• Title/Summary/Keyword: 모바일 지도 애플리케이션

Search Result 289, Processing Time 0.023 seconds

Math Mobile Applications Affect Arithmetic Fluency and Learning Motivation of Underachieving Students in Math (수학 모바일 애플리케이션이 수학 학습부진아동의 연산 유창성과 수학 학습동기에 미치는 영향)

  • Shin, Sunae;Kwon, Jungmin
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.95-104
    • /
    • 2014
  • In this research, we investigated the effect of arithmetic learning utilizing mathematical mobile application on arithmetic fluency and learning motivation of underachieving students in math. 24 4th grade math underachievers were divided into control and experimental groups. Arithmetic learning utilizing mathematical mobile application was conducted for experimental group and arithmetic learning utilizing learning worksheets was conducted for comparative group. After three weeks, the experimental group showed increase in math fluency and motivation compared to control group. Implications are discussed.

Analyzing Impact Factors of User Resistance to Accepting Paid Mobile Application (유료 모바일 애플리케이션 수용 저항 요인에 관한 분석)

  • Song, Seong-Beom;Kang, Ju-Young;Lee, Sang-Gun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.4
    • /
    • pp.361-375
    • /
    • 2013
  • While the mobile application market is growing fast, the revenues of the majority apps are declining. Moreover, paid mobile application prices and purchases have been slow because of intensifying competition. However, the conventional studies focused only on the acceptance factor of mobile applications, so they cannot explain the phenomenon such as acceptance resistance for paid mobile applications. Therefore, our study tries to analyze the factors for the acceptance resistance of users for paid mobile applications. The research model in this paper, which is based on S-O-R model, verified through surveys how social influence and app characteristics affect user perception and how user perception affects to app resistance. The results of our study showed that paid mobile applications happened to be destroyed in front of the chasm because of the perceived loss. Consequently, the results implicate that the developers should lower the initial price and actively react to the negative reviews in order to lower the perceived loss. Moreover, the results verified that a sense of self-efficacy can lower application acceptance resistance by including personal properties to our research model as control variables.

Word Cluster-based Mobile Application Categorization (단어 군집 기반 모바일 애플리케이션 범주화)

  • Heo, Jeongman;Park, So-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.3
    • /
    • pp.17-24
    • /
    • 2014
  • In this paper, we propose a mobile application categorization method using word cluster information. Because the mobile application description can be shortly written, the proposed method utilizes the word cluster seeds as well as the words in the mobile application description, as categorization features. For the fragmented categories of the mobile applications, the proposed method generates the word clusters by applying the frequency of word occurrence per category to K-means clustering algorithm. Since the mobile application description can include some paragraphs unrelated to the categorization, such as installation specifications, the proposed method uses some word clusters useful for the categorization. Experiments show that the proposed method improves the recall (5.65%) by using the word cluster information.

An Exploratory Study on the Determinants of Mobile Application Purchase (모바일 앱 구매 결정에 끼치는 영향요인 : 탐색적 연구)

  • Kim, Hee-Woong;Lee, Hyun-Lyung;Choi, Su-Jin
    • The Journal of Society for e-Business Studies
    • /
    • v.16 no.4
    • /
    • pp.173-195
    • /
    • 2011
  • The ability of offering various and abundant mobile applications has emerged as the knowledge of the smartphone has grown in the smartphone market. The mobile application market has emerged as a competitive new market with enormous potential. Although many users download paid or free mobile applications through the app markets such as the Appstore, there is no significant research regarding customer's application purchase yet. Hence, we refer to the purchase motivation of mobile applications among experienced users who have bought paid applications. We conducted the interview with 30 users and suggest four categories of applications (productivity, entertainment, information, and social networking) and also classify the purchase intentions on each category based on the ground theory. The comparison analysis of the interview provides us what factors affect the application purchase. This framework may advance effective mobile application business model development, implicate the strategy for boosting mobile application market.

Design and Development of Mobile Applications for Fencing Lessons (펜싱 강습을 위한 모바일 애플리케이션 설계 및 개발)

  • Kim, Semin;You, Kangsoo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.663-664
    • /
    • 2022
  • 본 연구에서는 펜싱의 저변확대를 위하여 펜싱 강습을 위한 모바일 애플리케이션을 설계하고 개발하였다. 펜싱의 저변확대가 어려운 이유로 펜싱 장비가 고가이고 시설을 갖추기 어렵다는 것에 있다. 이에 많은 펜싱 연구자들이 저변 확대를 위하여 뉴스포츠화한 펜싱 종목을 고안하거나, 금속제 장비가 아닌 플라스틱 훈련장비도 개발하는 등 많은 노력을 기울이고 있다. 이에 본 연구에서는 기본적인 펜싱 강습이 가능한 모바일 애플리케이션을 구현하였다. 모바일 애플리케이션에서는 시간 관리 기능, 점수 관리 기능 등을 갖추도록 하였다.

