• Title/Summary/Keyword: smartphone app

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Performance Evaluation of Smartphone Camera App with Multi-Focus Shooting and Focus Post-processing Functions (다초점 촬영과 초점후처리 기능을 가진 스마트폰 카메라 앱의 성능평가)

  • Chae-Won Park;Kyung-Mi Kim;Song-Yeon Yoo;Yu-Jin Kim;Kitae Hwang;In-Hwang Jung;Jae-Moon Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.35-40
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    • 2024
  • In this paper, we validate the practicality of the OnePIC app implemented in the previous study by analyzing the execution and storage performance. The OnePIC app is a camera app that allows you to get a photo with a desired focus after taking photos focused on various places. To evaluate performance, we analyzed distance focus shooting time and object focus shooting time in detail. The performance evaluation was measured on actual smartphone. Distance focus shooting time for 5 photos was around 0.84 seconds, the object detection time was around 0.19 seconds regardless of the number of objects and object focus shooting time for 5 photos was around 4.84 seconds. When we compared the size of a single All-in-JPEG file that stores multi-focus photos to the size of the JPEG files stored individually, there was no significant benefit in storage space because the All-in-JPEG file size was subtly reduced. However, All-in-JPEG has the great advantage of managing multi-focus photos. Finally, we conclude that the OnePIC app is practical in terms of shooting time, photo storage size, and management.

Improvement of recommendation system using attribute-based opinion mining of online customer reviews

  • Misun Lee;Hyunchul Ahn
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.259-266
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    • 2023
  • In this paper, we propose an algorithm that can improve the accuracy performance of collaborative filtering using attribute-based opinion mining (ABOM). For the experiment, a total of 1,227 online consumer review data about smartphone apps from domestic smartphone users were used for analysis. After morpheme analysis using the KKMA (Kkokkoma) analyzer and emotional word analysis using KOSAC, attribute extraction is performed using LDA topic modeling, and the topic modeling results for each weighted review are used to add up the ratings of collaborative filtering and the sentiment score. MAE, MAPE, and RMSE, which are statistical model performance evaluations that calculate the average accuracy error, were used. Through experiments, we predicted the accuracy of online customers' app ratings (APP_Score) by combining traditional collaborative filtering among the recommendation algorithms and the attribute-based opinion mining (ABOM) technique, which combines LDA attribute extraction and sentiment analysis. As a result of the analysis, it was found that the prediction accuracy of ratings using attribute-based opinion mining CF was better than that of ratings implementing traditional collaborative filtering.

Self-Powered Smart Jump-Rope to Transform an Intensive Physical Activity into Electricity-Generating Fun Experience (고강도의 줄넘기 운동을 지속 가능하고 즐거운 경험으로 만들기 위한 에너지 자립형 스마트 줄넘기)

  • Jo, Jonghyun;Yeo, Jungjin;Park, Heajeong;Ryu, Munho;Yang, Yoonseok
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.13-21
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    • 2014
  • Jump-rope is a simple and effective exercise, but its intensive exercise load and monotonous pattern make it difficult to perform consistent workout. On the other hand, jumping rope accompanies large amount of kinetic energy which can be converted into electrical energy. In this study, we designed and implemented a self-powered jump-rope which can support the low-power embedded Bluetooth system inside it. The embedded system wirelessly transmits the acceleration data measured during jumping-rope exercise to a smartphone. We also developed a smartphone app which can count the number of jumps and provide real-time feedback with sound and animated graphic effects in a game context. Pilot test using the prototype smart jump-rope verified that it can be useful to motivation for the jump-rope exercise and make the exercise more effective by providing users with precise information about their exercise. We expect that the developed self-powered jump-rope will change the exercise from an intensive physical activity into electricity-generating fun experience combined with smartphone game, which maximize the benefit of the consistent jump-rope exercise.

Additional location data transmission and Remote-controller App. Development using Smart Phone (스마트폰 기반 부가 위치 데이터 전송 및 Mobile 리모컨 App. 개발에 관한 연구)

  • Lee, JungHoon
    • Journal of Satellite, Information and Communications
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    • v.8 no.2
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    • pp.12-16
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    • 2013
  • In this paper, we proceeded a study about the mobile software applications using smartphone technology. Firstly, we proposed a communication which a position data transmission technique using LED flashlight with built-in smartphone and we develop the application to perform a remote controller for beam-forming communication based on visible light associated with the position of Smartphone user. OOK modulation was applied for transmitting location data via LED backlight flash of smartphone and PD is used for detecting receiving light. In case of remote controller application which was controlled by WiFi IP-networking and it controls LED direction for beam-forming communication. These suggestion can be a good example for ubiquitous position recognition system using smart phone and software.

