• Title/Summary/Keyword: 스마트 폰 사용자 특성

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Take-Out Pre-Order System Design for Customer Convenience (고객 편의를 위한 Take-Out 예약주문 시스템 설계)

  • Suk, Myunggun;Kim, Changjae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.461-464
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    • 2014
  • As smart phones have became popular in recent years, use rate of smart phones application of mobile subscribers is now gradually increasing. Smart phones have a considerable effect on real life of users. Especially, mobile payment service using smart phones is outstanding in convenience because of its simple way to check out online. Therefore, in this paper, the database was designed for inquiring and making pre-order for take-out products based on connivence. This paper offers pre-order design to have order information standardized, menus which store owners can register and manage, and statistical data based on sales. It can be cost and time-efficient by using integrated pre-order system across all franchises. If this take-out pre-order system becomes more widely available, it will increase profit for both users and franchises due to cost and time efficiency.

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Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (스마트폰 게임 콘텐츠를 위한 GNEX-to-iPhone 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Choe, Hyo-Jun;Kim, Jae-Sung
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.577-584
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the mobile contents converter system that converts mobile game contents of the GNEX platform to smart phone contents of the iPhone platform(iOS). The GNEX-to-iPhone automatic mobile contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating platform-specific-contents to run under iPhone smart phone platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Development of A Smartphone App Using Psychological Tests (심리테스트를 이용한 스마트폰 앱 개발)

  • Do, Hye-Rim;Cho, Tae-Yeon;Han, Woo-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.417-418
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    • 2011
  • 본 논문은 안드로이드기반 심리테스트 게임을 구현한 논문으로 사용자가 여분의 시간에 개인 또는 여러 참여자가 함께 실행하면서 즐기는 어플이다. 본 게임은 심리테스트 문제에 대한 설명과 각 선택항목에 대한 특성을 설명한 프로세스로 연동하였고 스마트폰으로 apk화일을 배포하여 수행결과를 확인하였다. 심리테스트의 구조와 다양한 테스트를 추가한다면 상용 어플로도 활용 가능하다. 본 과정을 완료함으로써 어플구현의 과정을 학습하게 되어 지도 학생에 대한 교육적인 효과가 향상되었다.

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A study on the Comparison Analysis for Messenger Evidence Using Mobile Forensics (모바일 포렌식을 이용한 메신저 증거 비교 분석 연구)

  • Hwang, Taejin;Won, Dongho;Lee, Youngsook
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.25-32
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    • 2018
  • As the use of smartphones become more common, the communication via instant messenger becomes natural. However, it is important to secure the relevant information promptly since the chat room between participants can be used as a space for a criminal conspiracy, and crime-related contents can be stored and deleted easily on smartphones. Therefore, this study aims to identify the available data and to use it as proof by comparing and analyzing the instant messengers with high usage rate.

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User Authentication Method using Vibration Cue on Smartphone (진동 큐를 이용한 스마트폰 사용자 인증 방식)

  • Lee, Jong-Hyeok;Choi, Ok-Kyung;Kim, Kang-Seok;Yeh, Hong-Jin
    • The KIPS Transactions:PartC
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    • v.19C no.3
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    • pp.167-172
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    • 2012
  • Mobile phone devices and memory card can be robbed and lost due to the carelessness that might be caused to leak personal information, and also company's confidential information can be disclosed. Therefore, the importance of user authentication to protect personal information is increasing exponentially. However, there are the limitations that criminals could easily obtain and abuse information about individuals, because the input method of personal identification number or the input method of password might not be safe for Shoulder Surfing Attack(SSA). Although various biometric identification methods were suggested to obstruct the SSA, it is the fact that they also have some faults due to the inconvenience to use in mobile environments. In this study, more complemented service for the user authentication was proposed by applying Keystroke method in the mobile environments to make up for the faults of existing biometric identification method. Lastly, the effectiveness and validity of this study were confirmed through experimental evaluations.

