• Title/Summary/Keyword: 디지털 애플리케이션

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Research on Implementing Digital Diary Minting Application By Using DALL-E2 and Blockchain (DALL-E2와 블록체인을 활용한 일기 작성 및 NFT 민팅 애플리케이션 구현)

  • Ha-Yoon Kim;Woo-Jung Park;You-Jeen Lee;So-Young Kim;Min-Jae Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.888-889
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    • 2023
  • 문서를 통해 기록을 남기는 과거의 기록 방식은 현대에 이르러 블로그, 인스타그램 등 다양한 SNS를 활용하는 방식으로 변모하고 있다. SNS의 발달과 대중화는 현대인에게 일반적인 일기 작성 포맷으로 자리 잡고 있다. 증가하는 수요와 디지털 기술 혁신에 대비되는 기존의 수동적인 일기 작성 애플리케이션을 대체하기 위해 본 논문은 DALL-E2와 블록체인을 활용한 일기 작성 및 민팅 애플리케이션 구현을 제안한다. 사용자는 제안하는 애플리케이션을 통해 음성인식, 광학 문자인식을 통한 다양한 일기 작성 방식을 제공받고, 완성된 일기 이미지를 디지털 자산으로서 보존할 수 있다.

셋톱박스-지역적 기술적 다변화

  • Jeong, U-Su
    • Venture DIGEST
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    • s.101
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    • pp.16-19
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    • 2006
  • 소비자에게 다양한 서비스 제공이 가능한 디지털TV산업은 국내에서 반도체와 휴대전화를 잇는 새로운 수익원으로 부각되면서 어떤 산업보다도 높은 기대를 받고 있다. 디지털TV는 가전과 IT의 결합으로 대표되는 정보가전의 중심축이자, 핵심 애플리케이션이 될 것으로 기대된다. 디지털TV산업이 활성화 되면서 셋톱박스시장에 대한 관심도 높아지고 있어 현 시장에 대한 분석과 전망을 통한 구체적 전략이 필요하다.

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Study of Stock Information Applications' User Experience -Focused on Finance Expert Users of Kakao Stock and JeungGwon Tong- (주식 정보 애플리케이션 사용자 경험 연구 -카카오증권과 증권통의 금융 전문가 사용자 중심으로-)

  • Park, Joo-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.393-398
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    • 2016
  • Stock information applications allow users to look up and find current stock information whenever and wherever. This study researched what kind of user experience the finance experts get when using these applications and what they suggest. The research was conducted through an in-depth interview of 8 finance experts, who worked minimum of three years, and used both Kakao Stock and JeungGwon Tong, the most used stock information applications, for a minimum duration of six months. The results show the user experience of Kakao Stock rated a bit higher than JeungGwon Tong. Since the objective of such applications are to show stock informations, the experts all rated the pleasurable and meaningful aspects rather low. They suggested, the developers should provide a more advanced and accurate information. They also suggested user interest recognized content be presented along with more convenient user interface to elevate usability. Hopefully, this study becomes a base to further study of user experience of various on and offline stock information services and they become a reference to develop a service with great user experience.

Effects of Application Attributes of Coffee Chains on Consumer's Repurchase Decision-Making Processes (커피전문점의 모바일 애플리케이션 특성이 고객 재구매 의사 결정에 미치는 영향)

  • Zhang, Hang;Kim, Hyoeun;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.137-146
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    • 2017
  • This study explores the impacts of application attributes of coffee chains on consumer's re-purchase decision-making processes in the context of coffee chains. We posited coffee quality, service quality, and physical environment as key service attributes of coffee chains and personalization, usefulness, economy, and convenience as key application attributes. The moderating effect of application attributes on the relationship between consumer satisfaction and repurchase intention was investigated. The theoretical framework was tested based on 382 consumers who frequently visit coffee chains and install their applications. PLS method was used to analysis the hypotheses. The theoretical model accounts for 48.1% of variance in customer satisfaction and 41.6% of variance in repurchase intention. The analysis results showed that personalization and convenience play an moderating effect on consumer's repurchase decision-making processes. Coffee quality and physical environment were found to have significant effects on customer satisfaction, while service quality does not significantly influence consumer satisfaction. Brand image has a significant effect on customer satisfaction and repurchase intention.

A study on User experience of Fintech Application Service -Focused on Toss and Kakaobank- (핀테크 애플리케이션의 사용자 경험 연구 -토스와 카카오뱅크를 중심으로-)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.287-293
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    • 2020
  • This study is about comparing and analyzing the representative fintech application service, Toss, and Kakaobank from the user's point of view and suggest development according to the main factors of user experience. The experimental group who have used both mobile application was recruited to do a task about deposit and withdrawal service. After the task, an in-depth interview was conducted by reorganizing the "Creating Pleasurable Interface model" by Stephen P. Anderson. Interview questionnaire is based on propensity and feature of generation 2030. As a result of the experiment, the user showed satisfaction with usability and showed different application usage experience depend on financial transaction propensity and money management. Therefore, the application needs features that could grasp the propensity and also service to manage money in everyday life. Based on this study, it is expected to develop be user-based fintech application service in related fields.

