• Title/Summary/Keyword: app user

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A Study on Recommendation Application of Air Purification Companion Plant using MBTI (MBTI를 통한 공기 정화 반려식물 추천 애플리케이션 연구)

  • Yu-Jun Kang;Youn-Seo Lee;Hyeon-Ah Kim;Hee-Soo Kim;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.139-145
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    • 2024
  • Since COVID-19, most of people's main living spaces have been moved indoors. Due to this influence, many people's interest in companion plants continues to rise. People who raise companion plants often raise them for the purpose of emotional stability or air purification. In fact, plants have the effect of giving people a sense of emotional stability and the ability to purify indoor air is excellent depending on what kind of plant they are. However, if you do not have knowledge of plants, you will not know which plants have excellent air purification effects, and even if you grow them, you will face a problem that withers quickly. Therefore, in this paper, we develop an app that provides users who do not have prior knowledge to store and manage their MBTI and member information in a database using databases and MBTI, and based on this, recommend plant data that fits their preferences with the user and manage their schedules through calendars.

Comparative Analysis of ViSCa Platform-based Mobile Payment Service with other Cases (스마트카드 가상화(ViSCa) 플랫폼 기반 모바일 결제 서비스 제안 및 타 사례와의 비교분석)

  • Lee, June-Yeop;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.163-178
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    • 2014
  • Following research proposes "Virtualization of Smart Cards (ViSCa)" which is a security system that aims to provide a multi-device platform for the deployment of services that require a strong security protocol, both for the access & authentication and execution of its applications and focuses on analyzing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service by comparing with other similar cases. At the present day, the appearance of new ICT, the diffusion of new user devices (such as smartphones, tablet PC, and so on) and the growth of internet penetration rate are creating many world-shaking services yet in the most of these applications' private information has to be shared, which means that security breaches and illegal access to that information are real threats that have to be solved. Also mobile payment service is, one of the innovative services, has same issues which are real threats for users because mobile payment service sometimes requires user identification, an authentication procedure and confidential data sharing. Thus, an extra layer of security is needed in their communication and execution protocols. The Virtualization of Smart Cards (ViSCa), concept is a holistic approach and centralized management for a security system that pursues to provide a ubiquitous multi-device platform for the arrangement of mobile payment services that demand a powerful security protocol, both for the access & authentication and execution of its applications. In this sense, Virtualization of Smart Cards (ViSCa) offers full interoperability and full access from any user device without any loss of security. The concept prevents possible attacks by third parties, guaranteeing the confidentiality of personal data, bank accounts or private financial information. The Virtualization of Smart Cards (ViSCa) concept is split in two different phases: the execution of the user authentication protocol on the user device and the cloud architecture that executes the secure application. Thus, the secure service access is guaranteed at anytime, anywhere and through any device supporting previously required security mechanisms. The security level is improved by using virtualization technology in the cloud. This virtualization technology is used terminal virtualization to virtualize smart card hardware and thrive to manage virtualized smart cards as a whole, through mobile cloud technology in Virtualization of Smart Cards (ViSCa) platform-based mobile payment service. This entire process is referred to as Smart Card as a Service (SCaaS). Virtualization of Smart Cards (ViSCa) platform-based mobile payment service virtualizes smart card, which is used as payment mean, and loads it in to the mobile cloud. Authentication takes place through application and helps log on to mobile cloud and chooses one of virtualized smart card as a payment method. To decide the scope of the research, which is comparing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service with other similar cases, we categorized the prior researches' mobile payment service groups into distinct feature and service type. Both groups store credit card's data in the mobile device and settle the payment process at the offline market. By the location where the electronic financial transaction information (data) is stored, the groups can be categorized into two main service types. First is "App Method" which loads the data in the server connected to the application. Second "Mobile Card Method" stores its data in the Integrated Circuit (IC) chip, which holds financial transaction data, which is inbuilt in the mobile device secure element (SE). Through prior researches on accept factors of mobile payment service and its market environment, we came up with six key factors of comparative analysis which are economic, generality, security, convenience(ease of use), applicability and efficiency. Within the chosen group, we compared and analyzed the selected cases and Virtualization of Smart Cards (ViSCa) platform-based mobile payment service.

