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

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A Study on the Implementation of Mobile Healthcare System using Hybrid App (하이브리드 앱을 이용한 모바일 헬스케어 시스템 구현에 관한 연구)

  • Cho, Yang-Hyun;Kim, Sung Wan;Jeong, Pil-Seong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.503-514
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    • 2013
  • Mobile Healthcare is a new type of health care services for managing health and life irrespective of time and space by uniting IT and BT. For this service bio-signal measurement using WBAN, and data analysis and monitoring technologies based on mobile devices are essential. Generally, however, mobile application has low compatibility because of the features of mobile platform, we have to redevelop it to support the corresponding platform. In this paper we introduce a Mobile Healthcare System which can function as gateway and monitoring based on hybrid app to create ubiquitous healthcare monitoring system compatible with various mobile devices by overcoming the difference of platforms. The proposed system consists of sensor composition part, monitoring composition part, and server composition part.

A Study on the Restaurant Recommendation Service App Based on AI Chatbot Using Personalization Information

  • Kim, Heeyoung;Jung, Sunmi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.263-270
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    • 2020
  • The growth of the mobile app markets has made it popular among people who recommend relevant information about restaurants. The recommendation service app based on AI Chatbot is that it can efficiently manage time and finances by making it easy for restaurant consumers to easily access the information they want anytime, anywhere. Eating out consumers use smartphone applications for finding restaurants, making reservations, and getting reviews and how to use them. In addition, social attention has recently been focused on the research of AI chatbot. The Chatbot is combined with the mobile messenger platform and enabling various services due to the text-type interactive service. It also helps users to find the services and data that they need information tersely. Applying this to restaurant recommendation services will increase the reliability of the information in providing personal information. In this paper, an artificial intelligence chatbot-based smartphone restaurant recommendation app using personalization information is proposed. The recommendation service app utilizes personalization information such as gender, age, interests, occupation, search records, visit records, wish lists, reviews, and real-time location information. Users can get recommendations for restaurants that fir their purpose through chatting using AI chatbot. Furthermore, it is possible to check real-time information about restaurants, make reservations, and write reviews. The proposed app uses a collaborative filtering recommendation system, and users receive information on dining out using artificial intelligence chatbots. Through chatbots, users can receive customized services using personal information while minimizing time and space limitations.

Design of Mobile Learning Contents using u-smart tourist information (u-스마트 관광정보를 이용한 모바일 학습 콘텐츠 설계)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.383-390
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    • 2014
  • In recent years, the convergence of IT and IT sightseeing tour has emerged as a fusion of academic disciplines in the future. Convergence study of social data analysis, raising the heat. Social Network Services (SNS) being utilized in many areas of marketing and to apply the case study is also increasing. This study is based u-smart tourist information systems for mobile learning content design. This is the pattern of things in the template library for things to increase the effectiveness of the learning content to mobile learning content to be converted to a. Design of mobile learning content using u-smart things smart phone app (App) and XMI to go through the design process of utilizing the heat. Future through the design process by implementing a mobile learning content to meet information quality tourist information content to create mobile learning content and learning things that can be content to live it up advantage.

Impact of Consumer Need for Cognition, Contextual Consistency of Mobile Fashion In-app Advertising, and Product Involvement on Advertising Attitude (소비자 인지욕구와 모바일 패션 인앱 광고의 맥락일치성, 제품 관여도가 광고태도에 미치는 영향)

  • Cho, Min-hee;Han, Sang-In;Hwang, Sun-Jin
    • Journal of Fashion Business
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    • v.26 no.2
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    • pp.1-14
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    • 2022
  • Recently, as the importance of mobile marketing is emphasized, the in-app advertising market, which inserts ads into applications, is growing. The purpose of this study is to verify the interaction effects of need for cognition, contextual consistency, and product involvement on advertising attitude. The experimental design of this study is a three-way mixed design of 2 (consumer need for cognition: high vs low) × 2 (contextual consistency: context match vs context mismatch) × 2 (product involvement: high vs low). The subjects of the survey were 337 men and women in their 20s and 30s Living in Seoul and Gyeonggi-do. SPSS 25.0 statistical program was used to analyze frequency analysis, reliability analysis, t-test, three-way ANOVA, and simple main effect analysis. The analysis results are as follows. First, contextual consistency of mobile fashion ads showed significant effect on advertising attitude. Second, consumer need for cognition and contextual consistency of mobile fashion ads showed significant interaction effect on advertising attitude. Third, contextual consistency of mobile fashion ads and product involvement showed significant interaction effect on advertising attitude. Finally, product involvement and consumer need for cognition showed a significant interaction effect on advertising attitude. Based on the research results, it will help fashion companies to establish effective mobile in-app advertising strategies.

Design and Implementation of JPetStore Order System Based Mobile WebApp Office (모바일 웹앱 오피스 기반의 JPetStore 주문시스템의 설계 및 구현)

  • Lee, Myeong-Ho;Han, Jung-Su
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.149-154
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    • 2012
  • This paper aims to design and realize android smartphone mobile webapp office JPetStore order system based Seam framework. Currently in production until the lightweight container architecture, known commonly architecture is Seam framework. However, there is no design and implementation research of mobile webapp office with the Seam framework environment. In this study, the Seam environment based on the android mobile webapp office JPetStore order system implementation after analyzing the mobile webapp office development productivity with the objective is to provide guidance.

