• Title/Summary/Keyword: Smartphone Apps

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A Study on the Application of the Smartphone Hiking Apps for Analyzing the User Characteristics in Forest Recreation Area: Focusing on Daegwallyoung Area (산림휴양공간 이용특성 분석을 위한 국내 스마트폰 산행앱(APP)의 적용성 및 활용방안 연구: 대관령 선자령 일대를 중심으로)

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of Korean Society of Forest Science
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    • v.108 no.3
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    • pp.382-391
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    • 2019
  • This study was conducted to verify whether smartphone hiking apps, which generate social network data including location information, are useful tools for analyzing the use characteristics of a forest recreation area. For this purpose, the study identified the functions and service characteristics of smartphone hiking apps. Also, the use characteristics of the area of Daegwallyoung were analyzed, compared with the results of the field survey, and the applicability of hiking apps was reviewed. As a result, the service types of hiking apps were analyzed in terms of three categories: "information offering," "hiking record," and "information sharing." This study focused on an app that is one of the "hiking record" types with the greatest number of users. Analysis of the data from hiking apps and a field survey in the Daegwallyoung area showed that both hiking apps and the field survey can be used to identify the movement patterns, but hiking apps based on a global positioning system (GPS) are more efficient and objective tools for understanding the use patterns in a forest recreation area, as well as for extracting user-generated photos. Second, although it is advantageous to analyze the patterns objectively through the walking-speed data generated, field surveys and observation are needed as complements for understanding the types of activities in each space. The hiking apps are based on cellphone use and are specific to "hiking" use, so user bias can limit the usefulness of the data. It is significant that this research shows the applicability of hiking apps for analyzing the use patterns of forest recreation areas through the location-based social network data of app users who record their hiking information voluntarily.

The effect of Attributes of Exercise/Fitness Apps on App Usage: A Convergence Perspective Based on the Self-Determination Theory (운동/피트니스앱 속성이 앱 활용에 미치는 영향: 자기결정성 이론을 기반으로 한 융복합적 관점에서의 탐구)

  • Choi, Joung-Hwa;Park, Dong-Jin;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.327-339
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    • 2015
  • The present study explored how 1) individuals' perception about attributes of exercise/fitness apps and 2) their motivation for exercise/fitness behaviors influence perceived usefulness and usage of the apps. A survey of 323 males and females in their 20's and 30's revealed that attributes of apps that satisfy their basic psychological needs are crucial in promoting perceived usefulness and usage of the apps. Participants were more likely to perceive exercise/fitness apps useful as they perceive them having more attributes related to autonomy and competence. The perception regarding relatedness attributes did not have the main effect on perceived usefulness but showed an interaction effect with relative autonomous motivation. This convergence study which examined health apps from the perspectives of psychology and public health provides practical implications to development and evaluation of health apps.

A Study on Factors that Influence the Attitude to Pirate Smartphone Application (스마트폰 애플리케이션 불법적 사용 태도에 미치는 요인 연구)

  • Kim, Joong Han
    • Journal of Information Technology Services
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    • v.13 no.2
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    • pp.19-34
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    • 2014
  • As the global smartphones market is growing at a brisk pace, their associated mobile applications are becoming increasingly ubiquitous in our daily life. The growth of mobile application business is explosive. Like other digital contents businesses, illegal downloads of copyrighted mobile applications become major obstacle in the future of the industry. In spite of anti-piracy efforts, the phenomenon has been getting worse. It is necessary to change the focus of current deterrence policies and strategies. This study investigates the factors influencing smartphone applications piracy behavior. For better understanding of illegal behavior, a research model of potential determinants for the piracy behavior is developed and empirically tested via path analysis using structural equation modeling. Findings show that social factors, beliefs concerning benefits from piracy, self-efficacy, and habit have significant effects on attitude toward smartphone application piracy. The result also shows perceived risks and facilitating conditions were not significantly related to their attitude. Implications for research and practice are discussed.

Extracting Heart Rate Variability from a Smartphone Camera

  • Lenskiy, Artem A.;Aitzhan, Yerlan
    • Journal of information and communication convergence engineering
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    • v.11 no.3
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    • pp.216-222
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    • 2013
  • It is known that blood circulation in human body causes the skin tone to change concurrently with heartbeats. A number of apps have been developed to measure the heartbeat using smartphone camera; however, no any further analysis is performed. In this paper we propose an algorithm that detects heartbeats from the phone's camera and further extracts the heart rate variability (HRV). We compare the HRV extracted from the camera with the HRV extracted from the electrocardiogram. We estimated a number of commonly used HRV characteristics and compared them. Our results show that smartphone camera leads to slightly overestimated characteristics although the difference in extracted HRV signals is negligible. As a consequence we suggest that a smartphone camera can be employed in a quick heart diagnosis and diagnosis of autonomic nervous system.

