• 제목/요약/키워드: applications

검색결과 40,456건 처리시간 0.052초

A Cultural Dimensions Model based on Smart Phone Applications

  • Oh, Jung-Min;Moon, Nam-Mee
    • Journal of Information Processing Systems
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    • 제7권1호
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    • pp.209-220
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    • 2011
  • One of the major factors influencing the phenomenal growth of the smart phone market is the active development applications based on open environments. Despite difficulties in finding and downloading applications due to the small screens and inconvenient interfaces of smart phones, users download applications nearly every day. Such user behavior patterns indicate the significance of smart phone applications. So far, studies on applications have focused mainly on technical approaches, including recommendation systems. Meanwhile, the issue of culture, as an aspect of user characteristics regarding smart phone use, remains largely unexamined throughout the world. Hence, the present study attempts to analyze the highest ranked smart phone applications downloaded and paid for that are ranked the highest in 10 countries (Korea, Japan, China, India, the UK, USA, Indonesia, Canada, France, and Mexico) and we then derive the CDSC (Cultural Dimensions Score of Content) for these applications. The results derived are, then, mapped to the cultural dimensions model to determine the CISC (Cultural Index Score for Country). Further, culturally significant differences in smart phone environments are identified using MDS analysis.

국내 장애 아동을 위한 언어치료용 모바일 어플리케이션 현황 분석 (Analysis of Mobile Application Trends for Speech and Language Therapy of Children with Disabilities in Korea)

  • 이영미;이수복;성민경
    • 말소리와 음성과학
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    • 제7권3호
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    • pp.153-163
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    • 2015
  • This study investigated the trends of mobile applications which were developed for prompting speech and language skills for children with disabilities, and analyzed the function and contents of these applications as a tool of speech and language therapy. For this analysis, twenty applications among 71 ones were selected according to the exclusion criteria. These applications were classified by the 8 using types of contents and analyzed the function of mobile applications by the revised mobile contents evaluation standard (ease of use, value of education, interest level, and interactivity). As a results, applications for augmentative and alternative communication were developed much more than any other types. And the ease of use got the highest score whereas the interest level got the lowest score in whole evaluation analysis. The result of this study would suggest way to evaluate applications for speech language therapy and to contribute to developing the contents and function of mobile applications aims to help children with disabilities improving their speech and language skills.

CORBA 기반 멀티미디어 응용을 위한 공동작업 서비스 설계 (Design of Collaboration Service for CORBA Based Multimedia Applications)

  • 김남용;이승근;왕창종
    • 한국정보처리학회논문지
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    • 제6권3호
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    • pp.562-570
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    • 1999
  • Information superhighway and improvement of computing power result in increase of the requirements for distributed multimedia applications. But, developer of applications needs much time and efforts because of the difficulties of development, enhancement and maintenance of distributed applications. To solve this problem, CORBA is used widely. But, the definitions of CORBA services are required for the brief developments of distributed multimedia applications. Especially, collaboration service is required because multiple users use distributed multimedia service. Collaboration service manages user and group information of applications and makes the interoperability between of multi users. In this paper, we designed collaboration service for CORBA based distributed multimedia applications. Collaboration service is able to maintain group information and to present the ability for collaborative works between of multi users. Application developers can develop the applications easily because the ability of collaborative works is offered by collaboration service.

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안드로이드 애플리케이션 코드 재사용성을 높이기 위한 인텐트 메커니즘의 확장 (Extended Intent Mechanism for Increasing Code Reusability of Android Applications)

  • 안수정;김병호;김진천
    • 대한임베디드공학회논문지
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    • 제6권4호
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    • pp.223-229
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    • 2011
  • A novel ecosystem surrounding developing, publishing and using of smartphone applications is driving a new paradigm in software industry. Thousands of applications are newly published on appstores everyday. However more than 97% of them happen to be downloaded less than 1,000 times and resultingly disappeared out of user's interesting. It means that so many efforts and time of developers are vanished. In this paper, we proposed a new architecture to increase code reusability of Android applications so that the time and efforts to develop new applications can be shortened. The proposed architecture, an extended Intent mechanism, supports sharing of Android components among the applications registered in different servers as well as in the same Android device. We designed a new Intent mechanism by extending the PackageManager service and by adopting a new class for ServerPackageManager service.

Exploring Determinants of Employees' Adoption of Enterprise 2.0 Applications: A Case of Enterprise Social Network

  • 왕도;정영수;정철호
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 2010년도 춘계국제학술대회
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    • pp.309-318
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    • 2010
  • Nowadays, more and more organizations are implementing the USE' of emerging enterprise 2.0 applications consciously or unconsciously such as Blogs, Wikis, Social Networks, etc. However, as the end users, employee's attitude toward adoption of enterprise 2.0 applications still lacks theoretical support. On the other hand, many organizations which have implemented enterprise2.0 applications are confused about how to promote employees' use of enterprise 2.0 applications. The purpose of this study aims to provide a conceptual examination the determinants that affect employee's adoption of these enterprise2.0 applications using the revised UTAUT model. To test the model, structural equation modeling will be employed to analyze data collected from two organizations in which experimental tests of enterprise social network platforms are conducted. The findings of this research will show effective and reasonable ways of promoting employees' participations in an enterprise 2.0 environment so as to maximize the benefits generated from implementing enterprise 2.0 applications. This research will also provide a theoretical foundation for academics and practical implications for development of enterprise 2.0 applications.