Implementation of Smart Shopping Cart using Object Detection Method based on Deep Learning (딥러닝 객체 탐지 기술을 사용한 스마트 쇼핑카트의 구현)

  • Oh, Jin-Seon;Chun, In-Gook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.262-269
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    • 2020
  • Recently, many attempts have been made to reduce the time required for payment in various shopping environments. In addition, for the Fourth Industrial Revolution era, artificial intelligence is advancing, and Internet of Things (IoT) devices are becoming more compact and cheaper. So, by integrating these two technologies, access to building an unmanned environment to save people time has become easier. In this paper, we propose a smart shopping cart system based on low-cost IoT equipment and deep-learning object-detection technology. The proposed smart cart system consists of a camera for real-time product detection, an ultrasonic sensor that acts as a trigger, a weight sensor to determine whether a product is put into or taken out of the shopping cart, an application for smartphones that provides a user interface for a virtual shopping cart, and a deep learning server where learned product data are stored. Communication between each module is through Transmission Control Protocol/Internet Protocol, a Hypertext Transmission Protocol network, a You Only Look Once darknet library, and an object detection system used by the server to recognize products. The user can check a list of items put into the smart cart via the smartphone app, and can automatically pay for them. The smart cart system proposed in this paper can be applied to unmanned stores with high cost-effectiveness.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

An Efficient-keyword-searching Technique over Encrypted data on Smartphone Database (스마트폰 데이터베이스 환경에서 암호화된 데이터에 대한 효율적인 키워드검색 기법)

  • Kim, Jong-Seok;Choi, Won-Suk;Park, Jin-Hyung;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.4
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    • pp.739-751
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    • 2014
  • We are using our smartphone for our business as well as ours lives. Thus, user's privacy data and a company secret are stored at smartphone. By the way, the saved data on smartphone database can be exposed to a malicous attacker when a malicous app is installed in the smartphone or a user lose his/her smartphone because all data are stored as form of plaintext in the database. To prevent this disclosure of personal information, we need a database encryption method. However, if a database is encrypted, it causes of declining the performance. For example, when we search specific data in condition with encrypted database, we should decrypt all data stored in the database or search sequentially the data we want with accompanying overhead[1]. In this paper, we propose an efficient and searchable encryption method using variable length bloom filter under limited resource circumstances(e.g., a smartphone). We compare with existing searchable symmetric encryption. Also, we implemented the proposed method in android smartphone and evaluated the performance the proposed method. As a result through the implementation, We can confirm that our method has over a 50% improvement in the search speed compared to the simple search method about encrypted database and has over a 70% space saving compared to the method of fixed length bloom filter with the same false positive rate.

Implementation of Real-time Sedentary Posture Correction Cushion Using Capacitive Pressure Sensor Based on Conductive Textile

  • Kim, HoonKi;Park, HyungSoo;Oh, JiWon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.153-161
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    • 2022
  • Physical activities are decreasing and sitting time is increasing due to the automation, smartization, and intelligence of necessary household items throughout daily life. Recent healthcare studies have reported that the likelihood of obesity, diabetes, cardiovascular disease, and early death increases in proportion to sitting time. In this paper, we develop a sitting posture correction cushion in real time using capacitive pressure sensor based on conductive textile. It develops a pressure sensor using conductive textile, a key component of the posture correction cushion, and develops a low power-based pressure measurement circuit. It provides a function to transmit sensor values measured in real time to smartphones using BLE short-range wireless communication on the posture correction cushion, and develops a mobile application to check the condition of the sitting posture through these sensor values. In the mobile app, you can visualize your sitting posture and check it in real time, and if you keep it in the wrong posture for a certain period of time, you can notify it through an alarm. In addition, it is possible to visualize the sitting time and posture accuracy in a graph. Through the correction cushion in this paper, we experiment with how effective it is to correct the user's posture by recognizing the user's sitting posture, and present differentiation and excellence compared to other product.

