• Title/Summary/Keyword: iPhone applications

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Evaluation on Accuracy of Noise Measurement Applications for iPhone 4 and iPhone 3Gs (아이폰 4 및 아이폰 3Gs의 소음측정 애플리케이션에 대한 정확도 평가)

  • Ma, Hye Ran;Park, Doo Yong
    • Journal of the Korean Society of Safety
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    • v.28 no.1
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    • pp.24-28
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    • 2013
  • This article evaluates the accuracy of noise measurements for 37 noise measurement applications for iPhone 4 and iPhone 3Gs. Noise levels were measured using simultaneously a precision sound level meter and iPhones installed noise measurement applications at the levels of 70 dB, 80 dB and 90 dB at 1,000 Hz. Measurement errors were estimated by subtracting two measurements between iPhone and sound level meter. It was found that measurement errors of 34 applications(89.2%) were greater than ${\pm}2$ dB which is the maximum allowable error range for the Type II sound level meter. It was only 4 applications that measurement errors lie within ${\pm}2$ dB error range. There was no significant differences among measurements with four iPhone 4s. However, there were significant differences between the measurements with iPhone 4 and iPhone 3Gs using the same application. It was due to the different hardware specifications such as microphone. Therefore, noise measurement applications, for example, which has to utilize hardware of the smartphone, should be programmed to identify hardware specifications and to adopt appropriate correction factors upon hardware specifications. In conclusion, it is necessary to check accuracy and validity before using the noise measurement applications for iPhones. Also, it was suggested that it should develop an evaluation guideline or protocol on accuracy testing for the measurement applications using a smartphone.

An iPhone Game Application Development Methodology for WIPI Developer (위피 개발자를 위한 아이폰 게임 애플리케이션 개발 방법론)

  • Yu, Hyun-Seong;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.139-150
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    • 2009
  • The abolition of WIPI installation duty makes domestic WIPI developers get a chance to enter into smartphone development environment. Specially, iPhone has a big possibility for a new game application market but traditional domestic WIPI developers have difficulties to get in because there are no standard game development methodology. Therefore, a method is necessary to develop iPhone game application effectively for traditional domestic WIPI developers. In this paper, we compare and analyze development methodology of WIPI and iPhone application and suggest a new methodology for iPhone application development with adaptation of WIPI architectures. Using this methodology, traditional domestic WIPI developers can develop iPhone game applications with ease.

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Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone (현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로)

  • Oh, Ji-Eun;Ki, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.1
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

A study on Factors Affecting the Relational Commitment of Application Developers to the Market (스마트폰 애플리케이션 개발자의 마켓결속 요인에 관한 연구)

  • Park, Su-Yong;Lee, Jung-Hoon;Park, Jae-Bum
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.183-202
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    • 2011
  • Since smart phones are changing the media for communication and its related mobile market, it is imperative to attract more application developers for success in application store business in order to attract more app users. By using aspects of the commitment marketing theory and the relationship marketing theory, this research study identified factors that influence on the relational commitment of application developers to the market. Survey of application developers from Korean mobile application developers' community was conducted to test the hypothesized model. The empirical results showed from an economic behavioral perspective market demand for applications and perceived usefulness of development tool led to relational commitment of developers mediated by perceived satisfaction while attractiveness of alternatives had no significant effect. In addition, fairness of review process and interactivity, based on the relationship marketing theory perspective, showed significant effect on the relational commitment of developers mediated by trust for application market.

Development of iPod Game Using Cocos2d Engine (Cocos2d 엔진을 사용한 아이팟 게임의 개발)

  • Kim, Jong-Wun;Joo, Bok-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.31-38
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    • 2010
  • By the recent success of the iPhone and the App Store, software developers from all over the world challenge to list their applications on the App Store and sell them worldwide. And major mobile companies in Korea are following the Apple by opening open markets to distribute software products running on their mobile devices. In this paper, we describe the development of an action game for iPod 'Hexa-Samkukgi'. The game is developed using Cocos2d engine.

Jpeg Sequence display system in Android (안드로이드 폰에서 Jpeg Sequence 출력 시스템)

  • Kang, Hyun-Min;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.614-616
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    • 2010
  • Recently, there is increasing concern about smart phone due to the release of iPhone and Android phone. So, There are many kinds of application in smart phone, and applications using multimedia contents is increasing. The famous codecs for Image and video are JPEG, MPEG and h.264, which is popular recently as a vedeo codec because of its high compression ratio compared with the other video codecs. In this paper, we will divide Jpeg Sequence to each Jpeg and will display that Jpeg looks like a video continuously in Android. And we will show you the simulation result.

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Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development (3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시)

  • Hong, Je-Hoon
    • Journal of the HCI Society of Korea
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    • v.5 no.1
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    • pp.1-9
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    • 2010
  • The objective of this study is to present a prototype of organic content, using 3 Screen as the basic concept, and to examine the possible applications of such models. Organic content is something with the characteristics of an organism, which adapts to each unit while maintaining connectivity without losing identity, according to the situation of the user and the characteristics of each unit, opposed to contents that exist without connectivity among units. To this end, I produced a prototype called "Fishing Phone," which crosses over TV, 모바일 and PC. In the Fishing Phone, the fish adapts to each unit as it interacts differently with users while maintaining its own identity. It is an organic content that travels freely through the 3Screen. Fishing Phone was created by using technology and products widely used and serviced today, such as WiFi, java networking, flash player 7, omnia2, and space censors. It demonstrates that organic content can transcend the limitations of space in existing contents, generating new value, realizing complex interaction, and ultimately providing advanced applications for marketing.

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the iPhone Basic of Pay Won System Develop Direction (아이폰 기반의 원화결제 시스템 발전방향)

  • Choi, Hea-Jin;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.422-425
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    • 2012
  • Korea's conventional iPhone users had to pay for their applications in dollars. However, Apple will have to consider implementing a payment system in Korean won. Apple has strongly insisted on using the payment system in dollars, but despite its relatively small sales proportion, it will turn to the Korean market that ranks 3rd in the world for its number of downloads. In other words, the Korean market has tremendous potential for growth. Thus, this study aimed to analyze the changes that will be experienced by Apple in the Korean market due to the implementation of the iPhone-based won payment system, price fluctuations due to the introduction of iTunes, as well as positive aspects and implications of Apple's market expansion in Korea when users make payments in Korean won.

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The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

Development of a Game Application Based on iOS (iOS 기반 게임 앱 개발)

  • Kang, Seongjae;Hwang, Soyoung;Yu, Donghui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.403-404
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    • 2012
  • This paper proposes development of a game application playing on smartphones. Game applications occupy an important classification among many applications on mobile platform. The proposed game application is developed on the iPhone and benchmarks Fortress based on PC platforms.

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