• Title/Summary/Keyword: iPhone apps

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Comparative Study of U-Healthcare Applications between Google Play Store and Apple iTunes App Store in Korea

  • Nam, Sang-Zo
    • International Journal of Contents
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    • v.10 no.3
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    • pp.1-8
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    • 2014
  • In this paper, we collect and analyze the status of mobile phone applications (hereafter apps) in the healthcare and fitness category of the Apple iTunes App Store and Google Play Store. We determine the number of apps and analyze statistical aspects such as classifications, age rating, fees, and user evaluation of the popular items. As of September 30, 2013, there were 236 popular apps available from iTunes. Google Play offered 720 apps. We discover that apps for healthcare and fitness are diverse. Apps for physical exercise have the greatest popularity. The proportions of apps that are suitable for all ages among the Google and iTunes popular apps are 55.8% and 89.4%, respectively. The user evaluation of apps in iTunes is relatively less positive. We determine that the proportion of paid apps to free apps in Google is higher than that of the apps in iTunes. We perform hypothesis tests and find statistically significant differences in age rating and perceived satisfaction between the apps of the Apple iTunes App Store and Google Play Store. However, we find no meaningful differences in the classification and price of the apps between the two app stores. We perform hypothesis tests to verify the differences in age rating and perceived satisfaction between the paid and free apps within and across the Google Play Store and iTunes App Store. There are statistically significant differences in the age rating between the paid and free apps in the Google play store, between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps. There are statistically significant differences in the perceived satisfaction between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps.

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.

A Static Analysis Technique for Android Apps Written with Xamarin (자마린으로 개발된 안드로이드 앱의 정적 분석 연구)

  • Lim, Kyeong-hwan;Kim, Gyu-sik;Shim, Jae-woo;Cho, Seong-je
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.3
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    • pp.643-653
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    • 2018
  • Xamarin is a representative cross-platform development framework that allows developers to write mobile apps in C# for multiple mobile platforms, such as Android, iOS, or Windows Phone. Using Xamarin, mobile app developers can reuse existing C# code and share significant code across multiple platforms, reducing development time and maintenance costs. Meanwhile, malware authors can also use Xamarin to spread malicious apps on more platforms, minimizing the time and cost of malicious app creation. In order to cope with this problem, it is necessary to analyze and detect malware written with Xamarin. However, little studies have been conducted on static analysis methods of the apps written in Xamarin. In this paper, we examine the structure of Android apps written with Xamarin and propose a static analysis technique for the apps. We also demonstrate how to statically reverse-engineer apps that have been transformed using code obfuscation. Because the Android apps written with Xamarin consists of Java bytecode, C# based DLL libraries, and C/C++ based native libraries, we have studied static reverse engineering techniques for these different types of code.

Supplementary Event-Listener Injection Attack in Smart Phones

  • Hidhaya, S. Fouzul;Geetha, Angelina;Kumar, B. Nandha;Sravanth, Loganathan Venkat;Habeeb, A.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4191-4203
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    • 2015
  • WebView is a vital component in smartphone platforms like Android, Windows and iOS that enables smartphone applications (apps) to embed a simple yet powerful web browser inside them. WebView not only provides the same functionalities as web browser, it, more importantly, enables a rich interaction between apps and webpages loaded inside the WebView. However, the design and the features of WebView lays path to tamper the sandbox protection mechanism implemented by browsers. As a consequence, malicious attacks can be launched either against the apps or by the apps through the exploitation of WebView APIs. This paper presents a critical attack called Supplementary Event-Listener Injection (SEI) attack which adds auxiliary event listeners, for executing malicious activities, on the HTML elements in the webpage loaded by the WebView via JavaScript Injection. This paper also proposes an automated static analysis system for analyzing WebView embedded apps to classify the kind of vulnerability possessed by them and a solution for the mitigation of the attack.

Apple eases up on SDK policy: Avoiding antitrust? or strategic decision? (Apple의 폐쇄적 SDK정책 포기의 함의: 반독점성 시비의 회피와 전략적 결정)

  • Kim, Joon-Young;Park, Jin-Kyung;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.11 no.6
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    • pp.135-144
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    • 2010
  • Apple recently announced a new policy about software development kit that banned the use of tools that convert apps built on other platforms into iPhone apps. Therefore, Adobe cannot develop their software to AppStore that inquire to the Department of Justice and the Federal Trade Commission about antitrust actions. Someone argue that Apple try to exclusive smartphone market such as the Microsoft antitrust lawsuit in 1998, but this case is essentially different. First, it need to define Apple's software development kit for iPhone and iPad is whether antitrust or not. Because of the characteristics of two-sided market in Smartphone Apple's iPhone cannot monopoly in cellphone or smartphone market, but it can be an antitrust in application store market. However, Apple re-announced new software development kit policy that shows positive results. Instead of hastily intervened regulatory agencies, the DOJ or the FTC, it is quite desirable that watching the interaction between companies that whether market failures or not and if it's harmful for consumer's benefit. Adobe attack Apple to advocate consumers and developers freedom of choice, but the most important thing is conclusion based on a comprehensive analysis need to objective point of view that Apple do whether antitrust act or not and damage to developers and consumers who are both side of platform.