Development of Contents Authoring Tool for Scalable Data Service based on SADL (SADL기반 스케일러블 데이터 서비스를 위한 콘텐츠 저작도구 개발)

  • Kim, Kyungwon;Moon, Jaewon;Lim, Taebeom;Lee, Seokpil;Bae, Hyocheol;Yoon, Kyoungro
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.352-355
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    • 2012
  • 최근 인터넷 및 디지털 방송 서비스 환경 변화에 따라 사용자에게 제공되는 디지털 콘텐츠가 기하급수적으로 증가하게 되었고, 스마트 TV, 스마트 패드, 스마트폰 등 디지털 콘텐츠를 이용할 수 있는 기기들이 다양화 되어지고 있다. 또한, 사용자가 디지털 콘텐츠를 수집하는 경로와 이용하는 환경도 다양해지고 있다. 하지만, 현재 사용자가 제공되어 지고 있는 디지털 콘텐츠들은 특정 단말 및 사용환경에 종속된 형태로 제작되어 서비스되어지고 있으며, 다양한 성능을 가지는 단말들의 특성과 디지털 콘텐츠를 이용하는 사용자의 사용환경에 최적화된 서비스를 제공하지 못하고 있는 실정이다. 이에, 본 논문에서는 단말의 특성 및 사용자 사용환경에 최적화된 서비스를 제공할 수 있는 스케일러블 데이터 서비스를 제공하기 위한 프레임워크 기술과 스케일러블 데이터 서비스를 기술하기 위한 언어인 SADL(Scalable Application Descript Language)를 소개하고, 사용자가 사용하는 단말 특성과 사용환경에 최적화된 서비스를 제공하기 위한 SADL기반 콘텐츠를 저작할 수 있는 저작도구를 제안한다.

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The Effect of Mobile e-Learning Contents Platform Characteristics on Reuse Intention

  • Na, Jun-Gyu;Kim, Dongyeon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.183-191
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    • 2020
  • Many learners are encountering e-Learning contents with smart devices and contents provides are carefully observing learners' reuse intention and behavior. Therefore, this study investigated the effect of e-Learning content platform characteristics on reuse intention for 200 users with smartphone-based e-Learning experience. The results show that the characteristics affecting reuse intention are content quality, interactivity, and ubiquity. Moreover, for men, only interactivity affects reuse intention, and for women, ubiquity and content quality affect reuse intention. When using smartphone-based e-Learning for less than an hour a day, only content quality affects reuse intention. On the contrary, ubiquity, convenience, and interactivity influence reuse intention when learning for more than one hour. Our results suggest meaningful implications that how e-Learning companies change their smartphone-based platform business strategy and how they utilize its key factors.

Low-Frequency Electromagnetic Leakage Signal Analysis According to Fundamental Operations of Smartphones (스마트폰 기본 동작 모드에 따른 저주파 대역 누설 전자파 신호 특성 분석)

  • Lee, Young-Jun;Park, Heesun;Kwon, YoungHyoun;Lee, Jaeki;Choi, Ji-Eun;Cho, Sangwoo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.9
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    • pp.1108-1119
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    • 2016
  • This paper presents the spectral analysis and radiation pattern of low-frequency electromagnetic(EM) leakage signals according to the fundamental operations of smartphones. The EM leakage signals generated by the activation of four I/O sensor modules such as a touch-screen, a camera, a microphone and a speaker are captured by the commercial near-field magnetic probe with 1cm spatial resolution. The analysis results show that the leakage of the EM wave occurs strongly around the activated I/O sensor modules, AP(Application Processor) and memory modules. Also, the distinguishable frequency characteristic is shown in each spectrum of EM leakage signals.

Exploring User Perceived Usability Characteristics of Applications on Smart Phones: A Grounded Theory Analysis of User Reviews (사용자 관점에서 본 스마트폰 애플리케이션의 특성에 관한 연구)

  • Lee, Jung-Woo;Im, Hun-Hyouk;Kim, Joo-Hyung;Kang, Sun-Ju;Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.615-627
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    • 2012
  • The market penetration of the smart phones has brought significant changes to the related industries. As the mobile phone market as well as the smart phone application market are growing rapidly, competition among small-size application developers has become severe. However, due to the severe competition and expensive market entry costs, the developers argue that it is necessary to develope the applications from the perspective of the users. However, studies on application development from the users' perspectives are still in the early stages and they have not provided various approaches. Therefore, based on the Open Coding method of Ground Theory, this study collected data on applications review from related communities and blogs of Korean web portal sites, and identified indices which users consider important when they use the applications. In addition, we conduct a comparative analysis between those indices by calculating their frequency of exposure. As a result, a total of 30 sub-categories of indicators such as amusement, controllability, versatility and ease of use appeared to be predominant to users and those lower categories were grouped into five categories; sensibility, design, technology, price, and social skills. The results of this study suggest to the application developers the guidelines of user oriented design and development. It can be used to develop the evaluation tool for application usability.