• Title/Summary/Keyword: Mobile apps

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Study of Mobile App GUI Interface for SAP (SAP에 대한 모바일앱 GUI 인터페이스 연구)

  • Yoon, KyungBae;Park, Jong-Youel;Park, Dea-Woo
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.201-207
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    • 2013
  • Recently, the interest in a Mobile Office is increasing dramatically and the Smart Phone App Service begin in earnest to be requested in an area of applying SAP system to PC. This study aims to research the system which can be easily implemented with the configuration and Mobile App which cause difficulties in embodying SAP system-based Apps suitable for a mobile environment. First, by realizing SAP system interface that can operate in mobile devices in the form of GUI, assisting the connecting parts of SAP for the users-friendly set-up, providing the communication method of Client, Application, and SAP Service in the form of web service through TCP/IP, and finally showing cases of implementing the method of delivering the data request and result value of Server and Client in the form of XML suggest more effective and new method, the research suggests a new way of making the linkage of SAP more efficient.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

Mobile Healthcare and Security (모바일 헬스케어와 정보보안)

  • Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.755-758
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    • 2016
  • The use of smart phones has had a great impact on the mobile internet business. It shows a lot of growth in the healthcare sector not only commerce, advertising, billing, games, video content, media, amd O2O business. The United States has eased the regulations for healthcare apps smart phone devices in 2015, and China has established a five-year road map to solve shortage of doctors and hospital beds by utilizing mobile devices such as wearable in the same year. The application of wearable devices in the medical field is gradually increasing in Korea too, but there is a security problem as leading challenge. Security incidents in non-ICT sectors such as financial, medical, etc. have increased by using ICT each year. Personal information leakage is also increasing in field likely occurring the potential secondary damages such as financial fraud, illegal promotions, insurance and pharmaceutical companies abuse. In this study, we analyze malwares as the mobile threats, the five risks of mobile smart phone, mobile use cases and the mobile threat countermeasures for healthcare.

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Design for Interworking with Payment System using Short-Range Wireless Communication Method (근거리 무선 통신 방식을 이용한 모바일 결제 시스템 연동에 대한 설계)

  • Lee, Ju-Sang;Lee, Hyo-Seung;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1031-1036
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    • 2020
  • Untact marketing emerged as one of the top 10 marketing in 2018. Since then, the scale of the mobile payment market has expanded, and the ratio of payment through mobile is melting into life even offline. Various mobile apps such as Samsung Pay and Smart Order are already popular systems, and various other mobile payment systems are increasing. For such mobile payments, this paper aims to comprehensively design a general-purpose untouched offline payment system by designing a mobile payment system that applies a short-range wireless communication method along with a study on the currently available mobile payment-linked API. We propose an offline payment system with an untouch method to prevent the spread of infectious diseases and contribute to a healthy society by solving the problem and minimizing contact with others in the current situation like the Corona 19 Incident.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

Development of Android Smart Phone App for Analysis of Remote Sensing Images (위성영상정보 분석을 위한 안드로이드 스마트폰 앱 개발)

  • Kang, Sang-Goo;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.26 no.5
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    • pp.561-570
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    • 2010
  • The purpose of this study is to develop an Android smartphone app providing analysis capabilities of remote sensing images, by using mobile browsing open sources of gvSIG, open source remote sensing software of OTB and open source DBMS of PostgreSQL. In this app, five kinds of remote sensing algorithms for filtering, segmentation, or classification are implemented, and the processed results are also stored and managed in image database to retrieve. Smartphone users can easily use their functions through graphical user interfaces of app which are internally linked to application server for image analysis processing and external DBMS. As well, a practical tiling method for smartphone environments is implemented to reduce delay time between user's requests and its processing server responses. Till now, most apps for remotely sensed image data sets are mainly concerned to image visualization, distinguished from this approach providing analysis capabilities. As the smartphone apps with remote sensing analysis functions for general users and experts are widely utilizing, remote sensing images are regarded as information resources being capable of producing actual mobile contents, not potential resources. It is expected that this study could trigger off the technological progresses and other unique attempts to develop the variety of smartphone apps for remote sensing images.

