members group were generally similar, but differences were observed in Ease of Use (Technology), Innovativeness (Organization), and Increase in Revenue (Economic). In the case of the customer group, Ease of Use (Technology) is located in the second quadrant, which shows low satisfaction compared to high importance. However, in the managers and staff members group, Ease of Use (Technology) is located in the first quadrant, which indicates high importance and high satisfaction. This difference in perception can cause complaints from local customers; thus, it is necessary to change the perception of the technological aspect for ease of use of mobile banking apps in consideration of the customer's position. In addition, it is necessary to allocate the resources invested in the Innovativeness (Organization) and Increase in Revenue (Economic) to Ease of Use (Technology). Originality/value - In this study, based on the HOTE framework, factors for using mobile banking apps were derived, and IPA was conducted targeting local customers (app user) and managers and staff members (app provider) of Korean banks in Vietnam. Through this, we presented the results of empirical analysis that can help Korean banks efficiently utilize limited resources and budgets.

The Effect of Mobile Tourism App Characteristics on Perceived Value, Satisfaction and Behavioral Intention (모바일 관광 앱 서비스특성이 지각된 가치, 만족 및 행동의도에 미치는 영향)

  • CHO, Sung-Ho
    • The Journal of Industrial Distribution & Business
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    • v.10 no.9
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    • pp.45-52
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    • 2019
  • Purpose - This study examined the relationship between the priorities of information, usability, mobility, reliability and empathy, which are the lower dimensions of mobile tourism app service characteristics, on the perceived value and satisfaction of tourists. Research design, data, methodology - Data collection was conducted from June 10, 2019 to June 20, 2019, and a total of 500 questionnaires were distributed to collect 352 copies. Factor analysis, reliability verification, and covariance structure analysis were carried out using SPSS 23.0 and AMOS 23.0 for 321 parts for statistical analysis. Results - First, information, mobility, reliability, and empathy have a significant effect on perceived value. However, usefulness did not appear to have a significant effect on perceived value. This analysis results can increase the reliability of the tourism app, it can be seen that the accurate tourist information services are used in the tourist app or in the place required. Second, information, usability, mobility, and empathy had a significant effect on satisfaction. However, reliability did not have a significant effect on satisfaction. Third, perceived value had a significant effect on satisfaction. Fourth, it had a significant effect on information, empathy, and intention to use. However, the usefulness, mobility, and reliability did not have a significant effect on the behavioral intention. Lastly, perceived value and satisfaction had a significant effect on behavioral intention. Conclusions - The analysis result is that the tourism app that is being used is provided with a reliable and accurate tourism information service, it can be seen that you are using the tourism app in the place or on the go. Therefore, it is relatively difficult to use the tourism app, and it is easy to understand the contents of the service and timely information. Therefore, it is possible to communicate with other users and provide customized services according to needs and desires. The study has the following limitations. This may influence the progress of the research because the respondents' responses to the mobile tourism app service are from different experiences. In addition the accuracy of providing accurate information, the usefulness of using the mobile tourism app, and the ease of communicating with other users can be understood as being relatively satisfactory.

A Study on the Threat Review to use Secure Smartphone Applications (안전한 스마트폰 앱 사용을 위한 위협 요소 검토 연구)

  • Choi, Heesik;Cho, Yanghyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.1
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    • pp.41-54
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    • 2020
  • In this paper, it will study various problems such as personal information infringement from when using various useful Apps in the Smartphone environment. It also researched the vulnerabilities Mobile Apps and the risks of personal information leakage when using Smartphone information to decrease threat and find solution. In the second chapter, it will check the existing Mobile App related Apps. In the third chapter, it will check the threats and major factors that caused by the leakage of personal information which related to the app. Then it will suggest solution and end with conclusion. This paper also looked at various problems that caused by illegal adverse effect from illegal personal information collection. Then it researched and made suggestion to make consideration on safety of personal information and privacy infringement that threat to personal information For safety of mobile banking, it proposed a safety method to separate and manage the code which has the core logic which required to run the App. For safety of direction App, when running the direction App, even if the information is collected, location information for unauthorized accessed will encrypt and store in DB, so that access to personal information is difficult. For delivery App environment, by using the national deliver order call center's representative phone to receive a telephone order then, the customer information is delivered to the branch office when it receive order and it will automatically delete information from the server when the delivery is completed by improving DB server of order. For the smart work app environment, the security solution operates automatically by separating and make independent private and work areas. Then it will suggest initialization for company's confidential business information and personal information to safe from danger even if loss.

