• Title/Summary/Keyword: 스마트폰 App

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Mobile App for social communications of the school (학교의 소셜 커뮤니케이션을 위한 모바일 앱)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.397-400
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    • 2012
  • To activate the use of the mobile Internet, its service must be changed itself, as well as improvement of its use environment, and the changing direction must orient 'SMART SERVICE', which it provides in the fastest, easiest, most comfortable way by selecting the core information users want most. This paper suggests that the users of smartphones access diverse contents out of the mobile apps anytime and anywhere and use them conveniently, by activating social communication among the users of school information through the mobile app development suitable for Android OS.

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Smart Advertising and Smart Coupon Services (스마트 광고 및 스마트 쿠폰 서비스)

  • Lee, Se-Hoon;Kim, Ki-Hun;Shin, Dae-Su;Song, Kang-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.237-240
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    • 2013
  • 21세기 스마트폰이 활성화됨에 따라 SNS(Social Network Service)의 사용이 급증하고 있으며, 기업 및 개인은 SNS의 파장효과를 이용하여 홍보 수단으로 활용하고 있다. 다양한 SNS가 존재함에 따라 각 SNS 별도의 계정을 이용하여 운영하고 있다. 이에 따라 각각의 독립적인 운영으로 관리작업이 늘어나고 효율적인 활용이 제약받게 된다. 본 논문에서는 HTML5 웹 표준화 기술을 적용, 운영체제(OS), 스크린(Screen), 브라우저(Browser)에 제약받지 않는 APP을 구현(implement)하고, 이 APP으로 홍보뿐만 아닌 기존의 쿠폰이 제공하지 못하는 사용자의 편의성 부분을, 스마트폰이 탑재하고 있는 NFC 기반의 모바일 쿠폰시스템까지 구현한다.

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Smartphone Usage Data Collection Application and Management Program for Big Data Analysis (빅데이터 분석을 위한 스마트폰 사용 데이터 수집 앱 및 관리 프로그램)

  • Jo, Seong-Min;Oh, Seung-Hyeon;Ahn, Ji-Woo;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.225-228
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    • 2021
  • 본 연구는 스마트폰 중독과 관련된 다양한 분석을 위한 스마트폰 사용 앱과 관리자 웹을 개발하고자 한다. 연구방법으로 이전 연구에서 중요한 변수로 작용되었던 '화면 켠 횟수', '실사용시간-인지사용시간' 변수를 분석할 있도록 적용하여 스마트폰 사용시간, 사용량, 사용 앱, 화면 잠금을 해제한 횟수 등 다양한 데이터 수집이 가능한 앱을 개발한다. 관리자 웹은 수집된 데이터를 저장, 분석할 수 있는 공간으로 사용할 것이다. 앱에서 수집된 데이터는 서버에 전송한 후, 시각화 분석 기능을 제공하는 관리 프로그램으로 개발하여 스마트폰 중독 연구에 사용한다. 향후 데이터 수집과 사용 목적에 동의한 사용자를 모집하여 데이터를 수집하고 스마트폰 사용 패턴, 데이터마이닝, 중독 등과 관련된 다양한 분석을 할 것이다. 이를 통해 보다 정확하고 효과적인 스마트폰 중독 진단이 가능해질 것과 나아가 스마트폰 중독 치료방안 연구에 기여할 것으로 기대한다.

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Study on the utilization of Travel site Matjip (Reputable Restaurant) search application(APP) using Smart Phone (스마트폰을 이용한 여행지 맛집 검색 앱 활용에 관한 연구)

  • Yoon, KyungBae;Song, Seung-Heon
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.437-443
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    • 2013
  • This thesis enhanced the degree of utilization of smart phone through carrying out the application/app. which search and visit matjip (reputable restaurant) at the travel sites using smart phones. When we search matjip (reputable restaurant) using materialized application, we can select the best matjip (reputable restaurant) we want. Especially, this application evaluates individual restaurants through the level of utilization and satisfaction by consumer including appropriate menus, the style and design of the restaurant, reasonableness of prices, service of restaurant employees and sanitation management by region and registered the information input to DB in advance while classifying based on the evaluation scores to keep track for individual tastes. And individuals can record their personal memories to input columns. On top of that, information field for transportation is also designed to enhance the accessibility during travel, and in the future the application can be further utilized through the expansion of the DB through the input of famous tour sites and acquaintance's house information.

