• Title/Summary/Keyword: 앱 이용자

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A Study on the Factors Affecting the Characteristics of Mobile App for Disabled Libraries' Full-text Service on User's Satisfaction and Reuse Intention (장애인도서관 원문서비스 모바일 앱의 특성이 사용자의 만족도 및 재사용 의도에 미치는 영향요인 연구)

  • Jang, Bo-Seong
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.329-347
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    • 2020
  • This study analyzed the effect of app characteristics of the handicapped library on user satisfaction and intention to reuse using the technology acceptance model. As a result, the app's accessibility, convenience, innovation, and reliability have a significant effect on perceived usefulness, and instant accessibility, accuracy, and interactivity have no significant effect. The characteristics of all apps were analyzed to have a significant effect on perceived ease of use. The regression model for perceived ease of use and perceived usefulness was statistically significant. It was found that perceived ease of use and perceived usefulness had a positive effect on user satisfaction and satisfaction was intended to be reused.

Protecting Children's Online Privacy : Privacy Issues and Its Implications (아동 이용자에게 특화된 온라인 개인정보보호 이슈 : 사례연구를 중심으로)

  • Rha, Jong-Youn;Cho, EunSun;Lee, SeungEun
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.23-31
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    • 2020
  • As children's participation in online activities has recently increased, online services for children are also rapidly increasing, but children are not sufficiently guaranteed their rights. The purpose of this study is to classify and analyze issues related to the children's online privacy issues in Korea through the current status and case studies of application services mainly used by children. For this purpose, this research analyzed problems related to the children's online privacy protection according to the stage of using the application. As a result of the application content analysis, 1) issues of child identification, 2) effectiveness of notice and consent, and 3) issues of children's rights as subjects of information were derived. Based on the current status analysis, the policy implications were drawn based on the children's online privacy protection in the online environment, and suggestions were made for improvement.

Subway Congestion Prediction and Recommendation System using Big Data Analysis (빅데이터 분석을 이용한 지하철 혼잡도 예측 및 추천시스템)

  • Kim, Jin-su
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.289-295
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    • 2016
  • Subway is a future-oriented means of transportation that can be safely and quickly mass transport many passengers than buses and taxis. Congestion growth due to the increase of the metro users is one of the factors that hinder citizens' rights to comfortably use the subway. Accordingly, congestion prediction in the subway is one of the ways to maximize the use of passenger convenience and comfort. In this paper, we monitor the level of congestion in real time via the existing congestion on the metro using multiple regression analysis and big data processing, as well as their departure station and arrival station information More information about the transfer stations offer a personalized congestion prediction system. The accuracy of the predicted congestion shows about 81% accuracy, which is compared to the real congestion. In this paper, the proposed prediction and recommendation application will be a help to prediction of subway congestion and user convenience.

A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

An Improvement of the Public Library Application Service -Focused on the Young-In Si Library Application Service- (시립 도서관 애플리케이션 서비스 방안 연구 -용인시 도서관 애플리케이션을 중심으로-)

  • Kim, Da-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.301-306
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    • 2017
  • With the popularization of smart-phone, a variety of application service user is a rising trend now. In contrast, studies concerning library application service that cast a long shadow over the life of students and citizens still lacking in many ways. This study evaluates user experience of Young-in Si public library application service, and investigates user requirements. I searched the real user reviews about Young-in Si library application both App store and Android market. As the final outcome, I found inconveniences and improvements of this service. The application is intuitive, but requires consistent design, strong identity and customizing main page. It will be suggested specific guidelines for the public library mobile services in other areas.

Convergence Study on Usability of Music Streaming App UX Design (음악 스트리밍 앱 UX디자인의 사용성에 대한 연구 -멜론, 유튜브 뮤직, 지니, FLO앱을 중심으로)

  • Chun, Seung-Jae;Park, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.135-146
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    • 2021
  • In this study, in order to provide an app with improved usability to users in the trend of gradually increasing the number of users of music streaming services, usability tests were conducted by conducting interviews before and after the execution of the screen test technique and the performance measurement method and contextual. Usability test was conducted using the Inquiry method. Usability tests were conducted by one user each from their teens to their 50s, and were conducted on Melon, YouTube Music, Genie, and FLO apps with many service users. As a result of the usability test, the icon does not sufficiently represent the function and is not recognized as an interactive button, which is overlooked by the user, the problem that the user does not recognize due to lack of visual effect when the function is activated, The problem was derived. In this regard, suggestions for improving the user screen, such as intuitively changing the icon for each app, adding a visual effect of the screen when the function is activated, and adjusting the position so that the function has continuity, were presented along with the visual data.

