• Title/Summary/Keyword: Smart phone App

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Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Design of Education Service for 1:1 Customized Elderly SmartPhone using Generative AI applicable in Local Governments (지자체에서 활용할 수 있는 생성형 AI를 이용한 1:1 맞춤형 노인 스마트폰 교육 서비스 설계)

  • Min-Young Chu;Yean-Woo Park;Soo-Jin Heo;Seung-Hyeon Noh;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.133-139
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    • 2024
  • In response to the challenges posed by a super-aged society, local authorities are conducting educational programs on smartphone usage tailored for the elderly. However, obstacles such as the limitations of one-to-many education and suboptimal learning outcomes for the elderly have hindered the efficacy of smartphone education. This study suggests an educational service intended for direct application in offline settings, considering the identified problems. Through the utilization of generative AI, the proposed app identifies specific challenges encountered by users during actual smartphone use, offering personalized exercises to facilitate customized and repetitive learning experiences for individual users. When integrated with existing local government education initiatives, this app is anticipated to enhance the efficiency of smartphone education by providing personalized, one-on-one training that is efficient in terms of time and content.

Design for Access Control System based on Voice Recognition for Infectious Disease Prevention (전염성 확산 차단을 위한 음성인식 기반의 출입통제시스템 설계)

  • Mun, Hyung-Jin;Han, Kun-Hee
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.19-24
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    • 2020
  • WHO declared a global pandemic on March 11th for Corona 19. However, there is a situation where you have to go to building for face-to-face education or seminars for economic and social activities. The first check method of COVID-19 infection is to measure body temperature, so the primary entrance and exit is blocked for near-field body temperature measurement. However, since it is troublesome to check directly, thermal camera is installed at the entrance of the building, and body temperature is measured indirectly using the infrared camera to control access. In case of middle and high schools, universities, and lifelong education center, we need a system that is possible to interoperate with attendance checks and automatically recognizes whether to wear masks and can authenticate students. We proposed the system that is to confirm whether to wear a mask with a camera that is embedded in a smart mirror, and that authenticates the user through voice recognition of the user who wants to enter the building by using voice recognition technology and determines whether to enter them or not. The proposed system can check attendance if it is linked with near-field temperature measurement and attendance check APP of student's smart phone.

Development of Metrics to Measure Reusability of Mobile App. (모바일 앱 재사용성 측정을 위한 메트릭 개발)

  • Cho, Eun-Sook;Kim, Chul-Jin;Song, Chee-Yang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4500-4507
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    • 2014
  • As the number of smart phone users is increasing exponentially, the scale of the future mobile market is expected to be very large. Many mobile applications are developing according to this growth trend. On the other hand, there has been little verification of the quality, such as the reusability or extensibility of the developed mobile applications. In particular, many users have expressed their dissatisfaction in the case of pay mobile applications. Therefore, developed to measure the quality of mobile applications in developing mobile applications. Overall, the degree of user satisfaction can be improved by realizing the quality verification of mobile applications by applying the proposed metrics.

Humanities Digital Contents of The Fourth Industrial Revolution (4차산업혁명의 인문 디지털 콘텐츠에 대한 연구)

  • Choi, Hyun Ju;Lee, Jun Ha
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1097-1103
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    • 2018
  • The purpose of this study is to arrange a plan for which humanities digital contents can be directly utilized in modern people's life through a convergent approach between humanities and ICT. It inquired into a plan for developing and applying contents, which are made contents in the aspect of cartoon and animation, by excavating contents available for advancing to start-up in Greater China based on the Chinese cultural content archetype. Also, the aim is to offer the integrated start-up DB and child-care mentoring program for advancing to greater China that supports the development in specific ICT start-up item, through a research on smart-phone APP publishing environment based on ICT and a research on mobile big-data ecological environment.

A study on hamburger button UI of smart phone (스마트 폰의 햄버거 버튼 UI 연구)

  • Kim, Hwoikwang;Lee, Youngju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.171-178
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    • 2017
  • The controversy about the burger button triggered in 2013 is that it is difficult to know what the hamburger button itself means and that it is difficult to predict what will happen when the button is clicked, Could. This controversy was found to be fundamentally out of touch, and it could be seen that it caused conflict with Apple's navigation structure with iOS. Therefore, in the case of Apple, it is often used in the form of a tab at the bottom instead of using the slide menu, but it is preferable to be used for the purpose of the hamburger button. I've looked through a variety of documents and found that the amount of content you want to offer on your app or the web is large, and there are five or more categories. And if a sub-category needs to exist in the main category like a large shopping mall, the hamburger button could provide the best UI. Apps and webs that can be curated, such as news and pinterest, are better used to enhance the search filter than to place a hamburger button, and for apps or the web that has a longer amount of content on a page Scrolling was available as an alternative to the burger button. In other words, depending on the amount of content to be provided, it is possible to decide whether to use the hamburger menu from the time of designing the information architecture.

A Study on Flash Mobile Game Application Using Adobe AIR (어도비 에어를 이용한 플래시 모바일 게임 애플리케이션에 관한 연구)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.73-82
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    • 2015
  • This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.

Study about Recommended Styling System of Android-based Shopping mall (안드로이드 기반 쇼핑몰의 추천코디 시스템 연구)

  • Lim, Yun-Taek;Kim, Da-Hye;Koo, Min-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.61-64
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    • 2016
  • As the number of smart phone user is increasing, the on-line shopping malls are actively taking part in mobile market, and accelerating the competition of mobile shopping market. This is a reflection of mobile shopping market growing as huge market. This thesis deals with the growth of mobile market and mobile shopping mall application regarding the clothings which occupy high ratio in mobile market. This study aims to improve customer satisfaction based on more specific customer information, and to increase the satisfaction of both company and customer by lowering the return rate.

Android Based Mobile Student Identity Card (안드로이드 기반 모바일 학생증)

  • Choi, Sungjik;Kim, Minji;Han, Jeungwook;An, Beongku
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.209-215
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    • 2013
  • Currently Plastic Student Identity Card has not been used frequently because it is inconvenient to possess. In this paper, we propose and develope Mobile Student Identity Card(MSIC) which consists of combination of smart phone and student identity card to support convenient campus life for students in school. The main features of the developed MSIC are as follows. First, it can confirm student identity and offer MSIC to each students by using Database. Second, it can support convenient campus life for students by adequate layout. In the performance evaluation, we use development kit based on Android and AVD(Android Virture Device) for simulation.

Real Time Framework Design based on Android Platform (안드로이드 플랫폼을 기반으로 한 실시간 프레임워크 설계)

  • Kang, Ki-Woong;Han, Kyu-Cheol;Jang, Seung-Jin;Lim, Se-Jung;Kim, Kwang-Jun;Jang, Chang-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.11
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    • pp.1255-1266
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    • 2014
  • This thesis presents MPU module, Base board and sensor module which are efficient industrial control through design and manufacture as developing S5PV210 CPU of SAMSUNG used by ARM Cortex-A8 based on Android which is Open mobile platform is installed to embedded system. Data for temperature and humidity which are received by sensor module proved the suitability and validity for the real time framework design as implementing application program employed the smart phone App with hybrid application based on DB of web server.