• Title/Summary/Keyword: smartphone app

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Effects of Menu Arrangement and User Script on Task Using Smartphone Applications (메뉴의 배열과 사용자 스크립트가 스마트폰 애플리케이션 과제 수행에 미치는 효과)

  • Min, Sungki;Park, Soo-Young;Lee, Sangil
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.67-76
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    • 2021
  • Three research hypotheses expected when working with a mobile app were verified. As follows: (1) Usability varies depending on the external structure of the tree-view menu. (2) If the menu arrangement is different from the script expected by users, the usability is poor. And (3) the effects of each of these two hypotheses vary depending on the complexity of the task. To this end, a script for booking accommodations expected by undergraduate students was written, and an experiment was designed with the task completion time and error rate as dependent variables. The experiment was conducted by implementing a prototype for reservation system on a smartphone As a result, while the overall performance was unfavorable when the task was complicated, the superiority of sectional menu was prominent when the task was complicated, and positive responses were observed when the menu arrangement in a complicated task matched user expectations. By discussing these results, it was found that when designing a procedural menu on a mobile screen, we come up with measures to minimize the burden of working memory, consider what tree-views are for the task, and that in complex tasks, menus should be arranged according to the scripts expected by users.

Deep-Learning-based smartphone application for automatic recognition of ingredients on curved containers (곡면 용기에 표시된 성분표 자동 인식을 위한 인공지능 기반 스마트폰 애플리케이션)

  • Hieyong Jeong;Choonsung Shin
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.6
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    • pp.29-43
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    • 2023
  • Consumers should look at the ingredients of cosmetics or food for their health and purchase them after checking whether they contain allergy-causing ingredients. Therefore, this paper aimed to develop an artificial intelligence-based smartphone application for automatically recognizing the ingredients displayed on a curved container and delivering it to consumers in an easy-to-understand manner. The app needs to allow consumers to immediately comprehend the restricted ingredients by recognizing the ingredients' words in the cropped image. Two major issues should be solved during the development process: First, although there were flat containers for cosmetics or food, most were curved containers. Thus, it was necessary to recognize the ingredient table displayed on the curved containers. Second, since the ingredients' words were displayed on the curved surface, the transformed or line-changed words also needed to be recognized. The proposed new methods were enough to solve the above two problems. The application developed through various tests verified that there was no problem recognizing the ingredients' words contained in a cylindrical curved container.

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
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    • v.30 no.2
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    • pp.132-142
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    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

A Study on the Application of the Smartphone Hiking Apps for Analyzing the User Characteristics in Forest Recreation Area: Focusing on Daegwallyoung Area (산림휴양공간 이용특성 분석을 위한 국내 스마트폰 산행앱(APP)의 적용성 및 활용방안 연구: 대관령 선자령 일대를 중심으로)

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of Korean Society of Forest Science
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    • v.108 no.3
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    • pp.382-391
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    • 2019
  • This study was conducted to verify whether smartphone hiking apps, which generate social network data including location information, are useful tools for analyzing the use characteristics of a forest recreation area. For this purpose, the study identified the functions and service characteristics of smartphone hiking apps. Also, the use characteristics of the area of Daegwallyoung were analyzed, compared with the results of the field survey, and the applicability of hiking apps was reviewed. As a result, the service types of hiking apps were analyzed in terms of three categories: "information offering," "hiking record," and "information sharing." This study focused on an app that is one of the "hiking record" types with the greatest number of users. Analysis of the data from hiking apps and a field survey in the Daegwallyoung area showed that both hiking apps and the field survey can be used to identify the movement patterns, but hiking apps based on a global positioning system (GPS) are more efficient and objective tools for understanding the use patterns in a forest recreation area, as well as for extracting user-generated photos. Second, although it is advantageous to analyze the patterns objectively through the walking-speed data generated, field surveys and observation are needed as complements for understanding the types of activities in each space. The hiking apps are based on cellphone use and are specific to "hiking" use, so user bias can limit the usefulness of the data. It is significant that this research shows the applicability of hiking apps for analyzing the use patterns of forest recreation areas through the location-based social network data of app users who record their hiking information voluntarily.

Factors Affecting Intention to Use Smartphone Healthcare Applications (스마트폰 헬스케어 어플리케이션 수용의도에 영향을 미치는 요인)

  • Park, Mijeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.143-153
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    • 2017
  • This was a descriptive survey to determine the intention of users to use smartphone healthcare applications (SHAs) and to clarify factors that may influence such intention. The data were collected during the month of April in 2015, using a structured self-report questionnaire that was distributed to 300 participants aged 20 to 70 years; 285 complete copies were used for the final analysis. The data were analyzed using descriptive statistics, independent t-test, one-way ANOVA, Pearson correlation coefficients, and hierarchical multiple regression. First, according to the results, the average intention to use SHAs was 3.28 out of 5, which varied according to age, final education, economy level, vacation, current disease, total period of smartphone use, and etc. Second, significant correlations were shown by exercise behavior, dietary management behavior, stress management, satisfaction with smartphone use, and satisfaction with using SHAs. Third, the explanatory power of the predictive model involving all general, health-related, smartphone use-related, and SHA use-related factors was 45.5%; and the economic level, interest, status, and awareness satisfaction of patients using SHA were identified to be the main influential factors. The results indicate that SHA developers need to put efforts into improving consumers' app recognition and to develop plans in provoking consumers' interests to increase the use of SHAs.

