• Title/Summary/Keyword: App Card

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Research on the Continuous Use Intention of Mobile Bus Payment App from the Perspective of user Quality Perception

  • Li, Shuo;Sun, Cong-Ying
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.217-224
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    • 2022
  • Based on the success model and Expectation Confirmation model of information system, the concept model of mobile bus payment App users' willingness to continue using is constructed by introducing function quality and interface design quality. A total of 264 valid questionnaires are obtained by issuing online questionnaires, and the model is tested by SmartPLS3.0 software The results show that users' perceptions of information quality, system quality and interface design quality will affect users' perceived usefulness and satisfaction through the scene, and then affect users' willingness to continue to use; Perceived functional quality has a significant impact on perceived usefulness, but has no significant impact on satisfaction. Perceived usefulness has a significant impact on user satisfaction.

Establish Marketing Strategy Using Analysis of Local Currency App User Reviews -Focused on 'Dongbackjeon' and 'Incheoneum' (지역화폐 앱 사용자 리뷰 분석을 통한 마케팅 전략 수립 - '동백전'과 '인천e음'을 중심으로)

  • Lee, Sae-Mi;Lee, Taewon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.111-122
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    • 2021
  • This study analyzed user reviews of Dongbaekjeon and Incheoneum app, which are representative local currencies in Korea, to identify the positive/negative factors of local currency users, and established a marketing strategy based on this. App user reviews were classified into positive and negative based on the star rating, and word cloud, topic modeling, and social network analysis were performed, respectively. As a result, in the negative reviews of Dongbaekjeon and Incheoneum, dissatisfaction with app use and card issuance appeared in common. In positive reviews, keywords such as 'local economy' and 'small business owners' along with satisfaction with 'cashback' appeared. It means that local currency users perceived that their consumption support local economy, and they felt satisfaction in using local currency. Based on the satisfaction/dissatisfaction factors identified as a result of the analysis of this study, we identified what needs to be improved and to be strengthened, and appropriate marketing strategies were established. The text mining method used in this study and research results can provide meaningful information about local currencies to public officials and marketers in charge of local currencies.

Development of a Portable Card Reader for the Visually Impaired using Raspberry Pi (라즈베리 파이를 적용한 시각장애인을 위한 휴대용 카드 리더기 개발)

  • Lee, Hyun-Seung;Choi, In-Moon;Lim, Soon-Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.10
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    • pp.131-135
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    • 2017
  • We developed a portable card reader for the visually impaired. In South Korea, there is insufficient development of lifestyle aids for people with disabilities. Living aids for people with disabilities are being developed using information technology, smart phones, Internet of Things(IoT) devices, 3D printers, and so on. Blind people were interviewed, which showed that the card recognition function using a currently developed smart phone app was not able to recognize the screen of the smart phone by the hand of the visually impaired, and it was inconvenient to operate. In recent years, devices that enable the visually impaired to recognize cards have been studied in foreign countries and are emerging prototypes. But what is currently available is expensive and inconvenient. In addition, visually impaired people are most vulnerable to low-income families, which makes it difficult to purchase and use expensive devices. In this study, we developed a card reader that recognizes a card using a Raspberry Pi, which is an open-source hardware that can be applied to IoT. The card reader plays it by voice and vibration, and the visually impaired can use it at a low price.

A Study on Necessity of System for mediating transactions of a mobile gift certificate (모바일 상품권 거래 중개 시스템의 필요성에 관한 연구)

  • Bae, Yu-Mi;Jung, Sung-Jae;Lee, Kwang-Yong;Jang, Rae-Young;Lee, Jae-Ung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.185-188
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    • 2016
  • The percentage share of mobile gift card certificate in the gift card market has increased significantly each year. But from a consumer perspective mobile gift card certificate has several problems. Specifying unfair terms in Fair Trade Commission has improved slightly, but the problem is not replaced with the equivalent authority that issued the vouchers can not be solved. The exchange between users the most realistic way to solve this problem is to create an environment as possible. In conclusion, The deal will be possible to build a mobile gift card certificate brokerage trading in a convenient and reliable P2P-based. If the System for mediating transactions of a mobile gift certificate has created a healthy retail environment, such as the expansion of the voucher market, reduce social costs may be creating.

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Trend analysis of mobile gift certificate market (모바일 상품권 시장 동향 분석)

  • Bae, Yu-Mi;Jung, Sung-Jae;Lee, Kwang-Yong;Jang, Rae-Young;Lee, Jae-Ung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.189-192
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    • 2016
  • Gift card certificate law was abolished in February 1999. If the stamp duty is paid gift certificate can be issued without registration or authorization by everyone. Recently, the use of mobile devices and mobile apps became widespread as explosive increase in mobile card market. Due to the advantage of being easily available this gift, Including foods such as cakes and coffee are released in various fields, such as mobile vouchers surrogate operation, matchmaking services. The future of the voucher market is considered to be reorganized into mobile gift certificate from vouchers of paper.

