• Title/Summary/Keyword: 스마트폰 App

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Apple eases up on SDK policy: Avoiding antitrust? or strategic decision? (Apple의 폐쇄적 SDK정책 포기의 함의: 반독점성 시비의 회피와 전략적 결정)

  • Kim, Joon-Young;Park, Jin-Kyung;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.11 no.6
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    • pp.135-144
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    • 2010
  • Apple recently announced a new policy about software development kit that banned the use of tools that convert apps built on other platforms into iPhone apps. Therefore, Adobe cannot develop their software to AppStore that inquire to the Department of Justice and the Federal Trade Commission about antitrust actions. Someone argue that Apple try to exclusive smartphone market such as the Microsoft antitrust lawsuit in 1998, but this case is essentially different. First, it need to define Apple's software development kit for iPhone and iPad is whether antitrust or not. Because of the characteristics of two-sided market in Smartphone Apple's iPhone cannot monopoly in cellphone or smartphone market, but it can be an antitrust in application store market. However, Apple re-announced new software development kit policy that shows positive results. Instead of hastily intervened regulatory agencies, the DOJ or the FTC, it is quite desirable that watching the interaction between companies that whether market failures or not and if it's harmful for consumer's benefit. Adobe attack Apple to advocate consumers and developers freedom of choice, but the most important thing is conclusion based on a comprehensive analysis need to objective point of view that Apple do whether antitrust act or not and damage to developers and consumers who are both side of platform.

Impact of the Characteristics of Docent Mobile Apps on User Satisfaction and Intention to Re-use (박물관 도슨트 모바일앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향)

  • Jung, Da-Wn;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.329-341
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    • 2016
  • With the introduction of smart phones in the late 2000's, the audio guides of museums have been gradually replaced by the mobile apps of smart phones. Although many studies have been already conducted about the mobile apps in the fields of tourism or finance, it is hard to find empirical research on the mobile docent apps. This study aimed to investigate the influence of the various factors of mobile docent apps on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Technology Acceptance Model (TAM), a research model was constructed that consists of information timeliness, information service quality, ubiquitous access, and interactivity, along with the variables of TAM such as perceived ease of use, and perceived usefulness. A survey was conducted at Rodin museum in the United States where all the information about exhibitions is provided over a smart docent app. 210 surveys were collected, and 204 valid ones were used for analysis. The analysis using structural equation modeling revealed that information timeliness, information service quality, and interactivity have significant influence on perceived ease of use; ubiquitous access and interactivity showed significant impact on perceived usefulness. The perceived ease of use and usefulness then had significant impact on satisfaction and intention to re-use.

Implementation of an interactive globe for infants (상호작용성이 있는 유아용 지구본의 구현)

  • Park, Myeong-Chul;Im, Hye-Jin;Kim, Tae-Hyeong;Jung, In-Gi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.281-282
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    • 2018
  • 본 과제는 지구본에 비행기를 융합한 놀이 및 학습 도구이다. 기존의 지구본은 낮은 연령대의 아이들에게 교육적 효과를 줄 수 있으며, 유아에게 호기심 유발이 적고 국한된 정보를 제공한다는 문제점을 가지고 있었다. 본 과제에서는 유아에게 더 많은 호기심 자극과 정보를 제공할 수 있게 상호작용적 기능이 내장된 스마트 지구본을 제안한다. 본 연구의 결과는 유아 및 아동들에게 교육적 효과를 줄 수 있고, 스마트폰 어플리케이션 연동으로 인한 간단한 거리뷰 및 지도를 나타냄으로써 다양한 목적을 가지고 활용할 수 있을 것으로 기대된다.

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A study on the development of mobile services for the trading of agricultural products in the virtual space (가상공간에서의 농산물 거래를 위한 모바일 서비스 개발에 관한 연구)

  • Min, Geum-Young;Jeong, Min-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.575-577
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    • 2015
  • 최근 스마트 기기를 통한 농업활동을 통해 생산과 유통, 소비에서 새로운 유통체계를 구축하기 위한 노력이 활발해지고, 스마트 모바일 기기와 IT융합으로 유통, 판매 구조가 빠르게 변함에 따라 차세대 유통모델인 가상공간에서의 농산물 거래를 위한 서비스 모델 개발이 필요한 시점이다. 본 연구에서 제안하는 가상공간에서의 농산물 서비스 모델은 모바일 통합 플랫폼으로 스마트폰(App)을 통하여 서비스를 제공한다.

