Journal of the Korean BIBLIA Society for library and Information Science
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v.27
no.2
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pp.51-80
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2016
Recently in accordance with Government 3.0 policy, public data is being released in large quantities and entrepreneurs are succeeding in utilizing this policy to develop products and apps that increase the convenience of the people to use the information. As libraries belong to the public domain, libraries must open a variety of data to the public in accordance with the Government 3.0 policy, and make the various applications utilizing the data. Therefore, this study investigated the government 3.0 Policy, classified the success cases of the applications according to specific criteria, identified data having high availability from the library data, and tried to discover data that can increase the utilization value through the library from other subject areas. An awareness survey was conducted of librarians of the University and Special Library and the results are as follows: First, librarians' awareness about the Government 3.0 was more than the average of 3.6, whereas for the initiatives presented in 3.0. Second, those responding that the government 3.0 policy would have a positive effect on libraries were six times higher than those responding negatively. Third, the respondents listed the ways that the policy can be effectively utilized in the library, in order, as providing to the user public open data classified by topic, providing user education about utilizing method of public open data, and privacy-related user education regarding open data utilization. Fourth, there was overall agreement by the respondents that public open data would be helpful in improving the library's changing role and image, with 60% responding in a positive way.
Purpose - Following the speedy development of the smart phone industry, tourism companies started to increase their brand recognition and sales volume by adopting mobile applications. However, applications for tourism industries are still insignificant. This study tries to analyze empirical evidence from Korean and Chinese consumers who have used mobile tour applications. By using an expansion of the technology acceptance model (TAM), this study will find what factors have effects on user intention for mobile tour applications. The findings will be helpful for the development of mobile tour applications and the tourism industries. Research design, data, and methodology - This study uses the TAM, which was presented by Davis in 1989. This study uses consumer acceptance level, consumer choice attitude, and use intention as the basic variables to fit to the TAM, and adopts choice content quality, brand value, and usage motivation as additional variables to analyze. This study has developed several hypotheses and collected data from 620 users who used mobile applications for tourism during April 1 to April 30, 2015. A total of 612 valid questionnaires were collected and used in the data analysis. The data was analyzed with structural equation modeling using SPSS Win/pc and Amos 22.0. Results - The findings can be summarized as follows: First, the content quality affects the consumer acceptance degree and choice attitude. Second, the brand value has a directly positive effect on the consumer acceptance degree and choice attitude. It is clear that the content quality and brand value play important roles in raising consumer acceptance and choice attitude. Third, usage motivation has no effect on the consumer acceptance degree and choice attitude. Fourth, the acceptance degree does not have any effect on the consumer choice attitude. Fifth, the acceptance degree affects the use intention. Last, the consumer choice attitude affects the use intentions. This indicates that consumer acceptance and choice attitude must both be achieved to induce use intention among consumers. Finally, the effects of the mobile tour application content quality and brand value on consumer acceptance degree and choice attitude were confirmed. Additionally, the effects of the consumer acceptance degree and choice attitude on use intentions were analyzed. Conclusion - It is not meaningful for tourism marketing to launch tour applications in the mobile market without understanding tourism consumer characteristics. When developing mobile tour applications, companies should focus on the characters of consumer choice attitudes as high quality, high brand value, usefulness, and ease of mobile tour applications. This study has limitations in that it did not consider negative factors such as perceived risks or analyze whether there are differences between Korean and Chinese consumers. In the future, we will consider equipping the same mobile tour applications commonly used by both Korean and Chinese consumers, and then examine negative factors as well as the differences in mobile tour applications between Korean and Chinese consumers.
Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.
Kim, Dong-Wook;Na, Kyung-Gi;Han, Myung-Mook;Kim, Mijoo;Go, Woong;Park, Jun Hyung
Journal of Internet Computing and Services
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v.19
no.1
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pp.27-35
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2018
This paper is a study to classify malicious applications in Android environment. And studying the threat and behavioral analysis of malicious Android applications. In addition, malicious apps classified by machine learning were performed as experiments. Android behavior analysis can use dynamic analysis tools. Through this tool, API Calls, Runtime Log, System Resource, and Network information for the application can be extracted. We redefined the properties extracted for machine learning and evaluated the results of machine learning classification by verifying between the overall features and the main features. The results show that key features have been improved by 1~4% over the full feature set. Especially, SVM classifier improved by 10%. From these results, we found that the application of the key features as a key feature was more effective in the performance of the classification algorithm than in the use of the overall features. It was also identified as important to select meaningful features from the data sets.
The increasing use of mobile applications is a phenomenon that has recently come to be beneficial to people in their private life due to increased income and changes in life style. In particular, analyzing customers' consumer sentiment can be seen as a pursuit form of convenience that enables efficient use of time and effort. In this study, based on previous studies, we examine the causal relation model that influences reuse intention, which is a dependent variable through perceived value as a parameter by measuring the service convenience for cafe mobile application. In order to accomplish purpose of this study, references related to service convenience, perceived value, and reuse intention were reviewed as literature research methods. For the empirical study, the research was carried out through Macro Mill Embrain Co., Ltd. Online research was conducted for one week from October 26 to November 8, 2018. There are 13 items of the collected data were excluded and 324 items suitable for irradiation were used. Study results show that service convenience of cafe mobile application has a positive effect on perceived value and reuse intention. In addition, in the relationship that cafe mobile app's service convenience has a significant (+) influence on reuse intention, perceived value proved to have meaningful results as intermediary roles. Implications of this study are as follows. First of all, this study will be helpful for cafe companies and consumers if utilize the service convenience of cafe mobile application in perceived value and reuse intention in marketing applications. Therefore, theoretically, we propose the development direction of cafe mobile application and present academic data for marketing strategy innovation and competitive advantage in the food service industry that conforms to the fourth industrial revolution era.