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Research of popular success factors of game content

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.83-87
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    • 2022
  • Genshin Impact is an open-world action role-playing game launched by miHoYo in 2020 and has been released on multiple platforms. Due to the excellent character design, it has received widespread attention once it was released, and it has been ranked in the top 10 best-selling lists in several countries after a few weeks of launch. This article will first analyze the map design of the game's open world, and what elements are used on the game map to allow players to immerse themselves in it. Then, in the gameplay of the game, a rich and varied combat system is formed by using the relationship between the elements to restrain each other.There is also a card drawing system added to it, which makes the acquisition of characters full of randomness and allows more players to participate in it. It is concluded that the novel design and rich and varied play methods have made the game Genshin Impact high in popularity, occupying the forefront of the app download list for a long time.

Creating GitHub Electronic Business Card Using Next.js and Building an Efficient Developer Business Card Ecosystem through App and Web Multi-Platform-Based Services (Next.js를 활용한 깃허브 전자 명함 제작 및 앱, 웹 멀티 플랫폼 기반 서비스를 통한 효율적인 개발자 명함 생태계 구축)

  • Hyeonwoo Kim;Jeongmin Lee;Minsoo Park;Sohyeon Lee;Jaeman Shim;Young-jong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.745-747
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    • 2023
  • 깃허브는 개발자의 명함이라는 말이 있듯, 많은 수의 개발자들이 깃허브를 활용해 자신의 개발 이력과 프로젝트들을 관리한다. 이를 위해 기존의 깃허브 정보 요약 서비스들이 제공되어졌으나, 정보 공유의 불편함과 많은 정보를 담지 못한다는 불편함이 존재했다. 본 논문에서는 이러한 불편함을 해소하기 위해 서버 기반의 깃허브 웹 명함 제작 및 멀티플랫폼에서의 서비스를 기반으로 한 효율적인 개발자 명함 생태계 구축을 제안한다. 본 서비스에서는 Next.js 기술을 활용한 한 명함 제작 및 웹, 앱 클라이언트를 통한 명함 관리 기능을 제공한다. Github oauth를 통해 인증된 정보를 바탕으로 Next.js를 활용해 사용자에 대한 정보를 정해진 형식으로 요약한 명함을 제작한다. 제작된 명함은 웹 / 앱 플랫폼을 기반으로 관리되며, 추가적으로 명함의 공유 및 저장 기능을 수행한다. 이를 통해, 명함 공유를 바탕으로 한 개발자 네트워크 형성을 목표로 한다.

How Do Children Interact with Phishing Attacks?

  • Alwanain, Mohammed I
    • International Journal of Computer Science & Network Security
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    • v.21 no.3
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    • pp.127-133
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    • 2021
  • Today, phishing attacks represent one of the biggest security threats targeting users of the digital world. They consist of an attempt to steal sensitive information, such as a user's identity or credit and debit card details, using various methods that include fake emails, fake websites, and fake social media messages. Protecting the user's security and privacy therefore becomes complex, especially when those users are children. Currently, children are participating in Internet activity more frequently than ever before. This activity includes, for example, online gaming, communication, and schoolwork. However, children tend to have a less well-developed knowledge of privacy and security concepts, compared to adults. Consequently, they often become victims of cybercrime. In this paper, the effects of security awareness on users who are children are investigated, looking at their ability to detect phishing attacks in social media. In this approach, two Experiments were conducted to evaluate the effects of security awareness on WhatsApp application users in their daily communication. The results of the Experiments revealed that phishing awareness training has a significant positive effect on the ability of children using WhatsApp to identify phishing messages and thereby avoid attacks.

Development of 3D Holographic Multi-vision applying Wi-Fi Interlocking Technology

  • Park, Myeong-Chul;Kim, Soon-Hee;Hur, Hwa-La
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.47-53
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    • 2021
  • In this paper, we propose a multi-vision based hologram display to improve the limited viewing angle problem of a single fan hologram display. Existing single fan type displays have a narrow viewing angle. And when the length of the fan becomes longer, there is a problem of low resolution. Also, it is difficult to change data due to the use of the SD card. So, we want to implement a dedicated app to transmit data via Wi-Fi. In this paper, we designed and implemented a display consisting of 3 REG LED fans. As a result of video transmission using the app, it was confirmed that it can be used for commercial purposes such as advertisements and demonstrations. The results of this study are thought to be of great help in the popularization of multi-vision holograms.

Design of the Web-based Interest-Type Test using Occupational Card (직업카드를 이용한 웹 기반 흥미유형검사 시스템 설계)

  • Kang, Myung-A
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.185-190
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    • 2018
  • In the recent field of education, they open career-related curriculums either as formal curricular programs or extracurricular programs as highlighting value of career education. However, this lecture-based career education has failed to attract students' interest, and results are not satisfactory either. Since then, in order to design entertaining career education, the field has developed diverse tools and as a vocational aptitude testing tool for career development, methods that would use vocational cards were introduced. Today, schools from elementary school to middle and high schools frequently make use of the cards to conduct the vocational aptitude test and yet, as this web-based learning and smartphones are distributed, changes in the testing tool are being intensely demanded. This study aims to create and implement an application to help the vocational cards-using vocational aptitude test targeting students in elementary, middle and high schools to be actually conducted in a mobile platform.