• Title/Summary/Keyword: Mobile apps

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Effective Validation Model and Use of Mobile-Health Applications for the Elderly

  • Lopez, Leonardo Juan Ramirez;Pinto, Edward Paul Guillen;Linares, Carlos Omar Ramos
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.276-282
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    • 2018
  • Objectives: Due to the uncontrolled increase of the mobile health applications and their scarce use by elderly for reason of absence credibility of measurements by lack scientific support, the aim of this study was to evaluate the differences between the biophysical measurements based on standard instrument against a mobile application using controlled experiments with elderly to propose an effective validation model of the developed apps. Methods: The subjects of the study (50 people) were elderly people who wanted to check their weight and cardiac status. For this purpose, two mobile applications were used to measure energy expenditure based on physical activity (Activ) and heart rate (SMCa) during controlled walking at specific speeds. Minute-by-minute measurements were recorded to evaluate the average error and the accuracy of the data acquired through confidence intervals by means of statistical analysis of the data. Results: The experimental results obtained by the Activ/SMCa apps showed a consistent statistical similarity with those obtained by specialized equipment with confidence intervals of 95%. All the subjects were advised and trained on the use of the applications, and the initial registration of data to characterize them served to significantly affect the perceived ease of use. Conclusions: This is the first model to validate a health-app with elderly people allowed to demonstrate the anthropometric and body movement differences of subjects with equal body mass index (BMI) but younger. Future studies should consider not only BMI data but also other variables, such as age and usability perception factors.

The Effect of Brand Experience on Use Intention of Continuous Brand App (브랜드 체험이 지속적인 브랜드 앱 사용의도에 미치는 영향)

  • Lee, Seong Ho;Jung, Kyung Sik
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.455-463
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    • 2015
  • As recently increased penetration of smart phones, branded applications(the brand app) via mobile are growing rapidly. Since these brand apps are being used as means of corporate marketing and sales, many consumers have been using them. However, there are few studies about brand apps. And it is also necessary to study about continuous use of brand apps because they are easy and free to download and remove. In this study, we analyzed how a variety of brand experience have impact on the brand apps' continuous use. As a result of this study, sensory, affective, behavioral, and intellectual experience as a brand experience affected brand commitment positively, and then the brand commitment had a positive impact on the degree of brand loyalty and continuous use intention. Eventually the more brand loyalty, the more continuous use intention of brand apps. That is, consumers' experience about a variety of brand apps makes customers' brand commitment and loyalty increase and keep customers using the brand apps consistently. Therefore, if companies let the customers have various experience through brand apps, they will have good marketing performance.

Psychological Factors Influencing Continuous Use of Mobile Healthcare Applications (모바일 헬스케어 앱의 지속사용의도에 미치는 심리적 요인의 영향 연구)

  • Lee, Lee-Sac;Lee, Sang-Hyun;Jeong, Jae-Seon;Noh, Ki-Young
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.445-456
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    • 2017
  • Mobile healthcare apps should be paid more attention not just as software, but also as significant health information providers. We examine the impact of psychological factors (e,g., instrumental efficacy, informational efficacy, health information orientation, playfulness, and responsiveness) on intention to continuous use of mobile healthcare apps. Based on an expanded technology acceptance model (TAM II), this study examined the effects of psychological factors influencing the usage of mobile healthcare apps. The results showed that informational efficacy and instrumental efficacy influenced intention to use through perceived ease of use and perceived usefulness. Playfulness influenced intention to continuous use directly as well as indirectly through perceived ease of use and perceived usefulness. Health information orientation and responsiveness influenced intention to continuous use through perceived usefulness. This study suggests the need for adopting instrumental, informative perspectives and playfulness in contemporary health research and production of mobile healthcare apps.

Factors Influencing Users' Word-of-Mouth Intention Regarding Mobile Apps : An Empirical Study

  • Chen, Yao;Shang, Yu-Fei
    • The Journal of Industrial Distribution & Business
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    • v.9 no.1
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    • pp.51-65
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    • 2018
  • Purpose - This paper aims to identify factors that influence the users' word-of-mouth intention (WOMI) regarding mobile apps, focussing on the impacts of technology acceptance model (TAM) and social network theory. Research design, data and methodology - Based on TAM, this study integrates social network theory into the research model. The 317 sets of data collected in a survey were tested against the model using SmartPLS. Results - Our findings suggest the following: 1) Personal innovativeness positively influences perceived usefulness (PU), perceived ease of use (PEU) and perceived enjoyment (PE); 2) PEU affects PU and PE; 3) Both PU and Satisfaction are directly correlated with WOMI. Although PEU and PE has no direct impact on WOMI, they may indirectly affect WOMI via Satisfaction, as PU, PEU and PE all positively influence satisfaction; 4) Network density and network centrality both play a mediating role in the relation between PEU and WOMI. Referral Reward Program have a positive moderating effect on the relation between PU and WOMI. Conclusions - The findings of this study illustrate the traits of Apps that can promote users' WOMI, as well as the characteristics of people who are more likely to participate in the word-of-mouth process. The findings provide a theoretical basis for app developers to make word-of-mouth a marketing strategy.

