• Title/Summary/Keyword: Mobile apps

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User Experience and the Multi-Stage Adoption of Mobile Apps

  • Kim, Ambrose;Kim, Kyoung-jae
    • Journal of Information Technology Applications and Management
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    • v.21 no.2
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    • pp.49-79
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    • 2014
  • The adoption of technology has always been of interest to academicians and practitioners of the field of Management Information System. This is so because without proper and adequate adoption, technology-no matter how beneficial or advanced it may be-will be of little value to users. Numerous researches, such as the researches of the Technology Acceptance Model (TAM) or the Unified Theory of Acceptance and Use of Technology (UTAUT), had been conducted to understand the human nature in association with the adoption or rejection of technologies that have bombarded the users. The coming of smart technologies (i.e., smart phones and devices), however, seems to have fundamentally changed the environment for adoption. The ubiquity combined with mobility of technology, especially when it comes to mobile apps, seem to make the old PC era of two-stage-pre and post-adoption models obsolete. A new model of adoption that identifies the determinants of technology acceptance and continuance is needed for the smart age. To this end, this paper undertakes an empirical study, by analyzing 229 users of Social Networking Service (SNS) mobile apps, to identify the role of user experience on the multi-stage adoption of technology, and provides results that User Experience (UX) plays the crucial role of bridging the separate stages of pre and post adoption of technologies. The paper concludes by providing practical implications of the new model as it relates to mobile apps and technologies, and recommendations for further studies to get a better understanding of technology adoption in the smart age.

Analysis of Applying the Mobile BIM Application based on Cloud Computing (클라우드 컴퓨팅 기반의 모바일 BIM 애플리케이션 적용성 분석)

  • Jun, Jin-Woo;Lee, Sang-Heon;Eom, Shin-Jo
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.5
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    • pp.342-352
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    • 2012
  • As a futuristic construction model, building information model (BIM) based project management system (PMIS) and mobile BIM simulator apps have been showing visible sign. However, researches on the BIM based 3D simulator using mobile device are hard to find result from limitation of mobile device (slow speed at huge 3D file, display size, and etc.) and undefined standard of business processes. Therefore, this research aims at studying application of mobile BIM apps based on cloud computing. Total 8 BIM cloud apps were selected and analyzed in the 5 application feasibility characteristics (speed, view, inquiry, markup, and usability). This research would be essential phase to construct BIM based mobile project management system using cloud computing in the future.

Online-Offline Connectivity and Artificial Intelligence : Car Navigation App (온라인-오프라인의 연결 그리고 인공지능 : 자동차 모바일 네비게이션 앱 활용 맥락)

  • Kim, Taekyung
    • Journal of Information Technology Services
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    • v.18 no.1
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    • pp.201-217
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    • 2019
  • Cars have become a necessity in modern life. It is widely used to transport people or products to a destination conveniently. However, the addition of a navigation service that provides route information and more makes driving more convenient and safer. Recent developments in the mobile app ecosystem encourages people to adopt not only an installation-type car navigation, but also a mobile app navigation, supporting connected car concepts. It should be noted that mobile apps with mobile Internet can be a significant linkage between information acquired online and offline business. This study demonstrates the impact of the app use experience for a driver in the context of applying artificial intelligence service. As a result, the introduction of artificial intelligence services has a statistically significant moderating effect on the use of mobile navigation apps. This seminal research is valuable as it evaluates the role of artificial intelligence applied to mobile navigation apps.

A Proposed Framework for the Automated Authorization Testing of Mobile Applications

  • Alghamdi, Ahmed Mohammed;Almarhabi, Khalid
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.217-221
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    • 2021
  • Recent studies have indicated that mobile markets harbor applications (apps) that are either malicious or vulnerable, compromising millions of devices. Some studies indicate that 96% of companies' employees have used at least one malicious app. Some app stores do not employ security quality attributes regarding authorization, which is the function of specifying access rights to access control resources. However, well-defined access control policies can prevent mobile apps from being malicious. The problem is that those who oversee app market sites lack the mechanisms necessary to assess mobile app security. Because thousands of apps are constantly being added to or updated on mobile app market sites, these security testing mechanisms must be automated. This paper, therefore, introduces a new mechanism for testing mobile app security, using white-box testing in a way that is compatible with Bring Your Own Device (BYOD) working environments. This framework will benefit end-users, organizations that oversee app markets, and employers who implement the BYOD trend.

QoS-Aware Power Management of Mobile Games with High-Load Threads (CPU 부하가 큰 쓰레드를 가진 모바일 게임에서 QoS를 고려한 전력관리 기법)

  • Kim, Minsung;Kim, Jihong
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.328-333
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    • 2017
  • Mobile game apps, which are popular in various mobile devices, tend to be power-hungry and rapidly drain the device's battery. Since a long battery lifetime is a key design requirement of mobile devices, reducing the power consumption of mobile game apps has become an important research topic. In this paper, we investigate the power consumption characteristics of popular mobile games with multiple threads, focusing on the inter-thread. From our power measurement study of popular mobile game apps, we observed that some of these apps have abnormally high-load threads that barely affect the user's gaming experience, despite the high energy consumption. In order to reduce the wasted power from these abnormal threads, we propose a novel technique that detects such abnormal threads during run time and reduces their power consumption without degrading user experience. Our experimental results on an Android smartphone show that the proposed technique can reduce the energy consumption of mobile game apps by up to 58% without any negative impact on the user's gaming experience.