The Effect of the Attractiveness of Mobile Music Applications on the Level of User Loyalty

  • Mengyu, Dong;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • v.24 no.3
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    • pp.63-72
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    • 2017
  • The purpose of this study is to investigate the relationship between application attractiveness and loyalty to mobile music applications. The application attractiveness is operationalized into four dimensions: richness of music contents, music app design quality, music app functionality, and promotion. The hypotheses are postulated and tested using a sample of 370 student respondents from Henan Polytechnic University and Henan Institute of Technology, China. The result shows that there is a positive correlation between loyalty and three application attractiveness aspects: richness of music contents, music app design quality and music app functionality. Based on the results of this study, the research put forward constructive suggestions about improving mobile music application loyalty. Finally, several conclusions, managerial suggestions, limitations and future research are proposed.

An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

Empirical Analysis of the Effects of Service Quality of the Smartphone App Store on Users' Repurchase Intention (스마트폰 앱 스토어의 서비스 품질이 재구매 의도에 미치는 요인에 관한 실증연구)

  • Lee, Myung Moo;Lee, Kun Chang
    • Journal of Information Technology Services
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    • v.14 no.3
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    • pp.1-18
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    • 2015
  • Recent trends of mobile convergence has already brought about many changes in our digitally-powered society. Especially, taking advantage of strengths of existing mobile devices and smart phones have already been established as a primary standard in the business intelligence world. Such high-powered digital devices equipped with mobile convergence functions are getting more momentum as app stores are prevailing. Basically, the app stores are administered by smart phone manufacturers, creating a new business ecosystem among app developers and end-users. However, there are paucity of studies tackling an issue about how users' repurchase intention of the apps is influenced by the service qualities of the app stores. In this respect, this study aims to investigate the effect of app store service quality on users' satisfaction and repurchase intention. As the value of loyal customers is incomparably high in app commerce, winning customers' loyalty is vital to the success of app stores. In this study, a customer is defined as one who has purchased goods or services at least once from the app stores. The proposed research model includes a number of constructs such as app perceptions, customer service, perceived ease of use, design, promotion, perceived consumer risk and connectivity. Empirical results revealed that perceived consumer risk has a negative relationship with consumer's perceived repurchase intention. All the other variables-app perceptions, customer service, perceived ease of use, design, promotion, connectivity- are found to be positively related with the repurchase intentions.

Proposal of a Learning Model for Mobile App Malicious Code Analysis (모바일 앱 악성코드 분석을 위한 학습모델 제안)

  • Bae, Se-jin;Choi, Young-ryul;Rhee, Jung-soo;Baik, Nam-kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.455-457
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    • 2021
  • App is used on mobile devices such as smartphones and also has malicious code, which can be divided into normal and malicious depending on the presence or absence of hacking codes. Because there are many kind of malware, it is difficult to detect directly, we propose a method to detect malicious app using AI. Most of the existing methods are to detect malicious app by extracting features from malicious app. However, the number of types have increased exponentially, making it impossible to detect malicious code. Therefore, we would like to propose two more methods besides detecting malicious app by extracting features from most existing malicious app. The first method is to learn normal app to extract normal's features, as opposed to the existing method of learning malicious app and find abnormalities (malicious app). The second one is an 'ensemble technique' that combines the existing method with the first proposal. These two methods need to be studied so that they can be used in future mobile environment.

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