GUI-based Detection of Usage-state Changes in Mobile Apps (GUI에 기반한 모바일 앱 사용상태 구분)

  • Kang, Ryangkyung;Seok, Ho-Sik
    • Journal of IKEEE
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    • v.23 no.2
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    • pp.448-453
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    • 2019
  • Under the conflicting objectives of maximum user satisfaction and fast launching, there exist great needs for automated mobile app testing. In automated app testing, detection of usage-state changes is one of the most important issues for minimizing human intervention and testing of various usage scenarios. Because conventional approaches utilizing pre-collected training examples can not handle the rapid evolution of apps, we propose a novel method detecting changes in usage-state through graph-entropy. In the proposed method, widgets in a screen shot are recognized through DNNs and 'onverted graphs. We compared the performance of the proposed method with a SIFT (Scale-Invariant Feature Transform) based method on 20 real-world apps. In most cases, our method achieved superior results, but we found some situations where further improvements are required.

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.

Smart Tourism: A Study of Mobile Application Use by Tourists Visiting South Korea

  • Brennan, Bradley S.;Koo, Chulmo;Bae, Kyung Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.1-9
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    • 2018
  • The purpose of this exploratory study is to identify the mobile phone applications (apps) used by foreign tourists visiting South Korea through a pilot study using focus groups and individual interviews. Concentrating on tourist mobile app use in a smart tourism environment and categorized through a taxonomy of mobile applications lays the framework and determines the factors boosting tourism smartphone app trends by foreign tourists visiting South Korea. Researchers collected data through ethnographic methods and analyzed it through qualitative research to uncover major themes within the smart tourism app use phenomenon. The researchers coded, counted, analyzed, and then divided the findings gleaned from a pilot study and interviews into a taxonomy of seven logical smartphone app categories. The labeling and coding of all the data accounting for similarities and differences can be recognized and are logically discussed in the implications of the apps used by tourists to assist tourist destinations. More specifically these findings will assist smart tourism destinations by better understanding foreign tourist smartphone app use behavior. Tourists visiting South Korea interviewed in this study exhibited significant mastery of Internet of Things (IoT) technologies, craved free WiFi access, and utilized smartphone apps for all facets of their travel. Findings show major concentrations of app use in bookings of accommodations, tourist attractions, online shopping, navigation, wayfinding, augmented reality, information searching, language translation, gaming, and online dating while traveling in South Korea.

The Interaction Effects of the Shopping Situation and the Product Display Type on the Consumer Response in Mobile Shopping

  • Choi, Seung-Hoon;Lee, Dong Il;Lee, Hyejun
    • Asia Marketing Journal
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    • v.14 no.3
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    • pp.119-135
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    • 2012
  • The purpose of this research is to investigate the effects of the product display type on the consumers' purchase intention, attitude toward store, and revisit intention in the various mobile shopping situations. To test the hypothesis, between-subjects experiment with 3 mobile shopping situations (outdoor place, public transportation, commercial facilities) by 3 product display types (search, category, product) was conducted, and analyzed with ANCOVA (analysis of covariance). The result of the experiment shows there are no main effects of the mobile shopping situations and the product display types, but the interaction effects of the product display type and the mobile shopping situation on the purchase intention and the revisit intention are statistically significant. However the attitude toward the store is not affected by the treatments. Experiment results suggest that the positive consumer responses in terms of the purchase and revisit intention can be achieved when the product display is matched with the situation in the mobile shopping setting. Controlling consumers' evaluation on the product information and their experience of online shopping, we can take these effect as the results of match-up between the product display type and the situational factors surrounding mobile shopping. The result provides strong support for the location-based service in mobile shopping. Most of the mobile device can utilize the consumers' location which can be easily interpreted as the situational factors. With regard of the level of the external stimulation, the shopping service providers can offer the main interface with the right match with the consumers' situations. When the external stimulation level is high, they should provide the category display or product display in the target promotion in their mobile shopping apps. However if the target is on the way with the low external stimulation level, they should provide the search format as the main interface in their apps. More interestingly, this kind of manipulation does not affect the consumers' attitude toward the store according to our research result. Future research direction is discussed.

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Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

The Implementation of Snowboard Scoring Management System using Mobile Apps (모바일 앱을 이용한 스노보드 채점관리 시스템의 구현)

  • Park, Myeong-Chul;Jung, Hyon-Chel;Park, Young-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.223-224
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    • 2013
  • 본 논문에서는 모바일 앱을 이용한 스노보드 경기의 채점 시스템 개발을 소개한다. 이 시스템은 오프라인 형식으로 진행하는 기존 채점시스템의 문제점을 극복하기 위하여 심판용 모바일 앱과 전광판 출력을 위한 관리 시스템으로 구성된다. 심판들의 채점상황은 모바일 앱을 통하여 실시간으로 원격 데이터베이스에 적재되고 관리시스템에서 자동 합산 및 점수화되어 전광판으로 해당 점수가 출력되게 된다. 이를 통하여 신속하고 정확한 채점 관리를 수행할 수 있으며 모바일 환경이 지원되는 대부분의 스노보드 경기장에서 활용될 수 있다. 본 연구결과는 국내 다양한 스노보드 경기에 적용하여 동계 스포츠분야의 열악한 정보화 환경을 개선할 수 있음을 보였다.

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