• Title/Summary/Keyword: Smartphone using

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Developed a golf course scorecard App that improved UI/UX based on C/S (C/S 기반의 UI/UX를 개선한 골프장 스코어카드 App 개발)

  • Jung, Chul-Jong
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1433-1442
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    • 2018
  • This study develops and improves the EZ Touch App of the scorecard application (app) using the smartphone and the pad, and works with the customer management system (C/S). The research was conducted as follows. First, how do you handle the EZ Touch input method on a scorecard? Second, how to configure the platform of customer (member) management system (C/S) and data server system? Third, does EZ Touch App work organically with customer management system (C/S)? The developed EZ Touch is entered into the scorecard as an input method using the gesture as a result of this research, and it is linked with the C/S system to organize the review function, hall information function, field coaching function through score, It can be used for applications such as information management functions and statistics through differentiated statistics. However, there are some problems and improvements in user convenience in real time use. I think there is a need to study to solve this problem in the future. EZ Touch input method is input to the scorecard by inputting gesture of the finger as a result of this study, and it is linked with this, and it is possible to use differentiated statistics such as review function, hall information function, field coaching function, It is the purpose of the study to improve the technical competitiveness of the product by developing the application.

Design of Tour Guide System using Bluetooth 4.0 and WiFi Sensor Technology (블루투스4.0과 WiFi 센서 기술을 이용한 관광안내 시스템 설계)

  • Kim, Hee-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.10
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    • pp.6888-6894
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    • 2015
  • Bluetooth 4.0 is the most appropriate technology for Internet of Things, which can be used to enhance and expand the existing areas and areas with a variety of applications. In this paper, an example of the services of the Internet of Things, we developed a tour guide system using the Bluetooth 4.0 and WiFi sensor technology. iBeacon-based push service have been limited to iOS smart phone series, non-iOS family and lower version of iOS 6 smart phones can not receive push-based services. This paper proposed in iBeacon and WiFi sensor is more than tourists, while maintaining the existing system (non-iOS smartphone users) can provide the service to you. Service tourist information as well as that can provide the advertising associated with the service. With 10 kinds of smart phones used in Korea was the experiment on the MAC information collected. This experiment is to track the behaviour of tourists in history can provide customized services can be based. Tourist destinations as well as amusement parks, resorts, etc. If you want to apply this system in a crowded place for user behavior information-gathering feature views over the a prevention of a missing child features such as notifications, risk, prevention is possible for a variety of applications.

Influence of Big Data Based Majib Apps' Service Quality on Use Satisfaction and Reuse Intention of Majib Apps - Moderating Effect of Review Informativity - (빅데이터 기반 맛집 어플리케이션의 서비스품질이 앱 이용만족과 재이용의도에 미치는 영향 - 사용후기 정보성의 조절효과 -)

  • Lee, Shin-Woo;Jeon, Hyeon-Mo
    • Culinary science and hospitality research
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    • v.22 no.5
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    • pp.64-81
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    • 2016
  • The study, based on existing studies, explored influencing relationship, suggesting app service quality and user reviews as previous elements to affect use satisfaction about users' comments based on big data and reuse intention. The study includes a comparative analysis of existing studies. Based on such analysis results, the authors looked into app service quality elements perceived by gourmet restaurant app users and the role of user reviews, and suggested practical implications that can help the development and operation of gourmet restaurant app contents. The study subjects were male and female consumers who over 20 years old throughout Korea who had not a searched smartphone gourmet restaurant app in the three months preceding the survey. The subjects were selected from consumers who search the restaurantsby using restaurant apps like Mango plate, Dining code, Hot place, and selecting restaurants. Among them, consumers with experience using restaurants were finally selected for the survey. According to the results, reliability, informativity, and system capability, among service quality, had positive influences on app use satisfaction, while design and mobility had no effect. App use satisfaction had positive influences on app reuse intention. User comment informativity played a controlling role. The study explored the importance of app service quality and user review informativity as elements that affect continued use of gourmet restaurant apps by dining-out consumers.

A Study on the UI/UX Design of Object Control Application Using Wireless Communication (무선통신을 이용한 사물 제어 어플리케이션의 UI/UX 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.281-286
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    • 2018
  • In recent days, when the development in smartphones has made it common to operate objects by using them, this study aimed to present a guideline for the UI/UX designs for applications which are necessary for operating various objects through the wireless communication technology. To suggest the application guideline, existing object control application case studies were analyzed, and based on this investigation the object control application UI/UX design guidelines were proposed. This study classified the types of wireless connections used by smartphones (LTE, Wi-Fi, Bluetooth, NCF, RFID) and analyzed the necessary design factors for operating objects by each type. Based on such analysis, this study presented the design sequence, factors, and methods for the UI/UX guidelines of applications. First, the method of connection was selected; second, the control device was selected. This new direction for designing smartphone applications for operating objects will likely help systemize the design process and enable the user to operate the object more intuitively. In future research, case studies will be designed applying the guidelines suggested from this study.

