• Title/Summary/Keyword: Mobile apps

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A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking (컴퓨팅 사고력 향상을 위한 모바일 플랫폼 앱 개발 교수·학습 방법 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.190-192
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    • 2019
  • Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.

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An Exploratory Study of QR Code Utilization for Retailers' Multichannel Strategy (소매업체의 멀티채널 전략을 위한 QR코드 활용의 탐색적 연구)

  • Yoon, Namhee;Kim, Eun Young
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.730-744
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    • 2014
  • With advances in QR code, mobile is becoming one of important channels in the fashion retail industries. This study attempts to understand the importance of QR code utilization in creating multi-channel business model. Study objectives are to classify types of multi-channel retailing by QR code utilization and to explore the role of QR code technology in strategic marketing elements for types of multichannel retailer. As an exploratory approach, a total of 78 news articles regarding QR code issues were reviewed and analyzed by focusing on 48retailers seleted in this study. The results found seven dimensions of QR code marketing strategies: abundant product information, additional information contents, transaction accessibility, connectedness to channels, location based service, loyalty program and multimedia advertising. Based a combination of channels and level of mobile apps' activation, multichannel retailers utilizing QR code technology were classified into four types; bricks-click-active mobile model, bricks-click-inactive mobile model, bricks-click model, and click-active mobile model. There were differences of using QR code marketing strategies among multichannel models. According to results, for bricks-and-mortar retailers, QR code was critical to integrate shopping experience with merchandise or sales promotions across channels. In addition, for non-store retailers, the QR code utilization was successful in expanding mobile channels, which can promote retail sales by a two-way interaction with customers via the mobile apps.

Detection of Forgery of Mobile App and Study on Countermeasure (모바일 단말기 앱의 위·변조 탐지 및 대응방안 연구)

  • Jung, Hyun Soo;Chae, Gyoo-Soo
    • Journal of Convergence Society for SMB
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    • v.5 no.3
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    • pp.27-31
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    • 2015
  • As the number of smartphone users is increasing with the development of mobile devices, the range of monetary transaction from the individual use is increasing. Therefore, hacking methods are diversified and the information forgery of mobile devices has been a current issue. The forgery via apps in mobile devices is a hacking method that creates an app similar to well-known apps to deceive the users. The forgery attack corresponds to the violation of integrity, one of three elements of security. Due to the forgery, the value and credibility of an app decreases with the risk increased. With the forgery in app, private information and data can be stolen and the financial losses can occur. This paper examined the forgery, and suggested a way to detect it, and sought the countermeasure to the forgery.

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Development of Mobile Application on Breastfeeding Convergence Education Program for High risk Mothers (모바일 기반 고위험 산모 대상 모유수유 융합교육프로그램 개발)

  • Lee, Ju Yeon;Kim, Hye Young
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.357-364
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    • 2018
  • This study was attempted to develop education programs through mobile apps to promote breastfeeding for high-risk mothers. The development of mobile apps was carried out in four stages, including analysis, design, implementation and evaluation, by referring to the software development life cycle. The subjects of this study were cesarean delivery mother, premature baby and twin delivery mother, and contents of education included difficulty in breastfeeding by high risk mother. Experts and users evaluated the program and found it appropriate as an educational mobile app. The education through mobile app is not limited by time and space. Therefore, it will help knowledge and continuous practice of breastfeeding by high risk mothers. It is necessary to directly test the effects of applying the breastfeeding app developed in this study.

A Selection Model for Open Source Software Reuse (재사용을 목적으로 한 오픈소스 모바일 컴포넌트 선정 절차)

  • Sohn, Hyo-jung;Lee, Min-gyu;Seong, Baek-min;Kim, Jong-bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.71-74
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    • 2014
  • Mobile apps have been developed actively using open source software recently. Tend to be used much more than the component of the functional role on the ground that the reuse of components for the User Interface is an open source implementation of the mobile component is easy. The problem is to apply as an open source mobile components selected for this reason all of the existing two studies. It is an open source software selection process and selection procedures shelf components. We revise to conform to existing mobile components selected for the study on open source software selection process in this paper. Can help increase the productivity of the mobile app development by the open source components to meet the functional requirements when developing mobile apps that can be easily retrieved and presented the selection process of this study is effective.

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A Case Study of Combining Two Cross-platform Development Frameworks for Storybook Mobile App

  • Beomjoo Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3345-3363
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    • 2023
  • Developers often use cross-platform frameworks to create mobile apps that can run on multiple platforms with minimal code changes. However, these frameworks may not suit all the needs of a specific app, so developers may also use native APIs to add platform-specific features. This method eventually dilutes the advantages of cross-platform development methodology that aims to reduce development costs and time, and often leads to a decision to return back to the original native mobile development methodology. In this study, we explore a different approach: combining different cross-platform tools to develop a storybook mobile app that meets various requirements. We have demonstrated that integrating two cross-platform solutions can be used reliably to develop complex mobile applications. However, we also report that this approach can introduce unforeseen issues such as sandbox redundancy, unexpected functional burdens, and redundant permission requests. Despite these challenges, we believe that combining two cross-platform solutions can be applied to a variety of functional and performance requirements, enabling the development of more sophisticated mobile applications at lower costs and with shorter development timelines than traditional mobile app development methodologies.

The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

The Influence of Health Apps Efficacy, Satisfaction and Continued Use Intention on Wearable Device Adoption: A Convergence Perspective (헬스 앱의 효능감과 만족도, 지속적 사용의도가 웨어러블 기기의 수용에 미치는 효과: 융복합적 관점)

  • Park, Dong-Jin;Choi, Joung-Hwa;Kim, Do-Jin
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.137-145
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    • 2015
  • Mobile's health care and diagnostic capabilities are accepted as the most innovative sectors, and the combination with wearable device is being predicted as the future's most promising industries. However, the level of consumer acceptance and utilization is still insufficient compared to the development of technology. This study explores the use intention of wearable device based on previous studies about health apps. In particular, health-related use efficacy of the app, app use intention and app satisfaction are analyzed through a structural equation model. The use of health-related apps revealed that there is a statistically significant relationship with the use of the wearable device. The results suggest that the importance of app use efficacy, satisfaction, apps use should be considered for the successful diffusion of wearable health devices.

Design and Implementation of Hybrid Apps Design based on Spring MVC (스프링 MVC 기반에서 하이브리드 앱 디자인 설계 및 구현)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.395-400
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    • 2019
  • The Web environment of the frontend domain is increasingly competitive to preempt the new standard of presentation layer. N-Screen, a service that enables users to seamlessly use one content in various devices in Korea, is competing for market preemption by recognizing it as a core service of the future. In the cloud computing, N-screen is a typical service type. However, most of the frontend research required for groupware in enterprise environments has been limited to responsive web design for the web and native apps for mobile. Gradually, the need for MVC design patterns is increasingly widening in enterprise environments to overcome the cultural differences of companies and to support one source multi-use strategy supporting multiple devices and development productivity. Therefore, in this study, we will analyze and design JPetStore with hybrid application design based on Spring MVC, e-government standard framework environment of next generation web standard, and provide reference model of frontend hybrid apps design in future enterprise environment.

Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.