• Title/Summary/Keyword: Mobile-based App.

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Design and Implementation of Machine Learning-based Blockchain DApp System (머신러닝 기반 블록체인 DApp 시스템 설계 및 구현)

  • Lee, Hyung-Woo;Lee, HanSeong
    • Journal of Internet of Things and Convergence
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    • v.6 no.4
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    • pp.65-72
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    • 2020
  • In this paper, we developed a web-based DApp system based on a private blockchain by applying machine learning techniques to automatically identify Android malicious apps that are continuously increasing rapidly. The optimal machine learning model that provides 96.2587% accuracy for Android malicious app identification was selected to the authorized experimental data, and automatic identification results for Android malicious apps were recorded/managed in the Hyperledger Fabric blockchain system. In addition, a web-based DApp system was developed so that users who have been granted the proper authority can use the blockchain system. Therefore, it is possible to further improve the security in the Android mobile app usage environment through the development of the machine learning-based Android malicious app identification block chain DApp system presented. In the future, it is expected to be able to develop enhanced security services that combine machine learning and blockchain for general-purpose data.

Development of a Mobile Application for Effective Mental Health Intervention

  • Mousab Issa Alhamada;Khairayu Badron
    • International Journal of Computer Science & Network Security
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    • v.23 no.8
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    • pp.33-39
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    • 2023
  • The global surge in depression and anxiety, intensified by challenges such as cost and stigma, emphasizes the pressing need for accessible, evidence-based digital solutions. The research centers on the creation of a mobile application specifically designed to address mental health challenges. By integrating cognitive behavioral therapy techniques and features like appointment bookings and mindfulness feedback tools, the app is positioned to improve user outcomes. Utilizing platforms like React Native and React, combined with NestJS for enhanced backend security, the application adheres to the rigorous standards required for mental health interventions. Collaborative efforts with experts, notably the counseling unit of IIUM, ensure the app's alignment with contemporary best practices and research. Preliminary findings indicate a promising tool with the potential to address the global mental health treatment disparity.

An Analysis of the Stages of Teachers' Concerns Regarding Education on Mobile Application Development: An Application of CBAM (교사의 앱 개발 교육에 대한 관심도 분석: 관심중심수용모형(CBAM)을 중심으로)

  • Yoon, Seonghye;Kang, Woori
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.509-517
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    • 2018
  • As the necessity of maker education is being emphasized and the app generation is now entering school, expectations concerning the impact of app development education are rising in the field of education. The introduction and rise in popularity of a new type of education, such as app development education, requires a change in attitude among teachers. Therefore, this study focused on the concerns of in-service teachers regarding app development education by applying the Concerns-Based Adoption Model (CBAM) of Hall and Hord (2015). For this purpose, the data was collected from 23 in-service teachers who attended a short teacher training session that introduced app development training. The data was converted to the relative intensity based on the stage of concerns questionnaire (SoCQ) scoring device and was expressed as the SoCQ profile. The results of the survey concerning app development education showed that the stage 0 concern (unconcerned) was reported most frequently by teachers and the stage 4 concern (consequence) was reported least frequently. This kind of result, which is typical at the beginning of the introduction of a new education program, indicates that teachers recognize app development education but do not have sufficient information regarding it. Qualitative results also showed that teachers understand the educational possibilities of app development education, but they were worried about the difficulties expected to be applied in the field. Based on these results, we suggest that more detailed information on app development education be provided through teacher training.

User Interface Model Based Automatic Mobile Web Application Generation Tool for Embedded Systems (내장형 시스템을 위한 사용자 인터페이스 모델 기반 모바일 웹앱 자동 생성 도구)

  • Choi, Kibong;Kim, Saehwa
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.13-27
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    • 2017
  • This paper presents a tool that automatically generates mobile web applications from user interface (UI) models which are based on PELUM (Pattern and Event based Logical User Interface Modeling). PELUM is a method for the effective development of UI-centered embedded systems via UI modeling. The proposed tool consists of a model editor and a code generator. The former provides an environment for modeling a Logical UI Model (LUM) and a Programming Interface Model (PIM) on the web. On the other hand, the code generator sets the screen configuration and events' behavior, according to the LUM, synthesizing a local database schema according to the PIM, and then generates an executable mobile web app. It also can produce mashup web apps by receiving an open API address via the PIM. The generated mobile web apps follow the Model-View-Controller (MVC) architecture in order for users to easily customize them. The proposed tool enables them to generate mobile web apps that can be executed on various devices by modeling logical UIs on the web.