The role of smartphones is changing from a communication system for exchanging calls and information into a universal platform for cultural services. Also, satisfaction for mobile application services on smartphones is a very important factor in the smart business. In This paper, we analyze the effects of the outcome, service scape, costs, and especially the impact of whether costumers having to pay or free for the app on customer satisfaction. For this purpose, we analyzed survey data on service quality of mobile app service from Chinese mobile app service users. We also analyzed the moderating effects of paid and free mobile app services. As a result, it was confirmed that the quality, servicescape quality and cost of mobile app service that customers perceive have a positive effect on customer satisfaction. In addition, the effect of the cost of mobile app service perceived by the customer on customer satisfaction showed that free mobile app service was more significant than paid mobile app service. This paper can be used as an alternative to monetization for providing a mobile app service provider or a mobile app service provider who wants to switch mobile app service from free to paid service.
This study investigates the factors that stimulate or suppress the use of food delivery applications. As potential antecedent factors, the present research examined the review diagnosticity, descriptive norms, and multidimensional risk perception. Based on this, users' data were collected from major metropolitan cities where the food delivery application business is most active. The results of structural equation modeling confirmed that users' approach to food delivery apps becomes more favorable when the review diagnosticity and descriptive norms were improved and when the perceived multidimensional risk expected to be associated with app use is mitigated. Additionally, we found that the positive influence of these attitudes on the actual intention to accept delivery applications became weaker at higher levels of perceived risk. These empirical results may contribute to the formation of strategic and systematic guidelines for promoting the expansion of the recently emerging O2O service platform across diverse sectors. Namely, the significance of this study lies in that it has raised awareness regarding the strategic considerations that such new O2O service providers should take into account for their market positions, in addition to discovering factors that could aid the prompt expansion of the applications' user base.
The Journal of the Convergence on Culture Technology
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v.5
no.4
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pp.183-189
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2019
The purpose of this study is to investigate the effects of mobile phone use on university students' English reading achievement and consider the value and effectiveness of mobile phones as a learning tool. The study's subjects were students from a university in Seoul, who were divided into an experimental group (n=37) and a control group (n=43). The experimental group used various mobile phone functions-such as searching, recording, taking photos, using mobile apps, and community uploads-in reading class. The control group, on the other hand, focused on students' presentations and the professor's explanations. Two achievement tests and an open-ended questionnaire were administered. The results revealed that the experimental group scored higher than the control group, which showed a significant difference. In addition, the positive impacts of mobile phone use as reported in the questionnaire were interest and motivation, self-directed learning, and continuous learning beyond time and space. In order to foster efficient second language teaching and learning, learners and also teachers must be aware of the potential value of mobile phones as a learning tool. To encourage more active mobile phone use in the classroom, diverse and interesting class activities using mobile phones should be developed.
Purpose: Delivery food orders are on the rise due to the COVID 19 pandemic. Many customers are ordering food through delivery apps rather than visiting restaurants to eat out. Delivery application platforms are growing due to the development of O2O. Most of the people who provide gig worker for delivery applications are rider. Rider provides labor on their own terms and have more work flexibility and autonomy than ordinary workers. Trust can be transferred from a well-known entity to an unknown entity. From the customer's point of view of using the delivery application, trust can be seen through the third-party trust of the delivery application platform-rider-customer. Therefore, this study intends to investigate the effect on delivery application trust and rider trust through the well-known characteristics of delivery applications. Research design, data, and methodology: This study was conducted on Korean consumers over 20 years of age who have ordered food through a delivery application for the past month. After educating 5 investigators about the purpose of this study, 60 copies of the survey were conducted per person. During the investigation period, from September 2 to September 26, 2021, 322 copies were collected over 25 days. Among the collected questionnaires, 37 were excluded from insincere or partially unanswered, and 285 were used for analysis. In addition, the collected data were analyzed using SPSS 25.0 and AMOS 25.0. Result: As a result of the study, convenience, price, and variety of restaurants were found to have a significant positive (+) effect on app trust, but design did not have a significant effect on app trust. Also, it was found that convenience had a significant positive (+) effect on trust in rider, but design, price, and variety of restaurants did not have a significant effect. App trust was found to have a significant positive (+) effect on rider trust and intention to use, and it was found to have a significant positive (+) effect on rider trust and intention to use. Conclusions: First, this study established a structural framework between delivery application characteristics-delivery-app trust-rider trust-intention to use. Second, in this study, it was found that customer trust in well-known delivery applications was transferred to less-known rider trust. Third, the delivery application should increase the convenience of use. Fourth, delivery application should set the delivery fee appropriately. Fifth, delivery application must continuously train the rider.
Kim, Sun Kyung;Eom, Mi-Ran;Lee, Youngho;Go, Younghye
Journal of the Korea Convergence Society
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v.12
no.10
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pp.343-352
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2021
A convergence study was conducted to develop a smartphone application for self-practice of core nursing skills and evaluate its usefulness for undergraduate nursing students. Mobile Application Rating Scale and seven essay questionnaire were used to for usability evaluation among 22 undergraduate nursing students. The score of the information domain was the highest with 4.19(SD 0.79). The subjective quality domain showed the lowest score of 3.08(SD 0.87). Participants' performance confidence score was 8.23(SD 1.60), and learning satisfaction score was 7.89(SD 0.87). Participants reported that the convenience and repetitive self-learning were the strengths of the app. In addition, design and technical supplementation, and lecturer-feedback would improve effectiveness of the current educational app. Findings of this convergent study would be helpful to promote the application of mobile apps for effective self-learning of core nursing skills in undergraduate nursing education. Future resesarch is needed to examine effectiveness study of mobile app on the performance of core nursing skills.
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