Ability of children to perform touchscreen gestures and follow prompting techniques when using mobile apps

  • Yadav, Savita;Chakraborty, Pinaki;Kaul, Arshia;Pooja, Pooja;Gupta, Bhavya;Garg, Anchal
    • Clinical and Experimental Pediatrics
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    • v.63 no.6
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    • pp.232-236
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    • 2020
  • Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: This study aimed to assess the ability of children aged 2-8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them. Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow. Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Seven- and 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (F=544.0407, P<0.05). No significant difference was observed in the performance of female versus male children (P>0.05). Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.

A Study on Usability Improvement of Mobile Healthcare Services

  • Kim, Heesun
    • International journal of advanced smart convergence
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    • v.6 no.2
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    • pp.72-81
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    • 2017
  • The developments in mobile technology and the increase in the production of smartphones have led to the growth of the mobile healthcare market. Moreover, the number of mobile healthcare apps is on the rise, and users are benefiting from using healthcare, exercise tracking, and body monitoring apps, as well as they have been searching for health information through mobile health apps. This paper evaluated the usability of a symptom checker application that provides information on diseases, treatment methods, and related hospitals through self-diagnosis of symptoms. Symptom checkers are currently being developed, and are widely used overseas. This paper sought to evaluate the usability of a symptom checker app, and suggested ways to introduce enhancements.

Normal and Malicious Application Pattern Analysis using System Call Event on Android Mobile Devices for Similarity Extraction (안드로이드 모바일 정상 및 악성 앱 시스템 콜 이벤트 패턴 분석을 통한 유사도 추출 기법)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.125-139
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    • 2013
  • Distribution of malicious applications developed by attackers is increasing along with general normal applications due to the openness of the Android-based open market. Mechanism that allows more accurate ways to distinguish normal apps and malicious apps for common mobile devices should be developed in order to reduce the damage caused by the rampant malicious applications. This paper analysed the normal event pattern from the most highly used game apps in the Android open market to analyse the event pattern from normal apps and malicious apps of mobile devices that are based on the Android platform, and analysed the malicious event pattern from the malicious apps and the disguising malicious apps in the form of a game app among 1260 malware samples distributed by Android MalGenome Project. As described, experiment that extracts normal app and malicious app events was performed using Strace, the Linux-based system call extraction tool, targeting normal apps and malicious apps on Android-based mobile devices. Relevance analysis for each event set was performed on collected events that occurred when normal apps and malicious apps were running. This paper successfully extracted event similarity through this process of analyzing the event occurrence characteristics, pattern and distribution on each set of normal apps and malicious apps, and lastly suggested a mechanism that determines whether any given app is malicious.

Perceived Usefulness and Risks and Behavioral Intentions of Mobile Fashion Apps -Focus Group Interviews with Chinese Students Studying in Korea- (모바일 패션 앱의 지각된 유용성과 위험 및 행동의도 -중국인 유학생 초점집단 면접 조사-)

  • Hong, Heesook;Sun, Yu;Lee, Seung-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.255-272
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    • 2020
  • This exploratory study investigated Chinese consumers' perceived usefulness and risks of fashion apps and identified reasons for continuance and discontinuance intentions. This study conducted focus group interviews with a convenience sample of 13 Chinese students majoring in fashion in Korea. Based on interviewee responses, this study identified five attributes leading the perceived usefulness of mobile fashion apps (ubiquity and convenience, multi-media information, personalization, interactivity between consumers, and immediateness) and sub elements related to the five attributes. Five types of perceived risk (privacy risk, security risk, product risk, loss of future opportunity, and time risk) were identified in relation to Chinese consumers' use of fashion apps. The important role of live streaming services was uniquely identified by Chinese fashion app users. Usefulness of location-based information provided by mobile fashion apps were differently perceived according to respondents' use purpose, and augmented reality services provided by the apps were related to entertainment rather than usefulness. This study provides meaningful insights into Chinese consumers' perceptions of fashion apps and important app attributes that influence their continuance and discontinuance intentions. The findings from this study lend preliminary implications for future researchers and fashion businesses interested in the Chinese app market.

Blockchain Technology for Mobile Applications Recommendation Systems (모바일앱 추천시스템과 블록체인 기술)

  • Umekwudo, Jane O.;Shim, Junho
    • The Journal of Society for e-Business Studies
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    • v.24 no.3
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    • pp.129-142
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    • 2019
  • The interest in the blockchain technology has been increasing since its inception and it has been applied to many fields and sectors. The blockchain technology creates a decentralized environment where no third party controls the data and transaction. Mobile apps recommendation has been extensively used to recommend apps to mobile users. For example, Android-based recommendation applications have been developed to recommend other mobile apps for download depending on user's preferences and mobile context. These recommendations help users discover apps by referring to the experiences of other users. Due to the collection of a large amount of data and user information, there is a problem of insecurity and user's privacy that are prone to be attacked. To address this issue the blockchain technology can be incorporated to assure cryptographic safety. In this paper, we present a survey of the on-going mobile app recommendations and e-commerce technology trend to address how the blockchain can be incorporated into the collaborative filtering recommendation systems to enable the users to set up a secured data, which implies the importance of user privacy preference on personalized app recommendations.