Development of a English Vocabulary Context-Learning Agent based on Smartphone (스마트폰 기반 영어 어휘 상황학습 에이전트 개발)

  • Kim, JinIl
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.344-351
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    • 2016
  • Recently, mobile application for english vocabulary learning is being developed actively. However, most mobile English vocabulary learning applications did not effectively connected with the technical advantages of mobile learning. Also,the study of mobile english vocabulary learning app are still insufficient. Therefore, this paper development a english vocabulary context-learning Agent that can practice context learning more reasonably using a location-based service, a character recognition technology and augmented reality technology based on smart phones. In order to evaluate the performance of the proposed agent, we have measured the precision and usability. As results of experiments, the precision of learning vocabulary is 89% and 'Match between system and the real world', 'User control and freedom', 'Recognition rather than recall', 'Aesthetic and minimalist design' appeared to be respectively 3.91, 3.80, 3.85, 4.01 in evaluation of usability. It were obtained significant results.

A Study of Tour Game Using LBS based on Smart Phone (스마트폰 기반의 LBS를 이용한 투어게임에 관한 연구)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.239-244
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    • 2012
  • This paper proposed a tour game using LBS based on smart phone. This game is based on the historical background of Silla and spatial background of GyoengJu. A Event of tour game uses a smartphone-based LBS. Game events has occurred by comparing pre-measured GPS values and smart phone A-GPS values. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

Real-Time Transmission System for Greenhouse Information Using MQTT and RTSP (MQTT와 RTSP를 통한 온실 정보의 실시간 전송 시스템)

  • Kim, Dong-Eon;Kim, Seong-Woo;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.935-942
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    • 2015
  • According to growing of the plant cultivation in a greenhouse environment, the demand of a system to control the greenhouse easier has increased. Currently, the methods to control by the mobile App represent the information in a greenhouse environment with a simple numerical data or compose only the contents with a limited degree of freedom. In order to solve these problems, this paper presents a system that can be viewed or controlled greenhouse conditions in near / remote distance using augmented reality and MQTT communication protocol, RTSP media streaming protocol. The proposed method is implemented in Android smartphone environment and acts monitoring the information (temperature, humidity, illuminance) obtained by greenhouse's sensors and transmits the real time greenhouse's video using RTSP in the remote distance, and controls the values of temperature, humidity, illuminance for the greenhouse using the augmented reality in the near distance.

A Study of the HTML5-based Mobile Order Communication System

  • Ahn, Yoon-Ae;Cho, Han-Jin
    • International Journal of Contents
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    • v.9 no.1
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    • pp.11-17
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    • 2013
  • Recently, online real-time web accessible mobile devices such as smartphones, tablet PCs and application services have been developing rapidly. Hospitals also need to adopt an efficient information system that can provide decent medical services under mobile computing environments to complete future medical services. This study proposes a system in which a doctor can examine a patient and make out a prescription in a ward on a real-time based on the current Order Communication Systems (OCSs) through mobile interfaces. The proposed system implements mobile web pages using HTML5, instead of a mobile app. Web processing speed can be enhanced using the web socket and web storage functions of HTML5.

Design and Implementation of Disaster Relief Robot with a Smartphone (스마트폰을 이용한 재난 구조 로봇의 설계 및 구현)

  • Park, Senog Joon;Youn, Hee Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.163-164
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    • 2015
  • 최근 로봇 기술은 전자공학, 컴퓨터, 기계공학 등의 비약적인 발전에 힘입어 다양한 용도에 사용되고 있다. 특히 로봇은 극한 환경에서 인간이 실천하기 어려운 작업을 수행할 수가 있으며, 인간과 함께 운용되거나 인간이 로봇을 무선으로 제어하여 현장을 확인을 할 수 있으며 이를 통하여 화재진압 및 인명구조를 수행할 수 있다. 이 때 무선 제어 로봇은 탐사 시 동체가 전복되더라도 지속적인 탐사가 가능해야 한다. 따라서 로봇의 동체보다 바퀴를 크게 하여 동체가 전복해도 동작이 가능하도록 한다. 본 논문에서는 무선 조정 자동차를 사용 하여 차체의 전복에도 충분히 제어 및 탐사가 가능한지 실험하고, 초음파센서로 하여금 능동적으로 장애물 회피를 하는 것을 목적으로 한다.

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