• Title/Summary/Keyword: Mobile Application Store

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Mobile Application Privacy Leak Detection and Security Enhancement Research (모바일 어플리케이션 개인정보 유출탐지 및 보안강화 연구)

  • Kim, Sungjin;Hur, Junbeom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.1
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    • pp.195-203
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    • 2019
  • Mobile applications stores such as Google Play Store and Apple App Store, are widely used to distribute a variety of applications including finance, shopping, and entertainment. Recently, however, vulnerabilities of the mobile applications are likely to violate users' privacy such as personal information leakage. In this paper, we classify mobile applications that can be download from mobile stores, and analyze the personal information that could be leaked when users are using the mobile applications. As a result of analysis, we found that personal information are leaked in some widely used mobile applications in practice. On the basis of our experiment results, we propose some mitigations to enhance security of the mobile applications and prevent leakage of personal information.

An exploratory analysis and usability evaluation of fashion mobile applications - Focus on Korea and U.S. App stores -

  • Ju, Na-An;Lee, Davin;Jeon, Hyung Min;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.21 no.2
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    • pp.287-300
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    • 2013
  • The aim of this study was to find typology of fashion-related mobile applications through exploratory investigation and to investigate differences in Korea and U.S. App stores. And then, through the qualitative evaluation about fashion mobile applications, this study proposes fashion mobile application's design and contents which can be preferred by users. By conducting keyword search in each store, 122 Korean applications and 150 US applications were analyzed. Empirical findings revealed that there were seven major types of fashion mobile applications: brand, magazine, information, SNS, game, shopping and coordination. Information type applications took up the largest portion, and SNS and game type applications showed higher ranking among customers. There were more game Apps in US and more shopping Apps in Korean stores. More free Apps were found in Korean App stores, whereas relatively more paid Apps were found in US App stores especially in game, magazine and information type applications. And as a result of usability evaluation of fashion mobile application, users prefer SNS and information category application to shopping and brand category. Also users want continuous improvement and new contents for fashion mobile application.

A Study on Visual Factors Affecting Purchase of Convenient Store's Packed-meal on Mobile Application (모바일 애플리케이션을 통한 편의점 도시락 구매 과정에 영향을 미치는 시각 요소에 관한 연구)

  • Lee, Da-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.443-448
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    • 2020
  • The purpose of research is identifying visual factors affecting purchase of convenient store packed-meals through mobile applications. Previous studies have not covered mobile applications on purchase of convenient store packed-meals and this inspired the research topic. Document analysis and online survey are mainly implemented and 4 visual factors; typography, product image, main color, brand logo have been set as a research variables. It is revealed that consumers recognize product image prior to the rest and their purchase intentions are most significantly affected by product image. In conclusion, the product image should encourage consumers to have expectation on packed-meal and need to deliver credibility at the same time. Hence, the application should be designed to solely spotlight product image to lead consumer's concentration on it. The research can be further expanded by including non-visual factors as its variables or increasing scale of survey samples.

A Study on Omni-Channel Strategy in Fashion Industry (패션산업에서 옴니채널 전략에 관한 탐색적 연구)

  • Kim, SaeEun;Kim, MunYoung
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.40-55
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    • 2017
  • The current new distribution environment provides the consumers to shop at anytime and any places by using mobile appliances. So, the companies which run the offline-store increase the contact point with the consumer by launching not only online-store but also the mobile application (app). Moreover, they are trying to operate the Omni-channel shopping environment. In order for this research to draw the direction of 'the Omni-Channel Strategy', which is about the changed distribution environment of the domestic fashion enterprise, the following steps were performed. First of all, the term related to 'Omni-Channel' is defined. And then, Example of the 'Omni-Channel' strategy and 'O2O' business in the domestic distributior were researched. Lastly, present condition of the 'Omni-Channel' strategy case of the domestic fashion industry was researched. At the result, the online-stores usually have several brands which can not represent their identities. It is suggested that each online-store according to each brand has their own characteristic identity. And The Omni-Channel strategy of the domestic fashion enterprise that is needed the connection point connecting the on-line and off-line. It is able to allure the customer to the off-line-store.