Implementation of a Blockchain-based Talent Trading Platform to Reduce Transaction Costs (거래 비용 절감을 위한 블록체인 기반 재능거래 플랫폼)

  • Yang, Seonghun;Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.922-934
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    • 2020
  • The talent trading platform is a platform that brokers transactions such as program coding, media content production (video, music, presentation materials, etc.), design, learning, and repair. Existing talent trading platforms provide a server-client model-based service, which incurs server operating costs and arbitration labor costs for transactions, which has a disadvantage that users bear high service fees. This paper proposes a method to reduce server and database operation costs by uploading transaction information to blocks through the system as a distributed app (dApp) based on the Ethereum platform. In addition, it proposes a method to lower transaction fees by reducing the labor cost of transaction arbitrators through smart contracts. Compare and analyze the cost processing procedure and transaction fee size of the blockchain-based talent trading platform and the existing talent trading platform.

A Comparative Analysis of Social Commerce and Open Market Using User Reviews in Korean Mobile Commerce (사용자 리뷰를 통한 소셜커머스와 오픈마켓의 이용경험 비교분석)

  • Chae, Seung Hoon;Lim, Jay Ick;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • v.21 no.4
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    • pp.53-77
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    • 2015
  • Mobile commerce provides a convenient shopping experience in which users can buy products without the constraints of time and space. Mobile commerce has already set off a mega trend in Korea. The market size is estimated at approximately 15 trillion won (KRW) for 2015, thus far. In the Korean market, social commerce and open market are key components. Social commerce has an overwhelming open market in terms of the number of users in the Korean mobile commerce market. From the point of view of the industry, quick market entry, and content curation are considered to be the major success factors, reflecting the rapid growth of social commerce in the market. However, academics' empirical research and analysis to prove the success rate of social commerce is still insufficient. Henceforward, it is to be expected that social commerce and the open market in the Korean mobile commerce will compete intensively. So it is important to conduct an empirical analysis to prove the differences in user experience between social commerce and open market. This paper is an exploratory study that shows a comparative analysis of social commerce and the open market regarding user experience, which is based on the mobile users' reviews. Firstly, this study includes a collection of approximately 10,000 user reviews of social commerce and open market listed Google play. A collection of mobile user reviews were classified into topics, such as perceived usefulness and perceived ease of use through LDA topic modeling. Then, a sentimental analysis and co-occurrence analysis on the topics of perceived usefulness and perceived ease of use was conducted. The study's results demonstrated that social commerce users have a more positive experience in terms of service usefulness and convenience versus open market in the mobile commerce market. Social commerce has provided positive user experiences to mobile users in terms of service areas, like 'delivery,' 'coupon,' and 'discount,' while open market has been faced with user complaints in terms of technical problems and inconveniences like 'login error,' 'view details,' and 'stoppage.' This result has shown that social commerce has a good performance in terms of user service experience, since the aggressive marketing campaign conducted and there have been investments in building logistics infrastructure. However, the open market still has mobile optimization problems, since the open market in mobile commerce still has not resolved user complaints and inconveniences from technical problems. This study presents an exploratory research method used to analyze user experience by utilizing an empirical approach to user reviews. In contrast to previous studies, which conducted surveys to analyze user experience, this study was conducted by using empirical analysis that incorporates user reviews for reflecting users' vivid and actual experiences. Specifically, by using an LDA topic model and TAM this study presents its methodology, which shows an analysis of user reviews that are effective due to the method of dividing user reviews into service areas and technical areas from a new perspective. The methodology of this study has not only proven the differences in user experience between social commerce and open market, but also has provided a deep understanding of user experience in Korean mobile commerce. In addition, the results of this study have important implications on social commerce and open market by proving that user insights can be utilized in establishing competitive and groundbreaking strategies in the market. The limitations and research direction for follow-up studies are as follows. In a follow-up study, it will be required to design a more elaborate technique of the text analysis. This study could not clearly refine the user reviews, even though the ones online have inherent typos and mistakes. This study has proven that the user reviews are an invaluable source to analyze user experience. The methodology of this study can be expected to further expand comparative research of services using user reviews. Even at this moment, users around the world are posting their reviews about service experiences after using the mobile game, commerce, and messenger applications.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

A study on the Revitalization of Traditional Market with Smart Platform (스마트 플랫폼을 이용한 전통시장 활성화 방안 연구)

  • Park, Jung Ho;Choi, EunYoung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.127-143
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    • 2023
  • Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.