• Title/Summary/Keyword: smartphone app

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Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

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.

Design and Prototype Implementation of Hybrid App for Geo-Metadata Searching of Satellite Images (위성영상정보 공간 메타데이터 검색 하이브리드 앱 설계 및 시험 구현)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.2
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    • pp.203-211
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    • 2011
  • Recently, information communication technologies such as smartphone or mobile app greatly affect various application fields including geo-spatial domain. And development scheme of mobile web app or hybrid app regards as the most important computing technology which is combined each advantage of mobile app and mobile web. Despite these trends, it is general case that satellite images are used for the background image for other contents services. With this motivation, hybrid app for geo-metadata as the base for dissemination and service is designed and implemented as the prototype, in this study. At the design stage, HTML5, which is the core technology on an international standardization process for hybrid app, is applied. In the implementation, PhoneGap and Sencha Touch as mobile SDK(Software Development Kit) supporting HTML5 on cross-platform in open sources are used. In prototype, some KOMPSAT-2 images covering small area and mandatory elements in geo-metafata standard are tested. As mobile industry applications and business service models based on satellite images on mobile platform are progressing and diversifying, it is expected that this approach and implemented prototype are considered as an important reference.

Preliminary Performance Testing of Geo-spatial Image Parallel Processing in the Mobile Cloud Computing Service (모바일 클라우드 컴퓨팅 서비스를 위한 위성영상 병렬 정보처리 성능 예비실험)

  • Kang, Sang-Goo;Lee, Ki-Won;Kim, Yong-Seung
    • Korean Journal of Remote Sensing
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    • v.28 no.4
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    • pp.467-475
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    • 2012
  • Cloud computing services are known that they have many advantages from the point of view in economic saving, scalability, security, sharing and accessibility. So their applications are extending from simple office systems to the expert system for scientific computing. However, research or computing technology development in the geo-spatial fields including remote sensing applications are the beginning stage. In this work, the previously implemented smartphone app for image processing was first migrated to mobile cloud computing linked to Amazon web services. As well, parallel programming was applied for improving operation performance. Industrial needs and technology development cases in terms of mobile cloud computing services are being increased. Thus, a performance testing on a satellite image processing module was carried out as the main purpose of this study. Types of implementation or services for mobile cloud varies. As the result of this testing study in a given condition, the performance of cloud computing server was higher than that of the single server without cloud service. This work is a preliminary case study for the further linkage approach for mobile cloud and satellite image processing.

Design and Implementation of Mobile Crowdsourcing-based Driver Assistance Systems (MC-DAS) (모바일 크라우드소싱 기반 운전자 지원 시스템의 설계 및 구현)

  • Jeong, Han-You
    • Journal of IKEEE
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    • v.22 no.1
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    • pp.29-37
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    • 2018
  • In recent years, there have been increasing interests in the mobile crowdsourcing that exploits multiple sensors, communication and user interfaces, and the computation power of widespread smartphones. In this paper, we present a novel mobile crowdsourcing-based driver assistance systems (MC-DAS) that crowdsource the sensor data of smartphone app having already passed a road segment, generate its profile information through a massive data processing, and forward this profile to the smartphone app of vehicle entering the road segment. Based on the MC-DAS platform, we also design and implement a new navigation system that advices the vehicle speed depending on the speedbump and on the road curvature profile. We expect that the proposed MC-DAS platform will be used as a platform for emerging new mobile crowdsourcing applications.

A Study on Authentication Process in Smartphone Electronic Financial Services (스마트폰 전자금융서비스에서의 인증과정에 관한 연구(앱카드를 중심으로))

  • Kim, Hanwoo;Lee, Keun Young;Lim, Jong In;Kwon, Hun Yeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.3
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    • pp.579-590
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    • 2018
  • In May 2014, AppCard(Which is a smartphone application designed to register and use a credit card in a mobile phone by credit card company.) was attacked by smshing and a vulnerability which could not obtainable phone number. After that, credit card companies have supplemented and operated by introducing additional authentication methods to supplement the vulnerability. However, The analysis of the authentication environments, purposes and methods is not enough to lower the level of vulnerability and risk from existing accidents. This study analyzes the authentication process of the AppCard in the electronic financial service by applying the NIST's authentication guidelines, identifies the problems and suggests improvement directions. The method analyzed in this study can be applied to the analysis of the authentication method in addition to the application card, so that it will be highly utilized.