A Meta-analysis of Related Factors Depression of Korea University Student (한국 대학생의 우울 관련 요인에 대한 메타분석)

  • Jeon, Byoung-Jin;Song, Bo-Kyong;Ko, Koung-Min;Kim, Ji-Yoon;Park, Sang-Eun;Yu, Yi-Seul;Lee, Du-Ri;Choi, Young-Ju
    • The Journal of Korean society of community based occupational therapy
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    • v.5 no.2
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    • pp.43-55
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    • 2015
  • Objective : This study was a meta-analysis of previous studies to examine the integration of related factors depression University students of Korea, and to determine the relative importance among the relevant factors based on it. Methods : 2000-2014 papers posted on the National Science and Technology Information Center (NDSL), Nurimedia (DBpia), Academic Research Information Service (RISS), Korea Research Information(KISS), provide the text of the Library of Congress were collected using the service. The Key words a 'University Student', 'Depression', 'Depression Factors' was used. Used the Down & Black level, evidence-based checklist was developed by the research (1998) (checklist) had analyzed the selected document metadata to assess the quality. Results : 47-studies selected research groups are divided into five factors(self-esteem, suicidal ideation, positive thinking, stresses, Internet and smartphone addiction). Using meta-analysis, we analyzed the effect sizes, statistical heterogeneity and publication amenities. As a result, the self-esteem of the five factors were not found heterogeneity. Effect size is a self-esteem and suicidal ideation "large effect size", positive thinking and stress "medium effect size", internet and smart phone addiction"small effect size". Conclusion : Self-esteem and suicidal ideation are among the factors associated with depression in University students of Korea was found that the most relevant. It identified the factors associated with depression in college students, and could utilized as basis for the prevention of depression.

Dynamic Evaluation Methods for SMS Phishing Blocking App Based on Detection Setup Function (감지설정기능을 적용한 스미싱 차단앱의 동적 평가방법에 관한 연구)

  • Kim, Jang Il;Kim, Myung Gwan;Kwon, Young Man;Jung, Yong Gyu
    • Journal of Service Research and Studies
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    • v.5 no.2
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    • pp.111-118
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    • 2015
  • Although the development of mobile devices are made us a free life, they were displayed the subject of this financial crime and attacking forces in the other side. Among finance-related crime is become a serious crime that are targeting smartphones by SMS phishing, phishing, pharming, voice phishing etc. In particular, SMS phishing is increased according to phenomenon using the nature of a text message in the mobile. SMS phishing is become new crime due to the burden to the smartphone user. Their crime is also the advanced way from the existing fraud, such as making the malicious apps. Especially it generates loopholes in the law by a method such as using a foreign server. For safe from SMS phishing attacks, proactive pre-diagnosis is even more important rather than post responses. It is necessary to deploy blocking programs for detecting SMS phishing attacks in advance to do this. In this paper we are investigating the process of block types and block apps that are currently deployed and presenting the evaluation of the application of the detection block setting app.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Design and Implement a Smart Control System of Door Security Guard (도어 안전고리 스마트 제어시스템 설계 및 구현)

  • Lee, Hyo Seung;Oh, Jae Chul
    • Smart Media Journal
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    • v.6 no.1
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    • pp.61-67
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    • 2017
  • A large number of people living in modern times prefer remaining unmarried or living alone independently for the reason of their own will or another person's will. This is because they dislike being interfered with by other persons or because there is a financial problem. This behavior has become mainstream in persons working for professional jobs, persons having a strong disposition toward individual activity or college students. In particular, career women pursuing their own comfortable life have the tendency to prefer single life. However, sometimes, they become a target of crime that targets and makes bad use of this point. For these reasons. Consequently, sometimes, they additionally install and use a security system such as door security guard at front door and so on. It is not so difficult to lock the door security guard at the front door. However, it is apt to be forgotten. And when they are on the bedspread before falling asleep, in case they should check whether the door security guard is locked or in case they should lock it, they should get up, go to the entrance, and check and lock the door security guard. They often don't lock the door security guard due to their feeling that it is all right because of annoyance and inconvenience. This paper is intended to work for safety from crime such as illegal housebreaking by more conveniently using the door security guard after designing and implementing a system that can remotely control the door security guard, using a smartphone as a method of resolving this annoyance and keeping life more safe.

A study on user authentication method using speaker authentication mechanism in login process (로그인 과정에서의 화자인증 메커니즘을 이용한 사용자인증 방안 연구)

  • Kim, Nam-Ho;Choi, Ji-Young
    • Smart Media Journal
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    • v.8 no.3
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    • pp.23-30
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    • 2019
  • With the popularization of the Internet and smartphone uses, people in the modern era are living in a multi-channel environment in which they access the information system freely through various methods and media. In the process of utilizing such services, users must authenticate themselves, the typical of which is ID & password authentication. It is considered the most convenient method as it can be authenticated only through the keyboard after remembering its own credentials. On the other hand, modern web services only allow passwords to be set with high complexity by different combinations. Passwords consisting of these complex strings also increase proportionally, since the more services users want to use, the more user authentication information they need to remember is recommended periodically to prevent personal information leakage. It is difficult for the blind, the disabled, or the elderly to remember the authentication information of users with such high entropy values and to use it through keyboard input. Therefore, this paper proposes a user authentication method using Google Assistant, MFCC and DTW algorithms and speaker authentication to provide the handicapped users with an easy user authentication method in the login process.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.