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

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A Study of the Relationship Analysis between Mobile Application by Using An Association Rules (연관성 규칙을 이용한 모바일 앱 간 관계 분석에 관한 연구 - 모바일 게임 앱을 중심으로)

  • Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.3 no.2
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    • pp.19-26
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    • 2012
  • In accordance with the advent of smartphone and the growth of the Mobile App market, the Mobile game industry is being reorganized. So, This study is to be know the association rules between mobile game apps and mobile apps. Accordingly, To promote the Mobile Game App based on advertisement effectiveness that can be obtained from the characteristics of the game by finding out what to investigate.

An Analysis on Learning Effects of Character Animation Based-Mobile Foreign Language Vocabulary Learning App (캐릭터 애니메이션 기반 모바일 외국어 어휘 학습 앱 효과 분석)

  • Kim, Insook;Choi, Minsuh;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1526-1533
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    • 2018
  • This study aims to provide implications for mobile foreign language vocabulary learning app by analyzing the effects of mobile vocabulary learning app based on character animation. For this purpose, we applied the learning application designed with character animation and text, and the application designed with text only to two groups of learners, and analyzed the effect. As a result, we found that application designed with character animation and text was useful in recognition frequency and duration concerning learning. Regarding learning outcomes, we found that it is useful not only in memory but also in learning interest and motivation. This study provides implications for learning method and design development of mobile-based foreign language vocabulary learning application which actively using recently.

Drupal-based Map Application Generator(MapAppGen): an Application Generation Example for Famous Restaurants (Drupal 기반 맵 응용 생성기 (MapAppGen) : 맛집탐방 응용 생성 사례)

  • Eum, Doo-Hun
    • The KIPS Transactions:PartD
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    • v.19D no.3
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    • pp.229-236
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    • 2012
  • The demand for map applications in both Web and mobile environments has been rapidly increased with the population of Web and smart phone usage. Web-based map applications are mostly developed on such environments as ArcGIS and MapServer and mobile map applications are developed on such API levels as Google Maps and Yahoo Maps. But many parts of map applications are still constructed by coding because these environments don't support high level of automation. Our MapAppGen that we have designed and implemented enhances the Web-based map application productivity by generating the map related modules that can be applied to the Drupal that is one of popular content management systems(CMS's). Comparing the applications that are constructed by the Drupal-supported GMap or NodeMap, the applications that are constructed by MapAppGen provide information on not only the interested geographical feature but also its related geographical features. MapAppGen uses Google Maps API and Drupal is a module-based system that supports the creation, composition and management of contents. We are now working on automatic generation of mobile map applications with MapAppGen.

The Effect of Involvement in Smartphones on Purchase Intention in Fashion Shopping Malls based on Mobile Web Apps and PC Web Apps (스마트폰몰입이 모바일웹과 PC웹기반의 의류쇼핑몰에서의 구매의도에 미치는 영향)

  • Lee, Jung-Woo;Kim, Mi Young
    • Fashion & Textile Research Journal
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    • v.15 no.3
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    • pp.393-405
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    • 2013
  • This study considers the effect of smartphone involvement for purchase intentions in fashion shopping malls based on mobile web apps and on PC web apps; in addition, it investigates the correlation between purchase intention in fashion shopping malls (based on activated PC web apps) and those of fashion shopping malls (based on newly created mobile web apps). The results of this study are: First, the analysis of smartphones factors showed that smartphones consist of 6 kinds of dimensions of 'appearance involvement', 'time and information search involvement', 'application involvement', 'entertainment involvement', 'communication involvement', and 'transaction involvement'. Second, the higher the entertainment and transaction involvement among descriptive variables for smartphone involvement were due to the positive responses displayed towards fashion shopping mall purchases based on mobile web apps. Third, a higher application and entertainment involvement in the descriptive variables for smartphones resulted in a positive response displayed for purchases in fashion shopping malls based on PC web apps shown in a regression analysis that verified the smartphone and purchase intention relationship in fashion shopping malls based on PC web apps. Fourth, consumers with high purchase intention in the existing PC web app based fashion shopping malls were shown to have a high purchase intention in mobile web app based fashion shopping malls due to the results of a correlation analysis that analyzed the relationship between purchase intention in PC web app based fashion shopping malls and mobile web app based fashion shopping malls.

Validity of Estimating Sodium Intake using a Mobile Phone Application of 24-hour Dietary Recall with Meal Photos (식사사진을 이용한 24시간 식사 회상 모바일 폰 앱의 나트륨 섭취 추정 타당성 연구)

  • Kim, Seo-Yoon;Chung, Sang-Jin
    • Korean Journal of Community Nutrition
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    • v.25 no.4
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    • pp.317-328
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    • 2020
  • Objectives: The objective of this study was to verify the validity of a mobile phone application (app) that applies a 24-hour dietary recall with meal photos, as a means of being a more accurate method of estimating dietary sodium intake. Methods: Of the 203 subjects enrolled, 172 subjects (84 males and 88 females) were selected for the final analysis, excluding those with an intake less than 500 kcal and urine output less than 500 ml. Dietary sodium assessment methods used for comparing with the 24-hour urinary sodium excretion are as follows: 1) face-to-face 24-hour dietary recall, 2) 24-hour dietary recall using the mobile app, 3) face-to-face 24-hour dietary recall considering liquid intakes from soup, stew, water kimchi and noodle, etc (liquid-based dishes), 4) 24-hour dietary recall using the mobile app considering liquid intakes from liquid-based dishes, and 5) food frequency questionnaire. Repeated ANOVA with Bonferroni method was used for comparing the average sodium intake, and Pearson's correlation was applied to correlate the methods used. Results: In women, no significant difference was observed in the average sodium intake between all methods. Moreover, analysis in men and total adults revealed no significant difference between the 24-hour urinary sodium secretion, and 24-hour dietary recall using the app and 24-hour dietary recall using the app considering liquid intakes. Sodium intake by food frequency questionnaire was significantly different when compared with the intake determined from 24-hour urinary sodium excretion. Sodium intake from all methods (except food frequency questionnaire) significantly correlated with values obtained from 24-hour urine sodium excretion. Conclusions: Results of this study validated a mobile phone app using a 24-hour dietary recall with meal photos to better estimate dietary sodium intakes. It is believed that further studies in the future will enable the application as a tool to more accurately determine sodium intake.