  • PDF

Potentials and Challenges of the Usability of Art Museum Mobile Applications (미술관 모바일 애플리케이션의 사용성에 대한 잠재력과 문제점)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.4
    • /
    • pp.103-110
    • /
    • 2015
  • The biggest challenge of managing mobile interpretative device is that visitors do not have the mobile experience. Thus, in the research of the mobile application of the Leeum (Samsung Museum of Art), a short orientation session as a treatment was provided to survey participants to make them use of a mobile experience. The orientation solved the problem of hesitancy of using smartphone in other researches, it was simultaneously the uniqueness of the methodology. Based on the research data, their satisfaction with visiting experience and with using the application appeared to be relatively high. A half of participants used the application for 10 minutes which is accounted for 20-30% of the total viewing time. Participants (80.3%) engaged in each exhibit with the application in less than 30 sec.-1 minute. Comparing with the average time of engagement (10-30 sec.) for each exhibit without using mobile applications, it is possible to conclude that the mobile application notably contributed to make participants engage with exhibits longer.

An Integrated Smart Tourist Application, 'SEOULLO' (통합 스마트관광 앱 'SEOULLO')

  • Kim, Ji Sim;Ahn, You Jung;Kim, Kyong Ah;Park, In-Jun;Lee, Jeong-Hyeon;Joo, Jong-Moon;Choi, Sang-U
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.01a
    • /
    • pp.261-262
    • /
    • 2020
  • 세계적으로 관광시장 규모가 확대되면서 세계 경제에서 관광이 차지하는 위상 또한 높아지고 있다. 서울 관광 역시 단기간에 양적 성장을 이루었고, 외래 관광객 유치 규모 세계 7위이자 국제회의 개최 규모로는 3년 연속 세계 3위를 달성했다. 하지만 이러한 서울의 관광 산업 성장세에 비해 서울을 방문하는 외국인 관광객을 대상으로 한 모바일 애플리케이션은 한정적이며, 그마저도 사용률이 저조한 실정이다. 본 논문은 이러한 문제를 해소하기 위해 외국인을 대상으로 다양한 편의 기능을 포함한 모바일 애플리케이션을 개발하고 그 과정과 결과에 관해 서술하고 있다. 본 논문에서 서술하고 있는 모바일 애플리케이션에서는 카테고리별로 관광지, 식당, 숙박, 쇼핑 등의 정보를 제공하며 그 외에도 행사, 환율 정보와 번역, 지도, 길 찾기 기능을 제공하는 등 다양한 정보와 기능들을 하나의 애플리케이션에서 쾌적하게 이용할 수 있도록 통합 구현하였다.

  • PDF

Design of Quality Evaluation Model for Mobile Application (모바일애플리케이션 품질평가 모델 설계)

  • Suh, Jee-Hoon;Choi, Jae-Hyun;Kim, Jong-Bae;Park, Jea-Won
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.10
    • /
    • pp.2451-2461
    • /
    • 2014
  • Mobile application is software executing on smart devices regardless of the time and place. Many individuals and companies have provided a lot of mobile applications services. However, there is not certain standard in terms of application's quality evaluation because study is deficient compared with increase amount of development of mobile application. Moreover, mobile application basically has many special characteristics. For these reasons mobile application is required special standard of quality different from general software. To satisfy these needs, I design and propose mobile application evaluation model. Evaluation model is mapped by characteristics of mobile application based on ISO/IEC 25000's quality characteristics and propose each quality characteristics and metrics. For verification, scenario-based studies were applied to quality model and carried out.

Development of a mobile healthcare application based on tongue diagnosis (설진 기반 모바일 건강관리 애플리케이션 개발)

  • Kim, Jihye;So, Jiho;Choi, Woosu;Kim, Keun-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.4
    • /
    • pp.65-72
    • /
    • 2016
  • A mobile healthcare application is a healthcare software application designed to run on mobile devices such as smartphone and tablet computers. Mobile healthcare applications have enormous potential for monitoring and care everyday living of patient with chronic disease. In fact, mobile healthcare applications are found to be active in various fields. However, the development is rarely done in Korean medicine field. The aim of this study was to develop the healthcare application based on the tongue diagnosis. The process included planning, designing, programming, and revising. Through a pilot study, the application was found the improvement requirement, and to be usable in the real-life settings.

Design and Implementation of A Weakness Analyzer for Mobile Applications (모바일 애플리케이션을 위한 취약점 분석기의 설계 및 구현)

  • Mun, Il-Yong;Oh, Se-Man
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.10
    • /
    • pp.1335-1347
    • /
    • 2011
  • The dissemination and use of mobile applications have been rapidly expanding these days. And in such a situation, the security of mobile applications has emerged as a new issue. Although the safety of general software such as desktop and enterprise software is systematically achieved from the development phase to the verification phase through secure coding, there have been not sufficient studies on the safety of mobile applications yet. This paper deals with deriving weakness enumeration specialized in mobile applications and implementing a tool that can automatically analyze the derived weakness. Deriving the weakness enumeration can be achieved based on CWE(Common Weakness Enumeration) and CERT(Computer Emergency Response Team) relating to the event-driven method that is generally used in developing mobile applications. The analysis tool uses the dynamic tests to check whether there are specified vulnerabilities in the source code of mobile applications. Moreover, the derived vulnerability could be used as a guidebook for programmers to develop mobile applications.