A Study on Evaluation and Improvement Plan for Applications for Smart-phone Overdependence Prevention (스마트폰 과의존 방지 애플리케이션 평가 및 서비스 주체별 개선방안 연구)

  • Gyoo Gun Lim;Hai Yan Jin;Hye min Hwang;Hye won Cho;Jae Ik Ahn
    • Journal of Service Research and Studies
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    • v.12 no.1
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    • pp.36-48
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    • 2022
  • As the use of smartphones has rapidly increased due to the development of digital technology, the expansion of smartphones, and the COVID-19 incident, dependence on smartphones and the Internet is emerging as a serious social problem. As one of the solutions to the smartphone overdependence problem, the government and companies are releasing smartphone overdependence prevention applications. However, research on the effectiveness of smartphone overdependence prevention applications is insufficient. Therefore, this study selects 25 applications serviced in Korea as analysis targets and evaluates smartphone overdependence prevention applications in terms of function and service using the FGI survey method to identify problems and propose improvements. In the function evaluation, the functions of blocking illegal/harmful apps/websites, limiting smartphone usage time, and monitoring smartphone usage status are provided in most applications, so satisfaction scores are also highly evaluated. However, functions such as location check, smombie prevention, and body camphishing prevention served by some applications are evaluated low due to poor performance and poor accuracy. Classified by service provider, government-providing applications need to accurately perform functions and improve convenience of use. Mobile-Carrier-providing applications need to improve connectivity with other carriers and compatibility with other smart devices like smartphone, tablet, etc. Other private enterprise-providing applications need to open AS channels such as customer service centre and chatbot to improve service.

Design and Implementation of Digital Door Lock by IoT (사물인터넷을 이용한 디지털 도어락, DDiT의 설계 및 구현)

  • Seo, Dae Gyu;Ko, Han Shin;Noh, Yong Deok
    • KIISE Transactions on Computing Practices
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    • v.21 no.3
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    • pp.215-222
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    • 2015
  • In this paper, the Digital DoorLock by Internet of Things (DDiT) is introduced. In order to implement DDiT, an integrated micro-controller platform, Arduino is used to control an existing digital doorlock and an android type smart phone is adopted as a mobile platform. One of the advantages of DDiT is that it can be added to an existing digital doorlock and a smart phone application is used as a digital key. Owing to the smart phone application, several other types of applications could also be made. Therefore, DDiT could be used effectively and conveniently in ordinary homes as well as in high security applications such as in hotels, institutes, and companies.

Third Party Application Analysis For Mobile Forensics Study (모바일 포렌식 연구를 위한 서드 파티 어플리케이션 분석)

  • Ryu, Jung Hyun;Park, Jong Hyuk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.336-339
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    • 2017
  • 스마트폰 서드 파티 애플리케이션에 대한 포렌식 분석은 최근 수 년 간 탐구되어야 할 새로운 영역으로 떠올랐다. 현재 스마트폰 시장은 그 규모를 측정하는 것이 무의미할 만큼 커졌으며 각 스마트폰 플랫폼의 앱(App)마켓에는 셀 수 없이 많은 서드 파티 애플리케이션이 존재한다. 모바일 포렌식 소프트웨어 도구들은 일반적으로 연락처, 문자메시지, 통화기록 등의 전형적인 데이터를 수집한다. 이러한 도구들은 서드 파티 애플리케이션이 기기 내부에 저장하는 정보들을 간과하기 쉽다. 여러 제조사 중, 애플사의 모바일 기기에 설치된 많은 서드 파티 애플리케이션은 수사에 도움이 되는 많은 정보와 관련있는 디지털 증거를 남긴다. 이런 잠재적 증거들은 기기 내부에 저장되기도 하며, 비교적 손쉬운 방법으로 법정에 제출 가능하다. 스마트폰으로 이루어지는 많은 활동은 상당 부분 서드 파티 애플리케이션으로 이루어지며, 사이버 범죄 사건의 중심에 스마트폰이 있다면 서드 파티 애플리케이션 분석을 통한 핵심 증거 획득이 사건을 해결할 가능성이 높아진다. 본 논문에서는 스마트폰에서 널리 쓰이고 있는 소셜네트워크 애플리케이션인 '인스타그램(Instagram)'에서 행해진 포렌식 분석에 초점을 맞추고, 기기는 전 세계 적으로 가장 사용자 점유율이 높은 스마트폰인 아이폰에서 이루어졌다.

디지털 하드웨어와 소프트웨어의 가장 좋은 방향

  • Barney, Cox
    • 프린팅코리아
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    • v.8 no.6
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    • pp.96-97
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    • 2009
  • 자신에게 맞는 프론트 엔드(front-end)를 사용하는 것은, 특히 디지털과 오프셋을 모두 운영하고 있지만 제공 선택의 범위 때문에 결정하기 어려운 경우라면, 모든 점에서 이득이 될 수 있다. 오늘날의 디지털 기계는 날렵하고 성능이 좋은 소형의 기계 장치이다. 그렇지만, 디지털 인쇄 장치를 최대한으로 활용하기 위해서는 힘이 아니라 머리가 필요하다. 디지털 작동의 머리 즉, 워크플로우는 매우 중요하다. 가장 현명한 선택을 한다는 것은 항상 기지를 유지한다는 의미이다. 그렇다면, 디지털 하드웨어 및 소프트웨어의 가장 좋은 방향은 무엇인가? 그것은 전적으로 사업의 특성과 목표로 하는 애플리케이션에 달려있다. 자신에게 맞는 것이 저 길 아래에 있는 다른 회사와는 매우 다를 수 있다.

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Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.