A Study on the Impact of Sense of Community on Public Delivery Applications Attitudes and Intentions to Use (지역공동체의식이 공공배달 앱 이용태도와 이용의도에 미치는 영향에 관한 연구)

  • Chung, Jibok
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.127-133
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    • 2022
  • In the wake of COVID-19, more consumers prefer non-face-to-face services and the explosion in the use of delivery apps is shaping a new delivery culture. Meanwhile, in order to solve social problems such as platform monopoly of private delivery apps and increased brokerage fees, many municipalities are launching public delivery apps from 2020 onwards. However, consumers who are used for the existing private delivery apps are not aware of the public delivery apps and the utilization rate is low. In this study, we will look at the impact of sense of community and service quality (information quality, delivery quality) on the intend to use public delivery apps. Studies have shown that SOC and information quality have a significant impact on the attitude of using public delivery apps, but not delivery quality. In addition, the attitude of using public delivery apps has been shown to have a mediating effect on the relationship between SOC, information quality and public delivery app use intentions respectively. Therefore, to activate the public delivery apps, it was found that it is necessary not only to promote, but also to improve user convenience, such as product search and user review inquiry to improve information quality, along with efforts to strengthen the sense of local community.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Customer Voices in Telehealth: Constructing Positioning Maps from App Reviews (고객 리뷰를 통한 모바일 앱 서비스 포지셔닝 분석: 비대면 진료 앱을 중심으로)

  • Minjae Kim;Hong Joo Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.69-90
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    • 2023
  • The purpose of this study is to evaluate the service attributes and consumer reactions of telemedicine apps in South Korea and visualize their differentiation by constructing positioning maps. We crawled 23,219 user reviews of 6 major telemedicine apps in Korea from the Google Play store. Topics were derived by BERTopic modeling, and sentiment scores for each topic were calculated through KoBERT sentiment analysis. As a result, five service characteristics in the application attribute category and three in the medical service category were derived. Based on this, a two-dimensional positioning map was constructed through principal component analysis. This study proposes an objective service evaluation method based on text mining, which has implications. In sum, this study combines empirical statistical methods and text mining techniques based on user review texts of telemedicine apps. It presents a system of service attribute elicitation, sentiment analysis, and product positioning. This can serve as an effective way to objectively diagnose the service quality and consumer responses of telemedicine applications.

Brand Platformization and User Sentiment: A Text Mining Analysis of Nike Run Club with Comparative Insights from Adidas Runtastic (텍스트마이닝을 활용한 브랜드 플랫폼 사용자 감성 분석: 나이키 및 아디다스 러닝 앱 리뷰 비교분석을 중심으로)

  • Hanna Park;Yunho Maeng;Hyogun Kym
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.43-66
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    • 2024
  • In an era where digital technology reshapes brand-consumer interactions, this study examines the influence of Nike's Run Club and Adidas' Runtastic apps on loyalty and advocacy. Analyzing 3,715 English reviews from January 2020 to October 2023 through text mining, and conducting a focused sentiment analysis on 155 'recommend' mentions, we explore the nuances of 'hot loyalty'. The findings reveal Nike as a 'companion' with an emphasis on emotional engagement, versus Runtastic's 'tool' focus on reliability. This underscores the varied consumer perceptions across similar platforms, highlighting the necessity for brands to integrate user preferences and address technical flaws to foster loyalty. Demonstrating how customized technology adaptations impact loyalty, this research offers crucial insights for digital brand strategy, suggesting a proactive approach in app development and management for brand loyalty enhancement