Analysis and Design of Smart-phone App. for O2O Restaurant Service (O2O 음식점 서비스 개발을 위한 스마트폰 앱의 분석/설계)

  • Cho, Byung-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.125-132
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    • 2017
  • O2O service contribute to sales increment by marketing of offline store using online. In particular, O2O business allowed various services by smart-phone due to rapid increase of mobile device use and various services depend on customer's location. This O2O service play major roll in real purchase making of offline store. In smart-phone apps. development for O2O service, recent an Object-oriented Analysis and Design Method, that is, UML is more useful method than Structured Analysis and Design Method. Therefore in this paper, Software analysis and design method which is smart-pone app. for O2O restaurant service is presented. Also it shows that this analysis/design method is very useful for the Restaurant O2O Commercial System production.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Effects of smartphone app-based oral muscle strength training on functional improvement in the elderly (노인 대상 스마트폰 앱 콘텐츠를 이용한 구강 근력 강화 훈련의 기능 개선 효과)

  • Kyeong-Hee Lee;Yoon-Young Choi;Eun-Seo Jung;Hyun-Young Moon;Mi-Sook Yoon;Kyeong-Jin Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.3
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    • pp.209-218
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    • 2024
  • Objectives: This study aimed to develop educational content for a smartphone app on oral muscle training and examine its effects on the elderly population. Methods: A total of twelve training sessions were delivered through the smartphone app over a six-week period, from late August to early October 2023. Each session lasted approximately 60 minutes. Participants were followed up after the program. Results: The experimental group showed significant improvements in oral health before and after using the smartphone app. These improvements included decreased dental plaque (p<0.05) by 0.69 units, decreased gingivitis (p<0.001) by 0.99 units, decreased tongue plaque (p<0.01) by 1.11 units, increased salivary secretion rate (p<0.001) by 0.73 units, increased hard palate strength (p<0.001) by 5.25 units, and increased soft palate strength (p<0.01) by 6.82 units. Compared to the control group, the experimental group showed significant improvements in dental plaque (p<0.001), gingivitis (p<0.001), and tongue coating (p<0.01). Conclusions: This study found that oral muscle strengthening training using the smartphone app effectively improved oral health in the elderly. The developed app content has the potential to be a valuable tool for promoting oral health in this population within their daily routines. However, further efforts are needed to ensure clear communication and effective utilization of the training program through user training or educational materials.

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.

Development of Marine Ship Indicator based on Smart-phone (스마트폰 기반의 선박용 인디케이트 개발)

  • Kim, Gwan-Hyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.545-546
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    • 2012
  • 스마트폰의 급속한 보급과 다양한 앱(App.)의 지원을 통하여 다양한 시스템에 적용되고 있다. 이러한 다양한 기능을 가지고 있는 스마트폰의 블루투스(bluetooth) 통신기능을 통하여 선박 내에 사용하는 RS-485 기반의 NMEA0183 통신 프로토콜 기반으로 전송되는 통신 데이터를 스마트폰으로 전송할 수 있도록 블루투스 기반의 통신 브릿지를 설계하였다. 또한 안드로이드(android) 기반의 인디케이트용 앱을 개발하여 선박 내에서 전송되는 NMEA0183 기반의 통신 데이터를 모니터링 하도록 시스템을 구현하였다. 본 논문은 선박 내에서 사용하는 NMEA0183 기반의 다양한 통신 데이터를 안드로이드 기반의 인디케이트용 앱을 개발하여 스마트폰 기반의 선박용 인디케이트를 구현 방법을 제시하고자 한다.

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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.