Design and Implementation of a Low-Code/No-Code System

  • Hyun, Chang Young
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.188-193
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    • 2019
  • This paper is about environment-based low-code and no-code execution platform and execution method that combines hybrid and native apps. In detail, this paper describes the Low-Code/No-Code execution structure that combines the advantages of hybrid and native apps. It supports the iPhone and Android phones simultaneously, supports various templates, and avoids developer-oriented development methods based on the production process of coding-free apps and the produced apps play the role of Java virtual machine (VM). The Low-Code /No-Code (LCNC) development platform is a visual integrated development environment that allows non-technical developers to drag and drop application components to develop mobile or web applications. It provides the functions to manage dependencies that are packaged into small modules such as widgets and dynamically loads when needed, to apply model-view-controller (MVC) pattern, and to handle document object model (DOM). In the Low-Code/No-Code system, the widget calls the AppOS API provided by the UCMS platform to deliver the necessary requests to AppOS. The AppOS API provides authentication/authorization, online to offline (O2O), commerce, messaging, social publishing, and vision. It includes providing the functionality of vision.

A Study on Information-seeking Benefits of Fashion Applications of Users and their Effects on loyalty and Satisfaction - Focused on iPhone Fashion Applications - (패션애플리케이션 사용자의 정보추구 혜택이 충성도와 만족도에 미치는 영향 - 아이폰 패션애플리케이션을 중심으로 -)

  • Choi, Ga-Hyun;Lee, Seung-Hee
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.27-43
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    • 2012
  • Considering the rapid growth of mobile industry and the emerging application marketing, this study focused on fashion applications, which had not drawn much academic attention before, and analysed relevant content composition, information-seeking benefits based on users' lifestyles and resulting differences in satisfaction and loyalty. In short, fashion applications were divided into fashion and non-fashion brand apps. Brand apps were subdivided into luxury, women's wear, men's wear, casual wear, sportswear, accessories and the like. Non-brand apps included commerce, magazine, information, style tip, SNS and wardrobe manager types. As for users' lifestyle-based information search, the higher the tendency to search information on the internet and to favour reasonable consumption, the more basic information on products and brands they sought, whereas the higher the tendency to look for high-profile brands and to favour global culture, the more additional information like images or entertainments they sought. To sum up, given that studies on fashion-specific applications were rare, the present study reviewed and categorized current fashion applications, and suggested theoretical and practical groundwork for developing content based on target consumers' lifestyle and for planning fashion applications in practice.

App Design Style and Usability Analysis for Smartphone Application -Focusing on the iPhone and Appstore- (스마트폰 앱 디자인 스타일 및 사용성 분석 -아이폰과 앱스토어를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.129-136
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    • 2010
  • Smartphone used to be an it item for only business people and early adaptors. However, the public interest towards Smartphone has been rapidly increased and now is spreading to the everyday life in general people. Variety of applications are introduced and registered in a day, but there are not enough apps with simple and useable interface. This is because that the applications are developed only in a view from developer and designer to match the splendor design and technical skills of apps not concerning the users. Therefore this study will analyze the value in use and design trend of registered apps in apps store to recognize the importance in use and also to discuss about a plan to apply this into the apps more effectively. In order to improve the mobile app usability, this study suggest that using intuitional icon, designing easy to use app navigation. This will lead to produce clear instruction for app developers and designers with more reliable effects in the future of Smartphone world.

A Study on Mobile Icon Design of iPhone7 (iPhone7을 중심으로 한 아이콘 디자인에 대한 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.367-386
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    • 2014
  • The development of science was crucial to recent advancements in design such as digital contents, UI, GUI, UX design. Not until the DOS evolved into Windows OS were many kinds of digital media design created, namely due to the invention of the computer mouse. A necessary element of mobile phones and Window OS is icons, since icons act as visual symbols, touch buttons and gateways into software content. Icons have undergone many stages of development simultaneously with developments in digital science. We can observe changes in mobile icon design from Skeuomorphism Design to Minimalism to Flat Design. These changes were caused by macro-level trends in design across all other industries. Apple iPhone's Skeuomorphism Design of 2013 evolved into IOS7's Minimalism and Flat Design of 2014. In the mobile world, flat design will again create big changes in design. This research aims to contribute to basic research data of GUI design that are used by creators of mobile apps to understand and anticipate future trends.

A Study on the Difference of Effect to Customer Satisfaction of After-Sales Service Factors in Mobile Phone (모바일 폰의 애프터서비스 품질요인이 고객만족에 미치는 영향도 차이에 관한 연구)

  • Jung, Tae-Wook;Lee, Jae-Joon;Koo, Ja-Hwal;Cho, Jin-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.36 no.2
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    • pp.39-48
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    • 2013
  • The development of mobile communication technology is transforming the market of mobile communication devices, which is used to be merely for simple communication, into the one which offers features of personal digital assistant (PDA), fax communication and Internet access. Unlike a mobile phone which comes out as a complete package and whose functions cannot be changed, a smart phone can be upgraded by its user, adding or removing apps as he pleases. OS's of smart phones are iOS-based Apple, Google Android, Window Mobile, and others. Due to its convenience and powerful features, many people use smart phones its high price. On the other hand, consumer complaints are rising on poor A/S for occasional malfunction. This study analyzes how A/S cases can be classified into groups according to quality factors. We evaluate factors such as consumer impression and consumer satisfaction. By dual quality evaluation using KANO method, we would like to show the different A/S strategy for smart phones, compared with mobile phones.