Development of App Contents for Information Realistic Experience based on AR (증강현실 기반의 인포메이션 실감체험을 위한 앱 콘텐츠 개발)

  • Moon, Hee Jeoung
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1428-1434
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    • 2020
  • Virtual reality (VR) and augmented reality (AR) technologies can interact intuitively using virtual 3D images. Information signs on buildings that are frequently used by the public play a very important role in conveying information. However, the current information sign has different understanding and interpretation, and it is difficult to communicate quickly and intuitively for interaction. The purpose of this study is to increase the efficiency of information signing through information provision using mobile augmented reality. The InfoAR app not only guides you to the destination of the building, but also acts as a marker for the logo image. The logo image created based on the feature points recognizes the information of the destination. It is converted to AR through a mobile app, allowing users to easily find their destination by obtaining specific information. In addition, it presents interactions that can enlarge, reduce, move, and rotate information about virtual objects augmented through a function called AR. In the future, if user convenience and usability of the interface are added, research is conducted, and the level of completion is improved, such as using VR contents and promotions and business cards, it is expected that highly useful contents will be produced.

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 Development of Mobile APP Usability Evaluation Tool for Time Management (시간관리 모바일 앱 사용성 평가도구 개발에 관한 연구)

  • Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.19-29
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    • 2021
  • Although several industrial revolutions and technological developments have provided time for modern people, more than 75% of modern people are currently suffering from the problem of "lack of time". Therefore, in this paper, it was judged that it was necessary to improve the mobile APP service for efficient time management of modern people, and a study was conducted on the development of usability evaluation tools. First, the current status was analyzed through case studies of six time management apps with different purposes, and then usability studies were conducted to establish a total of five evaluation principles with operability, cognition, user suitability, minimization of work errors, and sharing. Based on this, a draft of the time management mobile app usability evaluation item was prepared, and a total of 44 usability evaluation tool items were derived through three Delphi surveys of design experts over 5 years and less than 10 years. As a result, intuitive screen and menu composition and user's perception of content were evaluated as the most important factors, and conclusions such as the need to improve the structure and function of the main content screen for user error prevention and usability were drawn. This study will not only contribute to improving the usability of existing time management mobile apps, but will also be used as a material for designing an integrated time management platform for efficient time management and purpose promotion in the future, and is expected to be used as an academic reference.

A Research of the Compatibility for the HybridApp-Based Smart-Learning Contents in the Heterogeneous Smart Platform (이기종 스마트 플랫폼 상에서의 하이브리드앱 기반 스마트러닝 콘텐츠 호환성에 관한 연구)

  • Kook, Joongjin;Park, Byoung-Ha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.8 no.1
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    • pp.11-16
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    • 2013
  • With the development and general use of a variety of Android/iOS-based smart phones and smart pads, the existing e-learning contents need to be changed in such a way that they can be carried out on different smart device platforms. This paper shows what changes are needed for that aim, and, in particular, for the compatibility of different platforms by designing and implementing Android/iOS-based smart learning contents in the form of a hybrid app. This paper will hopefully help you consider what elements are required to develop smart-learning contents on a variety of platforms for mobile devices.

Development of mobile, online/offline-linked math learning content to promote group creativity (집단창의성 발현을 위한 모바일, 온/오프라인 연계 수학 학습 콘텐츠 개발)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.1
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    • pp.39-60
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    • 2022
  • In this study, in order to support the expression of group creativity of high school students, we developed mathematics learning contents linked with mobile and online/offline that obtain the maximum and minimum values of the function within a limited range. This learning content was developed in connection with the 'environment', a cross-curricular learning topic. We explored the concept of group creativity in school mathematics. Its manifestation process, elements of group creativity expression process, and mobile and on/offline implementation functions were also explored. Then, we developed a hybrid app, 'Making the Best Box that Thinks of the Earth', which can express group creativity through mobile and online/offline-linked cooperative learning. A learning management system (LMS) and a teaching and learning guidance plan were also developed to efficiently operate mobile and online/offline-linked math learning using the app in schools. Our study found that the hybrid app, 'Creating the Best Box that Thinks of the Earth', was suitable for promoting collective fluency and collective sophistication based on complementary-metacognitive interaction.

Design Research on Mobile Automation Platform for Small Business (소상공인을 위한 모바일 자동화 플랫폼 설계 연구)

  • Park, Jong-Youel;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.280-282
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    • 2015
  • This paper proposed Small business owners can use customer contact without additional external assistance professionals and mobile apps, the mobile web, homepage is can automatically create. Automation Platform system combines Single Page Application, cross-platform based native mobile apps, N-Screen based Content building, private cloud based PaaS of construction technology, P2P file sharing and network based multimedia-threaded technology and by automated platform to study how a small business to communicate with customers easily.

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