• Title/Summary/Keyword: APP-store

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Design of Food Management System Using NFC Tag

  • Lee, Jong-Chan;Bahk, Gyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.5
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    • pp.25-29
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    • 2018
  • As society advances and consumers' perception of food safety changes, the demand for the safety of refrigerated and distributed foods is spreading. In this paper, we build an ICT system that can collect the TTH data from the NFC tag, store it, analyze the food safety level using it. This service platform consists of the temperature monitoring NFC tag attached to individual packaged food, the smartphone with NFC sensor, and the monitoring server with a big data system. Consumers and administrators in this system can easily identify and predict the safety level of individual packaged foods in real time using the provided app on smartphones. In the field of food safety, the use of new technologies such as ICT can create new value by combining with existing food industry in addition to creating new market by new service.

App Developing for Restaurant Reservations and Store Management (식당 예약 및 매장 관리를 위한 앱 개발)

  • Eun-Gyeom Jang;Dae-Myeong Gwon;Dong-Min Kim;So-Mi Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.275-276
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    • 2024
  • 본 논문에서는 고객들이 쉽게 맛집을 찾고 예약할 수 있는 서비스를 제공하기 위해 웹 플랫폼인 Wait-Wise (ver.업주)와 WPMG, 하이브리드 앱인 Wait-Wise (ver.고객)과 포스시스템인 Pos-Ting이다. Wait-Wise (ver.고객)을 통해서 예약한 정보를 Pos-Ting에서 예약자명, 인원 수, 좌석, 예약번호와 같은 유요한 정보들을 업주에게 제공해주고, 업주는 Wait-Wise (ver.업주)을 통해서 매장정보, 메뉴정보, 테이블정보 저장하여 고객에게 Wait-Wise (ver.고객)을 통해서 정보를 제공하고, 관리자는 WPMG를 통해서 메뉴정보 저장하여 Pos-Ting에 정보를 제공한다. 일반 예약 어플리케이션은 예약시간만 지정할 수 있는데 반해 본 프로젝트는 예약 테이블을 지정하여 고객에 선택의 폭을 넓혀 원하는 시간과 원하는 자리에서 식사를 할 수 있게끔 본 프로젝트를 개발하였다.

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A Study on the mobile application of Fashion Brands

  • Kim, Sung-Hee
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.134-145
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    • 2010
  • The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

Store Management App Design Through Efficient Manpower Management (효율적인 인력 관리를 통한 매장관리앱 설계)

  • Eun-Gyeon Jang;Ryeon-Na Lee;Tae-Ha Park;Ji-Eun Kim;Ji-Su An
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.459-460
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    • 2023
  • 본 연구는 매장의 인력을 효율적으로 관리할 수 있는 기능을 제공한다. 매장 운영시 매장 직원의 갑작스런 결근으로 업무의 공백이 발생할 수 있다. 이러한 결근으로 인해 매장이 정상적으로 인력을 보충하지 못하여 발생하는 문제로 인해 업장 운영에 큰 차질을 가질 수 있다. 이러한 문제를 해결하고자 본 연구에서는 결근으로 인한 업무의 공백을 미연에 방지하기 위한 기능을 제공한다. 본 연구는 매장 관리를 위해 필요한 실시간 채팅, 캘린더, 인수인계와 같은 다른 애플리케이션들의 기능을 하나의 애플리케이션에서 처리하고, 대타 및 보충 인력을 사전에 또는 긴급으로 보충할 수 있도록 하였다.

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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.

Implementation of Input Suggestion System using Neighbor Miss Touch Correction Method on Touch Screen Smartphones (터치스크린 기반 스마트폰에서 키보드 인접 오타 정정 방식을 이용한 입력어 추천 시스템 구축)

  • Kwon, Oh-Sang
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.67-69
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    • 2012
  • 터치스크린 기반의 스마트폰의 경우 작고 좁은 입력 시스템을 가지고 있다. 또한 키들 간의 물리적인 경계가 없어 인접어가 잘못 입력 되는 터치 오류가 자주 발생한다. 본 논문은 스마트폰에서 키보드의 인접키가 잘못 터치 되어 발생하는 오류를 정정하고, 개인화 된 사용자의 입력 빈도에 기반한 입력어 추천 시스템인 Klice에 대하여 설명하고 있으며 기본 입력에 대비한 성능평가 결과도 소개한다. Klice는 현재 Apple사의 AppStore에서 다운 받을 수 있다.