A Study on the Dependence of Mobile Instant Messenger (모바일 인스턴트 메신저 의존도에 관한 연구)

  • Kim, Jae-Jon;Lee, Yunhee;Nho, Hee-Ock;Park, Kyung-Ja
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.225-246
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    • 2014
  • With the recent establishment of a ubiquitous environment and the paradigm shift to a smart society, the use of mobile devices, such as smart phones and tablet PCs, has become widespread. Thus, the trend is gradually shifting from using Web-based Instant Messenger to using Mobile-based Instant Messenger. Mobile Instant Messenger refers to a service that allows instant messaging as well as data sending and receiving between individuals with exclusive application programs(mobile Apps), which can be used in portable devices-such as smart phones-with wireless Internet access. Korea's portal sites, telecommunication companies, and even big companies have all rushed into the MIM market to join the competition. The reason so many companies are showing interest in the MIM business is because it is rising as a core platform to substitute portal sites in the mobile society, and MIM is perceived as the best means to attract and secure users. The intention to reuse or use continually was considered an important factor in maintaining a dominant position amidst such fierce competition, and consequently, most research thus far has reflected such thought. However, the frequent or long-term use of a system alone cannot indicate the definite success of the system, nor guarantee its dominant position in the market. On the contrary, MIM dependence, which goes beyond simple repetitive use and indicates a state where users actually or emotionally depend on a specific system, can better explain the user action. However, not much research has been conducted on dependence. The research results showed that lively message, concise message, message responsiveness, and social belonging significantly affected perceived usefulness. Message responsiveness, Link, and social belonging significantly affected flow. Flow significantly affected MIM dependence, and perceived usefulness did not affect MIM dependence. This study has proven that lively message, concise message, message responsiveness, Link, social belonging and perceived usefulness are important antecedents and mediating factors of MIM dependence. Moreover, this study is significant in that it explains the overall process of MIM dependence, and expands on the variety and scope of research that can be applied to MIM-related studies.

The Relationships among App Attribution, User satisfaction, Trust, and Continuous Use Intention: Focused on Mobile App of Bus Information

  • Choi, Myeong-Guk;Shin, Jae-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.165-175
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    • 2022
  • The objective of this study is to identify the relationships among app attribution(perceived usefulness, design, information quality, and mobility), user satisfaction, trust, and continuous use intention of bus information apps; The structural equation of AMOS 21.0 was used to test the hypothesis of this study. The results of the analysis are as follows. First, perceived usefulness, design, information quality, and mobility positively impact user satisfaction. Second, only mobility has a positive effect on trust, but the remaining perceived usefulness, design, and information quality have no effect at the significance level of 5%. Third, user satisfaction has a positive impact on trust and continuous use intention. Fourth, trust has a positive impact on continuous use intention. Therefore, it was confirmed that the characteristics of the bus information mobile app are important influencing factors for the improvement of user satisfaction, trust, and continuous use intention. Local governments and bus companies will be able to establish strategic directions for the activation of bus information mobile apps. The limitation of this study is that it is somewhat lacking in generalizing the study results, so future research needs to focus on improving this part.

Analysis of users' needs for developing mobile health based prevention and intervention programs for the metabolic syndrome in college students (대학생의 모바일 헬스 기반 대사증후군 예방 및 중재 프로그램 개발을 위한 사용자 요구 분석)

  • Kang, MinAh;Lee, Soo-Kyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.429-442
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    • 2017
  • This study was performed to investigate and analyze users' needs for m-health based prevention and intervention programs that are intended to improve the awareness of metabolic syndrome and promote health behaviors of college students. A questionnaire survey was conducted to 200 college students of 2 university in D city. Data were analyzed using descriptive statistics, t-tests, chi-square test with the SPSS Version 20.0. The result showed that users wanted customization of prescriptions and accurate measurement of health applications, and provided a positive feedback on information exchange between those who manage their health. The most preferred content was proper exercise methods, and the preferred gamification factors were goal-setting, compensation, and competition. The optimal price for wearable devices was between 10,000 to 50,000 won, and calorie consumption function was also preferred. Although users with experiences of wearable devices and health apps had a higher knowledge score pertaining to metabolic syndrome, there was no significant difference in the overall score. Concerning the health behaviors associated with lifestyles, individuals without the experiences of wearable devices and health apps showed a remarkably lower score. The research has a significance that it investigated and analyzed the contents needed for the development of effective moblie health based prevention and intervention programs targeting the population in their early adulthood. Therefore, based on the findings, we propose a rich and concrete follow-up study on the needs and characteristics of different user types by collecting a population with experiences of wearable devices, and a development of differentiated mobile health based prevention and intervention programs.

Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.