• Title/Summary/Keyword: Android APP

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Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

Design and Implementation of Safe Commuting Management Mobile App for Preschoolers (학령전 아동 안전 통학 관리를 위한 모바일 앱 설계 및 구현)

  • Song, Doo heon;Park, Eui-In;Lee, Sang Joon;Lee, Junhyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.434-436
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    • 2018
  • Accidents of commuting vehicles for preschoolers continue to occur despite various safety policies from the government. In order to minimize such accidents, it is necessary to use both the vehicle-mounted safety commutation management software for the driver, and the mobile App to manage the safe schooling of the children that can inform such information to parents in time. In this paper, we describe the design and implementation of the safety management software architecture. The mobile application is designed for Android operating systems. It informs current driving information if the bus as well as the list of current boarded children. Teacher in the bus can manage exceptional cases such as riding child without RFID and unregistered temporary riders like grandparent for convenience and flexibility.

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Blockchain Technology for Mobile Applications Recommendation Systems (모바일앱 추천시스템과 블록체인 기술)

  • Umekwudo, Jane O.;Shim, Junho
    • The Journal of Society for e-Business Studies
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    • v.24 no.3
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    • pp.129-142
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    • 2019
  • The interest in the blockchain technology has been increasing since its inception and it has been applied to many fields and sectors. The blockchain technology creates a decentralized environment where no third party controls the data and transaction. Mobile apps recommendation has been extensively used to recommend apps to mobile users. For example, Android-based recommendation applications have been developed to recommend other mobile apps for download depending on user's preferences and mobile context. These recommendations help users discover apps by referring to the experiences of other users. Due to the collection of a large amount of data and user information, there is a problem of insecurity and user's privacy that are prone to be attacked. To address this issue the blockchain technology can be incorporated to assure cryptographic safety. In this paper, we present a survey of the on-going mobile app recommendations and e-commerce technology trend to address how the blockchain can be incorporated into the collaborative filtering recommendation systems to enable the users to set up a secured data, which implies the importance of user privacy preference on personalized app recommendations.

Implementation of Smart Home System based on AWS IoT and MQTT (AWS IoT 와 MQTT 기반 스마트 홈 시스템 구현)

  • Jung, Inhwan;Hwang, Kitae;Lee, Jae-Moon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.7-12
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    • 2022
  • This paper introduces the implementation of the AWS IoT service and MQTT based smart home system. The smart home system implemented in this study can monitor temperature and humidity, and can manually adjust the air conditioner heating, and can check the visitors with the camera and remotely control the door lock. The implemented smart home system controls door locks, heating and air conditioners using Arduino, and manages the collected data and control information using the AWS IoT service. In this study, the Android app has been developed to allow users to control IoT devices remotely, and the MQTT protocol was used for data communication and control between the app and the AWS IoT server and Arduino. The implemented smart home system has been implemented based on AWS IoT service, which has scalability to add sensors and devices.

A Basic Performance Evaluation of the Speech Recognition APP of Standard Language and Dialect using Google, Naver, and Daum KAKAO APIs (구글, 네이버, 다음 카카오 API 활용앱의 표준어 및 방언 음성인식 기초 성능평가)

  • Roh, Hee-Kyung;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.819-829
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    • 2017
  • In this paper, we describe the current state of speech recognition technology and identify the basic speech recognition technology and algorithms first, and then explain the code flow of API necessary for speech recognition technology. We use the application programming interface (API) of Google, Naver, and Daum KaKao, which have the most famous search engine among the speech recognition APIs, to create a voice recognition app in the Android studio tool. Then, we perform a speech recognition experiment on people's standard words and dialects according to gender, age, and region, and then organize the recognition rates into a table. Experiments were conducted on the Gyeongsang-do, Chungcheong-do, and Jeolla-do provinces where the degree of tongues was severe. And Comparative experiments were also conducted on standardized dialects. Based on the resultant sentences, the accuracy of the sentence is checked based on spacing of words, final consonant, postposition, and words and the number of each error is represented by a number. As a result, we aim to introduce the advantages of each API according to the speech recognition rate, and to establish a basic framework for the most efficient use.