The Design and Implementation of Mobile Dictionary App based on Voice Recognition Server (음성 인식 서버를 이용한 모바일 사전 설계 및 구현)

  • Yu, Jae-Seung;Park, Hee-Tae;Park, Mi-So;Song, Min-kyu;Yun, Sung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1698-1701
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    • 2012
  • 음성 인식은 사용자의 음성을 문자로 변환하는 기술로 최근 스마트폰의 사용자 인터페이스로 사용되면서 그 활용도가 높아지고 있다. 기존의 스마트폰용 사전 프로그램은 좁은 자판으로 인하여 입력과정에 오타가 많이 발생하고, 찾고자 하는 단어의 발음은 알고 있지만 철자를 알지 못 하는 경우에 검색할 수 없다. 본 논문에서는 음성 명령을 이용한 스마트폰용 영한사전 앱을 설계 및 구현하였다. 외부 음성 인식 서버를 이용하여 음성 명령을 이해하고 클라이언트에 SQLite를 이용하여 사전 데이터 베이스를 구축한다. 클라이언트는 서버로 사용자 음성을 전달하고, 서버는 음성 정보를 텍스트로 변환하여 클라이언트에게 제공한다[1]. 클라이언트는 서버로부터 전송받은 텍스트를 이용하여 사전 데이터베이스를 검색하고, 그 결과를 사용자에게 보여준다.

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.

An Implementation of Smart E-Calipers for Mobile Phones (모바일 폰을 이용한 스마트 E-캘리퍼스 구현)

  • Yun, Han-Kyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.5
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    • pp.331-337
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    • 2020
  • The study is underway with the goal of developing an app that will replace vernier calipers using a smartphone's high-performance camera. The specifications of the camera mounted on recent smart phones have evolved so that usually has a 12 Mpixels of image sensor and its size of the pixel is 1.4㎛ and the size of the image sensor is 1 / 2.55 in. The proposed algorithm will apply to develop a precision measuring application that will compete with the Vernier calipers. Most existing applications cannot guarantee an accuracy in scale because the scale of the ruler displayed on the image is unclear or the size of the measurement object varies depending on the distance between the camera and the measurement object. In addition, another accurate measuring tools using lasers are also available, but they are limited because they are expensive. Therefore, if easy-to-carry and precise applications are developed, it is possible to substitute existing measurement tools. The proposed correction algorithm is an algorithm that automatically corrects the distorted source image using the shape and size information of the known template. The e-calipers are applications that display the distance when the area to be measured is specified in the corrected image.

A Study on the Activation for the Mobile App Services of Local Government (지방자치단체의 모바일 앱 서비스 이용 활성화 방안에 관한 연구: 부산광역시를 중심으로)

  • Jung, Su Hee;Hong, Soon Goo;Cha, Yoon Sook;Kim, Jong Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.2
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    • pp.71-83
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    • 2013
  • Because of rapid advance of wireless Internet-related technology and fast diffusion of Smart phone, a variety of mobile applications through domestic and foreign app stores have been made and used. Under the recognition of current trend, both central government and local government have developed and provided public mobile app in order to accomplish the mobile e-government. However, public mobile app is not popular in spite of vast investment for its development and service. This study investigated current issues and problems of public mobile app in public service, management, and technology aspects. To do so, this study categorized the interested people of public mobile app into users, providers, and developers, and conducted deep interviews to them. Based on the interview results, the study suggested the following recommendations for the activating tools of public mobile app: providing user-customized information, fruitfulness of public information management, maintenance of management system for public mobile app service, user-friendly promotion appropriate in mobile environment, public mobile app development based on e-government standard framework, etc.. This study may provide the researchers with the successive study guidelines in mobile e-government and public mobile app fields. Also, the study may help the practitioners to make effective decisions on polices and strategies for mobile e-government of local government.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Outdoor Smart Follow Cart using Bluetooth Function of Smartphone (스마트폰의 Bluetooth 기능을 활용한 실외용 스마트 팔로우 카트)

  • Kim, Ji-Hoon;Kim, Young-Bin;Choi, Seong-Rak;Han, Young-Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.959-968
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    • 2022
  • In this paper, we intend to develop a cart with the convenience of moving objects or items that are difficult to hold by the hand of the disabled and the elderly from outdoor activities to a moving location. Using GPS module, DC motor, Bluetooth module, magnetometer sensor, and Blynk application, the smart follow cart was programmed to accurately know the owner's location while following the cart. The values of latitude and longitude of the magnetometer sensor are set so that the correct leverage value can be obtained in the lead for fine adjustment of the start and stop angles so that the user's position can be freely detected. The above motor driver L298n was connected to the motor to drive the DC motor at a fine angle. A smart follow cart was implemented that receives location signals according to the direction of the owner by turning on/off the mobile phone app as a switching role by connecting the GPS through Bluetooth wireless communication using a smartphone.