A Modeling Technique for Development of Mobile App. based on Android (안드로이드 기반의 모바일 앱 개발을 위한 모델링 기법)

  • Cho, Eun-Sook;Kim, Chul-Jin;Lee, Sook-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3999-4005
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    • 2013
  • We forecast that the scale of mobile market will be large scale according to the twenty million times of smart phone's user is arrived. The type of software development is being transferred into mobile-based App. or cloud computing-based service from web-based software. Currently both Google's android and Apple's IOS are known for two prominent platforms. Existing modeling techniques cannot be applied into the case of mobile application which is executed those platforms. Therefore, we suggest a modeling technique that is customized existing modeling techniques into android-based software development. That is, we propose an analysis and design techniques which are needed into android-based mobile smart environment.

Processes and Methods for Eliciting Software and System Requirements from Users' Opinions in Mobile App (모바일 앱의 사용자 의견으로부터 소프트웨어 및 시스템 요구사항을 추출하기 위한 프로세스와 방법)

  • Oh, Dong-Seok;Kim, Sun-Bin;Rhew, Sung-Yul
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.397-410
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    • 2014
  • For mobile service organizations, it is one of the most important tasks to reflect users' opinions rapidly and accurately. In this study, the process is defined to elicit requirements of software/system improvement for mobile application by extracting and refining from users' opinion in mobile app, and detailed activities procession method in this processing are also proposed. The process consists of 3 activities to get requirements of software/system improvement for mobile app. First activity is to transform mobile app to software structure and define term dictionary. Second activity is to elicit simple sentences based on software from users' opinion and refine them. The last activity is to integrate and adjust refined requirements. To verify the usability and validity of the proposed process and the methods, the outputs of manual processing and semi-automated processing were compared. As a result, efficiency and improvement possibility of the process were confirmed through extraction ratio of requirements, comparison of execution time, and analysis of agreement ratio.

Village Broadcasting System using Mobile App (모바일 앱을 활용한 마을방송시스템 개발)

  • Kim, Won-Young;Kim, Jong-heon;Lee, Young-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.977-979
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    • 2012
  • The existing wireless village broadcasting systems use the method to connect to village broadcasting system using wire/wireless telephone to announce the important notices, public relations, and disater status. This type of systems have the problems that if broadcaster is facing rough going or forget the announcement time, it is impossible to inform village people important contents, urgent disaster status, evacuation method. This paper describes internet based village broadcasting system using mobile App to solve these problems. Broadcaster can save the voice and send the voice to App server using the mobile App to activate that voice specific day and time. This mobile App system can improve the efficiency and customer satisfaction of village broadcasting system.

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Mepelyzer : Malicious App Identification Mechanism based on Method & Permission Similarity Analysis of Server-Side Polymorphic Mobile Apps (Mepelyzer : 서버 기반 다형상 모바일 앱에 대한 메소드 및 퍼미션 유사도 기반 악성앱 판별)

  • Lee, Han Seong;Lee, Hyung-Woo
    • Journal of the Korea Convergence Society
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    • v.8 no.3
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    • pp.49-61
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    • 2017
  • Recently, convenience and usability are increasing with the development and deployment of various mobile applications on the Android platform. However, important information stored in the smartphone is leaked to the outside without knowing the user since the malicious mobile application is continuously increasing. A variety of mobile vaccines have been developed for the Android platform to detect malicious apps. Recently discovered server-based polymorphic(SSP) malicious mobile apps include obfuscation techniques. Therefore, it is not easy to detect existing mobile vaccines because some other form of malicious app is newly created by using SSP mechanism. In this paper, we analyze the correlation between the similarity of the method in the DEX file constituting the core malicious code and the permission similarity measure through APK de-compiling process for the SSP malicious app. According to the analysis results of DEX method similarity and permission similarity, we could extract the characteristics of SSP malicious apps and found the difference that can be distinguished from the normal app.

Implementation of a Geo-Semantic App by Combining Mobile User Contexts with Geographic Ontologies

  • Lee, Ha-Jung;Lee, Yang-Won
    • Spatial Information Research
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    • v.21 no.1
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    • pp.1-13
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    • 2013
  • This paper describes a GIS framework for geo-semantic information retrieval in mobile computing environments. We built geographic ontologies of POI (point of interest) and weather information for use in the combination of semantic, spatial, and temporal functions in a fully integrated database. We also implemented a geo-semantic app for Android-based smartphones that can extract more appropriate POIs in terms of user contexts and geographic ontologies and can visualize the POIs using Google Maps API (application programming interface). The feasibility tests showed our geo-semantic app can provide pertinent POI information according to mobile user contexts such as location, time, schedule, and weather. We can discover a baking CVS (convenience store) in the test of bakery search and can find out a drive-in theater for a not rainy day, which are good examples of the geo-semantic query using semantic, spatial, and temporal functions. As future work, we should need ontology-based inference systems and the LOD (linked open data) of various ontologies for more advanced sharing of geographic knowledge.