Subscribing to an All-You-Can-Read E-Bookstore: Tariff Choice, and Contract Renewal for E-Book Purchases (전자책 무제한 정액제의 소비자 이용행태 분석: 가격제 선택과 구독 갱신, 그리고 전자책 구매에 관하여)

  • Jinpyo Hong;Wonseok Oh
    • Information Systems Review
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    • v.22 no.1
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    • pp.91-111
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    • 2020
  • E-book markets are currently moving through a period of disequilibrium as new pricing structures (i.e., flat-fee subscriptions) are rapidly embraced by major vendors. On the basis of a novel dataset, we investigate how the availability of "all-you-can-read" pricing programs influences consumers' tariff choice and contract renewal behaviors. Consistent with the rational choice framework, the findings suggest that most e-book consumers significantly gain from subscription-based tariffs. Power readers prefer flat-fee subscriptions, and those that have economically benefited renew their subscription. However, we also find some other intriguing results. Among the three subscription designs examined, the 1-week plan affords consumers more economic benefits than do 1-day or 1-month programs. Finally, iOS users are more inclined to select subscription models than are Android users because of the absence of in-app purchase functionalities for the former. The unavailability of in-app purchase affects tariff choices and transaction patterns as it increases transaction costs.

Retail-Store Type Digital Signage Solution Development And Usability Test Using Android Mini PC (안드로이드 미니PC를 이용한 Retail-Store형 디지털사이니지 솔루션 개발 및 사용성 테스트)

  • Lim, Jungtaek;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.29-44
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    • 2015
  • Digital Signage, a way of advertising or delivering information to viewers through digital displays, has expanded from being just an advertising channel in public places. Recently, it has become widely prevalent in restaurants and retail stores. Despite its wide expansion, digital signage is limited to specific usages and services and the devices it uses are also quite expensive. This study introduces a stick-type digital signage product that operates on Android OS, which addresses all the weaknesses of digital signage with much more reasonable pricing and stable operation. For stability, performance tests were executed on the hardware and applications. The results for hardware performance were extremely promising, as each scenario's maximum performance results, measured by Load Runner programs, reached target indexes. Also, as a result of the usability test, all participants, including non-digital signage system users (novices), were able to easily learn all the tasks. As a result of user satisfaction survey, positive responses were exhibited for ease of learning and usability (LEU), helpfulness and problem solving capabilities (HPSC), affective aspect and multimedia properties (AAMP), commands and minimal memory load (CMML), and control and efficiency (CE).

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

Design of a Greenhouse Monitoring System using Arduino and Wireless Communication (아두이노와 무선통신을 이용한 온실 환경 계측 시스템 설계)

  • Sung, Bo Hyun;Cho, Young-Yeol
    • Journal of Bio-Environment Control
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    • v.31 no.4
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    • pp.452-459
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    • 2022
  • One of the important factors among the smart farm factors is environmental measurement. This study tried to design an environmental measurement monitoring system through Bluetooth wireless communication with LoRa using the open source programs Arduino, App Inventor, and Node Red. This system consists of Arduino, LoRa shield, temperature and humidity sensor (SHT10), and carbon dioxide sensor (K30). The environmental measurement system is configured as a system that allows the sensor to collect environmental data and transmit it to the user through wireless communication to conveniently monitor the farm environment. As libraries used in the Arduino program, LoRa.h, Sensirion.h, LiquidCrystal_I2C.h and K30_I2C.h were used. When receiving environmental data from the sensor at regular intervals, coding using average value was used for data stabilization. An Android-based app was developed using Node Red and App Inventor program as the user interface. It can be seen that the environmental data for the sensor is well collected with the screen output to the serial screen of Arduino, the screen of the smartphone, and the user interface of Node Red. Through these open source-based platforms and programs will be applied to various agricultural applications.

Development of Mental Health Self-Care App for University Student (대학생을 위한 정신건강 자가관리 어플리케이션 개발)

  • Kang, Gwang-Soon;Roh, Sun-Sik
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.25-34
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    • 2019
  • The purpose of this study is to develop a mobile app for mental health self care of university student. User centered design is a research design that applies the subject's needs assessment, analysis, design, development, evaluation, modification and supplement to suit the subjects. In order to manage the mental health of university students, they consisted of four main areas of mental health problems: drinking, sleeping, depression, and stress. It is designed to enable self test content, analysis and notification of inspection results, and management plan for current status of each area. Based on this, I developed an Android based mental health self-care Application. The subject can enter his or her mental health status data to explain the normal or risk level for each result, and the subject can then select the appropriate intervention method that he or she can perform. In addition, we developed a mental health self care calendar that can display the present status of each of the four areas on a day by day basis, and the current status can be expressed in an integrated manner through animations and status bars. The purpose of this study was to develop a mental health self-care app that can be improved by continuous and improved programs.