A Reference Architecture and Manifest Standard Suggestions for Interworking Open Web Store (OWS(Open Web Store) 연동을 위한 참조 모델 및 Manifest 표준 제안)

  • Ryu, Taejun;Kim, Changjun;Jeon, Jonghong;Lee, Seungyoon;Park, Sangwon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.779-788
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    • 2013
  • With a wide dissemination of smartphones, the number of native applications developed and sold freely by anyone is growing now. The application market activated by Apple's App Store is spreading more rapidly with Google's Google Play. But due to platform-dependent of native application's attribute, developers are programming at each platform. As a result, development cost is increasing compared to earnings. To solve a dependency problem, people focused on web application developed by web-based language. However, stores at each browser are requiring a web application to follow manifest format. And this causes browser-dependent problem. Those problems can be solved by installing a certain browser, but this can make an application useless on the other browser of a store. Dependency problem can narrow not only user's application variation, but also concentration on some specific store. OWS(Open Web Store) is a standard store that supports various web environments. It overcomes browser or platform dependency problems by interworking applications between stores. Also customers are able to choose a large number of applications. In this paper, related to OWS, I would like to suggest manifest standards and store's reference architecture. An interworking scenario is going to be proposed as well.

The Development of Application for Culinary Practice Education using Smart Device (스마트 디바이스 기반 조리실습교육용 앱 개발)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.511-518
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    • 2014
  • The purpose of this study is to produce and distribute a smart device based educational application for culinary practice. This study was performed from Jul. 1 to Dec. 30, 2012. The design of the application is composed of the theoretical contents, making methods, practice video and evaluation questions of Western cuisine among the contents of the culinary practice education. In addition, the notice and Q&A were added for the interaction between teachers and learners. For this study, 31 main dishes' pictures, 155 pictures for making processes by menu, 31 recipes, 31 cooking tips, 372 evaluation questions and 31 cooking videos about 31 menus were produced. The contents produced as above were directly inserted at 'http://kongju-fn.dslink.co.kr/super/index.html' to produce the application. This application can be found through searching with the word of 'yoribaksa'. This study can be considered to be significant in that this application was produced in the situation of the absence of any other previous applications for culinary practice education.

Comparative Analysis of Tea, Coffee, Wine and Beer Smartphone App Capabilities Using Technology Acceptance Model (기술수용모델을 적용한 차(茶), 커피, 와인, 맥주 음료의 스마트폰 앱 기능의 비교분석)

  • Yoo, Yang-Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.645-654
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    • 2017
  • The purpose of this study is to compare the types and capabilities of smartphone apps related to tea, coffee, wine and beer. As a result of examining the capabilities of 200 tea, coffee, wine and beer apps from Apple App Store, 17 types of capabilities were identified. The study found no significant difference in the capabilities of tea and coffee apps, but there was a significant difference in the capabilities of tea and wine apps, and tea and beer apps (p<0.01). Entertainment-oriented apps take up a higher proportion of tea-related apps while wine apps, provide a higher proportion of consumer usability-oriented apps such as finding information about wine, writing notes about wine characteristics, finding nearby shops/cafes. In order to increase practical use of tea-related apps, this study proposes capabilities of coffee, wine, and beer apps as examples and presents app menu to promote development of tea-related apps.

Propose of Efficient u-smart tourist information system in Ubiquitous Environment (유비쿼터스 환경에서 효율적인 u-스마트 관광정보시스템 제안)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.407-413
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    • 2013
  • For Ubiquitous service, there are some method researched. To IT convergence study tourism the convergence of IT and tourism in recent years has emerged as a discipline in the future. Tourist information is information about tourism products as tourists tourism decision-making needed to say. Information presented information anytime, anywhere, using a contact-type media, mobile and efficient tourist information content and generate content using Smart App store to the database is needed. This paper, by taking advantage of the Smart App Places to generate content and Smart Things to query, modify, search, tourism information, tourism policy and tourists can be analyzed, and the average inclination and these efficient tourism information content and that can be utilizedmodels are proposed. This u-Smart is a tourist information system. Build the biggest advantages of the meta-meta-model in real time by utilizing Smart App disposition of existing tourism information and tourist and tourism rating database. Helps to generate patterned by digital tourism policy tourism information content.