A Study on the Development of App Ecosystem based Smart Home

  • Moon, Junsik;Park, Chan Young
    • Architectural research
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    • v.18 no.1
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    • pp.13-20
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    • 2016
  • Smart Home has achieved remarkable developments over the past few decades. In the ICT(Information and Communications Technology) field, 'app ecosystem'-a collection of multiple devices such as mobile phones and tablets, software (operating system and development tools), companies (manufacturers, carriers, app-stores, etc.) and the process through which data is transferred/shared by a user from one device to another device or by the device itself-has come into wide use since the advent of the smart phone. Due to the synergy effect of the 'app ecosystem', it has been applied to various fields such as televisions and automobile industries. As a result, both the Smart TV and connected vehicle have developed their own ecosystem. Although much research has been conducted on these two ecosystems, there is a lack of research regarding 'App Ecosystem based Smart Home' (AESH). This research focuses on the building scenarios based on 'Tracking, Analyzing, Imaging, Deciding, and Acting (T.A.I.D.A), a future prediction method process. Rather than taking an approach from the perspective of providing and applying advanced technology for research on building future scenarios, this paper focuses on research from the perspective of architectural planning. As a result, two future scenarios of AESH are suggested.

Comparison of the Effects of an App-based and Poster-based Self-managed Workplace Stretching Program on Musculoskeletal Symptoms of Workers in Small Manufacturing Businesses (소규모 제조업 사업장 노동자의 근골격계질환 증상관리를 위한 앱 기반과 포스터 기반 자가관리 작업장 스트레칭 프로그램의 효과 비교)

  • Lee, Ryoun-Sook;Chae, Duckhee;Kim, Jaseon
    • Korean Journal of Occupational Health Nursing
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    • v.30 no.3
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    • pp.120-131
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    • 2021
  • Purpose: This study aimed to compare the effects of an 8 week, self-managed, app-based and poster-based stretching program on musculoskeletal symptoms, flexibility, stretching frequency, self-efficacy, social support, and musculoskeletal disorder knowledge in small manufacturing business workers. Methods: This was a cluster randomized, two-group pretest-posttest design. Workers were assigned to either an app-based (n=20) or a poster-based (n=25) stretching intervention. Both groups received an educational class. The app group also received mobile phone text messages and an app with stretching videos, stretching alarms, stretching records, and information on musculoskeletal disorders. The poster group received workplace stretching posters. Data were collected from April to September 2018 and analyzed with the 𝑥2 test, paired t-test, and independent t-test. Results: There was only a significant difference in social support. Significant increase in flexibility and musculoskeletal symptoms were noted for both groups, but social support and musculoskeletal disorder knowledge were significantly changed only in the poster group. More than half of the workers practiced stretching at least 3 times a week. Conclusion: The 8 week, self-managed, workplace stretching program was effective to increase flexibility and stretching frequency to at least 3 times a week. However, effective interventions for musculoskeletal symptoms could not be identified.

Enhancement of Visibility Using App Image Categorization in Mobile Device (앱 영상 분류를 이용한 모바일 디바이스의 시인성 향상)

  • Kim, Dae-Chul;Kang, Dong-Wook;Kim, Kyung-Mo;Ha, Yeong-Ho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.8
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    • pp.77-86
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    • 2014
  • Mobile devices are generally using app images which are artificially designed. Accordingly, this paper presents adjusting device brightness based on app image categorization for enhancing the visibility under various light condition. First, the proposed method performed two prior subjective tests under various lighting conditions for selecting features of app images concerning visibility and for selecting satisfactory range of device brightness for each app image. Then, the relationship between selected features of app image and satisfactory range of device brightness is analyzed. Next, app images are categorized by using two features of average brightness of app image and distribution ratio of advanced colors that are related to satisfaction range of device brightness. Then, optimal device brightness for each category is selected by having the maximum frequency of satisfaction device brightness. Experimental results show that the categorized app images with optimal device brightness have high satisfaction ratio under various light conditions.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Design and Implementation of Interactive Authoring Tool for Mobile Augmented Reality Content (인터랙티브 모바일 증강현실 콘텐츠 저작도구 설계 및 구현)

  • Jeon, Ji-Young;Chun, JiYoon;Hong, Min;Yum, Hyo-Sub;Choi, Young-Hwan;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.25-37
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    • 2015
  • This study has developed a mobile AR contents Builder (MARB) featuring the augmentation of virtual objects, e. g. 2D images, 3D models and videos on user-preferred markers in mobile environment and with connected interaction events. The developed MARB is capable of augmenting multiple virtual objects on markers preferred by users, and selectively supporting many marker-specific interaction events. The MARB is also developed as a mobile App for convenience of use in the mobile environment. This makes users to implement AR contents by a GUI-based authoring procedure on the mobile device. The developed MARB allows App developers and general users to author mobile contents easily and can be applied to various field by those who wish to use diverse mobile AR contents. Moreover, the MARB will provide solutions for the expansion of mobile AR market, by overcoming the difficulties of mobile AR content development.