Study on the improvement of online food information services

  • Nam, Jae Won;Kim, Sun Nam;Lee, Hwansoo
    • Agribusiness and Information Management
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    • v.7 no.2
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    • pp.19-26
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    • 2015
  • Recently, food delivery apps are seeing rapid growth into a market worth 1 trillion won under a simple but unique business model of connecting nearby restaurants with consumers via smartphone. Though basic similarities with social commerce exists in aspects such as mail-order sales intermediaries, startups, types of services and market competition structure, food delivery apps resemble social commerce in many ways in that they use excessive marketing to secure market dominance, causing a spike in consumer complaints. If the excessive marketing and increase in customer complaints are not rectified, the food delivery app could also see rapid decline as it gradually grows distant from consumers, just like social commerce. Accordingly, this study will identify the factors consumers recognize as important for continuous use vis-a-vis social commerce and food delivery apps to perform an empirical analysis on what areas need improvement. After deriving the four upper factors of product, information system and service along with eight sub-factors by referring to existing literature, the areas with opportunity for improvement were derived through satisfaction level and relative importance evaluation. The results of this study present a strategic direction for maintaining customers of social commerce and food delivery apps.

Factors Affecting on Reusing Intention of Cloud Computing based Smartphone Environment (스마트폰 환경에서 클라우드 컴퓨팅 재사용의도에 미치는 요인)

  • Nam, Soo-Tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.140-142
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    • 2016
  • Recently, rapid innovation of Smartphone is changing the paradigm of our daily life. Smartphone users, opinion experts more than 99 percent of the economically active population is using, it has reached the saturation past the early stages of formation. Smartphone is equipped with a general purpose OS possible the implementation of high performance environment similar level as a personal computer. Thus, it is a mobile communication terminal scalable which can be removed or installed various applications. Such extensibility, it is possible to use different applications through the Apps store. Also, it is also possible various services which are location based service. In this research, we aim to analyze factors influencing of cloud computing service on reusing intention of smartphone. In addition, we aim to analyze the causal relationship from perceived value to reusing intention. This study suggests practical and theoretical implications based on the results.

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A Study on Firmware Optimization Approach of Smart Phone (스마트폰의 펌웨어 최적화 방법에 관한 연구)

  • Jo, Wook-Rae;Kim, Sung-Min;Joo, Bok-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.177-183
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    • 2012
  • Cell-phones functions have advanced so rapidly and they are now called 'smart-phones.' Typical approach to optimization the performance of a smartphone is the increasing the speed of device and acquiring more free memory. In this paper, we propose relatively simple techniques that average users can apply to their devices to optimize the performance. For performance upgrade, we proposed an over-clocking technique usually used by computer manufacturers. For memory optimization, we proposed deleting unnecessary apps and replacing with better-functioning apps. We also performed experimentation by applying these techniques to a popular Android phone model and presented the results.

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.

Comparison of Movie Ticketing system by smartphone applications -Focused on CGV, Megabox, Lotte cinema- (스마트폰 애플리케이션을 통한 영화 예매 시스템 비교 -CGV, 메가박스, 롯데시네마를 중심으로-)

  • Ko, Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.453-460
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    • 2016
  • This study aimed to compare the systems of ticketing application programs of three major movie theaters, CGV, Megabox, Lotte Cinema, with each other and evaluate the usability, and find problems to figure out user experiences for more convenient mobile ticketing. Experimental subjects with experiences of using apps of the movie theaters were recruited; First, as a primary task, they reserved movie tickets with each of the movie theater apps; Second, they had in-depth interviews with questions based on the model of Creating Pleasurable Interfaces by Stephen Anderson. As a result, users preferred the composition with information in order in overall, in which ticketing process went smoothly. In particular, users were more satisfied with convenient payment applications. Therefore, as an improving way, it is required to design an interface for users to recognize at a glance and a payment system within an app, not to design separate payment system out of the app. I hope this study will help actively conduct researches to maximize the usability in a way to reserve movie tickets through smartphone apps.

Vulnerability analysis for AppLock Application (AppLock 정보 은닉 앱에 대한 취약점 분석)

  • Hong, Pyo-gil;Kim, Dohyun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.5
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    • pp.845-853
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    • 2022
  • As the memory capacity of smartphone increases, the type and amount of privacy stored in the smartphone is also increasing. but recently there is an increasing possibility that various personal information such as photos and videos of smartphones may be leaked due to malicious apps by malicious attackers or other people such as repair technicians. This paper analyzed and studied the security and vulnerability of these vault apps by analyzing the cryptography algorithm and data protection function. We analyzed 5.3.7(June 13, 2022) and 3.3.2(December 30, 2020) versions of AppLock, the most downloaded information-hidding apps registered with Google Play, and found various vulnerabilities. In the case of access control, there was a vulnerability in that values for encrypting patterns entered by users were hardcoded into plain text in the source code, and encrypted pattern values were stored in xml files. In addition, in the case of the vault function, there was a vulnerability in that the files and log files for storing in the vault were not encrypted.