An Automatic and Scalable Application Crawler for Large-Scale Mobile Internet Content Retrieval

  • Huang, Mingyi;Lyu, Yongqiang;Yin, Hao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.10
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    • pp.4856-4872
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    • 2018
  • The mobile internet has grown ubiquitous across the globe with the widespread use of smart devices. However, the designs of modern mobile operating systems and their applications limit content retrieval with mobile applications. The mobile internet is not as accessible as the traditional web, having more man-made restrictions and lacking a unified approach for crawling and content retrieval. In this study, we propose an automatic and scalable mobile application content crawler, which can recognize the interaction paths of mobile applications, representing them as interaction graphs and automatically collecting content according to the graphs in a parallel manner. The crawler was verified by retrieving content from 50 non-game applications from the Google Play Store using the Android platform. The experiment showed the efficiency and scalability potential of our crawler for large-scale mobile internet content retrieval.

Categorizing Sub-Categories of Mobile Application Services using Network Analysis: A Case of Healthcare Applications (네트워크 분석을 이용한 애플리케이션 서비스 하위 카테고리 분류: 헬스케어 어플리케이션 중심으로)

  • Ha, Sohee;Geum, Youngjung
    • The Journal of Society for e-Business Studies
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    • v.25 no.3
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    • pp.15-40
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    • 2020
  • Due to the explosive growth of mobile application services, categorizing mobile application services is in need in practice from both customers' and developers' perspectives. Despite the fact, however, there have been limited studies regarding systematic categorization of mobile application services. In response, this study proposed a method for categorizing mobile application services, and suggested a service taxonomy based on the network clustering results. Total of 1,607 mobile healthcare services are collected through the Google Play store. The network analysis is conducted based on the similarity of descriptions in each application service. Modularity detection analysis is conducted to detects communities in the network, and service taxonomy is derived based on each cluster. This study is expected to provide a systematic approach to the service categorization, which is helpful to both customers who want to navigate mobile application service in a systematic manner and developers who desire to analyze the trend of mobile application services.

Comparative Study of U-Healthcare Applications between Google Play Store and Apple iTunes App Store in Korea

  • Nam, Sang-Zo
    • International Journal of Contents
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    • v.10 no.3
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    • pp.1-8
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    • 2014
  • In this paper, we collect and analyze the status of mobile phone applications (hereafter apps) in the healthcare and fitness category of the Apple iTunes App Store and Google Play Store. We determine the number of apps and analyze statistical aspects such as classifications, age rating, fees, and user evaluation of the popular items. As of September 30, 2013, there were 236 popular apps available from iTunes. Google Play offered 720 apps. We discover that apps for healthcare and fitness are diverse. Apps for physical exercise have the greatest popularity. The proportions of apps that are suitable for all ages among the Google and iTunes popular apps are 55.8% and 89.4%, respectively. The user evaluation of apps in iTunes is relatively less positive. We determine that the proportion of paid apps to free apps in Google is higher than that of the apps in iTunes. We perform hypothesis tests and find statistically significant differences in age rating and perceived satisfaction between the apps of the Apple iTunes App Store and Google Play Store. However, we find no meaningful differences in the classification and price of the apps between the two app stores. We perform hypothesis tests to verify the differences in age rating and perceived satisfaction between the paid and free apps within and across the Google Play Store and iTunes App Store. There are statistically significant differences in the age rating between the paid and free apps in the Google play store, between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps. There are statistically significant differences in the perceived satisfaction between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Study on Classification of Mobile Application Reviews Using Deep Learning (딥러닝을 활용한 모바일 어플리케이션 리뷰 분류에 관한 연구)

  • Son, Jae Ik;Noh, Mi Jin;Rahman, Tazizur;Pyo, Gyujin;Han, Mumoungcho;Kim, Yang Sok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.76-83
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    • 2021
  • With the development and use of smart devices such as smartphones and tablets increases, the mobile application market based on mobile devices is growing rapidly. Mobile application users write reviews to share their experience in using the application, which can identify consumers' various needs and application developers can receive useful feedback on improving the application through reviews written by consumers. However, there is a need to come up with measures to minimize the amount of time and expense that consumers have to pay to manually analyze the large amount of reviews they leave. In this work, we propose to collect delivery application user reviews from Google PlayStore and then use machine learning and deep learning techniques to classify them into four categories like application feature advantages, disadvantages, feature improvement requests and bug report. In the case of the performance of the Hugging Face's pretrained BERT-based Transformer model, the f1 score values for the above four categories were 0.93, 0.51, 0.76, and 0.83, respectively, showing superior performance than LSTM and GRU.

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.1
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.