Learning App Development using App Inventor for Preliminary Early Childhood Teacher (앱 인벤터를 활용한 예비 유아교사 학습 앱 개발)

  • An, Mi-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.355-361
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    • 2018
  • Recently, there are efforts to improve my learning ability by using various learning tools based on ICT technology. The application such as games is used in conjunction with lecture class to induce interest in the class and to enhance the learning effect by using smartphone app as learning tool. In addition, we are trying to improve creative thinking ability, problem solving ability and logical thinking ability through early coding education. In this paper, we describe the learning and quiz app using the app inventor and conducted the related questionnaire. We developed a learning philosophy for preliminary early childhood teachers using the developed apps and taught them how to utilize them in early childhood education by explaining the apps and using the app inventor. Through questionnaires, we confirmed the learning effect and the willingness to use in early childhood education. Through this study, I hope to improve the ability of early childhood teacher learning and to utilize the coding in early childhood education with the app developed as the app inventor.

A Study on Educational App Development using the App Authoring Tool (앱 저작도구를 이용한 교육용 앱개발 연구)

  • Kim, Eun-Soo;Park, Joon-Seok
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.1-6
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    • 2012
  • This study is for using applications on smart devices at school class which designed by professor himself due to nonexistent of applications which related to textbook or course work even though fast developing smart devices and plenty of educational applications are in rapid ubiquitous environment. That is reason to make a learning environments of study course work anywhere at anytime and also make smooth communication between professor and learner with the smart devices advantages of being free of location and time. Also develop the application with the tools which the computer beginner can handle easily and quickly without contracting the work to commercial firms, it will lead to save money and time, be easily updated and modified from place of study, and increase the effectiveness and efficiency of study.

POMDP Based Trustworthy Android App Recommendation Services (부분적 관찰정보기반 견고한 안드로이드 앱 추천 기법)

  • Oh, Hayoung;Goo, EunHee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1499-1506
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    • 2017
  • The use of smartphones and the launch of various apps have increased exponentially, and malicious apps have also increased. Existing app recommendation systems have been limited to operate based on static information analysis such as ratings, comments, and popularity categories of other users who are online. In this paper, we first propose a robust app recommendation system that realistically uses dynamic information of apps actually used in smartphone and considers static information and dynamic information at the same time. In other words, this paper proposes a robust Android app recommendation system by partially reflecting the time of the app, the frequency of use of the app, the interaction between the app and the app, and the number of contact with the Android kernel. As a result of the performance evaluation, the proposed method proved to be a robust and efficient app recommendation system.

The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

Introducing Mobile Cloud Computing-Cloudlet for implementing mobile APP (모바일앱을 구현하기 위한 모바일 클라우드 도입)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.304-307
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    • 2015
  • Virtualization lacks capabilities for enabling the application to scale efficiently because of new applications components which are raised to be configured on demand. In this paper, we propose an architecture that affords mobile app based on nomadic smartphone using not only mobile cloud computing-cloudlet architecture but also a dedicated platform that relies on using virtual private mobile networks to provide reliable connectivity through Long Term Evolution (LTE) wireless communication. The design architecture lies with how the cloudlet host discovers service and sends out the cloudlet IP and port while locating the user mobile device. We demonstrate the effectiveness of the proposed architecture by implementing an android application responsible of real time analysis by using a vehicle to applications smart phones interface approach that considers the smartphones to act as a remote users which passes driver inputs and delivers outputs from external applications.

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Variables Affecting End-User Satisfaction in Application Market (최종사용자 만족도 구성요인에 대한 연구 : 어플리케이션 마켓을 중심으로)

  • Kim, Hyun-Mo;Park, Jae-Hong;Lee, Sang-Chul;Suh, Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.40 no.2
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    • pp.211-218
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    • 2012
  • Over the last two decades, many information system researchers have developed the variables of information system using the measurement of user satisfaction. In context, this research developed the measurement of user satisfaction in smartphone application market and compared the difference of user satisfaction factors between Adroid market and App store. The results indicated that satisfaction of App store was more than that of Adroid market. The information system and customer-oriented factors of App store were higher than that of Adroid market.