A Study of Development of Auxiliary Devices for the Continuing Participation of Beginner Level Golfers (초보 골퍼들의 지속적 운동참여를 위한 보조기구 설계 연구)

  • Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.147-152
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    • 2020
  • The purpose of this study was to develop an auxiliary device useful for promoting continued participation in the golf among young golfers and female beginner-level golfers who were gradually increasing in number but often losing interest in the golf and gave up playing golf due to difficulty with posture, boredom from golf itself, slow improvement of skill, etc., in the process of learning the golf. For that, a hardware device fitted with various sensors was attached to the lower part of golf club grip to develop a platform capable of collecting and transmitting the data on each golfer's swing posture, driving distance, etc. If a smartphone app, which can analyze and store those data, is developed and synchronized, each golfer's postures can be identified and golfers can correct the posture on their own. Moreover, the smartphone app provides the contents for self-comparison and comparison with others and will be able to infuse the beginner-level golfers with internal motivation for continued participation in the golfing exercise if the game-type elements are added.

App-based 2-channel User Authentication Scheme for Multiple Application Systems (다중 응용시스템용 앱기반 2-채널 사용자 인증방안)

  • Song, Tae-Gi;Jo, In-June
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.141-148
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    • 2018
  • Currently, the user authentication technology used by users to access multiple applications within an organization is being applied with ID/PW-based SSO technology. These user authentication methods have the fundamental disadvantages of ID/PW and SSO. This means that security vulnerabilities in ID/PW can lead to periodic changes in PWs and limits on the number of incorrect PW inputs, and SSO adds high cost of the SSO server, which centrally stores the authentication information, etc. There is also a fundamental vulnerability that allows others to freely use other people's applications when they leave the portal application screen with SSO. In this paper, we proposed an app-based 2-channel authentication scheme to fundamentally eliminate problems with existing ID/PW-based SSO user authentication technologies. To this end, it distributed centralized user authentication information that is stored on SSO server to each individual's smartphone. In addition, when users access a particular application, they are required to be authenticated through their own smartphone apps.

Study about Mother & Fetus Management Application based on Smartphone (스마트폰 기반 산모&태아 관리 어플리케이션 연구)

  • Ko, Beom-Su;Oh, Yun-Jin;Koo, Min-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.45-48
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    • 2016
  • Prenatal and postnatal management is very important as the health of pregnant woman is directly related to the health of fetus. Therefore, there is a need for systematic management of prevent potential problems regarding the health of mother and fetus. The health of pregnant woman and fetus is the responsibility regarding health management of family and childcare, which influence the health and welfare of not only just woman but also the entire family. So the health management of pregnant woman and infant is a significant problem that must be socially taken into account. This thesis studied how to provide correct prenatal education method and attachement formation method before and after the birth using mobile application. The application provides writing childcare diary, fetus diary, introduce to correct prenatal education, postnatal education method, information of expected due date and emergency contact to manage both mother and fetus at the same time.

Comparison of Movie Ticketing system by smartphone applications -Focused on CGV, Megabox, Lotte cinema- (스마트폰 애플리케이션을 통한 영화 예매 시스템 비교 -CGV, 메가박스, 롯데시네마를 중심으로-)

  • Ko, Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.453-460
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    • 2016
  • This study aimed to compare the systems of ticketing application programs of three major movie theaters, CGV, Megabox, Lotte Cinema, with each other and evaluate the usability, and find problems to figure out user experiences for more convenient mobile ticketing. Experimental subjects with experiences of using apps of the movie theaters were recruited; First, as a primary task, they reserved movie tickets with each of the movie theater apps; Second, they had in-depth interviews with questions based on the model of Creating Pleasurable Interfaces by Stephen Anderson. As a result, users preferred the composition with information in order in overall, in which ticketing process went smoothly. In particular, users were more satisfied with convenient payment applications. Therefore, as an improving way, it is required to design an interface for users to recognize at a glance and a payment system within an app, not to design separate payment system out of the app. I hope this study will help actively conduct researches to maximize the usability in a way to reserve movie tickets through smartphone apps.