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An exploratory analysis and usability evaluation of fashion mobile applications - Focus on Korea and U.S. App stores -

  • Ju, Na-An;Lee, Davin;Jeon, Hyung Min;Lee, Kyu-Hye
    • 복식문화연구
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    • 제21권2호
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    • pp.287-300
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    • 2013
  • The aim of this study was to find typology of fashion-related mobile applications through exploratory investigation and to investigate differences in Korea and U.S. App stores. And then, through the qualitative evaluation about fashion mobile applications, this study proposes fashion mobile application's design and contents which can be preferred by users. By conducting keyword search in each store, 122 Korean applications and 150 US applications were analyzed. Empirical findings revealed that there were seven major types of fashion mobile applications: brand, magazine, information, SNS, game, shopping and coordination. Information type applications took up the largest portion, and SNS and game type applications showed higher ranking among customers. There were more game Apps in US and more shopping Apps in Korean stores. More free Apps were found in Korean App stores, whereas relatively more paid Apps were found in US App stores especially in game, magazine and information type applications. And as a result of usability evaluation of fashion mobile application, users prefer SNS and information category application to shopping and brand category. Also users want continuous improvement and new contents for fashion mobile application.

특허정보 분석을 통한 국내 의류 디자인 개발 동향 (Development Trends of Domestic Apparel Design by Analyzing Patent Applications)

  • 박차철;김호정
    • 한국의류산업학회지
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    • 제12권4호
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    • pp.508-512
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    • 2010
  • To study the development trends of domestic apparel design, we analyzed patent applications that were applied to the field of apparel design. It was presumed that economic and social environment have affected directly on the number of apparel design applications. Since year 2000, the whole number of apparel design applications has shown a remarkably increasing tendency, but depending on the items, the trends of patent applications have different tendency. While the number of applications regarding western costume such as a jacket, pants, suit and coat has been increasing from mid 2000s, the number of applications regarding Hanbok and undergarments have been decreasing from mid 2000s. In early 2000s, there were a lot of applications relating to design creation due to combination of color and form in apparel design. However, from mid 2000s, variety of techniques such as granting functional characteristics, asymmetry construction, introduction of various textiles, techniques of draping were being applied in design creation.

데이터 플로우 기반 응용들을 위한 GPU 스케줄링 프레임워크 (A GPU scheduling framework for applications based on dataflow specification)

  • 이용빈;김성찬
    • 한국멀티미디어학회논문지
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    • 제17권10호
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    • pp.1189-1197
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    • 2014
  • Recently, general purpose graphic processing units(GPUs) are being widely used in mobile embedded systems such as smart phone and tablet PCs. Because of architectural limitations of mobile GPGPUs, only a single program is allowed to occupy a GPU at a time in a non-preemptive way. As a result, it is difficult to meet performance requirements of applications such as frame rate or response time if applications running on a GPU are not scheduled properly. To tackle this difficulty, we propose to specify applications using synchronous data flow model of computation such that applications are formed with edges and nodes. Then nodes of applications are scheduled onto a GPU unlike conventional scheduling an application as a whole. This approach allows applications to share a GPU at a finer granularity, node (or task)-level, providing several benefits such as eliminating need for manually partitioning applications and better GPU utilization. Furthermore, any scheduling policy can be applied in response to the characteristics of applications.

Adoption of Mobile Peer-to-Peer Payment: Enabling Role of Substitution and Social Aspects

  • Clement Jun Feng Lim;Byungwan Koh;Dongwon Lee
    • Asia pacific journal of information systems
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    • 제29권4호
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    • pp.571-590
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    • 2019
  • Despite the growing amount of mobile peer-to-peer (P2P) payment applications available on mobile app stores, these applications are still in their infancy and have yet to see mass adoption. This study aims to explore the factors that influence the adoption of such mobile P2P payment applications by using a large-scale data set based on the tracking of users' actual mobile application usage behavior. Our main findings reveal that the duration of each session that users use of traditional bank application has a significant relationship with their adoption of mobile P2P payment applications. In addition, we explore the social aspect of such mobile P2P payment applications by analyzing their social network applications usage and found that the amount of social network service applications used and usage duration positively impacted one's adoption of mobile P2P payment applications. These findings have important theoretical and practical implications for stakeholders of mobile P2P payment solution providers as well as intermediaries/banks who provide their own payment applications to their customers.